- I'll fix the sonic boom fadc timing after the focus attack is done. That way if things stay the same, then we can go about changing the hitstun if it makes a difference.- Ex focus cancel for Ex Sonic Boom moved to the moment the second projectile is discharged.- Made some more adjustments to the stomp combo, this time to Crouching Hard Punch. I think this change will make the most difference now.- P2's hit animations in the SF4 engine are based purely on where the hitbox touches the player. I don't think this is possible to replicate, so the high hit animation was chosen. I generally fix stuff like this last though.- Same goes for turning animation, usually ripped later.
Nice updates. The stomp combo is a bit easier to connect now. Looking forward to messing around with the spin kick when you get to it.
An update kind of worth noting.- Spin Kick now in.- Teleports now in. They activate with 3 Punches/Kicks or you can press, Start + Punch/Kick if you cannot handle 3 buttons.- Tanden Engine now in.- Focus Attack/Red Focus Attack is now in. Armor Break properties for certain moves to be added later.- Increased life to 850 as per v1.04 patch.- I gave sonic booms +1 more advantage on hit. Point blank Sonic Boom is +8 on hit now. Can make combos easier- I reduced LMH shoryukens block advantage by 2, increased Ex Shoryuken block advantage by 3
bump for feedbackFocus Attack - Seth's Spin kick should break the focus attack.. Crap... You noted this above.Focus Attack - Ink effect should be behind player.Red Focus - Ink effect appears to be lower than it should be.Red Focus - needs red focus sound effect.Tanden stream and ex tanden stream hits shouldn't increase the combo counter.
All fixed except for armor breakers, and red focus attack sound. It has not been ripped yetI also increased the speed at which tanden engine pulls opponent to make this loop possible.2x (Cr. HP xx Ex Tanden Engine)Also SPDs.
interesting take on the SPD. I was expecting you to rip him with the camera zoomed out and make it look more similar to Werewood's version. Kind of weird how the p2states look though to be honest. A lot of spazzing out on their end.also, the command for SPD seem more strict than i remember. I think adding a pre jump state where the character remains on the ground for an extra frame or 2 would help the input for SPD to feel more like SF4 leniency.Also, the hands don't seem to line up that well for SPD. It looks pretty jumpy. See below.Spoiler, click to toggle visibiltyMight be worth considering making it with a zoomed out camera for better p2 state use. http://www.youtube.com/watch?v=xZi-WNUU17E&t=10m21s
The problem with zoomed out spd was that there is no way to control how high p2 is punched upwards, resulting in a camera that needs to be zoomed out by a lot to capture the entire animation (most stuff on the way down). It will also be an inconsistent size.There are already 4 pre-jump frames. So doing a HCB or HCF then tapping up+punch should result in a clean standing spd.Unfortunately, even with a zoomed out effect, I don't think there's a way to prevent p2 from looking spazzy since there are a limited number of required sprites to use. Also I based the part going up and down on p2's midsection instead of axis. I could try basing it on axis, though it may look weird since there's no guarantee on head and mid position because of character's heights. Also during creation, I used Seth to get the p2 zoom sizes, but used Kung Fu Man to animate and do the p2 positioning. The front hands during spd being off-sync should be fixed now though.
Ah, I didn't try pile driving kfm. It indeed does look better when performed on him. Looks like most of the hands have been fixed on your spd, but it appears one frame for the hands is still off. Any chance you would make the right leg appear in front of p2 as well?Spoiler, click to toggle visibiltyAlso, foreground stage objects with sprpriority seem to appear during his pile driver. Spoiler, click to toggle visibilty