Quick overview on gameplay changes

HYPERFIGHT 2

The next evolution of HYPERFIGHT! Fill your point meter or, new to the sequel, knock your opponents out of the ring with a colorful cast of new and returning characters.

Here's a quick overview on gameplay changes from the original HYPERFIGHT! [img]{STEAM_CLAN_IMAGE}/45110845/dc88bfc545ac15aa22e3d2e88b4d8f6fe952820e.gif[/img] 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