He definitely feels better this time around, glad to see and feel the difference in him as time goes on. I found a few more things to report though, though I'm not sure how much of these were present in the last version that I overlooked:
- After checking with Mike, I thought to do so with Lee, and they both have the same issue of their moves having the same start-up time and damage, only really varying in speed or range. - Hitsparks during One Man Army and Sunrider are misaligned on their kicks. - Sunrider and MAX Sunrider cut off Lee's hitsounds when they're super-canceled into. - Hurricane Kick can only super cancel into Level 1 Hundred Spears, not the MAX version. - Ground recovery roll is misaligned. The same goes for Mike, as well. - Pressing any punch near the end of his sidestep will cause the sidestep animation to loop until any other button is pressed. Doesn't seem to happen with kicks, though. This also occurs with Mike. - There's a weird input overlap issue with Upward Lance where the follow-ups will occasionally come out even if I haven't done their inputs yet. Sometimes they'll even come out instantly. - Oil after Open Canvas should have more forward range overall. It almost looks like he's in the same spot because he moves forward so little when doing it.
Happy to see this level of progress and acceptance of feedback. Is there any chance we could get a palette template of sorts for Lee and Mike?
Coming here from playing Lee, he's a good bit rougher around the edges, which is expected for a first character. He's still pretty fun to mess around with, his attacks feel satisfying enough to hit. Like I said, he's a bit rougher feeling than Lee, so I have more to say about him as far as feedback goes:
- Mike has no ReadMe, so it's hard to tell exactly what he can do and what he has moveset wise. - All of his special moves have the same start-up and damage, so there's no reason to go into one specific strength over the other, with the exception of DP + k which has range differences. - The second hit from QCF + P doesn't come out if Mike hits the opponent while they're in midair. This also applies to the EX version. - I almost feel like DP + K should cause screenshake when he uses it due to him literally punching the ground, regardless if it hits or not. - Most of his special moves, both versions of Rushmore Rushdown, Warning: Earthquake, and his kick throw all lack screenshake on hit. - Both versions of Rushmore Rushdown are zero frames on start-up. - The swing sounds on Rushmore Rushdown get cut off early by the hitsounds. This can be fixed by giving the swing sounds and hitsounds different channels in the code. - Far LP and both far and close HP are his only cancelable standing normals, but Far LP can only special cancel while the HPs are only super-cancelable. - You can link MP, MK and close HP into far LP a little too easily, imo. - Much like Lee, he lacks special to super cancels and super to MAX cancels. - If you mash crouch LK fast enough, he'll only repeat the start-up frames of the move without actually punching all the way. - Crouch LK is very slow for a light attack. - I also don't think crouch LK should be blocked low considering the angle of attack. - Jump HK's swing sound plays too late. - There should probably be some kind of sliding sound while he's winding up after Fool's Gold. - The animation of him knocking his knuckles together after landing Fool's Gold doesn't have the sounds to go with it. - This one's a little nitpicky, but he shouldn't have kick hitsounds when he doesn't really kick lol. - Also a bit nitpicky, but DivineWolf's Kung Fu Man voice really doesn't fit him, especially with the clash of the other voices he's got. If you don't mind, I could try to record some lines for him for you to use when I've got the time.
There's a lot to work on with him, admittedly, but just like with Lee, I do see some strong potential here with Mike. I'm also happy to see you accepting and applying feedback to your characters, it's a surefire sign of the making of a good creator. You've got my support, here, so keep it up!
I'm always a sucker for forgotten/underappreciated characters getting any kind of spotlight, so this is a welcome sight for me. Not a bad attempt at giving Lee a little bit of life, either, but there are a good few things to mention:
- Kick specials and supers and supers that use kicks use the punch hitsounds. - Open Canvas and its follow-ups, Hurricane Kick, the last two hits on MAX Sunrider, and One Man Army all don't have swing sounds. - Lee lacks a landing sound after MAX Sunrider, Hurricane Kick, Graphite, and Upward Lance and it's follow-ups. - Firebreather is inconsistent on whether or not it wants to connect after EX Open Canvas. - He can't Super or MAX Cancel from his special attacks. - The swing sound on jumping MP comes out too late, by the time it actually plays, his arm is already fully extended. - Personal suggestion, but One Man Army should be just a bit faster. - You should probably change Hundred Spears to only do it's damage after it connects with the opponent. As it is now, if you do either version of the move too high in the air, you'll miss out on a few hits. - Sunrider and Hundred Spears both have zero frame start-up.
This is about all I found and can remember right now. It's not a bad start for a character, but it does need a good bit of further polish. If I find anything else, I'll be sure to report back, and I'll do the same for Mike later, as well. Can't wait to see who else you tackle if you keep this up, though, there's some potential here.
Silvy herself does have a decent amount of motion blur on her normals and other attacks, it's just how she's animated. Pin probably focused on accuracy to the original character's animation style with the CvS sprite style rather than the other way around.
Finally managed to get my hands on Roy and he's pretty fun to mess around with, Dynamite Straight is very satisfying to hit. I do have some things to mention in regards to feedback and fixes, and maybe a suggestion or two:
- Roy's punch throw uses the kick hitsounds. - Twister Upper is a little tricky to pull off and I can't figure out why, I can pull off Twister Straight no problem - The stronger variants of Touchdown Wave could use a little more start-up time to compensate for the wave itself moving a bit, and the waves themselves could move a little bit farther as well. - Roy's crouching medium attacks are both unsafe on hit. It makes him feel a little too reliant on chain combos as a result. - The stronger variants of Air Dynamite Straight could also use longer start-up times due to them being stronger than the light version. - The helpers for both versions of Super Touchdown Wave don't disappear after the move is over, which can force the opponent into a blocking state if they're still near them, even after the move has ended and the projectiles themselves have gone. - When Roy does the Twister Upper part of the Bromwell Finisher, he should leave the ground a bit so the impact of the Touchdown Wave feels like it hits harder. Nothing too crazy, maybe just about the height of light Twister Upper. - This might have been intentional, but DW's MAX Mode now takes a third of the bar off with EX Moves instead of half.
Overall, he's definitely a lot of fun. He does feel different enough from Normal and even EX Adel with what's changed, though there could be more changes made, admittedly. I do have some feedback to give, myself, though:
- He has some of the same issues that the other Adels had at the start, with a lot of his non-EX specials doing the same amount of damage all across the board. - EX Kreis has the cutter sounds cut off when O. Adel connects with the kicks themselves. - Omega Zerstorung has the third and fourth hitsounds swapped: They're a punch and a kick respectively, but the punch plays the heavy kick sound and vice-versa. - G. Schragstrich uses the wrong kick for it's animation. The way the wind-up starts, it should definitely be using jump HK. - Rising Kicken uses a slash hitspark, even though it's not a slashing attack. [Though now that I type that out, making it one would help to separate him from his other Adels...] - Just a suggestion, but I think MAX Sliding Kreis should end with the same kick as EX G. Kreis, also to help break up the monotony. - Another suggestion, EX Kronprinz should be unblockable on full charge. - Not sure if he knows how to do this, but I wonder if there's any chance he could make it so Omega Adel has normal health and defense when being controlled by the AI. Would make him feel like a proper boss fight.
I was excited for this version of Adel to officially release for a while, and I'm respectfully far from disappointed. He just needs a few more things to help him feel more unique. Very well done, all the same!
To be honest, outside of now having G. Kreis and Kronprinz as special attacks and thus losing them as supers, EX Adelheid doesn't really feel any different from normal Adelheid. All of the attacks they share feel the same otherwise, it almost makes EX Adel feel redundant, tbh. I hope he manages to give him some clear differences between the two forms. I do still have some feedback to give, though mainly from playing EX Adel:
- EX G. Kreis has the cutter swing SFX cut off early when they hit the opponent. - EX G. Kronprinz lacks Adel's voice while charging and firing the blast. - Similarly, Kronprinz on normal Adel lacks the charge sounds that plays during EX Adel's variant. - There's also no difference between any of EX Adel's non-EX Kronprinz variants. - Himel Kreis has G. Kreis' super text upon KO'ing the opponent. - The final cutter swing SFX on EX G. Zerstorung plays after it hits the opponent. - The sliding kick of Sliding G. Kreis and all but the last hit of the second cutter of MAX G. Kreis still lack envshake.
He's still fun, but like I said, both forms still feel very similar to one another. EX Adel could also use some more new and different supers, as well, honestly.
The King returns! Good to see you back, man, always a pleasure to see you bring more stages to the forum. Take the time you need to come back, greatness is worth waiting for.
I really only play Shadow, but he's super fun with this update. I do have things to mention in terms of feedback, but nothing game-breaking that I've discovered, and also a few suggestions, if that's alright:
- Sonic Break and the projectile shell from Moonsault Strike don't trigger a Super KO effect. - The second to last hit of MAX Crossfire Blitz should be a punch sound effect rather than a kick, since it's a shoulder check. - The input timing for Moonsault Strike feels weird to try and input raw. Getting it from Reverse Somersault is fairly simple, but doing it on it's own feels near impossible. - Suggestion 1: I also feel like you should be able to cancel Moonsault Strike from Somersault Shell. - Suggestion 2: Would you be willing to give Shadow a special winpose if he KOs the opponent with Final Mission? Nothing super intricate, was just thinking either he holds the pose instead of going back to his idle animation, or Shadow Warps off-screen like his match end winpose.
Enjoying him very much, can't wait to see what you do with everyone else down the line, too!
Re: (Rock with EXPLODsive Buffering & AI) Rowen's PotS Edits
Very much loving Reiji, dude feels pretty good. Still trying to learn all of the things he can do with combos, but he feels pretty smooth for the most part. Couple of feedback notes for ya:
- Like I mentioned in the Discord server, if you cancel EX Gekishouhadouha from a normal Gekishouhadouha in Custom Combo, it depletes all of his remaining meter. - Only the first hit of EX Gekishouhadouha is super cancelable. - The hitsparks are misaligned on all hits of Ryu Kishou Enzan. - Neither of his winposes have swing sounds for when he poses.
Can't wait to see how you tackle Orochi from here on. Excited and terrified, all things considered lmao.
I can see some potential wth Devil Jin, especially with Rowen helping you out but I have to be honest, he still needs a good bit of work. I'm sure you're restricted to the limited amount of sprites you have at your disposal, so I understand that. I'll offer as much of the feedback as I noticed on my initial test, though I'm still messing around with him a bit:
- The animations in general are disjointed, but I realize he is a bit of a spriteswap for the most part. - Even though I have the P.o.t.S Style hitsounds selected in the config file, the hitsounds for a lot of his special moves resort back to the Infinite Style hitsounds. - This is probably intentional to make him feel less like Kazuya, but he's missing his Flash Punch and Demon Slayer combos. - All of his normal specials are relatively the same across their respective variants. For examples, the only difference between each non-EX version of Devil Laser are start-up times, Rising Sun is exactly the same across the board and Swaying Willow, despite having clear visual differences, is also the same across all versions. - Amara lacks any electricity sound to represent the lightning curling around him. It could also use Devil Jin making a grunt sound of some kind. - There should also probably be more of a difference between the Level 1 and MAX variants of Amara outside of damage, because if you're angled just right, Level 1 Amara can do more damage than MAX Amara sometimes given than it's just a 5 point damage increase on each hit. - Stinger is honestly just off in general. Why does a knee strike cause a hard knockdown, rather than some kind of stagger or crumple state? - This may have been intentional considering the latter has no MAX variant, but you can cancel Level 1 Devil Beam into Anti-Air Devil Beam. - Anti-Air Devil Beam will change it's angle on the frame it hits the opponent to match the standard Devil Beam. - Lightning Uppercut as a super is fine, but MAX Lightning Uppercut just doing an additional hit is kind of lame.
This next section is exclusively for Rage of Hell, there's a bit I noticed that needs it's own level of attention:
- If it connects on an opponent that's been knocked back by an attack such as his target combo or Electric Wind Hook Fist, only the first hit will connect naturally, though Devil Jin will keep doing the move. This is mainly due to the fact that the initial hit doesn't bind or reset the opponent to a standing position upon a clean connection. - The main part of the move is misaligned because I think Devil Jin mainly focuses on where the opponent was standing when it hit, even though the target is still moving back upon each hit. - Each flying kick also feels weightless because Devil Jin just keeps going while he's hitting the opponent, with no clean sign or feeling that he actually hit them. I think that would be fine if they were faster, but it currently makes them feel as if they have no impact. - All the kicks use the projectile sound rather than the proper kick sound. - The uppercut launches the opponent too high into the air and they end up off-screen as they're hit by the laser portion. - The hitspark on the laser is also misaligned as a result.
Like I said before, I do genuinely see a good deal of potential to be fantastic in Devil Jin, but there is work to be done on him to get there. I don't wanna seem like I'm a jerk, just piling on a bunch of negative points, so I'm dropping some palettes that I made for him as well.
She should be separate if you're going to give her her actual moveset from MvC. I don't think we've had a good Shadow Lady with an accurate moveset yet, and it gives me some of the biggest sad.