"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,and people who will spit into the glass until that's fixed."
Overall... I love what you did. You set them both on par with each other and it seemed like either one of them could've won the fight.
I looked at 2:10 and it seemed Chameleon reset his whole combo pattern - saw him cancel into his jab and combo all over again. Speaking of which, maybe you should sometimes let him connect both his jab hits before going further into the combo and other times not.
I've also noticed some of the combos (particularly the roundhouses cancelled into hyper moves) are appealing and well thought out, but it kind of strikes me as a mixed bag. Maybe it's just me, but I don't know if a lot of people could combine a quick roundhouse with no pausetime in it into a QCFx2 motion that efficiently. But at the same time it's theoretically possible because of the code and it looks so cool... I'll leave this entirely up to you. You can keep it if you want but just keep this in mind.
Akuma seems to still resort to his hadoukens when he's that far away. I get that there's not much he can do there offensive-wise, but we need to be careful not to make him too spammy. Not all of his opponents are gonna be able to teleport and sneak up on him like that.
Also, Chameleon seems to love combining his fierce into his QCB+2P super while Akuma was still in mid-air. Does this happen whenever the opponent parries in mid-air? Because if he's sent flying from the fierce, I don't think the super will connect.
i will delete all my youtube videos
whores need to learn to keep their legs closed.
What the fracking fuck? it looks like Alien vs Predator to meAny way...it looks awesome, really origginal concept man! i hope to see it in HD
Huzzah! Wizard Surprise!
Shadaloo's new base?