I like Camilla so I'm totally okay with a free alt. It's now possible to make a full Camilla team in Aether Raids.
-Ryoma: attack def solo is nice and the new lance would be great on someone like Effie who could charge a massive damage special in no time. (Abs of steel) -Elise: BONUS DUCKS. This is a way for fast ninja (hmph, only Legault really) to get some nice damage when attacking since the bonus damage can't be reduced by def. Atk feint is good. -Sakura: More special charging shenanigans and Spd Opening is useful since boosting speed to 6+ is the most expensive right now. -Hinoka: Best colour for killing dragons. Her kit is the same as NY Fyorm mostly but once again Hinoka has a coveted flier skill.
Yep ^..^ since it was made for TV the animation can be spotty here and thers, but the audio is pretty good for something so small. It's a nice, albeit obscure, piece of history that I thought would never see the light of day again. It also seems that only four voice actors were in this, though I could be wrong.
I tried both guard.dist in the hitdef and the attackdist sctrl, none of those two actually worked. It's likely because the helper projectile still belongs to P2, it's just simply in P1's custom state. So, I went with a projectile sctrl with guard.dist to allow p2 to have guard reactions in statedef -2 because of that problem.
Yeah, I do have the custom state in as movetype A. The custom state has the hitdef as well as mimic the visuals and velocities of p2's helper projectile. It's why I also had to resort to "affectteam = F" since the helper is still in p2's ownership.
They have similar Powers and weaknesses and even have similar weapons, Namor has some mental Problems and is realy arrogant if I remeber it right that is something that Aquaman could exploit, on the other hand Namor can fly and his superstrength fluctuates so much that it is hard to say how strong he realy is.
Googled a little bit and found out that Aquamen has two Tridents, one of Neptune and one of Poseidon, and the Trident of Poseidon is the more Powerfull one, would be interessting to see if he will use one of them and if Namor will use his own Trident.
Update: - Added Taunt. - Deep Sea Harpoon's Laser is no longer destroyable. - Torpedo Cannon's blocked damage reduced from 25 to 15. - Walking forward's speed increased by 0.5. - Jumping forward's vel increased by 0.5. - Increased s.Light's air hit vel. - Increased s.Medium's air hit vel. - Increased j.Hard Lazer's range a little bit. - Increased j.Medium's hit vel. - Fixed a glitch that makes Manta being invincible while opponents use Tag Hyper. - Now can perform delayed hyper during Tag Mode.
I don't know a ton about Aquaman because I find him dreadfully boring (and none of the many, many attempts DC has made at trying to make him interesting/popular have worked on me), but from I can recall, his power set has been steadily amped up more and more since the days of the Super Friends; for instance, he's got some very impressive super strength (not like, Superman or Wonder Woman level, but nearabouts).
Namor, meanwhile, generally matches up in the Thing's neighborhood of super strength—which is certainly a very high weight class, one that is among the strongest of the non-cosmic Marvel characters—but is nonetheless not on the same level a Hulk or a Thor. One thing to note, however, is that Namor's strength very frequently flucates, sometimes he's portrayed as being a lot weaker, and other times he's shown as being stronger. This power disparity has actually been made explicit in comics: the explanation they came up with (which is pretty dumb IMO) is that his strength level depends on how... wet or dry he is. Yeah. So, if he's in water, he's at the absolute peak of his strength potential, but if he's on land and it's been a long time since he got hydrated, he starts to taper off. Comics are weird!
Okay, so, I found a mostly working solution for the first one.
I just have an invisible projectile come out whenever the reflected helper projectile comes out, matching the same exact speed the helper goes while having a large guard.dist in order to trigger the opponent's guard state reactions. It works on player and AI from my tests, although it sometimes messes up if the projectile's velocity goes even slightly out of sync from the reflected helper (it's kinda not entirely possible since projectile SCTRLs have far more limits with velocities compared to a helper projectile... but I think I'll settle with what I have since the out-of-sync occurrences isn't very frequent to begin with.
As for the p2lifeadd, I tried the multi-variable suggestion I found here, but it doesn't seem very consistent when I try it on lifeadds that occur multiple times in the same instance.
Not everyone is is going to like someone no matter how they are, regardless of whether they're the chillest person or the most obnoxious one. Even someone as charismatic as Max is going to have some haters.