Happy to announce that I am working with TechChaseTV as my Combat Designer for 'Urban Warriors'. I met him at the Defend The North X fighting game tournament and we sat together for a day and a half taking notes and implementing as many changes as we could. With his encyclopedic knowledge of frame data, I consider him a 'fighting game genius'. The goal is to build the most exhilarating competitive arena fighting game by raising the skill ceiling & enabling player expression. We've put together a long list of refinements & implementations. This is the first of many gameplay updates in the coming weeks.
Slow Motion & Parry Updates
- Versus Mode - Slow Motion during Special Moves & Parries have been disabled.
- Versus Mode - Slow Motion "SlowMo" Option added. Consider enabling for casual/party mode.
- Parry Window reduced to 5 frames, "SlowMo" if enabled, can make the perception of these frames to be longer because of time dilation.
Universal Launcher Added
- Sprint + Punch is now a Universal Launcher
- The startup frames are shorter after a punch attack
Guard Updates
- Guard no longer auto rotates nearest opponent, We might re-introduce auto rotate within a certain range of degrees
- Air Guard no longer has animation transitions
Movement Updates
- Dash No longer requires meter
- Dash No longer has invincibility frames
- Air Dash Distance Reduced
- Velocity is now preserved on landing
- Friction reduced to allow some sliding
- Jump Gravity decreased
- Second Jump Velocity decreased

Throw Updates
- Throws can now be Teched by pressing the Grab button
- Throws now beat Guard
- Throw animation updated with new timing
- Successful Throw attempt leads to Special Throw paired attacks
- Special Throws currently beat Guard & cannot be Teched. We will re-evaluate Special Throws
- Versus Mode - CPU Opponents now attempt Throws & Pickup Nearby Weapons/Props
