The "woosh" sounds sound weird.The jumping, or the long jumping one?
Tawara Nage uses animation 5060, which is not a required anim, so it causes weird behavior on many characters. Additionally, I feel like there should be a voice from Honda (a grunt or something) when he throws the opponent.Fixed.
From the 7th frame on in the standing far heavy punch, the shading for the belly looks pretty weird, IMO.
No hitsounds on standing light punch, crouching light punch, and jumping light punch.
Doing a heavy punch during a hop (both neutral and front/backwards) results in the neutral jump heavy punch, it should be the forward/backward one.These two are personal tastes, I always find that Ooichou Nage to be more than a hcb throw, it feels more powerful, like Daimon's and Yashiro's throws.
Ooichou Nage is done using HCB,F+p, not the usual HCB+P. Any reason why? Also, the readme lists the move as done using the latter.
And the heavy punch on hops, I tried to make it like KOF99 Ryo jumping HK, I always wanted to make them put that back... and, given the animations I had, I code it that way.
EDIT: He has negative edge in the drop. That's a Capcom-only mechanic, not in KoF. Dash back feels a bit too Capcomish as well.FIxed both.
what about our blonde girl? First thing next year, I promise.
I did some improvements to some animations and single sprites too and took care of some other details, like a debug flood and missing guard sparks, give me a few hours and I'll upload an update.
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand