I really don't care who wins, I'm just content with legitimate results even if that means my picks will usually come in late (Es was an exception). Anyway, hearing that Yumi is a rekka character in BBTag, that piques my interest in trying to explore her potential even if I'm neutral towards SK.
I agree with this compromise, it's not only a benefit to the people awaiting for these characters, but it'll make it easier to take a more relaxed pace after the difficulty of producing characters at a quick rate from prior.
I've always had a suspicion that it may have been literally one person resetting their IP or abusing VPN to increase their vote count absurdly. This isn't the first time I've seen this happen either. Maybe having people post their votes in the thread is a more secure method since they're easier to judge.
That's not really true at all, V-Triggers function more like special traits that give access to new moves and mechanics in which everyone's V-Triggers are distinct, which is a far cry from MAX Mode. It does make me curious what unique traits and moves Terry will access with it however.
Simplification is fine, you're working with a more anime-inspired mechanic if he's really going to be similar to Goku and easier commands lend to the player devoting there focus more into the high-speed action as they would need to. I've done something similar with two SNK characters myself.
All that time that IKE has been wasting throwing tantrums and posting personal attacks here and at the MFFA server over getting feedback could have been spent fixing his mess of a character really. History repeats when authors of questionable quality are concerned.
Re: MUGEN Crash When Hitting Two Targets Simultaneously
That really can't be it since it happens with moves whose collision boxes don't use Default variations. From what I was told at one of the servers I go to, it's very likely an issue with targetstate, especially considering my characters utilize custom states very heavily. I'm very unsure how I can handle this without using hitone for hitdefs since I still want to acquire multiple targets without the crashing.
Edit: Seems I may have found a (partial?) solution to the targetstate crash when acquiring more than one target. Seems any targetstate that uses ifelse (who uses that anymore?) or cond in its state value will crash MUGEN when more than one target is subjected to it. Went through every single targetstate with a cond and split them into separate state controllers, which made the crashing cease when more than one target is acquired. Hopefully, this sticks since I have a feeling there may be more underlying problems than just targetstate alone.
Seems the issue reared its ugly head again after I thought it was resolved, so, reopening this thread to get some input. It's really frustrating considering this kind of phenomenon happens at random with absolutely no error messages or logs whatsoever. I am aware that hitonce = 1 is a thing in hitdefs, but problem is that I actually do want to have the character acquire both targets when they are hit for balancing purpose to keep the assist from being broken. So, yes, the basic question would be is there a reliable way to be able to hit two targets at once without crashes?
Finally got around to trying this character out. Actually a surprisingly solid go at the stick figure type character and, unlike other cartoonish/comedy type characters of this class, actually has a clear gameplay style. His assists are surprisingly more fluid than David himself weirdly enough. Anyway, a few pieces of criticism that can help make this character even better.
- Seems there are truncated values in state 1010 (which is the special involving Rocky Summon). - Hitboxes are very stubby and narrow, which basically makes any sort of poking unfeasible and can mess up certain combos, although it probably can't be helped much due to the character's inherit anatomy. - Aerial raving feels a little too tight in the sense that the timing is strict in getting the chains down, probably could increase the hitstun of aerials by a few frames. - Knockdown from finishing aerial raves could use a hard knockdown with extended liedown time so P2 isn't recovering before David reaches the ground and also would give his otherwise niche OTG supers more use such as a combo ender after finishing aerial raves.