It's mostly on me for not being up to date with the game. I did hesitate before complaining about SLP, hehe.It's always better to ask if intentional. Many times when I code I'm just speed coding for a short period of time and do stupid stuff.
Could be the worst dash in the game. It just feels odd without one. But it's just one opinion.I had been considering adding it with his config.txt
I'll go ahead and do that for the next version. I get I could make it slow and not able to attack out of it. But I really like seeing people use his teleport dash to get in for ground throws and such. Another thought is to have him do his sHP if you input the dash command. It's pretty much his dash equivalent
Just for Jiren, really. And I did not just make that up. I know you're not making a Capcom game, but fire up Alpha or even Marvel VS Capcom and have Ryu and Zangief jump at the same time and you'll see.I believe you. I'll run that by the team. It shouldn't be a big deal imo
I mean this:What version of mugen are you using. Mine doesn't look like this and neither did Toni's.
I couldn't help but play a little bit more when I went to grab the screenshot, so here's a few more things:That's right! Keep playing!!!
- Many of his normal attacks hit even after being "reversed" (reversaldef). I don't know if that makes any difference in the full game, but in regular Mugen it means they go through autoguard, parries, etc.
This is because most normals are using a helper for armor. I assume these moves are hitting his helper instead. This is another thing I am considering recoding when we get to ikemen since it makes armor easier. The current method is the standard armor all of our chars use if they have armor. Without making every anim 1 tic frames it's the best we got for MUGEN =p
- The red aura he gets in anti-projectile attacks is out of sync in the standing medium punch. Some other attacks as well, but only after they connectProbably needs a ignorehitpause edit: well that's not it. The only thing I can think of is that the root's pause is making it get out of sync. It should be changing to the root's animelemno though so I'm not sure why it'd be getting out of sync.
[State 6666, 2] ;this will allow the helper to replicate the same animation than the root
type = ChangeAnim
triggerall = SelfAnimExist(root,Anim) ;prevent debug error on custom anims
trigger1 = Anim != (root, anim)
trigger2 = AnimElemNo(0) > (root, AnimElemNo(0))
value = root, anim
elem = root,AnimElemNo(0)
ignorehitpause = 1
- His safe fall anim (5200) seems odd and has the landing dust show up more than onceI'll take a look! Thanks for the additional feedback!