Linked effects to knock-back based on the damage-scaling effect. So as combos continues, knock-back on moves change. The chain of dark slashes in the one clip isn't a fully true combo. There is enough time between those strikes for the target to attemp and air-recovery and try to move out of the way. If nothing is pressed, it's a psudo true-combo.
Also shows the beginnings of a super move I'm working on for Gejhi. Still much to do on it, but the function is there.
His movesset, since I expanded it, has become super fun. Aside from some last bits to fill, I still need to work on effects and some extra bits for intros/wins and such.
Also, a weird thing I might do, is instead of make lifebar screenpack thing, I might just build it into my characters directly, since there is more information I wanna show, and I'll probably have it turn off when not facing another one of my characters and/or make an option variable to turn it on/off. Also because I want a very unconventional display hud.