Ask, and you shall receive.
I gotta say, I love the idea of a KOF Sol. But there are some hiccups I found with him that I should address.
Spoiler: Feedback (click to see content)
- I find it odd that cr.HP launches, given that it didn't in actual Guilty Gear games. It would make sense if this gave him air combos but I haven't found any combo that starts with crouching HP besides a special or super.
- Creeping (3.LK) doesn't knock down and doesn't have any pushback in the corner. I get that it's a crouching command normal but I think it'd be more fitting if the aforementioned cr.HP was his other command normal and have Creeping be his cr.HK sweep.
- j.HK is rather inconsistent. It normally hits twice in GG but this version hits once for the most part. It can hit twice under specific circumstances but it's rather tight.
- His normal throw causes P2 to be inside the floor for a split-second. Likely because the anim being used for P2 being thrown uses 5012,0 (centered at head) instead of 5010,0 (centered at ground).
(https://i.imgur.com/2wbS1rX.png)
- During Dragon Install, Sol is completely missing his close HK. He just disappears for a second while a sword slash effect appears near his knees.
(https://i.imgur.com/2A0Yp9I.png)
- Wild Throw is missing a grab sound and a floor impact sound when Sol throws his opponent to the floor.
- Tyrant Rave (Lv. 1) doesn't fully hit in the corner. The fireball only hits once and doesn't knock down, unlike the rest of the super.
- Napalm Death (Lv. 2) is too slow to combo into any of Sol's moves.
Besides this and Kazuya continuing his Rage Art (Lv. 2) even if his opponent isn't directly in front of him, I like the amount of effort that was put into the new characters.
ESPECIALLY Sol's sprites. You did an amazing job with him.
(Also big props for crediting SeanAltly in the def file, by the way!)
Ask, and you shall receive.
I gotta say, I love the idea of a KOF Sol. But there are some hiccups I found with him that I should address.
Spoiler: Feedback (click to see content)
- I find it odd that cr.HP launches, given that it didn't in actual Guilty Gear games. It would make sense if this gave him air combos but I haven't found any combo that starts with crouching HP besides a special or super.
- Creeping (3.LK) doesn't knock down and doesn't have any pushback in the corner. I get that it's a crouching command normal but I think it'd be more fitting if the aforementioned cr.HP was his other command normal and have Creeping be his cr.HK sweep.
- j.HK is rather inconsistent. It normally hits twice in GG but this version hits once for the most part. It can hit twice under specific circumstances but it's rather tight.
- His normal throw causes P2 to be inside the floor for a split-second. Likely because the anim being used for P2 being thrown uses 5012,0 (centered at head) instead of 5010,0 (centered at ground).
(https://i.imgur.com/2wbS1rX.png)
- During Dragon Install, Sol is completely missing his close HK. He just disappears for a second while a sword slash effect appears near his knees.
(https://i.imgur.com/2A0Yp9I.png)
- Wild Throw is missing a grab sound and a floor impact sound when Sol throws his opponent to the floor.
- Tyrant Rave (Lv. 1) doesn't fully hit in the corner. The fireball only hits once and doesn't knock down, unlike the rest of the super.
- Napalm Death (Lv. 2) is too slow to combo into any of Sol's moves.
Besides this and Kazuya continuing his Rage Art (Lv. 2) even if his opponent isn't directly in front of him, I like the amount of effort that was put into the new characters.
ESPECIALLY Sol's sprites. You did an amazing job with him.
(Also big props for crediting SeanAltly in the def file, by the way!)
thanks for your feedback.. i will fix this for the next seasonHey, Wou! Thanks for making consistent AI for your characters, that can be scaled down, so even scrubs like me can beat the game! One of the things, that bugged me about CVTW (as much as I adore it), is how all over the place AI was there, especially characters with outdated Kamekaze's AI. You've struck a fine balance by making it challenging, but not obnoxious.
Looking forward to Season 4!
thanks.. and soon more news
Ask, and you shall receive.
I gotta say, I love the idea of a KOF Sol. But there are some hiccups I found with him that I should address.
Spoiler: Feedback (click to see content)
- I find it odd that cr.HP launches, given that it didn't in actual Guilty Gear games. It would make sense if this gave him air combos but I haven't found any combo that starts with crouching HP besides a special or super.
- Creeping (3.LK) doesn't knock down and doesn't have any pushback in the corner. I get that it's a crouching command normal but I think it'd be more fitting if the aforementioned cr.HP was his other command normal and have Creeping be his cr.HK sweep.
- j.HK is rather inconsistent. It normally hits twice in GG but this version hits once for the most part. It can hit twice under specific circumstances but it's rather tight.
- His normal throw causes P2 to be inside the floor for a split-second. Likely because the anim being used for P2 being thrown uses 5012,0 (centered at head) instead of 5010,0 (centered at ground).
(https://i.imgur.com/2wbS1rX.png)
- During Dragon Install, Sol is completely missing his close HK. He just disappears for a second while a sword slash effect appears near his knees.
(https://i.imgur.com/2A0Yp9I.png)
- Wild Throw is missing a grab sound and a floor impact sound when Sol throws his opponent to the floor.
- Tyrant Rave (Lv. 1) doesn't fully hit in the corner. The fireball only hits once and doesn't knock down, unlike the rest of the super.
- Napalm Death (Lv. 2) is too slow to combo into any of Sol's moves.
Besides this and Kazuya continuing his Rage Art (Lv. 2) even if his opponent isn't directly in front of him, I like the amount of effort that was put into the new characters.
ESPECIALLY Sol's sprites. You did an amazing job with him.
(Also big props for crediting SeanAltly in the def file, by the way!)
i fixed almost everything.
tomorrow i will release the updates.
thanks for your feedback