YesNoOk
avatar

zvitor releases (Read 28637 times)

Started by zvitor, December 12, 2010, 07:29:59 am
Share this topic:
Re: zvitor releases
#21  December 19, 2010, 11:18:43 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Iceman :
- qcf+P misses at close range.
- F+z throw uses non standard sprites, which make some other chars disappear when catched, such as SPO Ryu by Rikard.
- qcf+2P can be chained after, which is odd, such as qcf+2P, x, y, z. Why not making it make the opponent fall ?

Sabretooth :
- qcf+Z can be chained 4 or 5 times in a row for massive damage.
- qcb+2P should put the opponent in a custom state. If he hits an aerial opponent on the 1st hit, and the opponent falls on the ground, Sabretooth will continue hitting the air, and the opponent will get control.

Quicksilver :
- Invincible backdash.
- D+c misses at close range.
- qcf+2P has cornerpush, so the move behaves very badly in the corner.
- It's impossible to make jump-in combos seeing how his CLSNs and timings are setup.
- The taunt ... doesn't make sense to me, FX wise.
Last Edit: December 19, 2010, 12:11:38 pm by ΞΎ Bastard
Re: zvitor releases
#22  December 19, 2010, 06:20:33 pm
  • ******
  • I hang out tough. I'm a real boss.
    • USA
    • litotichues.com/
Back on topic, people.
Re: zvitor releases
#23  December 24, 2010, 05:36:00 pm
  • ***
  • El Sanguif es mas macho!
Back on topic, people.
Aren't people supposed to give feedback?

Screenpack is good. Nice Training idea.
Stages are generally good. Some are plain and too disassociated. I agree about Blob and Pyro. The Dance stage starts off far to the right with some characters.
The music is OK.
So far, of your characters I've played Cyclops and Iceman. I guess you recorded the sounds at a low volume? Not really an issue, but noticeable when playing against other characters. I can't figure out the taunt on my keyboard.

Cyclops:
QCB+p doesn't hit a downed opponent?
Normal punches come out way too slow.
DP+P only hits at very close range, and it looks very mechanical (slide forward, then up). What's up with only one throw?
QCF+pp leaves opponent standing, but QCF+p knocks down.
QCB+kk doesn't stun long enough.
Forward walk looks like he has a limp; he should rise as he fully extends either leg downward, lower when either leg is farthest forward or back.
Same thing with run.
Needs some work, but not bad.

Iceman:
Is his forward jump supposed to look like that? It seems those sprites are only suitable for jumping back. I have no idea what it looked like in the arcade.
Ice Beam comes out too slow, IMO.
What's supposed to happen when he turns the stage to ice?
I still think he should have bulky ice armor for a time.
Plus whatever Bastard said before.
I like this char. It's a more recent-looking Iceman (spiky hair) with classic elements (ice slide).

I'm assuming all the characters have this issue: they get knocked out of their Supers too easily, especially when the opponent is waking up. I'll give more feedback as soon as I play your other chars. So far, I like these better than your non-X-men chars. Good job.