But they're both manifest-and-breathe type moves, why not just make them the same and let your screen-position mechanic deal with the rest?
Because they have different mechanics, startup, recovery, chip damage, follow-up possibilities, etc. This is not difficult to understand. You're putting far too much value in the aesthetics, and very little in the actual mechanics I typed out.
I think the whole AP thing is too confusing, you have a bunch of random costs that aren't really clear in gameplay terms. It really needs to be simplified and more visual. 11/90 AP is just not good design for a fighting game.
Phoenix Wright having a bunch of different evidence with tiny icons that you have to sort out mid-match is far more confusing than this system. Some people want to play simple characters like Wesker, and that's fine. I think this game lacks complex characters that you have to practice to mastery for months beyond execution requirements. The goal is not to make her a "character for everyone". A blue mana bar is plenty visual.
I think it makes sense to organize by AP, but not the way you're doing it. If you shift the elements around you also need to rethink how you're dealing with the individual moves. Right now it's "well this move is kind of similar in cost so it goes here", while the moves themselves have all kind of stuff going on. It's just not intuitive by any sense of the word.
Well, you and I have different brains. I organized it the way my brain operates and organizes, and you would do it differently. I'm fine with that. I actually find the system very intuitive.
Then you need to think about it more.
You have an attack that's a lightning bolt, an attack that's a series of lightning bolts moving in one direction, and tracking lightning bolts. But they all have different hit properties and completely different inputs. This is another situation where it's just not intuitive. Just give her a lightning bolt that you can place and do successively, and it solves multiple problems at the same time. Hell, you could even have it upgrade for every successive attack but the biggest problem I have with your moveset is you're putting the burden of understanding what Nina's doing to outside research on the player's part for the sake of "faithfulness". There's just too much going on for no real reason.
I don't even know what your last sentence is talking about. Yeah, there are three different moves that all involve lightning, and they're on different inputs. I agree wit hyou.
Just figure out what you really want lightning to mean to the player, then wrap it together in a way that makes sense.
That's like saying "Just figure out what you really want Dante's sword to mean, and then wrap it together in a way that makes sense". I get that the character is not for you, but it's a dream for me. I
want this level of complexity and difficulty in a character. I'm not making this for anyone else but me. It's
my fan moveset. All of your grievances amount to "I don't get it" and "I don't like it", because I explained very clearly how all of these are different and useful in various ways.
If Typhoon is 4H and unlocks at higher AP that'd be ideal I guess. But why does it need to be so strong? You're using it to build Will, so having it cost AP is already wasting some of your effort. It's like card disadvantage in Magic. You already have so many options for moving people and defending, why does this have to be another metered option? Why not make it something like a Maya shield since it's already a move focused on Nina?
It's not used to just build Will, I just gave that string as one example.
And Simoon is literally Dark Matter, so what's the deal? All those high-recovery spells are things that Nina needs to earn in other terms to begin with. On your version of Will it takes 5 seconds of turtling to build enough AP just to use one move that doesn't even cause enough hitstun to combo after. Dormammu gets Volcano after 105 frames.
Simoon is not like Dark Matter. Take more time and read the descriptions and think about what you're saying. Simoon
appears in front of the opponent. Thus it has no travel time. Thus it appears
anywhere on the screen, so you can use it against characters like Trish while playing keepaway. It causes a wall bounce and is special cancelable - that's where the similarities end.
I think you're forgetting that Nina also has drain, which gives +20 AP. 5 seconds? At 0AP, her meter gain looks like this:
1 second - 10 AP
2 seconds - 19 AP
3 seconds - 27 AP
3 seconds (180 frames) for anything in her moveset, and Sirocco >>>> Volcano as a move.
It's
supposed to be a struggle to keep her AP up. Her stuff is really good, and she can't get it for free. But 1 second at 0 AP lets her Simoon x Flare, which is a good offensive position to be in.
Also, comparing two moves between characters directly is bad practice in character balance. Otherwise every character with a ground hyper needs to be Bionic Arm, and every projectile hyper needs to be Akuma's beam. Dormammu and Nina work on totally different systems.
That's the other reason I don't like your AP system. The whole risk/reward ratio for using AP with different moves is completely nuts. Bolt X and Missile are so insane compared to the how small the cost difference is that everybody that plays her is going to stick her second so she builds 10 AP then when their point character dies they'll get just use one Missiles then follow it up with Bolt X to gain space to bide time and call an assist. Hell, she feasibly gets almost 10 AP back just from using Bolt X properly. The incentives for using anything other than the 10+AP spells(especially fireblast) are so low compared to what you get off of them. Especially since she starts with 50. And there's no reason to think she can't combo into drain 2/3+ times a combo since we don't know what her normals are or what kind of weird setups she gets.
Okay, you don't like it and she's not for you - move on. I don't like your Gene moveset and think it's boring as hell. And that's okay, because he's not for me. Your AP recovery values assume 0 AP. In that case, you bet I want her to get 10 AP back after using Bolt X. She needs it to survive, and 10 AP won't keep her going for long.
I specify that Drain has slow startup and OTGs. In practice, she won't be able to use it outside of combo enders. I considered making it unblockable since it doesn't hurt the opponent, but was worried about the ability to chain Sirocco + Drain ad infinitum.
I also considered giving her this ability, but decided against it:
Potion - (1 Bar) - Fills Nina's AP by 30.
I also considered letting her AP regenerate on its own over time at a slow rate (1 AP / sec) so if she ran out of AP and the opponent can pressure her she wouldn't be entirely screwed, but decided against it. The risk is appropriate for the character.
And you don't want to blow Sirocco all the time because it only lasts for 120 frames. Lets say she starts with 50 AP, and the first thing you do is burn Sirocco. Now you're at 24 AP. You have 120 frames, and use Will:
60 frames - +7 AP - 31 AP total
120 frames - +7 AP - 38 AP total.
So you've just lost yourself 12 AP in exchange for some mediocre chip damage. What if you do it again?
-26 AP = 12 AP left.
60 frames - +9 AP - 21 AP total.
120 frames - +8 AP - 29 AP total.
And a third time?
-26 AP = 3 AP left
60 frames - +9 AP = 12 AP total
120 frames - +8 AP = 20 AP total
Now you might say "yeah, you got three Sirocco's in a row", but that's not how this works in practice. I didn't say the move merely has "slow" startup, I said it has "heavy" startup. In other words, it's more on par with Stalking Flare. Saying you can chain multiple Siroccos together through Will is like saying Dormammu can chain 3 Stalking Flares together while charging 3 Dark Spells between each of them - it's just silly. Nina has to set up Sirocco, and then she has to make it count. She can't even guarantee mix-ups because opponents can pushblock her out. In practice, I actually imagine Sirocco being more of a "I need to chip you out" move than anything else. It has huge startup, has no invincibility, and doesn't pay for itself. In most situations, I would much rather spend 26 AP on 6 different 4 AP moves that might lead into combos or a screen blocker like Flame or Typhoon.
If anything, she's designed for spammability of her lower AP stuff, and the big stuff is only worth using if you're floating on a lot of AP. Bolt X only lasts the full 600 frames
if Nina takes no damage. It's hard as hell to last 600 frames (10 seconds) in this game without taking any non-chip damage.
Don't forget that she's a 600K health character that can be snapped in. Anchoring her for the free 100 AP is a huge risk, and you're going to have to keep off of using her assists if you want that big AP bonus when she comes in.
Edit: I was watching some BoF2 gameplay right now, and it occurs to me that Nina's normal attack in the game is a projectile. So, I would probably make her s.H some kind of projectile to fit. Maybe I'll do an update and add normals and frame data.