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Steam News24 July 20241y ago

Quick overview on gameplay changes

Here's a quick overview on gameplay changes from the original HYPERFIGHT! HYPERFIGHT 2 is no longer a true one-hit fighter.

Full notes

Full HYPERFIGHT 2 update

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What changed

0 fixes2 additions4 changes0 removals
  • Gameplay
changedHere's a quick overview on gameplay changes from the original HYPERFIGHT!
addedHYPERFIGHT 2 is no longer a true one-hit fighter. Only the first hit will grant points, but you can keep juggling your opponent as long as they don't touch the ground. This is to fulfill the new second win condition: ring outs!
changedThis also means there's no concept of rounds anymore - gameplay will flow smoothly between hits. (Mechanics are being tested to prevent corner camping, but they haven't been finalized yet.)
changedCombos aren't really the focus though - they're more intended to make followup attacks more natural. Most of the time, gameplay will consist of 1-3 hit interactions. A few characters will have more combo potential for those that want to dig into it.
addedLastly, to fit the new system, supers are not a one-hit kill (sad, I know) but in replacement: - Invincible on startup - Deals massive knockback - Can be canceled from normals on hit
changedThe goal is to create a fresh gameplay experience while keeping the essence of the original. Hopefully you'll give it a try! I'm planning for online playtests later this year to gather as much feedback as possible before release.

Here's a quick overview on gameplay changes from the original HYPERFIGHT!

HYPERFIGHT 2 is no longer a true one-hit fighter. Only the first hit will grant points, but you can keep juggling your opponent as long as they don't touch the ground. This is to fulfill the new second win condition: ring outs!

This also means there's no concept of rounds anymore - gameplay will flow smoothly between hits. (Mechanics are being tested to prevent corner camping, but they haven't been finalized yet.)

Combos aren't really the focus though - they're more intended to make followup attacks more natural. Most of the time, gameplay will consist of 1-3 hit interactions. A few characters will have more combo potential for those that want to dig into it.

Lastly, to fit the new system, supers are not a one-hit kill (sad, I know) but in replacement:

  • Invincible on startup
  • Deals massive knockback
  • Can be canceled from normals on hit

The goal is to create a fresh gameplay experience while keeping the essence of the original. Hopefully you'll give it a try! I'm planning for online playtests later this year to gather as much feedback as possible before release.

  • joh

Source

Steam News / 24 July 2024

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