- I think back dashes could have invincibility, or at the very least be considered airborne (for those that stay on the ground)
I did mess around with the idea in another project of mine. I suppose I could take the time to add it since I have to do some other system wide fixes anyways.
- zoffset should be the same for all stages. All camera properties in fact, but this one is the most noticeable
- The mall stage at least needs more floortension
I'ma be real, I prolly paid the least attention to the stages lol (unless there was like a serious bug). I shoud prolly fix that.
- Throw direction could be decided with Z or C (like KOF) since you're not using C
I realized this would actually fix a little problem I had with the direction check, so I will end up taking this idea.
- Could use a smaller guard spark for normal attacks
Do games commonly use diff guard sparks? The guard spark is a lil big admittedly (its edited from a vs game effect) but I dunno if I could find one similar enough to what I'm using.
- Charge B, F motions let you finish on DF. Not sure if deliberate
I believe I did that so you could hold another direction for ES combo stuff (ex. cancelling Sonic Boom into an ES Flash Kick). Dunno if that makes for any problems, hopefully not.
- Trading fireballs builds meter
Is there a way to have that not happen (without just removing the getpower entirely)?
- Tatsumaki feels like it travels a bit too low to the ground
Evidently I did not really reference the actual heights it went in the games at the time I created Ryu, but I at least made sure it went over just about every conventional fireball. As a result, it also means it's more likely to hit some crouching opponents. Dunno if it's a problem, but I'm a lil scared to change it and break any combos or somethin like that.
- Hadouken loses sprpriority when it hits (applies to more fireballs in the game)
- Shinku Tatsumaki dust effect seems vertically misaligned
- If you do a point blank Hadouken, the hit spark appears behind Ryu
Added to the to-do list.
- Not a fan of his air fireball changes. But at least it's different
I assume you mean how he pushes himself backwards in the air? It was a trait I took from his appearance in Street Fighter EX, which also allowed him to cancel the move into his divekick. I thought it was neat enough on it's own, but you did give me the idea to spread the different kinds of properties to each move strength. For example, light version could freeze him in the air and carry his momentum after he launches the fireball, medium could carry momentum the whole way thru, and heavy could be what it is currently. Might end up doing that, since changing the fireball angle just looks odd to me.
- Same deal about Tatsumaki height, but even more so
Similarly to Ryu's tatsu, I sorta balanced his combos around it's current properties so I'm a little scared to mess with it. I could at the least try to match the height with Ryu. The move also has an early hitbox is most of it's appearances that I did not add here for a similar reason. I might have to give the move another look later.
- Weird to have his spinning back knuckle come out by holding back. You normally want to use it while walking forward
I dunno why I had it like that. I guess I thought it was hard to use without accidentally tossing a Boom, but I never really figured the intention of the move's command before. I'll probably change that.
- Could use his Final Bison fierce as a command attack, since having one is a big deal for combos
The animation is already used for his Guard Breaker, but I guess it's not really a big deal to reuse. Even so, I made sure he was capable of decent combos without a cmd normal, so I think he'll be okay.
- MAX supers are really good in this game, but even so his feels like too much
It looks nuts, but it's startup is a bit longer than most supers, which kinda stops it from being a free punish move (unless you wanted that 3 meter chip to win the round). It's also a free combo on block, which I think evens it out further.