
Board: Requests
EDIT: Oh, I just saw you posted in CvS style, sorry. In that case, try to look KarmaCharmeleon's Iori, maybe that one could have some new moves
I made this for my ClayFighter chars, but anyone who can add it to their chars is welcome to use it. I got various chars with this added to the SFF, but also there're chars from the first 2 ClayFighter games for SNES I added it by reusing other sprites. But the idea is the opponent has this anim in their AIR to make it work, and as I said there, if it's a CVS/KOF char, you can also make the 5305 anim by using some of cheap KO sprites, but in your case, if the SFF has an animal or a demon previously, you can modify the AIR to get the state work
5305 -> Pre-Claytality pose
A state based on what I did with Earthworm Jim and later with Blue Suede Goo, it's a simple anim you can add in your character to make him/her compatible with the pre-Claytality state (for normal chars, it goes to 5300/dizzy state BTW). Only 2 sprites getting down with time 5-6 and the last one on its knees with time -1, all of them with clsn2. If it's a KOF/CVS char, you can use part of the cheap KO sprites to make the anim, but always you can improvise as I did with BSG.
PS: It was originally the 5301 but it clashed with the dizzy sparks anim, so I changed to 5305 instead. But there're some exceptions like Kong's Pocket Fighter chars that have the dizzy sparks on 5305. If there're more chars to use 5305 as dizzy sparks, maybe change it to 5310.
If possible I'd like to make it so the opponent doesn't get knocked down from it, but I need that juggle.That's the problem, air.fall is to knock out the opponent if is in the air, so if you got it activated then I doubt you can connect anything.
Small oversight: Diskun and Ryou have 2 and 3 votes, not 1 and 2, respectively,.Don't worry, I can fix that
You also need to look at your buffer times. 623 and 236, idk what moves those would be. is one backwards and one's forwards?The number keyboard, 623 is DP and 236 is QCF
This is my first time, and I don't have much experience working on MUGEN stuff, so I am genuinely lostDon't worry, it's normal. One thing you can add is ~ behind the command (~F, D, DF in this case) so the system can take better the command. Also, the order of the commands it refers you should put it higher than the others. I mean, in the case of the specials section, the DP move you've to leave it in the upper part so the system can recognize it easily, here's an example:
Me and Rabano right now:What a great reference, loved it