Is the hitspark animation itself misaligned? If not, the hitspark itself may possibly be generated with an explod or helper. As a matter of fact, I've been currently using these exact hitsparks for Eri and had to resort to making them spawn via explod since their hi-res nature made them too large for a hitdef to spawn it directly.
Re: Is it possible to have chars move but not attack before Round 1?
I'd imagine you would need to make actual changestates in statedef -1 for universal movements (walk, run, crouch, jump, etc) to be allowed in roundstate 1 and 2 while attack changestates can only occur in roundstate 2 as to prevent going into those states before the fighting portion begins. 9's Melty Blood characters amd many MvC characters in MUGEN have this mechanic implemented, so, they are worth checking out.
AI Changestate order in statedef -1 also plays a surprisingly big factor on how likely an AI will commit to any action since MUGEN is parsed from top to bottom. So, placing changestates higher is something you'd do if you want AIs to increase their chances, too, since higher random values alone aren't enough. This is why it is recommended to separate AI changestates completely from human changestates since you have more control over how an AI decides its actions. An example is if an AI blocks too much, the guard changestate is being placed too high... inversely, if the AI rare guards, it's probably because the guard changestate is placed too low.
As for me, when it comes to AI, I usually like to balance between random levels and changestate priority so as to make the AI have a more desirable behavior. Of course, this requires a fair bit of trial and error like anything else and it varies greatly between what balance is ideal for each character. Although, a rule of thumb is if something has a "100%" chance of occurring (either by having random at value < 1000 or skipping random altogether), always put it towards the bottom so all the other changestates still have a reasonable chance to occur.
It's actually pretty funny that you brought that up since I'm recently playtesting my most recent project against Shinra's Marilyn Sue for the kicks and I can consistently put her into a dizzy infinite because of my own character's target dizzy system and Marilyn's self-dizzy system (the latter's being way too punishing on the character) meant they stacked.
Another situation was when I was attempting to fight Muteki's Guilty Gear characters using 586's EFZ characters, which got really ugly and made it an uphill battle because the characters I was using in this situation had a guts system for P2 that is integrated into their damage scaling system and the opponents had their own built-in guts system... so, combos did less damage than what even a single normal would do outside of that situation and I sometimes found my attacks doing single digit damage with attacks that would have done 2 to 3 digit damage. I think this screenshot sums it up best on guts stacking...
Those situations made me think back to this thread and reminded me again why I'm not a big fan of giving P2 systems that they'll have a surprisingly good chance of actually owning those systems anyway (they're not as uncommon as people want to believe), leading to that terrible system stacking situation.
Re: I wanna be so very shit, like no thread ever was
Upgrade usually refers to improving a character by drastically altering them to include new features while update is simply improving a character by addressing flaws, but not fundamentally change the character otherwise.
Kid or not, Graves is a shining example of the Dunning-Kruger Effect in any MUGEN community. I sure didn't have delusions of grandeur nor was this dumb in general even when I was 12 and I've done quite a bit back then that I regretted later.
Asides from Blowback Attacks and throws, any normal that is blocked will cause Recoil, causing both P1 and P2 to reel back for a moment. Also, all guarded normals cause chip damage (but cannot chip kill).
If the blue meter is filled up entirely, the target gets their guard broken and put into Guard Crash state where they're left open for a brief period.
Lastly, there is also Power Charge, a state that fills up the power meter at an exponential rate, but will leave you open if used carelessly.
Recoil, normals doing chip damage and Power Charge are only available in Power Style. Guard Crash is available in Power or Speed.
It's the yaccel parameter in hitdefs that you should look into. If not included in the hitdef, it will default to P2's fall speed. If a value is placed in there, you define their hitfall speed instead. A value like 0.25 for example will make the target have a floaty fall while something like 1 will make them fall like a rock.
- His forward throw will whiff on certain characters since they can get up from liedown before being hit, particularly those who have short liedown times, have a very low down bounce or a combination of both. - Destructo Disk can 100% chip kill if a tall enough character directly behind him is guarding while he is holding the projectile in his hand. Hard to replicate, but it's happened a few times.
Sadly, it's extremely hard to make that kind of thing work on AIs correctly simply because, unlike human players, they're just reading math that the engine is generating independent of any sort tangible perception.
The first thing that comes into mind is invisibility, something that has been done as early, if not earlier than Reptile from Mortal Kombat. It's the simplest sense of what you're asking for, but for more complex stealth gimmicks, probably characters with illusory powers used to create deceptive mix-ups that are far harder to read than conventional mix-ups such as Reisen Udongein Inaba in Hisoutensoku and Hibiki Kohaku from BlazBlue; both can use illusions to attack from unlikely positions, reposition without the opponent even realizing it and just throw off reactions with tricky visuals/sounds in general.
Yep, 2 punch buttons (x and y) and 2 kick buttons (a and b). Well, there is a 5th attack button, but it's completely devoted to KoF-like Blowback Attacks, so, it's a 4-attack button system for all intents and purposes. Since Eri comes from a three button fighter, I had to get a little creative with her moveset since she didn't have a lot of kick normals in VP.