Wow I kinda dislike how scaled up the sprites are since when facing another Marvel or CPS2 characters they look pretty finy but whatever they play pretty amazing and that's the important part.[Wishful Thinking]Make Bison in this style and I'll love you forever[/Wishful Thinking]
Nice conversion. I'd advice against using anim 9010 for P2 during f/b+2K throw, because anim 9010 is a custom standard animation used for shocked/electrocuted state.Because of this, I have an effect triggering in the Z2 chars when put in the custom state with anim=9010, which looks completely wrong when they're thrown by Guile.
I think that it is not my bug.Cybaster said, June 01, 2013, 09:38:52 amNice conversion. I'd advice against using anim 9010 for P2 during f/b+2K throw, because anim 9010 is a custom standard animation used for shocked/electrocuted state.Because of this, I have an effect triggering in the Z2 chars when put in the custom state with anim=9010, which looks completely wrong when they're thrown by Guile.
mouser said, June 01, 2013, 07:30:02 pmI think that it is not my bug.Cybaster said, June 01, 2013, 09:38:52 amNice conversion. I'd advice against using anim 9010 for P2 during f/b+2K throw, because anim 9010 is a custom standard animation used for shocked/electrocuted state.Because of this, I have an effect triggering in the Z2 chars when put in the custom state with anim=9010, which looks completely wrong when they're thrown by Guile.Jmorphman said, February 16, 2012, 04:45:09 amIf you are using anim 9010 for something outside of electrocutions, then it is your bug.9010 - Electrocution - Axis at Feet Exactly the same as 7696, but with one major difference: the first sprite must be numbered 9010,0, and the second 9010,1...this is because they're commonly used with ChangeAnim2. Also, you should have a duplicate of 9010 in your SFF as 9010,10, for the ChangeAnim2 reason.9011 - Electrocution - Axis at Waist Just like 9010, only the axis is at the waist for both sprites, and the numbers are 9011,0 and 9011,1, and the doubled sprite being 9011,10.9012 - Electrocution - Axis at Head Just like 9010, only the axis is at the head for both sprites, and the numbers are 9012,0 and 9012,1, and the doubled sprite being 9012,10.for more info on this subject check this out.http://mugenguild.com/forum/topics/optional-animation-standards-138791.0.html