alright, yeah, i managed to get a few real hits in that didn't knock down. my suggestion would be to add in a combo counter in the next ~demo~ to see whats an infinite and whats just the CPU not blocking/just jumping. P:
judging by the combo system, id imagine viper's infinite would be corner-only since the pushback is only on the opponent. with the wall behind them, both characters stay still and you can just chain P into P into P into etc. this probably applies to the other 2 too, but its hard to test when the CPU just wants to jump 24/7 lmao
if that's not it, i imagine anti-air f. P -> P might juggle but idk
easy solution, if the first is the case, is to move the character attacking back a little after each P/K so the PPPPP/KKKKK chain stops after 3 or 4 of 'em. otherwise, i 'unno.
e: also for the combo system you can keep it pretty basic, just add pushback to the attacker and they can get like PPK->Special or variations of that.
judging by the combo system, id imagine viper's infinite would be corner-only since the pushback is only on the opponent. with the wall behind them, both characters stay still and you can just chain P into P into P into etc. this probably applies to the other 2 too, but its hard to test when the CPU just wants to jump 24/7 lmao
if that's not it, i imagine anti-air f. P -> P might juggle but idk
easy solution, if the first is the case, is to move the character attacking back a little after each P/K so the PPPPP/KKKKK chain stops after 3 or 4 of 'em. otherwise, i 'unno.
e: also for the combo system you can keep it pretty basic, just add pushback to the attacker and they can get like PPK->Special or variations of that.