YesNoOk
avatar

DoomGuyII's Blossom updated to 1.1 (Read 7826 times)

Started by Two-Tone Dearly, August 23, 2014, 06:01:47 am
Share this topic:
DoomGuyII's Blossom updated to 1.1
#1  August 23, 2014, 06:01:47 am
  • ****
  • Lover of yardsales.
    • USA
Re: DoomGuyII's Blossom updated to 1.1
#2  August 23, 2014, 06:27:54 am
  • ****
  • Hey four stars, whatever that means
    • Canada
    • amidweiz.neocities.org
Christ, well I wrote a review for this thing and it isn't pretty

-   Bread & Butter A.I. (The previous version was like this too)
-   Chibi character (A.K.A Barely hittable by normal characters)
-   Infinite Priority (No Blue CLSNS to go with the red CLSNS, this persists in all of Blossom’s moves)
-   Red CLSNS are too big for how far away the are from blossom (look at the uppercut for example)
-   999 Juggle points (Even though you’re never going to use all of them and some moves don’t even use the juggle points at all when they should E.G. The B,D,BD anti-air)
-   The KOF sidestep  can be easily abused (Just mash Z or X+A and your almost invincible, I had to tell rockrage8962 the same problem with his Rainbow Dash)
-   No corner push on blossom’s close standing punch
-   The Ice puddle is unavoidable (I know it was like this in mortal kombat but you can abuse this in the corner for a sudo-infinite and you’re A.I. abused this on the previous version of this character)
-   The Maximum blossom automatically starts if the opponent is too far away (You’ll have to look at the move in Mugen 1.1 and have a stage with zoom to see what I mean. I think there is some distance triggers that need to be replaced with a “MoveHit” trigger but I'm no expert)
-   The Electric fingers displays a grab sprite on hit that only certain characters (Mostly KOF characters) have and if the opponent doesn’t have the sprite it will show nothing
-   The Ice missile projectile doesn’t delete itself causing the opponent to block when there is not projectile there
-   The Bio Force Rosa has a full screen red CLSN for its projectile, the start-up red CLSN does nothing and the move is easily avoidable.
-   Blossom gets stuck in block if the opponent’s move has too much start-up time
-   The alpha counters seem hard to pull off and they don’t take power
-   Basic moves do chip damage (I think it was like this in MK but I’m not sure)
-   Why is the Ice clone and the Ice puddle on the same command
-   Why is there three A+X commands
-   Syntax errors for days (Get FF3 to see what I mean)
-   Deprecated parameters for days (Learn to properly convert to mugen 1.0)
-   I’m not usually a nitpick of this but could you come up with more interesting palettes
-   Using code from binho characters… just look at this video to see what you are using code from https://www.youtube.com/watch?v=08dlYhCm1yw
 
Re: DoomGuyII's Blossom updated to 1.1
#3  September 01, 2014, 12:22:03 pm
  • avatar
  • **
    • USA
    • leekrs1@gmail.com
So she is still a horribly coded cheap piece of crap. Just like bubbles and buttercup. And Turning off a.i. cheat and changing the difficulty in options menu still does nothing to help I bet. A shame since they had so much potential.
Re: DoomGuyII's Blossom updated to 1.1
#4  September 03, 2014, 01:26:59 am
  • ***
  • NYC Bisexual.go pirde+) 2019
    • USA
    • Skype - mikecrazy2004
    • IG
nice update
Love to make friends.....&i'm LGQBT Friendly here. so gay bi. or whoever  pplz is all good. 2 me & welcome.
now            don't Be shyyyy hmu...........if u need help...           


stage ,char, screenpack maker