Only found one infinite and it involves forward heavy kick which you can do this infinite with either of the heavy attacks or chain into each other as seen in the cliphttps://streamable.com/lqzyzAlso curious why the light normals, specials, supers are mirrored on the c and z buttons
Ah damn. I thought I fixed that divekick's hittime. Thanks for pointing that outI wasn't using C or Z so i just made them into A+B and X+Y buttons respectively. Figured, why not? It's not as obvious when you can't do EX moves but you can do the level 2 with Z.
Have an update!Spoiler: Some of the changes (click to see content)- Added actual winquotes (whoops)- Added 2 new winposes- Added a variable in settings.txt that can either disable or permanently enable Beta Mode- Added unused recovery sprites to the air recovery animations- Removed unused sprites, and other general code cleanup- Added KSS landing FX to other landing states- Added more recovery time to Pin Point Kick to prevent infinites- Changed how Smash Punch and Double Kick work to prevent unblockable situations and whiffing when too close
- It's a lotta damage https://streamable.com/qfm36interesting concept for as char tho - Found another infinite(s) (or at least possible one)https://streamable.com/mq0d0https://streamable.com/q3g0c- Anotha one, this ones a little tight :Chttps://streamable.com/3ggd1- Doing a QCB LP cancel after a Forward HK will turn it from +2 to +10 on hit, allowing infinites https://streamable.com/waqkh
Hot damn, that's a lot o' mess-ups from me. And I knew that Options power-up was going to cause me more problems than I hoped.Thanks, will definitely have to fidangle some sort of cornerpush, and fix some recovery times to those air moves.
that should about cover itSpoiler, click to toggle visibilty- Added a dodge on LP+LK (actually it was always there, but an AI trigger made it impossible. whoops x 2)- Reduced hittime on f+LK- The LP variant of Double Kick no longer is interrupted by touching the floor- Changed KJH's trajectory during aerial Cutter Boomerang to prevent comboing when using it near the ground- Increased the cooldown on c.LP