I was told there was some fee back on here, so I'm curious to see what's up.Some things to clear up though, the default mode is totally custom. I'm not making a copy of any game with that one, just trying to be creative.The UMK3 mode, I will never get that perfect, what I can do is get a general feel for it. I know it's way off, but over time with tweaking It can be more accurate.On what critique I have so far.Damage is weird because It hasn't been set. What I have so far is a base setting that every move is using, then it changes with damage scaling. That was increased earlier today, so overall less damage. What did 50% before does more like 25 or 30 now.I'm not sure what you mean about the fatalities not working, I don't have any problems with them.Toasty = U,U,HP At jump distanceMob = F,F,D,U,Run At jump distanceStretcher = DF+HP+LP at close distanceSpear Decap = Any spear special that catches the enemy. This one only works against my Scorpion right now.Combos look fine to me, maybe you just aren't used to them?I'm using a buffer system to get the timing I want to matter when you do the command. The commands are done by input of the next attack during the previous one, same as 3D fighters. Only the special 2 in 1's are using the movehit as the trigger.The hit boxes are thicker now, I made them thin before because that's what they look like in MKT. It makes some combos miss, so I changed it back yesterday.Infinite priorities on every attack, is again because that's the way MK has it. I got some video footage of MKTrilogy with the collision display on, so that's what I was working with when trying to get some stuff like UMK3. If this is a problem I can add the blue collisions where the Red ones are.The spear in the custom mode is made to work that way, catch on the way out and hit on the way back.The spear chains are slow enough so it can be countered easily, what moves are spammable? I'm countering it consistently, maybe non MK characters have trouble with it?Invincibility frames on startup of moves I'm not sure what you mean, which ones are you looking at?The air recovery is normal air recovery like kfm. He just has a custom state for it that changes the animation and landing. The move can be toned down.Thanks for the critique, I'll try to fix some of these issues. This seems to be the only place I get any real feed back on the problems.Hopefully I can get an new version uploaded soon, I already fixed a bunch of bugs on it since the last post on youtube, but I'll have a look at the things mentioned here before posting a new link.As for the bugs... this is a real pain, I fix all the bugs as I run in to them but new ones show up no matter what. I just have to keep fixing them as they become known.
Sorry to speak for bleed, but he said he isn't making any more MKP characters, but he does plan on doing many more MK chars.And BTW, besides bleed's (fantastic) work there are a few other pretty fair MK chars, like an Ermac by pneophen.