The issue can be in the authors eyes, we MAY Judge by quality,
Character integrity, presentation, balance, extra side work done?
Author creation history,
(I do I'm not sure about the rest of you), you
may feel or know your stuff is higher quality but
it don't matter because its just about popularity
We forget that.
When I test I check the clsn first and by what I see
Its telling me 2-3 things about the char already.
Was it rushed, author lazy to do hitboxes?
Dont know how, (should give him tips on short cuts)
Or its going for an accurate conversion or custom but balanced?
Tips I can give you is...
Spoiler, click to toggle visibilty
1. Erase all the clsn first of all.
2. Make your standing clsn.
3. Copy paste it to all
(standing/run/dash/standing guards/standing normal attacks/
Standing get hits/ect Almost everything standing, just basics).
4. We lazy so we will open the note pad for the clsn and copy paste
It, saving them. leave the note pad open no need to close it,
Switching to the next animation to paste doesn't affect the pad, in 2-3 mins
We will have all targeted animations done. Just move the pad to the right
And make it LONGER.
5. Do the same for the crouching and jumping animations too
6. Now that your finished, go ahead and do the hitboxes to your
Attacks however you want but keep in mind balance when making them.
7. I recommend the green hitboxes since you only need to paste 1 in the
Beginning of the anim and move to the next.
Too easy for anyone who whine's about how dreadful it is to do clsn lol.
That shits fun, I find it enjoyable figuring out how my chars attacks
Will hit, what properties it will have, attack priority.
And the code, is it readable, optimized, does the shit work?
Is the sff/air optimized and organized?
Same for commands, are they working right?
And finally is it fun, am I enjoying this?