J. Kazinara joins the battle!

Started by Toasted Brains, September 11, 2024, 01:23:48 AM

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Toasted Brains

After roughly four to five years in the making, he's finally here.



J. Kazinara is my first from-scratch character in a long time, and serves as a better self-insert for me. He plays much differently from my previous works, and with him I learned a bit more about coding for the engine. Hopefully you enjoy him as much as I did working on him, and any feedback is appreciated.

Get him here: https://drive.google.com/file/d/1b_RQHweSPymQiUGI-ub_xkHBmKplIBUu/view?usp=drive_link
Chris is out now! Up next is another OC, some stages, and a certain half-demon.

MR. IBZS II

Very charming self insert, thanks for the release after working on him for so long.

Funk


N_N

I wanted to test this guy a lot sooner but I unfortunately didn't have the time. But now that I do I can say he's actually quite a solid character!

Spoiler: Feedback (click to show)
- Okay so first thing I wanna say is I really like the custom hitsparks. That's a nice touch.

- His jump start animation is really really long and I would consider cutting it down to 4 frames. It would go a long way in making him much smoother.
   - Same thing with the landing animation.
- I found an infinite: standing LP -> standing MP -> standing HP -> Socker Boppers -> repeat
   - Maybe have Socker Boppers knock down the enemy if you use it in a combo more than once?
- Not sure if this is intentional, but I can't seem to get Socker Boppers to successfully chain into Sword no matter how much I try.
- Readme says you can cancel Kay-rah-tay into Uppercut and Shoryuken, which is true but not really. You can link it into them, but not cancel it. Just something I thought I'd point out.
- The brick and shuriken miss entirely if you throw them in the corner while you're right up against the enemy. (Or against KFM at least)
   - On a similar note, the shuriken seems to miss up close in general.
- Would like some faster startup on Throw Some Stuff to match his other specials (although the shuriken is already pretty good the way it is).
- He could use invincibility frames on the startup of his uppercut special. Same goes for the EX version.
- Was kinda expecting some more consistent comboing. Like it would be nice if you could chain normals into Throw Some Stuff. I also dont really know why you can only chain crouching normals into Spin Attack and not any of his other specials.

- The ending of Rising Sucker Punch could use "fall.recover = 0". And possibly more Y velocity to really accentuate that divekick.
- The ending of Sword Spin could also use "fall.recover = 0"
- Hyakuretsu Kyaku would benefit from a TargetBind, as it's possible for P2 to get pushed out of the move.
- TNT crate could use a Screenbound controller to keep it on the screen, just in case.
   - The numbers also seem to get flipped if you're facing the other way. Not sure if this is intentional.
- EX Flip Kick and TNT crate super give power back.
- The explosion on the dynamite is affected by cornerpush which doesn't look very good.
- Fist explod on Meet a Fist needs a bindtime of -1
   - Also I think I found a way to fix the bug you mentioned in the readme. Adding "facing = -facing" to the fist explod should do.
- Quick suggestion: maybe extend the hitbox on Sword Spin downwards so it has an easier time hitting crouching enemies?

- His jabs are unusually slow what with their 8-9 frames of startup. Typically a jab has only 3-4 frames of startup. Again this would go a long way in smoothing him out.
   - Same thing goes with the light kicks (though the crouching one is fine).
- I would consider adjusting the envshake on the jumping HP. The way it is right now is kinda distracting.
- The command for Spiked Fist overlaps with the throw
   - Might I suggest making it "F, y" instead and making the throws only activate with the hard punch/kick buttons?
- Feels really hard to do an air combo out of crouching HP (the launcher).
   - A suggestion I have is to put P2 in a custom fall state and make it launch them higher.
      - Also the air normals should launch P2 a little higher in the air. It'd be easier to chain them that way.
- Would be more satisfying if jumping HP & HK were untechable during an air combo.
- His Super Jump is kinda hard to do on the ground. Changing "statetype = S" in [State -1] to "statetype != A" fixes this.
- IMO you should shorten the hurtbox on his jumping animations a little, like make it go up to his shins instead of his feet. Just so you can't do anything silly like trip him out of a jump.

Alright so that's a lot of feedback, but I really think you have something promising here.