Right now, the pass/fail SB state is handled one way during gameplay (combo-based), and a different way during breaks (lifebar-based). I think that works very well as a default, but it'd be cool if it could be overridden, either via timing sections or with SB codes.
This would be cool for a couple of situations at least:
-The mapper could control exactly how far into the beginning of a break the combo-based animation would continue
-The mapper could set certain gameplay sections to react to lifebar instead of combo, for a very non-authentic type of SB
This would be cool for a couple of situations at least:
-The mapper could control exactly how far into the beginning of a break the combo-based animation would continue
-The mapper could set certain gameplay sections to react to lifebar instead of combo, for a very non-authentic type of SB