
Board: Your Releases, 1.0+
Sorry to bug you guys but if you could all re-download it would be great.
I like this style of Raditiz a lot, and his sprites fit the style good too. I agree the combo-ability could be a little more engaging though. Even if that is how most the chars play in MvC, that doesn't mean he absolutely has to himself. Welcome the beauty of MUGEN. He could still play exactly like an MvC character, but can also bring some of his own flavor to the table even if it's subtle, like decreased pushback. Imitation is the purest form of flattery, but innovation is the purest form of creativity. Creativity is the art of self expression.You're right, He doesn't have to. But I Wanted him to.
...why is his xscale smaller than his yscale?
As opposed to CPS resolutions, DBZEB's sprites are properly proportioned from the get-go.
.9, .9 should be fine, .75, .9 looks way too weird.
Liking what I see though!
-Dashing with normal inputs and then crouching right after while maintaining forward can cause the dash effect and sound to repeat itself, alongside causing Raditz to stop dead in his tracks
-Wallhit audio almost always cuts off (and in turn makes ending a match with Exciting Year really awkward when there's no music lol)
-Is j.HK freezing after an air chain from a launcher supposed to be intentional? I mean I don't have a problem with it at all, but it looked pretty funny when I did an aerial rave and whiffed my j.HP, only to land a j.HK close to the ground and still have him frozen.
Personally I think his sounds are really loud but that could be my setup, so who knows.
Good shit, hombre. I'm a fan.
he does still need the slowdown when you've KO'ed the opponent.
I agree with the ground combo-ability. It seems like there's too much pushback for me to do a simple zigzag chain,
And I'M really left.
Dope! I'll check it out.. 1 thing that always confused me is the differentiation between Reverse Flash and Zoom lol
off the video alone, I know I'll probably change the size of the char to match the other Flash(es) in Mugen
[State 10900, AnimDelayVar]
type = VarSet
trigger1 = root,var(7) = root,var(57)
trigger2 = SelfAnimExist(root,Anim)
trigger2 = AnimTime - AnimElemTime(1) = root,AnimTime - root,AnimElemTime(1)
trigger2 = AnimElemNo(1 - AnimTime) = root,AnimElemNo(1 - root,AnimTime)
trigger2 = root,AnimElemNo(0) = AnimElemNo(root,AnimElemTime(1))
var(root,var(8)%12) = root,Anim
IgnoreHitPause = 1
[State 10900, AnimDecayVar]
type = VarSet
triggerall = root,var(7) != root,var(57)
trigger1 = !SelfAnimExist(root,Anim)
trigger2 = AnimTime - AnimElemTime(1) != root,AnimTime - root,AnimElemTime(1)
trigger3 = AnimElemNo(1 - AnimTime) != root,AnimElemNo(1 - root,AnimTime)
trigger4 = root,AnimElemNo(0) != AnimElemNo(root,AnimElemTime(1))
var(root,var(8)%12) = 9999
IgnoreHitPause = 1
[State 10900, ElemDelayVar]
type = VarSet
trigger1 = root,var(7) = root,var(57)
trigger2 = SelfAnimExist(root,Anim)
trigger2 = AnimTime - AnimElemTime(1) = root,AnimTime - root,AnimElemTime(1)
trigger2 = AnimElemNo(1 - AnimTime) = root,AnimElemNo(1 - root,AnimTime)
trigger2 = root,AnimElemNo(0) = AnimElemNo(root,AnimElemTime(1))
var(12+root,var(8)%12) = root,AnimElemNo(0)
IgnoreHitPause = 1
[State 10900, ElemDecayVar]
type = VarSet
triggerall = root,var(7) != root,var(57)
trigger1 = !SelfAnimExist(root,Anim)
trigger2 = AnimTime - AnimElemTime(1) != root,AnimTime - root,AnimElemTime(1)
trigger3 = AnimElemNo(1 - AnimTime) != root,AnimElemNo(1 - root,AnimTime)
trigger4 = root,AnimElemNo(0) != AnimElemNo(root,AnimElemTime(1))
var(12+root,var(8)%12) = 1
IgnoreHitPause = 1
[State 10900, ChangeAnim]
type = ChangeAnim
trigger1 = var(59) > 12
value = var((root,var(8)+1)%12)
elem = var(12+(root,var(8)+1)%12)
IgnoreHitPause = 1
[State -2, GameTimeVar the 2nd]
type = VarSet
trigger1 = 1
var(7) = GameTime
IgnoreHitPause = 1
[State -2, EternalIncrement]
type = VarAdd
trigger1 = 1
var(8) = 1
IgnoreHitPause = 1
[State 3030, 9]
type = VarSet
trigger1 = numhelper(3605) = 0
v = 37
value = 0
;time split vars-------------------------------------------------------------
[State -3, fiXOR]
type = VarSet
trigger1 = !HitPauseTime
trigger2 = var(57) < GameTime-1
var(56) = HitPauseTime
IgnoreHitPause = 1
[State -3, GameTimeVar]
type = VarSet
trigger1 = 1
var(57) = GameTime
IgnoreHitPause = 1