[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=623
value =ifelse(alive,5120,5110)
ctrl=1
This Wesker looks cool, the effects are lacking tho ,
Some minor feedback:
The sprites could be cropped to save filesize.
9000,1 doesn't follow the default 120x140 pixel size.
It doesn't take much time, just go to Sprites - Crop Image and in the Range window select All. It'll take a bit of time, sure, but not much.
I did not expect this to happen, cant wait to try him out.
Can't you just upload a zipped file? For whatever reason, Google Drive is taking forever to do so, would be better if I could just download it straight away instead of waiting for that process.
LAUNCHER.
Had me sucked in the whole video.
Footnote: Unwanted damage scaling duirng supers may be caused due to player 2's fall.defence_up being kept to default, sorry about that (mugen be like that sometimes).
There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.
download link not working
There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.
So this would apply to another char or somethin'?
download link not working
Try it again? I might have left text in the link by accident.
There is actually a solution to bypass fall.defence_up, it's one that I use in all my character for their universal custom hitfall states. I can probably lend you the code if you're interested. The flaw is that if the target doesn't use a helper to buffer commands during custom hitstates, stuff like combo breakers will fail... but then, that wouldn't be on Wesker in this case.
So this would apply to another char or somethin'?
Yeah, it would apply to P2, it's basically mimicking MUGEN's default hitfall states, but you can ignore P2's fall.defence_up and make it so they can't ignore fall.recover = 0 either, making OTGs work better in general as a result.