Since your characters is about finished, I think it's about time to post this overdue feedback that I have for a few months and I don't want to keep the notepad of it on my desktop anymore:
-The new naming scheme of the character folders feels much more disorganized (Although minor, I find it questionable why was it typed like this rather than using the old format where it was nice and tidy).
-Guy, Sakura and Shin Gouki's big portraits were changed (Still minor, but the new ones either don't match their default palettes and/or improperly scaled).
-Certain characters like Lei-Lei, Guy and Karin can still only forward/backwards dodge.
-Karin and Nakoruru have different custom combo animations than the others.
-All characters use different landing sound effects and are inconsistent with each other.
-There is no alt cns for CPS2 scaling for those with an 0.833 xscale.
-The characters that had CvS2 hitsparks previously still uses those sounds instead of the new ones.
-Their super finish animations are not animated the same way as the ones added later on back then were left as is.
-All characters immediately stop running if the opponent jumps over or dodges through them instead of you choosing to (The CONFIG.txt should have an option to let them continue running as it's a good method that pull them or viewing stages with longer bounds).
-Every time a opponent get hits with a special or super, another fixed hitspark always appears right behind them if the fvar(31) in common effects was set to 1 and no way to get rid of it (I find this annoying as certain attacks can make it feel misaligned).
-The dash sound on Sniping Heel plays twice when she starts running (Which makes it sound louder).
-Depending on opponent's hitbox, he can jump over the opponent during MAX Fuji Oroshi and cause the third hit not to connect (It misses when it's used on Karin or Nakoruru).
-The sliding dust on his run stop animation is the not same position as Hayagake's one.
-The sliding dust sound effect on Hayagake's run stop is not the same as his running animation.
-There is no swing sound when Bushin Musou Renge misses.
-Homura-geri has no hitsparks if the fvar(31) in common effects was set to 0.
Nash (Although it's mostly regarding Shadow instead):
-I personally think the SFA2 style normals should be for Shadow instead (The old animations were accurate to SFA3, now it's more kin to MSHvsSF which fits Shadow more).
-Flying Buster Drop doesn't have a landing effect when he touches the ground.
-Level 2 Crossfire Blitz doesn't have a landing effect when it misses or fails to connect like his forward dash.
-Sonic Break causes a no helper 3000 debug error when the opponent is defeated with it.
-He doesn't have a standalone def file for Shadow.
-All of Shadow's specials, throws and supers are lacking voice clips (Even though he doesn't speak, he still grunts during them).
-Shadow's eye gleam effect is layered incorrectly.
-The eye gleam doesn't play before the superpause (Letting it play during it is inaccurate to MSHvsSF and doesn't stand out to Nash).
-Shadow's Psycho Power flames are technically supposed to be blue, not purple.
-Shadow's Sonic Boom has no flames when it hits the opponent and just feel like a recolor of Nash's Sonic Boom.
-Shadow's eye gleam is misaligned during the startup of Final Mission.
-Final Mission is missing a swing sound when he punches upward and an eye gleam effect at the end of the animation when it's successful.
-Shadow should have his own dedicated super texts with the move names from MSHvsSF and not from Nash since they are technically different.
-Shadow doesn't "explode" if he lost 2 rounds.
-She is the only one who have her hitsparks unchanged.
-Standing MK, close standing HK and Apefuchi Kamui Rimse is missing a landing effect when she touches the ground.
-The super spark on Shichikapu Kamui Irushika is misaligned if the fvar(31) in common effects was set to 0.
-Each step from her running animation doesn't have a landing effect.
-PP and KK versions of Hourei is excessive since they're both the same throw with a different command.
-Houtengeki and Spirit Roller doesn't have a swing sound when she misses her grab animation.
-All objects on Ankihou disappear by a frame instead of fade when they touch the ground like the pins in Spirit Roller.
-The landing effect on the Spike Balls on Tenraiha are little too high and makes them look like their floating.
-All versions of Senpuubu have no hitsparks or guard sparks when it makes contact if the fvar(31) in common effects was set to 0.
-His super text has a typo it's missing a extra u on Shinkuu and Hadouken.
-Her super text has a typo it's missing a u on Shinkuu and Hadouken.
-She doesn't have a standalone def file for Dark mode.
-The hitspark on the last hit of Sakura Jime is misaligned if the fvar(31) in common effects was set to 0.
-Mode Change does not change her palette when switching.
-It would be nice to have the option to perform Nekketsu Hadouken in a Tengyou angle.
-His super text has a typo it's missing a extra u on Gou and Hadou.
Pocket Shin Gouki:
-He is using special guard sparks for his normals.
-The opponent automatically air recovers from Messatsu Gou Hadou, Tenma Gou Zankuu, Messatsu Gou Shoryuu and Messatsu Gou Senpuu (Messatsu Gou Rasen is the only level 1 super that does not do that).
-There is no jump sound effect when he leaps from Head Press when it connects.
-The hitspark on the 7th hit of Nightmare Booster is misaligned if the fvar(31) in common effects was set to 0.
-There is no landing effect when he touches the ground after the end of Nightmare Booster.
-She doesn't have sliding dust on the run stop animation.
-She is missing landing dust and sound when she touches the ground from Silent Nage.
-The swing sound on Yuri Chou Upper plays after it hits the opponent.
-When the opponent hits the ground from using Raioushou, a strong ground shockwave from the fightfx appears instead of her own and is layered incorrectly.
-She uses a different custom combo sound effect.
Honestly, I think the characters needs more than just bug fixing. This is what I meant about inconsistency back then as some of them don't match up with one another (Pocket Shin Gouki is the only exception as his style is different from the others). The problem is that I just don't understand why you left certain parts of the original versions as is on the 2022 updates instead of keeping the consistency the same. This is why I decided not to come back to the topic until a few months later until everyone is out first and see if any changes happen. Even if I see nothing wrong with a specific character, the general census still applies with them. Whether you choose to follow this or not, I'll leave that up to you.
I will still do detail and aesthetic feedback for the rest.
Last Edit: June 27, 2022, 02:06:42 PM