@Alpa-San:
Thanks for your healthy feedback
quick fix update:
- fixed a typo in readme
- adjusted Wyler jump velocities to give him a more heavy feel
- no more of this: "the ability to hit most opponent with 5-6 jabs in a row"
*by adding juggle point from 3 to 7 and reducing HitDef slidetime, hittime, velocity, & cornerpush.veloff
- no more of this: "can jump in with a flying light and follow up with 4-6 more light attacks"
*by adding juggle point from 3 to 7 and reducing HitDef slidetime, hittime, velocity, & cornerpush.veloff
- no more of this: "when Wyler shrugs off their grapple attempt as well as ADDING TO HIS COMBO COUNT IF HE CHAINS IT OFF HIS DASHING WEAK PUNCH"
*by adding parameter numhits = 0 to the anti-throw projectile state controller
- no more of this: "the sight of seeing someone in their blocking stance because of a taunt."
*by reducing the animation time of the anti-throw projectile
- no more of this: "for the throw invulnerability. The delay before the opponent stumbles backwards and slips after Wyler forces himself out of the thrower's clutches is nowhere near that long."
*by using HitDef p2stateno instead of TargetState state controller
- no more of this: "if Wyler tries to throw another Wyler the two get locked together "
*by adding a triggerall = P2Name != "Wyler" for the state controllers that make anti-throw happen
Please re-download him again!
@Alpa-San again:
>> Then there's CLSN mistakes like this:
>>
Sorry but I have no idea why in your screenshot the jumping Wyler had no blue clsn box..........because in his AIR all jump animations have blue clsn boxes:
;
[Begin Action 41]
Clsn2: 1
Clsn2[0] = -37, -161, 32, 5
41,0, 0,0, 4
Clsn2: 1
Clsn2[0] = -36, -164, 33, 2
41,1, 0,0, 6
Clsn2: 1
Clsn2[0] = -37, -165, 32, -3
41,2, 0,0, 6
;
[Begin Action 42]
Clsn2: 1
Clsn2[0] = -37, -161, 32, 5
41,0, 0,0, 4
Clsn2: 1
Clsn2[0] = -36, -164, 33, 2
41,1, 0,0, 6
Clsn2: 1
Clsn2[0] = -37, -165, 32, -3
41,2, 0,0, 6
;
[Begin Action 43]
Clsn2: 1
Clsn2[0] = -37, -161, 32, 5
41,0, 0,0, 4
Clsn2: 1
Clsn2[0] = -36, -164, 33, 2
41,1, 0,0, 6
Clsn2: 1
Clsn2[0] = -37, -165, 32, -3
41,2, 0,0, 6
;
[Begin Action 44]
Clsn2: 1
Clsn2[0] = -31, -163, 34, -2
44,0, 0,0, 4
Clsn2: 1
Clsn2[0] = -31, -163, 34, -2
44,1, 0,0, 4
Clsn2: 1
Clsn2[0] = -33, -155, 32, 6
44,2, 0,0, -1
;
[Begin Action 45]
Clsn2: 1
Clsn2[0] = -31, -163, 34, -2
44,0, 0,0, 4
Clsn2: 1
Clsn2[0] = -31, -163, 34, -2
44,1, 0,0, 4
Clsn2: 1
Clsn2[0] = -33, -155, 32, 6
44,2, 0,0, -1
;
[Begin Action 46]
Clsn2: 1
Clsn2[0] = -31, -163, 34, -2
44,0, 0,0, 4
Clsn2: 1
Clsn2[0] = -31, -163, 34, -2
44,1, 0,0, 4
Clsn2: 1
Clsn2[0] = -33, -155, 32, 6
44,2, 0,0, -1
>> The throw looks very wrong.
Sorry but would you please tell me where Wyler and P2 look wrong, i.e. during which time/anim element? And which P2 characters you throw them?
>> I know the taunt can't work in MUGEN like it could in AOF3, but the taunt being an attack so it can drain power leads to really bizarre situations like essentially canceling the opponent's state
Yes, I already tried HitDef p2stateno and TargetState state controller but it turned out only TargetPowerAdd state controller works the best...........
Alpa-San, I welcome your healthy feedback very much and I will take a serious time to fix your mentioned things if these things are among my capability. So please keep such feedback coming for me to improve Wyler!