EDIT: Jan 2013
Hey everyone. I was motivated by some friends to release a new version of Battle Capacity, which I'm glad to have finished for the arrival of the new year.
The
site has been updated with all the info, including a new writeup for Tomohawk in the character section.
You can also view the changelog here:
http://ivnbvn.com/batcap/batcap2013_changelog.txt
EDIT:
New, gonna work forever, no need to register, download link
There haven't been any major additions, as this was more of a patch to clear up some longstanding issues and bugs. You'll notice a few changes here and there in frame and hitbox data, resulting from a year in discovering what I like and do not like, but the goal wasn't to tamper with the balance so much (though there were a few changes in that vein as well).
So let me know what you think, and maybe drop by the chatroom sometime. Surprisingly, I've spotted a few people in there occasionally including newcomers looking to be schooled.
http://www.youtube.com/user/capfight#g/u
Some match vids

Combo videos
/EDIT
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0 · Off Topic Insightful Disagree Agree Like LOLIt's good to see an actual project here not: "I want to make a game like this" thread.
Played around a bit, but can't say anything on balance of course. I will ask was cyclohm meant to be able to juggle like it can?
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0 · Off Topic Insightful Disagree Agree Like LOLMy major complaint is that the hits do not seem solid. When you hit someone it's like...ok, whatever. There is no sense of urgency and the hit-stun is not clear enough to see. Maybe the hit-stun animations are too close to the normal standing animations.
PSN: SPTwhte
"There's a complicated answer to that question. You see, I think we could all know Batman in our hearts, if we just intensely and obsessively study all of his comics, tv shows, movies...and..
No. I don't really know Batman." - Dr. McNinja
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0 · Off Topic Insightful Disagree Agree Like LOLYour comments really hit the nail on the head, though. The hits do sort of lack that certain 'crunchiness' that registers with other fighting games. I've taken it to heart and am reanimating many of the 'hit' animations and I'll see what i can do about extending the slight game freeze that occurs during some of the meatier strikes.
I've started a series of 'combo videos' for the game on the Youtube channel .
If anyone has any other comments, or would like to play some matches, the chatroom is pretty robust at this time of day. This is a project I'd really like to improve upon over time and your feedback would go a long way.
Also, yes, Cyclohm was intended to be able to juggle the way it does. There shouldn't be any infinites, but I haven't tested every possible combination. Do you feel the juggles are too damaging compared to the difficulty of setting them up?
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0 · Off Topic Insightful Disagree Agree Like LOLYou know what could really help? A hits counter...combo counter...whatever you call it.
PSN: SPTwhte
"There's a complicated answer to that question. You see, I think we could all know Batman in our hearts, if we just intensely and obsessively study all of his comics, tv shows, movies...and..
No. I don't really know Batman." - Dr. McNinja
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLb+S, qcb+B, j.C, land, qcb+C, j.C, land, Skill, dd+C, j.C, land, Skill, dd+C, j.C
Pyro seems a little weak for his slowness. His super can be used to full screen punish, but it is hard to combo. You can use c.A, c.B, charge back~forward C, B, C. For a little over 1/4 damage.
Blocking low seems to beat almost every character. At least it seems this way. It really depends on how good throws are...which I can't tell without playing someone.
The Cat does more damage than Pyro and he has an 2 overheads. d/f+S, c.b, c.b, c.b, a, b, charge back~forward C. OR. j.d+M, c.a, c.b, c.b, c.b, a, b, charge back~forward C.
PSN: SPTwhte
"There's a complicated answer to that question. You see, I think we could all know Batman in our hearts, if we just intensely and obsessively study all of his comics, tv shows, movies...and..
No. I don't really know Batman." - Dr. McNinja
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0 · Off Topic Insightful Disagree Agree Like LOLSince this version of the game was released a few days ago, it has become quite clear how dominating Cyclohm is (even with out the weird static > d+m glitch).
I'm wondering if the way to handle this is merely a damage decrease across all his juggle enabling moves or if there's a way to handle it more tactfully, like making the juggle harder to land, and putting a great emphasis on the character's spacing skills, or simply limiting the time he can keep you in the air.
Generally, people seem underwhelmed by Pyroak's damage output, but I've been able to use him successfully so far and the only term I could use to describe, I guess, is 'solid'.
As far as blocking low, grabs tend to be pretty good in this game from what I've seen. You can tech them, but the window is pretty small. I've yet to see a human vs human match where turtling is a predominantly effective strategy. Would you say that most of the cast have underwhelming overheads?
Speaking of Kit (the cat), a fellow and I were experimenting with some Will o Wisp wake up tricks and it was really promising, especially in the corner. A character can try to backdash out of the wisp, but it can be anticipated and punished most of the time. If they try to just block the wisp, they're an easy target for a quick sweep, or a walk up grab. If you grab them particularly early, they will take the damage from the throw, hit the wisp be set up for a follow up attack like iron head. Also promising were Somersault's neat cross up abilities in the corner.
If you'd ever want to join us on the server, we have some pretty decent to good players.
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0 · Off Topic Insightful Disagree Agree Like LOLI think the best way to balance Cyclohm is to lower the damage on the Tri-Attack (and Tornado maybe). Also, make it so you can only use 1 Tornado per combo. That should do just fine, because you can only start the juggle off of Tornado and b+S (or anti-airs?).
Really,some characters have great overheads. But there are some that have close to nothing:
Pyroak: Has Woodhammer, but it is near useless because of the charge command. Think about changing the command for Woodhammer to d,b+attack.
Stratagem: His leaping attacks are slow compared to other characters overhead. He does have instant jumping B, but I'm worried that some characters might be able to hit Stratagem before he lands.
Cyclohm: Overhead is super so it can only be used when the meter is full. Also has instant jumping A, but spends more time in the air than Stratagem.
Arghonaut: Only has the follow-up to mach-punch. It is slow enough that you can just block-low after mach-punch and then switch to high block when you see the overhead start-up.
Revenankh: Doesn't really matter because he is a grab character.
PSN: SPTwhte
"There's a complicated answer to that question. You see, I think we could all know Batman in our hearts, if we just intensely and obsessively study all of his comics, tv shows, movies...and..
No. I don't really know Batman." - Dr. McNinja
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0 · Off Topic Insightful Disagree Agree Like LOLColossoil actually has an overhead in his standing close C, the bite. Considering it leads to his most powerful combos I'd say blocking high or low is dangerous as long as you're close to him. It's to the point actually where I'm thinking of making that attack just not cancel into anything.
Arghonaut's generally regarded as kind of gimped. Perhaps a command overhead would help his game somewhat?
edit: also, all down charge motions can be executed using down back charge as well. so pyroak can initiate woodhammer from a defensive position.
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0 · Off Topic Insightful Disagree Agree Like LOL<Morelia> fluttershy is the greatest.
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0 · Off Topic Insightful Disagree Agree Like LOLYou can get two Tornadoes mid-screen if you pause a moment before you j.C after the first Tornado finishes.
I did not realize that close C was an overhead.
I feel that a decent command overhead would make a world of difference.
Defense is not the problem, it is the charge time. Regardless of how short the charge time is, it makes it so that Pyroak must be charging down before an overhead (which is a limitation that no other character has). Changing the motion to d,b+attack is more of a way to level the playing field (and make Pyroak a slight bit better).
PSN: SPTwhte
"There's a complicated answer to that question. You see, I think we could all know Batman in our hearts, if we just intensely and obsessively study all of his comics, tv shows, movies...and..
No. I don't really know Batman." - Dr. McNinja
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0 · Off Topic Insightful Disagree Agree Like LOLAlso Revenankh (if he could land a JC) has >55% combo (JC>5C>4B>4B>9...airthow).
UPD: Fidgit super don't connects properly on some opponents.
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0 · Off Topic Insightful Disagree Agree Like LOLI've only just recently accessed better recording capabilities. Put it to use on this exploratory combo video
While some of these combos are really difficult to execute in an actual match, the ones that are less so have me but a bit concerned. I'd like to reward skill, but the damage you can get from a simple jump in in some cases is just ridiculous. Some of the cancels present in the video, I've already taken out (like soil close C into eq) and thinking about what, if anything, should be done about the others.
Also, the training sack's health is just below average.
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0 · Off Topic Insightful Disagree Agree Like LOL"How characters react on^W^Wto 2AxN/2BxN chains" tier list.
GOD tier:
+Collosoil - he seem just do not react on 2AxN chains.
+Stratagem - he is too small so 2AxN/2BxN chains can contain 2 hits at max
.Arghonaut - he pushed by any hit much further than other characters.
MID tier:
+Kitsunoh
-Fidgit
-Pyroak
VULENERABLE tier:
+Skulloton - his boot gives him "ability" to absorb more 2A hits
-Vitalimar - his hand gives him "ability" to absorb much more 2A hits
-Cyclohm - His hitbox gives him "ability" to absorb insane ammount of 2A\2B hits
INSANE tier:
++Syclant
Revenankh
It seems that their hitstun time is longer than usual so some attack that
doesn't connect on other characters connects on him. Also REV has large hitbox.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLAlright!
So Battle Capacity v04 is out!
You can download it directly from here.
I've taken a lot of your comments into account and since the release of V03, I've had the opportunity to work with some seriously talented testers. The game should be a lot more balanced now and bug free (feel free to rub it in my face if i'm wrong). The infinites are gone and we have a new character with some new stages and great original music.
Also, please check out the character section on the website for some great in-depth info courtesy of TGM.
I hope to see you in the chatroom. We've got some really strong players these days and it'd be great to see more competition.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLEdit 1: Can you tell me how to map the inputs for my joystick? I can map the button just fine, but the part where I would map my up/down/left/right is grayed out. I'm using a TE stick and I tried it with the rs/dp/ls settings changed.
Also the games graphics look a lot better in action than on the youtube vid.
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0 · Off Topic Insightful Disagree Agree Like LOLI had the same problem, i ended up using Xpadder and now it works great.
Have to say Shark the game is great, loving Arghonaut he's like Balrog and Davy Jones fused together that's incredible and my obvious main.
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0 · Off Topic Insightful Disagree Agree Like LOL“... keep an open mind, but not so open your brains fall out.”
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0 · Off Topic Insightful Disagree Agree Like LOLYouTube - FimPhym's Channel
A couple of new videos up, courtesy of FimPhym. The second one displays the new character Krilowatt.
An issue that has been raised is that due to a change from the previous version making grabs overly powerful in v04. As they stand right now, they seem to work as the perfect reversal, interrupting mistimed blockstrings, or even blocked jump ins. Some characters like Colossoil fall easy prey to grabs because his horn is grabable. Other such limbs are also throwable on whiffed attacks.
I'm currently working resolving these issues. First, by increasing the mean range of the cast's normal attacks, making it harder to get directly into your opponent's face for the point-blank grab. Secondly, limbs will no longer be throwable, just the torso. Finally, and perhaps most significantly, grabs are going to go from zero frame start up to three frame start up.
What are your opinions on how throws function, or their place in fighting games. I'm afraid of nerfing them into uselessness, and some people would argue that throws are fine the way they are now.
Again, I'd like to make a call to join us on the chat server if you're curious about this game. We have a friendly and growing community, and we're all too happy to share info and strats. We're competitive too, and newcomers are finding themselves getting up to speed pretty quickly.
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0 · Off Topic Insightful Disagree Agree Like LOLYouTube - FimPhym's Channel
A couple of new videos up, courtesy of FimPhym. The second one displays the new character Krilowatt.
An issue that has been raised is that due to a change from the previous version making grabs overly powerful in v04. As they stand right now, they seem to work as the perfect reversal, interrupting mistimed blockstrings, or even blocked jump ins. Some characters like Colossoil fall easy prey to grabs because his horn is grabable. Other such limbs are also throwable on whiffed attacks.
I'm currently working resolving these issues. First, by increasing the mean range of the cast's normal attacks, making it harder to get directly into your opponent's face for the point-blank grab. Secondly, limbs will no longer be throwable, just the torso. Finally, and perhaps most significantly, grabs are going to go from zero frame start up to three frame start up.
What are your opinions on how throws function, or their place in fighting games. I'm afraid of nerfing them into uselessness, and some people would argue that throws are fine the way they are now.
Again, I'd like to make a call to join us on the chat server if you're curious about this game. We have a friendly and growing community, and we're all too happy to share info and strats. We're competitive too, and newcomers are finding themselves getting up to speed pretty quickly.
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0 · Off Topic Insightful Disagree Agree Like LOLOf course by saying this, that's ALL anyone will here now. HA!
Game looks interesting, though, might have to check it out.
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0 · Off Topic Insightful Disagree Agree Like LOLsome suggestions:
- including a combo meter that is stationary below the life bars.
- some kind of "hit confirm" effect.
downloading now. :)
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLKitsunoh: Sometimes opponent dissapears from screen til end of a round if he was thown with [2]8+A\B\c)
Pyroak: Sometimes energy ball don't come out.
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0 · Off Topic Insightful Disagree Agree Like LOLThe Pyroak projectile problem occurs sometimes when the energy ball goes beyond the limits of the map. Currently, it's fixed either by getting knocked down, or by shooting an Ember. I'm looking for a solution to this problem as well. It also affects Stratagem and Ancient Power.
My apologies for these two problems.
FimPhym has recently created a cool little beginner-intermediate Syclant guide. It goes over the bnb's, what options you have at certain ranges as well as various ways to land your Super. Check it out
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0 · Off Topic Insightful Disagree Agree Like LOLNot really a mechanics issue, but still.
Cool game though
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLI agree completely about the combo counter, though...that needs work. It's too hard to read.
I really like the style of the art and animation.
Some more thoughts on the presentation side of things: the life bars are a bit bland, especially compared to the rest of the game. The voices leave something to be desired, but I understand that you probably don't have professional voice talent at your disposal, haha. However, the music...definitely can be improved upon. If nothing else, the volume can match the rest of the game. And yes, the hit sounds and sparks definitely need more impact. It's harder than it should be to hit confirm in this game.
I like the training mode setup, pretty clever. I imagine you're limited in the training mode options by the engine, so I won't complain there.
Congratulations on making a legit game with style and solid gameplay. Looking forwrad to your future improvements.
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0 · Off Topic Insightful Disagree Agree Like LOLAlso, I'd like to say that beta testing as gone into it's third round of patches recently. If you'd like to take part, please join us in the chat and ask for the latest patch.
The patch includes throws that no longer grab limbs, and a general increase of move ranges, with some characters receiving additional pokes, placing a greater emphasis on footsies.
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0 · Off Topic Insightful Disagree Agree Like LOLPart 1
Part 2
Currently, he's only available in the beta version. If you're interested in seeing how the game has progressed, you can drop by the chatroom and ask for the beta. Casc is still unfinished. He's missing a few animations and sounds, but his core game is there. There's a lot to explore between his ability, Inner focus, and his Super, Agility, so if anyone would like to lend a hand exploring how much he needs to be nerfed, we'd greatly appreciate it!
The OST has also been released. More info can be found here.
Battle Capacity
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0 · Off Topic Insightful Disagree Agree Like LOLI hope you'll eventually make a character like this.
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0 · Off Topic Insightful Disagree Agree Like LOLhttp://www.youtube.com/user/mkkhanzohasashi
Ultimate MK3 DS Friend Code: 197687877750
Nintendo 3DS FC: 481182464252 (SSf4, DOAD)
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0 · Off Topic Insightful Disagree Agree Like LOLi havent tried it out but as far as visuals go the hud is really letting it down.
it looks very cheap and homebrew nasty.
the game art and BG look pro enough to me but the hud needs a lick of paint.
as far as i can tell the gameplay looks pretty tight.
edit
if you post some screen shots with no hud then maybe you could get some of the guys in the fan art section to design some nicer looking ones for you to code in.
Let's fighting love!
Let's fighting love!
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0 · Off Topic Insightful Disagree Agree Like LOLYoutube: TruePancho
Twitter: BrandonPancho
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0 · Off Topic Insightful Disagree Agree Like LOLQuestion/request: How do I use replays? Are they exclusive for ONLINE VS? Could they be made for Offline vs?
Thx again
http://www.youtube.com/user/mkkhanzohasashi
Ultimate MK3 DS Friend Code: 197687877750
Nintendo 3DS FC: 481182464252 (SSf4, DOAD)
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0 · Off Topic Insightful Disagree Agree Like LOLYOu should be able to save replays just by turning replay function on and launching the game through lunaport.
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0 · Off Topic Insightful Disagree Agree Like LOLGood idea. The HUD I'm working with has always just been a placeholder as something functional until I get something nicer to replace it, but never got around to that. I have someone who has offered to redesign it, but if it doesn't work out, I'll put out a notice in the art section.
One thing I suppose I should try with the beta is how zero frame throws work in conjunction with the other changes. I'm concerned as to how that might affect things across the board. Currently, Colossoil has a nasty frame trap in light Pursuit, which may not be as effective if he can can be grabbed on block. The move leaves him close enough to jab and start the string again if they mistime their escape, but his large size may make it possible to grab him if throws are zero frames. That's what betas are for though, and it may be worth testing. I'm happy with how throws work at the moment though, so it may not even be necessary at this point.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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0 · Off Topic Insightful Disagree Agree Like LOLTestify!
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0 · Off Topic Insightful Disagree Agree Like LOLI'm preparing a new patch for release shortly which has a more complete version of Cascavian, as well as a functioning single player mode.
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0 · Off Topic Insightful Disagree Agree Like LOL+ About input and crossups. I can't explain it clearly but...
If crossup occurs when i pulling off a special or super move... switch of 4 and 6 directions happens BEFORE game reads the input of the move.
For example in Guilty Gear you can you can input move reversed and if crossup occurs move will come out. So if you can READ your opponent you will be rewarded for that. Otherwise crossups just turn any input in a mess.
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0 · Off Topic Insightful Disagree Agree Like LOLHe can't do wakeup supers or mash during blockstrings. FIX IT!!!!!!!
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0 · Off Topic Insightful Disagree Agree Like LOLThe biggest new feature is the inclusion of 'X-Attacks'. The idea is similar to EX moves, but instead of using meter, each player is given one X-Attack at the start, which is transferred to an opponent on hit or block. You can store up to two X-Attacks. You can check out the new moves in the updated 'Characters' section.
There is also a new character, Cascavian. A kung fu crane type, with an air dash, projectiles and solid frame traps.
Aesthetically, we also have new stages, new stories, and a brand new HUD and menus. Which you can check out in this
I owe a lot to feedback from players like you. Please check out the game and drop by the chat sometime, I'd love to have some matches.
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0 · Off Topic Insightful Disagree Agree Like LOL- Spam
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