Screens:Spoiler, click to toggle visibiltyMoveset:Spoiler, click to toggle visibiltyContent: -Intro and Ending for Arcade Mode-Shin Butoduen Sprites ripped by G.o.D.(some custom made by me)-English Sounds-Win QuotesCredits: Choujin, G.o.D.
some little tidbitshe still says justice kick even when he get hit out of ithis justice finisher otgsdoesnt say kamehameha at the right time during his super kamehameha , also the fx for it arent transparentcant attack when air dashing backi found this character to be amazing. At first i didnt think it was much but man, its actually a really good character(imo).I love his combo potential. His crouching light kick otgs, but you dont get much after it, maybe increasing the height after you otg with it so you can get more out of it? Like that he can jump cancel some of his dash moves and close heavy kick .Perhaps make him descend faster when air dashing into a heavy attack?Super canceling after his kiblasts would be great too. Dont know if all that was on purpose but either way, nice character dude, props and congrats.
Thanks for the release Tomo! Observations are below (Your notations are used):-On block, his standing LP, HP, and LK, all guarantee a follow up low attack of choice, including D+LK. You may want to reduce the stun on that.-When executed quickly, LP can cancel into itself completely negating the initial punch.-Justice Finisher's damage was fairly low considering it used 2000 power. I would recommend increasing the damage by about 50, otherwise there's little reason to use it over Kamehameha other than for style.-It seems odd using punch buttons for Justice Kick and kick buttons for Justice Punch. Not sure if that was intentional or not.-In your moveset.png file, you may want to annotate his two aerial specials.Overall this is a fun character and though he only has one intro, it's definitely a Great Saiyaman intro. Thanks again and I look forward to your next release.