Sun Drive isn't a move Ingrid actually has, I think it's just a move in Sennou's Ingrid. Not a bad character all around, but a few notes of feedback and suggestions.
- Her standing HK doesn't move her forward like it should in Alpha 3 MAX. - In Alpha 3 MAX, the Level 3 version of Sun Shine spins five times before the kick and Sun Arch. Not sure if you having her spin four times instead was intentional, but I felt like it wouldn't hurt to point it out. - Both versions of Sun Burst feel very same-y, no real difference other than the damage it does. It would probably be better to have the button pressed for the level 1 variation determine how far the bubble can actually travel before exploding [LP exploding closer to Ingrid, MP being around the middle and HP exploding near the other side of the screen.] Also, not sure if you'd be alright with this, but maybe base the MAX variation of Sun Burst sort of like a weaker version of Beximus' Sun Burst, just having multiple explosions that sort of bounce the opponent around before launching them away.
I'll definitely have to learn more Ingrid stuff as far as what she can do, but I'm enjoying what she's got so far.
Oh yeah, DCD comes out consistently now, thanks for that. It might be what you said as far as Blair goes, because I can still do Mirage Combo Kick off of Second Step, but trying to do Spin Side out of Second Step will always give me Dame Special.
That is a stupid move, announcing your DLC before the game is released.
Apparently it was done because a lot of people have been heavily requesting Tira make a return, and they just didn't have enough time to properly put her in the game. Not sure why the change in voice actress though, sounds like Karen Strassman.
So something I just noticed with Blair, and it could just be me being a keyboard warrior and I guess is also kind of a non-issue, but trying to cancel Shoot Kick's Second Step into Spin Side Shoot isn't possible anymore. You can only do it after the last of the initial three hits.
Oh, don't worry about necroposting my thread, I'm cool with it. Dunno if I can have that level of jurisdiction, but eh. As for the hit sounds themselves, yes, they are from SFIV. I honestly hate the CFJ hitsounds, and CvS hitsounds have always felt a bit bland to me after hearing the ones from SFIV, so I swap them out once I get a character that has them.
Is it that big of an issue? I suppose if it is, I could release versions of them that retain the CFJ hit sounds for those who want them still there, but only if it really is that big a deal.
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...
I haven't tried out your Akuma, to be honest so I'm not sure how that works there. As far as the comparison to Athena's level 3, it's one thing when Athena does the move, the move comes out, but she's at a point where she's far enough for the tackle portion of the attack to connect and just not let you get the first hit of the chain in. In this instance, I legit cannot get the super to activate.
Still having to get used to the feel of the buffer system on your characters. Nothing that's your fault, just certain things feeling a lot tighter.
One thing I feel like I do have to mention though, I just can't pull off Death Cross Dancing for w/e reason. I've tried mashing it out as fast as I can, spacing out the button presses, and doing it on both sides but it just doesn't come out. I dunno if there's some trigger error or if the command is just too tight, but it's just not happening lol.
From what I can see, it's the wrist wraps and the metal belt that share, as well as the darkest shade of his soles and his arm harness thing sharing with each other, as well as some general specks. Something else that kind of irks me on the palette, some of the slots on both his and the MB's mask and scarf are switched, mainly the two darkest shades of each, as well as his inner belt [the red one.]
That's gonna take a hella while for me cause that's 31 palettes I myself need to update. But I will take up this challenge. Why? Because it is my duty!
Edit: Actually, there are a lot of colors that are shared on the template, and a lot of other specks that are from colors that aren't even connected. The previous template might actually have been better...
I'm using the SF3 Super Background, and I canceled the attack from the last hit of his light Righteous Flurry. Probably should have mentioned that bit =P aAs far as standing LP into Cr.LK, a lot of the other official Z2 characters can do that. Both Gokus and Vegetas, Gohan and Frieza are the ones I know of for sure. Also, it seems like the only ki blast that does move faster is the third one he fires.
]Definitely been enjoying this character so far. He could do with a few more options as far as attacks go, but I can't think of any off the top of my head. A few points of feedback and personal nitpicky things:
- If you finish with his Demon after comboing into it, the super background doesn't appear. - Hurricane Heel feels like it lacks some impact. Some slight envshake could fix that, as well as a heavier hitsound. - The "Power Mode" section of the ReadMe still details Gotenks' SSJ2 Mode. - The AI in the config is set to 1 for each level of difficulty. - His ki blast variations are all the same speed, rather than changing depending on the button pressed. - The screen should still shake while he's also charging up the Kamehameha during Divine Rush. - He should be able to combo into his Cr.LK from his standing LP, he can't as of right now. - Something I did with his "Ominous" winpose that I think looks better: Instead of having the last frame be at 999 ticks, switch it to three and start a loop at the second to last frame. - He also seems to have a few intros that don't actually trigger. Or maybe that's just bad luck on my end or they haven't been implemented yet.
- He has two weird things going on with the last Kamehameha at the end of Divine Rush. For a single frame at the very end of the attack[Not good enough with timing to get a screenshot of that], the Kamehameha will be firing backwards, towards Black himself. - This happens during a mirror match. Finish your Goku Black in the last round with Divine Rush and the animation for the Kamehameha will keep going.
All in all, Goku Black is still very fun to play as. A few tweaks are needed, but he still feels great.