You're gonna add BOSS AI later along the road???
Her AI is already "pretty cheap-o" as is, even on level 3...but then again IT IS Shadow Lady...Not that this is bad or anything. :P
Some Visual Suggestions:
- For one, I think some effects being semi-transparent could favor this character more.
- The hyper portraits are a resized echo of her sprite...Surely you can come up with something better.
(please don't use the horrid MvC triangle template...So cliche)
- A Background Effect Anim for the Hypers would be nice as well...like the ones Magus uses for his Jill, Ironman, etc.
(Don't know if you'd need to ask for those or if they're from an existing game)
Good job. BTW, do you have an available patch to fix the small palette issues with your Hulk char? Or maybe someone released a patched SFF? just checkin.
As for the hyper portrait, i was going for the tatsunoko vs capcom look where the portrat does the hyper animation but had problems with the explode moving across the screen and some superpauses didnt have moving animations so after spending alot of time trying i didnt want to remove it completely but this is why i added the option to remove the portraits in the -3 state
BBHood for the open source missle code. RESPECT!!!!
:oSpoiler, click to toggle visibilty
I was touched by the respect comment :-* and decided to test the char:
(i could reverse the medium and fierce where the medium hits up and the fierce hits down, i will check)Sounds good.
-all normal moves are cancellable at any time. i thought you had to atleast make contact to cancel?Nope.
-the lightning forcefield only invulnerable to projectiles while she actually has electricity around herIf you turn on Clsn display and advance Mugen frame by frame, you can clearly see that she's invulnerable for 9 frames after the electricity disappears. Either adjusting the time or using numhelper triggers instead would fix it.
-will check the air spinning bird kick posadds and the forcefield "impact" and try to find something that fits-any suggestion with hitsounds?Check my Geese's Thunder Break/Ryu's Denjin Hadouken maybe.
-when you were able to throw air fireballs multiple times while superjump alot of feedback said it was cheap and should be changed.Yeah, I guess she can either do that or have gravity, but not both (MvC Akuma stops midair when doing them, etc).
-Shadow Final Mission leaves her at a disadvantage; this is why i made her unhitable until after her "taunt" but i will fix itThere's more to being at a disadvantage than being hittable, hehe, P2 gets a free jump-in/crossup for instance.
-She doesn't get dizzy; the gets dizzy very easily with certain characters for some reason(but they seem to be my original shadowlady and shin akuma) will need to check this outI hit her with like 20 fierces from Ryu and nothing. ??? Chars getting dizzy in Mugen doesn't make much sense btw, unless it's meant as a nerf or something.
P.S. POTS i thought you were making a versus style character? i need a real versus style base to go off of.Yeah I need to finish one one of these days.
-recovery rolls were overlooked, light=in place, medium=in front of p2 and hard=behind p2(no matter how far they are away, i thought this is how they were in versus games but dont really remember)
hi, I can't seems to find the download link for your sf3 shadow lady
it is working now, but for your strider, captain commander and sf3chunli, the download links are still outdated