YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
SolidZone 26 is Offline
Contact SolidZone 26:

SolidZone 26

Contributor

Messages by SolidZone 26

    

Re: Yun updated (17/10/2020)

 October 18, 2020, 01:44:08 AM View in topic context
 Posted by SolidZone 26  in Yun updated (17/10/2020) (Started by KarmaCharmeleon September 21, 2020, 12:09:33 AM
 Board: Your Releases, 1.0+

A minor issue on this update, but Yun's lifebar portrait is no longer using the default palette on the select screen. It used to, but not anymore as it's using the CS colors.

If you do plan to fix that, do you mind adding that one Yun lifebar portrait on the Portraits folder back when he first released? Even though I like the new ones more, it's just in case if someone else prefers that one instead.
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/10 with bug fixes)

 October 11, 2020, 11:55:07 AM View in topic context
 Posted by SolidZone 26  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Seems to be just you. False positive.
Yep, it is. Tried downloading through a different browser and it was successful without a hitch. Guess Chrome didn't like the file for some reason.
    

Re: Ibuki Released- Blue Mary Updated

 October 11, 2020, 10:24:09 AM View in topic context
 Posted by SolidZone 26  in Ibuki Released- Blue Mary Updated (Started by Infinite Daze October 10, 2020, 01:00:39 AM
 Board: Your Releases, 1.0+

It seems that I missed a few things on Ibuki and some on her update:
-Her crouching HP is using a heavy kick hit sound instead of a heavy punch one.
-The super jump sound effect when using Kobe Kudaki and Bonsho Geri plays twice (Which is why it sounds louder than normal).
-Kubi Ori doesn't have a grab sound when the opponent gets caught the first time (It would sound better with two instead of just one).
-Custom combo effect when performed in the air is misaligned.
-I forgot to mention that the forward dash is a step sound instead of a landing sound effect.
-The sliding dust on Yoroi Doushi plays multiple times instead of once.
-Saigo Hashin Shou still has a sliding sound effect along with the landing sound on the landing effect at the end (Although you said tweaked, I can still hear both playing together).
-The proper strong ground shockwave on Kacho Fugetsu plays the normal ground shockwave instead of the strong one (I was unable to notice this previously because of the off-placed fightfx one).

Also Vocalnoid already mentioned this, but Blue Mary's default palette is still on C2 instead of A1. The palette on the select screen looks correct, but choosing it without the palette selector is not. The one used as default is a purple shirt with red pants instead of red with blue (Which doesn't match the big portrait).
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/10 with bug fixes)

 October 11, 2020, 09:56:03 AM View in topic context
 Posted by SolidZone 26  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Can't download the update. My computer keeps saying it detects a virus in it and says this: Trojan:Script/Wacatac.B!ml

I used both links and it blocked both of them. I downloaded the previous version before and it was fine, so what's going on?
    

Re: Ibuki Released- Blue Mary Updated

 October 10, 2020, 02:30:11 AM View in topic context
 Posted by SolidZone 26  in Ibuki Released- Blue Mary Updated (Started by Infinite Daze October 10, 2020, 01:00:39 AM
 Board: Your Releases, 1.0+

Feedback on Ibuki:
-Kaze Kiri has no strong kick swing sound and/or super jump sound effect.
-EX Kaze Kiri doesn't knock the opponent down like the normal versions do.
-The opponent can quickly recover from EX Kaze Kiri if they are hit in the air with it.
-The running animation only plays one step sound.
-After doing certain actions, she can suddenly run even when Run/Dash is set to 0 (Which makes this setting pointless if you strictly want her to dash only).
-The dash dust has no dash sound effect on the running startup when Run/Dash is set to 1.
-The dash dust plays twice on the running startup when Run/Dash is set to 2.
-Yoroi Doushi plays sliding sound effect instead of a landing one when she touches the ground (Either should be sliding dust or the proper landing sound effect).
-The 2nd hit of Hashin Shou and Saigo Hashin Shou uses a strong punch hit sound despite being a kick.
-Saigo Hashin Shou has a sliding sound effect even though she lands on the ground after a successful hit.
-There is a unnecessary strong ground shockwave from the fightfx played together with the PotS styled one on Kacho Fugetsu when the opponent hits the ground.

That's all for now, thanks for the release.
    

Re: [OHMSBY Thread]: All Characters Updated (9/26/20)

 October 08, 2020, 10:01:11 AM View in topic context
 Posted by SolidZone 26  in [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

I found a few issues with Susano'o, Samus and Tager on the latest update (Not sure if they were there before as I don't remember):

Susano'o:
-The timing of the Liberation Dagger effect is not properly synced with his animation. This pic shows how off it is:

-The effects for Splintering Thrust and Liberation Dagger follows him when rapid cancelling (I also think Blade of Judgement does as well).

Samus:
-EX Grappling Beam should be a normal ground shockwave sound effect for the wall bounce (The opponent doesn't stagger like Azrael and Heart attacks does).
-It's possible to rapid cancel both versions of Grappling Beam before it grabs the opponent, causing them to freeze until they get hit.
-Shooting Ice Beam again or Diffusion Missile right when the opponent breaks free causes the frozen effect not to appear properly (This requires precise timing as they have to be hit the moment they come out of the frozen state):

Hitting them before it will still be there and will break out immediately. The 2nd Ice Beam can't be part of the same combo.
-Ultra Burst expiration sound effect doesn't play when it's activated with full health (However, it will if she takes at least some damage).

Tager:
-The first hit of EX Driver can be rapid cancelled, throwing them up in the air and landing on the ground with no damage (It's not possible with the normal Gigantic Tager Driver and also won't KO the opponent if you attempt that since it doesn't do damage in the source).
-The 2nd hit of the B command normals should be a strong ground shockwave instead of a normal one when the opponent hits the ground (Might as well point this out if you plan to fix the EX Driver as I realized there's less impact to it).

That should be it. Also since no one bothered asking, what's with certain characters such as Susano'o and Robo-Weiss have additional def files? I look at them and there doesn't seem to be any changes as they're just copies of each other. Are they for backup purposes?

Thanks for answer me. You're right, sorry. I don't mean to the life bar but "Burst" power bar.
You can't, the "Burst" icon serves as an indicator whether they used them or not. Certain characters not just his have their own unique special meters, so they can't simply be disabled as they are hard coded into the character.
    

Re: KarmaCharmeleon's WIP thread: Updates and more?

 October 04, 2020, 03:00:25 AM View in topic context
 Posted by SolidZone 26  in KarmaCharmeleon's WIP thread: Updates and more? (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects

I think I'll choose Leo, Bishamon and Kaede. I don't main any of them, but I'm a stinger towards swordsman characters. If I choose one I want the most, I'll have to be Kaede as he's the main protagonist of Last Blade series.
    

Re: KarmaCharmeleon's WIP thread: Updates and more?

 October 02, 2020, 12:51:28 PM View in topic context
 Posted by SolidZone 26  in KarmaCharmeleon's WIP thread: Updates and more? (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects

edit: since I don't really have a preference who I'd like, I definatly have the opposite one. Please not yet another version of pots dictator, gief or sagat (or anyone from sf2 really). (And I know this is a minority opinion too :P)
I actually second this. I've been giving it some thought for the past two days thinking what character I want in mind (Which is why I haven't replied until now), but I can't think of anyone in mind and the characters I main have already been done by someone else. Instead, I've come to a conclusion that I personally rather not have someone that exists in the PotS style already. So I'm part of the minority as well...

If Karma does make another existing character like Iori and Terry, I like to see him do an EX version like he did with those two to add variety.
    

Re: Dudley by Buckus

 September 27, 2020, 02:24:46 PM View in topic context
 Posted by SolidZone 26  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 PM
 Board: Edits & Addons 1.0+

Some late overdue feedback:
-His "Let's fight like gentlemen" intro and has no swing sound when he thrusts his arm like his taunt and two landing effects when he hops twice.
-Super jump is using the normal jump sound effect.
-Landing sound effect is still the old one used in PotS's older characters.
-Dodging sound effects are not the right ones.
-Jumping right after landing causes the landing sound effect not to play.
-There is no swing sound when he misses his throw.
-His kick throw has no envshake on each hit.
-There is no landing effect each time he touches the ground on Rocket Uppercut.
-The 6th to 10th hits of MAX Rolling Thunder has no envshake.
-There's no running dust effect when Short Swing Blow activates.
-Machine Gun Blow has too much knockback and the last hit can sometimes not connect.
-The last hit of Machine Gun Blow should be a strong punch hit sound effect instead of a medium one.
-EX Cross Counter, EX Short Swing Blow and EX Machine Gun Blow stops flashing yellow in the middle of the moves.
-EX Jet Upper will not register the 2nd hit if it connects (It only does when it's blocked).
-The hitspark on the first hit of EX Jet Upper is misaligned (Should be the same position as the normal ones).

I thought I downloaded a broken update as the super jump no longer works, but turns out it was an outdated version. I did just recently, but I still detected this issues after testing. I'll post more if I find anything.
    

Re: Kyoko v1.0 released

 September 09, 2020, 10:00:00 AM View in topic context
 Posted by SolidZone 26  in Kyoko v1.0 released (Started by k6666orochi September 07, 2020, 11:00:03 PM
 Board: Your Releases, 1.0+

Feedback:
-Jumping LA plays a light slash sound instead of a light hit one.
-Jumping MA plays a light projectile hit sound instead of a normal medium hit one.
-Standing HA plays a heavy projectile hit sound instead of a normal heavy hit one.
-Standing HA also has an out of place rock stomp sound effect that plays before she touches the ground, which supposed to be a landing sound effect.
-Hitting the opponent with her A command normals while they are slightly farther away will cause the rest of them not to connect.
-Swing sound on crouching MA plays after it hits the opponent.
-There is no sliding effect at the end of Cheer Drill even though the sound can be heard.
-Since she uses the her own unique swing sounds to match her own game, the normal one on Dragon Feet is not needed as it feels out of place.
-Cheer Drill is bugged as using it once and using EX version next will not consume meter, but using it the A and B versions will.
-The opponent's get hit animations on her Kicktoss needs work as the opponent is clipping on the floor when caught with it.
-The opponent's get hit animations on her Frankensteiner has no movements on their frames while she does.
-Jumping throw is bugged as it has a heavy projectile hit sound when the opponent is caught, a normal ground shockwave instead of a normal one for the first time the opponent hits the ground and no normal ground shockwave at the 2nd one.
-The jump sound plays before she jumps in Acro Circus and there's a large normal ground shockwave (Which I don't think is needed unless she hits the ground hard).

Gameplay wise, the character is good. But please work on your aesthetics. I usually only find a few, but not this many.
    

Re: Blaze Fielding by Rhythmness & DivineWolf; Edits by Project.13

 September 05, 2020, 01:30:05 AM View in topic context
 Posted by SolidZone 26  in Blaze Fielding by Rhythmness & DivineWolf; Edits by Project.13 (Started by PRØJECT.13 September 04, 2020, 04:07:26 AM
 Board: Edits & Addons 1.0+

These issues are still present with the feedback I gave to gui:
-The afterimages when she dodges are gone during MAX mode.
-There is no sliding dust and sound effect at the end of Sliding Wave.
-There is no sliding dust at the cancel or miss of Blaze Strike.
-The sword swing sound is missing during EX Knife Uppercut.
-EX Kikou Shou doesn't knock the opponent to the ground (But the HP version does).

If you want to make it less PotS like, you should change the hitsparks and effects as well or possibility recolor them. That way, it will feel different somewhat.

Not much, still have the POTS style treatment. And i've talked with Ryth before i worked on her. Only few things that needed to be done, specially fixed the "Time to get serious" intro once and for all, and you did that well. :)
Not exactly. She immediately touches the ground instead of jumping after removing her coat, so it's not fixed completely.

Nice !
BTW, I think my jump height edit of jump in intro is good. If I remember you used it in your edit.
Also, talking of jump height, seems like her jump height is ver low in 13's edit. Make's her looking very heavy... Perhaps you should keep your version of jump height.
I agree. Without the jump height, it's still feels bugged.
    

Re: [OHMSBY Thread]: Maid Taiga Updated (9/02/20)

 September 04, 2020, 02:09:42 AM View in topic context
 Posted by SolidZone 26  in [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Maybe her maid dress should've bouncing while walking.
That requires editing the movement of the skirt on each sprite. I don't think anyone would waste time doing that since it doesn't affect the gameplay itself.
    

Re: Bowser v2.7

 August 29, 2020, 04:03:01 AM View in topic context
 Posted by SolidZone 26  in Bowser v2.7 (Started by k6666orochi July 23, 2019, 08:12:14 AM
 Board: Your Releases, 1.0+

Here's feedback:
-Counter message doesn't appear if the opponent gets hit by EX Fireball, Fly Guy, Piranha Plant, Banzai Bill and Shy Guy Airtub DX while they are attacking.
-Chargin Chuck still passes right though Training while he attacks.
-Fly Guy should have an actual explosion sound effect instead of a hit sound when the bomb explodes.
-Fire Breath and Double Fire Breath passes right though Training while he attacks (So I can't tell whether there's a counter message or not).
-The flame effect still plays when rapid canceling in the middle of Fire Breath and Double Fire Breath.
-Banzai Bill now destroys projectiles (Which is good), but will go though the opponent after hitting them (Same with Shy Guy Airtub DX).
-EX Fireball has a large explosion when it makes contact like Fly Guy, but not on the air version.
-EX Fireball doesn't have a explosion sound effect when it explodes like Fly Guy's bomb explosion.
-Not sure if it's intentional, but the EX Air Fireball doesn't have a normal ground shockwave and sound effect like the normal air versions (He gets out of the state for this move and falls to the ground normally).

Overall, this update is a major improvement over the last one. The Charged Punch now has variation, it's works good enough. To get an idea how to fix the issues why certain moves of Bowser goes though Training, this is what OHMSBY told me while I was testing his Susano'o as he had a similar issue before:
Quote
This was due to a typo in the code. Just about all of the attacks have two hitdefs, one with "enemynear,movetype != A" (opponent is not attacking) and another with "enemynear,movetype = A" (opponent is attacking). In the 5B auto combo, the exclamation point in the second hitdef was not removed, so it led to it only hitting the opponent when they are not attacking.
Hope that helps and gives you an idea. It's not exactly finished yet, but you're getting closer there.
    

Re: (Lei-Lei/Hsien-Ko) Rowen's PotS/Infinite Edits

 August 26, 2020, 12:43:43 PM View in topic context
 Posted by SolidZone 26  in (Jin by Infinite) Rowen's PotS/Infinite Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

ah ok that makes sense if you're going to try and keep it for consistency with JMM's but would be nice if it was an option through a config file or something, as DW also has his Morrigan/Lilith which do have a charge as well, I just wasn't sure what style you were going for.
Since you kept mentioning it, you might as well use varo_hades and gui's edit of her instead as it has what you want. Their edit is based on the CvS2 gameplay which includes the power charge.

I also changed Ryu's Palette Mapping so the Select Portrait thing shouldn't be a problem no more.
You did on the def, but the SFF file itself wasn't as you forgot to adapt to the lifebar portrait to the palette so it still shows up as his SFA3 palette on the select screen. I begun to notice as the last update on it is 8/20 and not 8/25.

And as for Lei-Lei, the skid dust on the Chou Jireitou is now playing multiple times after she finishes running. But since you haven't put the counter messages yet, you might as well wait for that as it's relatively minor.
    

Re: (Lei-Lei/Hsien-Ko) Rowen's PotS/Infinite Edits

 August 25, 2020, 01:23:29 PM View in topic context
 Posted by SolidZone 26  in (Jin by Infinite) Rowen's PotS/Infinite Edits (Started by RagingRowen May 09, 2019, 12:08:30 PM
 Board: Edits & Addons 1.0+

I like how you base your edit on PotS's original instead of a more polished version of varo_hades' edit. Here's my feedback on her:
-The hitsparks and guard sparks on standing MK, standing HP (when hit farther away), crouching WP and crouching HP are slightly misaligned.
-Counter message doesn't appear even though the sprite is present in the SFF (Still works exactly like in PotS's original when the opponent is hit while attacking).
-Houten is missing a swing sound when it misses and doesn't have a strong ground shockwave when the opponent hits the ground.
-The objects on Ankihou should have a sound effect when they hit the ground and fade away.
-Chuukadan has no hitspark when she hits the bomb.
-Houtengeki has no envshake on the hits.
-There is no sliding dust at the end of the running animation after the opponent is pushed by Chou Jireitou.
-The Roll is missing the dash sound effect.
-The Dodge is missing the swing sound effect.

Since it's a Modern FX update, it's still missing some of the usual modern stuff. Some of the sparks didn't transition properly and somehow became misaligned after that. But overall, this must took a little bit more effort to covert and I hope you continue polishing her.

Edit: Oh and speaking about Ryu's update, he's still not using his default palette (1,4) for his lifebar portrait on the select screen. I don't think I should keep reminding you about that any longer and I apologize if I do.
    

Re: [OHMSBY Thread]: 11 Characters Updated

 August 17, 2020, 09:50:26 AM View in topic context
 Posted by SolidZone 26  in [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Got some feedback on three of the characters after the updates, mostly minor but thought I mention it:

Terumi:
-The bug for rapid canceling the first hit of Serpent's Cursed Sting still exists. If the opponent happens to jump while they get hit by that, they won't be able to attack at all and the one playing as Terumi can simply wait until time runs out (If the player choose to have time limits during matches). I think instead of reducing the stun time, only the second hit should rapid cancel only as that hit will make them move again.
-Rapid cancelling the first hit of Snakebite causes the opponent to freeze in the air, then fall down a second later.
-Rapid cancelling the first hit of Serpent's Laceration has a strong ground shockwave sound effect when the opponent touches the ground (I missed this one as I was mostly focusing on distortion drives and less on force breaks).

Heart:
-Amazing Heartful Punch is now deducting 1000 instead of 500 after rapid canceling. Since it's during the distortion drive, it should be deducting half of 1 meter instead of all of it.

Tager:
-Same as Heart, rapid cancelling the last hit of Genesic Emerald Tager Buster deducts 1000 instead of 500 (Unless the distortion drive is already over, but that shouldn't be as Terumi's Dungeon of Serpents still deducted 500 on the last hit).
-Not sure what fightfx have you been using to test your characters. But there's been an out of place sound effect on the A version of Atomic Collider when the opponent gets slammed on the ground (Which is the strong ground shockwave sound effect I was talking about). Ever since one of your older updates, I don't know if it's supposed to be there or not. It's been noticeable for me with the fightfx I'm using and that's why I kept mentioning it. That's why either the normal ground shockwave on that move should be a strong ground one or the sound effect to be removed entirely.
-Also speaking about the strong ground shockwave sound effect, but is the Wedge Catapult intentionally back to using that for the wall bounce now?

So Yu is right on the case between him and Adachi, good to know too.
    

Re: Iori Yagami

 August 12, 2020, 01:25:01 PM View in topic context
 Posted by SolidZone 26  in [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

After Vocalnoid's feedback regarding rapid canceling, I like to return back to each character and point out those that have some issues using them during the distortion drives (And maybe some on force breaks). Plus some additional more not related to it:

Yang:
-The effect of Burning Gold and the last hit of Unrelenting Fire follows her right after rapid canceling.
-Rapid canceling the first hit of Perfect Bombshell will cause the opponent to freeze in the air and the effect on the last hit effect is still present after doing it during the last second.

Mika:
-Rapid canceling Mika Revolution when it connects on the 5th hit will sometimes cause the opponent to freeze high in the air for a few seconds before dropping down.
-Two normal ground shockwaves appear on the 2nd hit of Mika Hip Strike when the opponent touches the ground after rapid canceling and not hitting them.

Mai:
-Two normal ground shockwaves appear on the 1st hit of Sylvan Hurricane Assault when the opponent touches the ground after rapid canceling and not hitting them.

Gordeau:
-Two normal ground shockwaves appear on the 4th hit of Turbulence when the opponent touches the ground after rapid canceling and not hitting them.

Terumi:
-Rapid canceling the first hit of Serpent's Cursed Sting will cause the opponent to get stuck for a few seconds or unable to attack if hit in the air.
-He should only be able to rapid cancel on the first and last hits of Dungeon of Serpents as the effect will interruptly vanish.

Kuroko:
-Rapid canceling the 1st hit of Super Sexy Teleport before the grab makes contact wastes meter for nothing as you can barely combo with it.

Tager:
-The effect still plays when rapid canceling in the middle of Magna Tech Wheel.
-The rock effect follows him after rapid canceling the last hit of Genesic Emerald Tager Buster.
-A Atomic Collider should be a strong ground shockwave instead of a normal one.
-Crimson Punisher has a misplaced strong ground shockwave sound effect when he slams on the ground onto the opponent from a successful hit.

Yumi:
-Rapid canceling in the middle of Secret Ninja Art: Black Ice and pushing the opponent by running while they are being hit by the projectile causes it to stay in place temporary and move forward a few seconds later.
-Rapid canceling the forward throw causes the effect to move along with her.

Yu:
-He can rapid cancel on the first hit of Cross Slash, but Adachi's Demonic Cross Slash can't.

Adachi:
-He can't rapid cancel on the first hit of Demonic Cross Slash, but Yu's Cross Slash can.

Quote:
-He can rapid cancel in the middle of Spur while the beam is still active (It should work the same as Blitztank's Gjallarhorn or Issac's Devil's Advent, stopping it completely).

Akatsuki:
-He can rapid cancel on the 2nd to last hit of Kamikaze (Causing the opponent to float down slowly and three normal ground shockwave sound effects can be heard instead of two when they touch the ground).

Heart:
-Although the timing to rapid cancel is fine for Iron Fist Punch of Love, you can't follow up with air combos due to the opponent being pushed too far and Heart not being close to the opponent right after.
-Amazing Heartful Punch's effect is still present after rapid canceling.

If there's any character I haven't listed, their rapid cancels during distortion drives are good and have no issues after testing. For Yu and Adachi's case, I'm not sure which one is right. Might be more I missed, so I'll update if I find anything else.
    

Re: Iori Yagami

 August 09, 2020, 02:58:53 PM View in topic context
 Posted by SolidZone 26  in [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

My bad :V
It's fine. However since you did bring it up, rapid cancelling during certain parts of the distortion drives can cause issues as I noticed effects still play after doing it or the opponent would get stuck for a few seconds. So it's still worth mentioning. I'll have to check out each character again to see which ones do.

As for Iori's case, it's fine as he can only do it when the projectile of Ura 108 Shiki: Yasakazuki makes contact and only on the last hit of Kin 1211 Shiki: Yaotome.
    

Re: Iori Yagami

 August 09, 2020, 02:09:33 PM View in topic context
 Posted by SolidZone 26  in [OHMSBY Thread]: Yu Narukami and Shantae updated (10/24/20) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Great work as always. Never realized Crossing Void had alternative sprites for Taiga. Looks like you'll get to work on her after all.

Guess you didn't notice that while testing?
Ummm, it's impossible to do that in an actual match. You can't rapid cancel during an astral heat as it uses all 2000 meter and will not gain any by doing so. 1000 meter is required to use rapid cancelling (Or 500 when using Distortion Drive). That's not a bug as it can't be done with legitimate methods as the only way you could've have possibly done that is using the debug keys.
    

Re: gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!!

 August 01, 2020, 09:11:08 AM View in topic context
 Posted by SolidZone 26  in gui0007's POTS/POTS-ish Edits: HUGO NEW UPDATE!! (Started by 【MFG】gui0007 May 03, 2018, 01:34:00 AM
 Board: Edits & Addons 1.0+

I also noticed that Custom Combo can't be used in the air even though readme says he can.

And the Hammer Frenzy is still using the wrong step sound when holding the punch button as shown on the code here:
Code:
[State 3000, MoveSnd]
type = playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
value = s105, 0
channel = 1

Value should be s42,0 instead as other moves and actions that involve running use that step sound effect, not s105,0.