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Messages by jrm1007

    

Re: Link HD - The Legend of Zelda: Twilight Princess

 March 27, 2023, 11:22:57 PM View in topic context
 Posted by jrm1007  in Link HD - The Legend of Zelda: Twilight Princess (Started by pulloff March 24, 2023, 03:35:55 AM
 Board: Your Releases, 1.0+

This Character is completely busted and broken (not as bad as GeneralStep's Link though.)

-Moves are unbalanced, some can drain 50% of the Opponent's life in 2 seconds, while only using around 300 Power.
-Sound Effects are underwhelming, unfitting, and too quiet.
-Link feels really sluggish, every attack feels like it takes 2 entire minutes because of how slow he is overall.
-Standing Moves can be used in the air if you attack the Opponent while airborn (State 450 is a very good example of this)
-Hitboxes are WAY too big, and completely cover Link on certain attacks, making him invincible (if you try attacking without any invincibility frames or projectiles.)
-Projectiles behave weirdly, using entirely unfitting sounds.
-Wolf Link Hyper murders your hearing if you are caught in the Tri-Force attack.
-AI is completely busted, and hard to defeat if you use a slow character.
-A lot of attacks have him go to an invalid action after

I'm not seeing much of an improvement after HD Raven











    

Re: M.U.G.E.N Screenshots V3

 March 18, 2023, 04:16:15 AM View in topic context
 Posted by jrm1007  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 AM
 Board: M.U.G.E.N Discussion

Sonic's Extra Blues.

    

Re: (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project - Palmtree Panic Added

 March 15, 2023, 05:24:22 PM View in topic context
 Posted by jrm1007  in (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project - Palmtree Panic Added (Started by jrm1007 February 24, 2023, 07:43:49 AM
 Board: Your Releases, 1.0+

Missed Background Error for Quartz Quadrant Past fixed (Thanks to ShiroTori) Please re-download Quartz Quadrant.

    

Re: (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project - Palmtree Panic Added

 March 14, 2023, 10:37:36 PM View in topic context
 Posted by jrm1007  in (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project - Palmtree Panic Added (Started by jrm1007 February 24, 2023, 07:43:49 AM
 Board: Your Releases, 1.0+

These are awesome! It's great seeing some more Sonic CD stages coming to Mugen.

A little feedback for Quartz Quadrant Past; the background has those red spots in the background, though they should be different lighter shades of green/teal like in this screenshot:

Sorry for the small size, you're definitely gonna need to zoom in on it to make out the colours.

That's absolutely infuriating, the rip used for the Background never mentioned that. I'll get to fixing it. Thanks
    

Re: (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project

 March 12, 2023, 11:39:42 PM View in topic context
 Posted by jrm1007  in (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project - Palmtree Panic Added (Started by jrm1007 February 24, 2023, 07:43:49 AM
 Board: Your Releases, 1.0+

Palmtree Panic, the First zone in Sonic CD, Getting the Palette Cycle correct for both Futures was annoying, I'll admit was, anyways. Like Wacky Workbench, and Quartz Quadrant, Palmtree Panic has all the animated bits, from the Palette Cycling Water, to the Future's Trees, and Water Pipes.

Sprites ripped by Divine Insect, and Paraemon.

Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.)
Along with Loop Points.

By default, the JPN Tracks are used for all the Time Periods (except Past)



Please be cautious and read the top of the Thread Post.
https://www.mediafire.com/file/z9ittg6yys1quny/PalmtreePanicTime.zip/file
    

Re: (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project

 March 07, 2023, 05:23:20 PM View in topic context
 Posted by jrm1007  in (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project - Palmtree Panic Added (Started by jrm1007 February 24, 2023, 07:43:49 AM
 Board: Your Releases, 1.0+

Quartz Quadrant, the Fourth zone in Sonic CD, Getting the resources for this one wasn't as annoying, though getting the Palette Cycle correctly was, anyways. Like Wacky Workbench, Quartz Quadrant has all the animated bits, from the Palette Cycling Quartz, to the Conveyor Belt, to the Platforms.

Quartz Quadrant utilizes the BGCtrlDef Feature (for Past and Present) the Objects on the Conveyor Belt move along with the Conveyor Belt's direction.
However in Bad Future, it only goes left, and only goes right in Good Future.

Sprites ripped by Divine Insect, and Paraemon.

Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.)
Along with Loop Points.

By default, the JPN Tracks are used for all the Time Periods (except Past)



Please be cautious and read the top of the Thread Post.
https://www.mediafire.com/file/2a40uufp35gbyhn/QuartzQuadrantTime.zip/file
    

Re: Character of the Month: February 2023 Nominations

 March 04, 2023, 05:24:32 AM View in topic context
 Posted by jrm1007  in Character of the Month: February 2023 Nominations (Started by Dr. Basara Kilnklein March 03, 2023, 03:03:31 PM
 Board: Contributions of the Month

Alex by RagingRowen - 2
Rentaro Satomi by Resentone - 2
    

Re: Onward to exploration! Lumine wants to battle in MUGEN!

 March 01, 2023, 08:19:22 AM View in topic context
 Posted by jrm1007  in Onward to exploration! Lumine wants to battle in MUGEN! (Started by GTFoxN6Y February 27, 2023, 08:27:49 PM
 Board: Your Releases, 1.0+

Lumine is a broken character, in more ways than one, There's already the mentioned Infinite Jugglepoints, and the issues above.

-Absolutely crusty portraits, her 120x140 is very pixelated, and this can easily be avoided as well, her 25x25 icon though, it's a massive mess and I can barely make out her face.
-Reflections for projectiles, explosions, etc, these look horrid.
-So her Scatter Super, is capable of Infinites,
-the Barsara KO move, has uncentered explods, and FMV video, meaning only 50% of the screen is actually covered.
-the Barsara KO move, also has no fail safe, if the attack fails, the entire screen is covered, for the remainder of the match. (or if you use 1.1b's Console to use Changestate 0.)
-This also means it can softlock Training Mode, or the Training Character, as KOs are impossible in this scenario.
-the use of MUGEN's default landing sound is so out of place here, every other sound isn't default, why this one specifically?
-Using two hit clips after being hit once in the air, I've gave you feedback on this one issue 3 YEARS AGO, and still this occurs frequently.
    

Re: [Ichida Thread]: The Count of Monte Cristo Released (02/22/2023)

 February 26, 2023, 05:10:44 AM View in topic context
 Posted by jrm1007  in [Ichida Thread]: Hakumen Re-released (05/17/2023) (Started by Ichida February 02, 2022, 02:43:36 AM
 Board: Your Releases, 1.0+

Good luck with the Military Training, and be safe.
    

(SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project - Palmtree Panic Added

 February 24, 2023, 07:43:49 AM View in topic context
 Posted by jrm1007  in (SEIZURE WARNING) [jrm1007 Thread] Sonic CD Stage Project - Palmtree Panic Added (Started by jrm1007 February 24, 2023, 07:43:49 AM
 Board: Your Releases, 1.0+

SEIZURE WARNING: This Stage Collection emulates CD's Electricity Effects, and Palette Cycling, resulting in Flashing Background Elements,
DO NOT DOWNLOAD, OR USE THESE STAGES, IF PRONE TO SEIZURES.


So. Sonic CD, I find it to be a rather fun game, sure it's no Sonic 2, or 3 & Knuckles, but it's still pretty fun to play.
I see Wacky Workbench never gets any sort of attention here (for probably very obvious reasons) and I decided to give making the Stages a go. Sprites ripped by Divine Insect, PicsAndPixels, Paraemon, TheStoneBanana, and Modern (more will be added as further stages are made)

They contain fully animated Decorations, from the Turntable Platforms, Conveyor Belt, rushing water, Work Lights, to the Platform Lighting, to the Flashing Backgrounds from the Electricity (read the top of this post.)

Both the US, and JPN Tracks have been included for their respective Time Periods (except Past.)
Along with Loop Points.

All Tracks are located in the CDTracks Folder, place the CDTracks Folder in the sound folder.

Super Jump is supported across all Stages.

the First Stage of the Project is Wacky Workbench. Containing fully animated BG Elements for the Platforms, Worklights, and such.



SEIZURE WARNING: Flashing Background, and Stage Props (read above). Please be cautious.
https://www.mediafire.com/file/6fw222e9ygynkph/WackyWorkbenchTime.zip/file
    

Re: Inuyasha - Meta-Gouki Edit - Final Update.

 February 23, 2023, 07:13:56 PM View in topic context
 Posted by jrm1007  in Inuyasha - Meta-Gouki Edit - Final Update. (Started by jrm1007 October 27, 2021, 06:19:07 PM
 Board: Edits & Add-ons

QUICK PATCH.

Right so despite being meant to be final, I ended coming across a pretty.. bad bug, that I didn't know of, that a majority of MUGEN Creations tend to have as well, this bug relates to his Hit States, and was fixed thanks to KarmaCharmeleon's help.

Inuyasha's Gravity bug for Hit States patched.
Startup Time for Sankon Tetsou decreased (Can now be comboed into after Medium Kick)
Hittime for Medium Punch decreased to 16.
    

Re: Inuyasha - Meta-Gouki Edit - Final Update.

 February 21, 2023, 06:04:01 AM View in topic context
 Posted by jrm1007  in Inuyasha - Meta-Gouki Edit - Final Update. (Started by jrm1007 October 27, 2021, 06:19:07 PM
 Board: Edits & Add-ons

Sorry for the late response, was busy with a few things.
This was a design choice, all characters are lifted above the ground before being punched, the original game also did this
Gotcha. I'm not familiar with the original game so I wouldn't know.
Hijin Ketsou hurts you on use, because Inuyasha punctures himself for blade ammo, Hijin Ketsou only works on his own blood, it means Blades of Blood.
I see but there's still not much of a reason to use it because Inuyasha has another projectile that's practically the same thing but better, one that doesn't drain his health at that. I would suggest making Hijin Ketsou more powerful to compensate for the health loss.
the Issue is that I tried longer hittimes before, and it was causing infinites.
I understand your concern, though I still feel as if s.MK could have its hittime raised to 20 or so. For a better demonstration of what I mean, try chaining s.MP to light Sankon Tetsou. Now try it again but with s.MK. You'll notice you drop the combo if you do s.MK--that's the part that bugs me, there's not enough hittime on that move.
There is a movelist, though it's in the form of a movelist.dat, and only can be seen when using Ikemen Go, but if you open it up on Notepad, you'll be able to read it.
Okay that one's on me lmao. I didn't notice it somehow, sorry about that

Hijin Ketsou is the fastest projectile he has, while still dealing out an average of 55 to 60 (depending on Defense) for the Light version. with an Average of 85 to 90 for the Hard Version, You only lose 30 health for each usage, no matter if it's the Light or Hard variant. I don't believe it needs to be made stronger.

the Combo Drop is due to the Sankon Tetsou having a start up (which is a second or two) longer than the Projectile based attacks, and because the Tessaiga attacks (aka the Kicks) take longer to end, since he's swinging a giant sword round. Changing the Hittimes to cater for it, would be a potential infinite causer. Especially if the Medium Punch is involved, since it pushes you forwards with each use.

EDIT: Medium Kick's Hittime is only 4 seconds less than Medium Punch, another error I should've checked.
but honestly, I don't think a single number change is worth an entire upload.
    

Re: Inuyasha - Meta-Gouki Edit - Final Update.

 February 14, 2023, 02:58:50 PM View in topic context
 Posted by jrm1007  in Inuyasha - Meta-Gouki Edit - Final Update. (Started by jrm1007 October 27, 2021, 06:19:07 PM
 Board: Edits & Add-ons

Tested him out for a bit. Here's some feedback:
- Some of his specials and hypers do chip damage while others don't, which feels weird.
- Triple Hijin Ketsou hyper feels underpowered, in that P2 can easily recover out of it if they're not in the corner/right next to Inuyasha. I can't really see myself using it when Tessaiga Slash and Kaze no Kizu-other level 1 hypers that do more damage and cover roughly the same range without nearly as much risk-are right there.
- Speaking of, I don't see enough of a difference between Hijin Ketsou and Kongosoha to warrant Inuyasha hurting himself when he does the former. They travel at similar speeds, they deal the same amount of damage, and the startup and cooldown on them is practically the same.
- Throw looks odd on some opponents (like KFM for example, who floats in the air before getting punched)
- You should increase the hittimes on his strong normals (especially his standing medium kick) a little. It'd make chaining into specials/hypers easier and he'd feel like a much smoother character overall.
- A movelist would be much appreciated (there's one in the original readme that you could work off of)

With that said it definitely sounds like you're committed to this edit and I respect that. I'm aware this is a 'final update' but I feel with a few more tweaks this could be a really good Inuyasha.


Missed error on my end, apologizes. I probably should've checked the original Hypers over.
Hijin Ketsou Triple is much like in the Anime/Manga, it's a desperation move. Though it works best in the corner. I do see what you mean about risk-free however.
the difference though is the speed, as the more damaging Hypers are slower.

This was a design choice, all characters are lifted above the ground before being punched, the original game also did this
Hijin Ketsou hurts you on use, because Inuyasha punctures himself for blade ammo, Hijin Ketsou only works on his own blood, it means Blades of Blood.
the Issue is that I tried longer hittimes before, and it was causing infinites.
There is a movelist, though it's in the form of a movelist.dat, and only can be seen when using Ikemen Go, but if you open it up on Notepad, you'll be able to read it.

I didn't want to end up creating a 2.0 of Duralminn's Edit, which was really Overpowered, and drained the opponent's life in seconds, so I ended taking a lot of precautions to avoid this.
    

Re: Inuyasha - Meta-Gouki Edit - Final Update.

 February 14, 2023, 02:38:58 PM View in topic context
 Posted by jrm1007  in Inuyasha - Meta-Gouki Edit - Final Update. (Started by jrm1007 October 27, 2021, 06:19:07 PM
 Board: Edits & Add-ons

    

Re: Character of the Month: January 2023 Nominations

 February 11, 2023, 12:43:15 AM View in topic context
 Posted by jrm1007  in Character of the Month: January 2023 Nominations (Started by Jmorphman February 03, 2023, 03:09:55 AM
 Board: Contributions of the Month

Nanaya by Resentone - 3
Emi Yusa by Ichida - 2
    

Re: Inuyasha - Meta-Gouki Edit - Final Update.

 February 10, 2023, 03:10:44 AM View in topic context
 Posted by jrm1007  in Inuyasha - Meta-Gouki Edit - Final Update. (Started by jrm1007 October 27, 2021, 06:19:07 PM
 Board: Edits & Add-ons

-Special Kagome Intro, following the Anime, and Manga, Inuyasha promises to protect Kagome at all costs, If you try to have him fight Kagome, he will K.O. himself instead at Round Start.
Is there any setting to disable this?

Yes there is, In Statedef -2.cns You'll find the states used to make Inuyasha Self KO himself, as well as force his Ctrl to 0.
and in State 190 in Basic.cns, you'll find the Intro Triggers for it. You can either set the states to null, or remove them
    

Re: Inuyasha - Meta-Gouki Edit - Final Update.

 February 09, 2023, 11:42:48 PM View in topic context
 Posted by jrm1007  in Inuyasha - Meta-Gouki Edit - Final Update. (Started by jrm1007 October 27, 2021, 06:19:07 PM
 Board: Edits & Add-ons

-------------------------------------------------------------------------------------------------------------------------------------------------------
Update - 2,7,2023 - Final Update. It's been two whole years since I had started work, and I feel like I've hit the end. There's no further to go, It's time to end it here.
I'll be honest, I got literally nowhere with any sort of CS, I lost motivation for both the Palette Selector, and Color Seperation, and both got canceled.

I enjoyed this experience, I've learned a lot from the edits I've made. I think it's time I really tried making something on my own for once.
Thank you everyone, for all your support. I couldn't have gotten this far without it.

Special Thanks to - Meta Gouki (original character), Kong (Sprite Rips), Gemini0, PeeJay Bonobo, Garfieldfan MUGEN, Shimmering Brony, Laharl, Dissidia
-------------------------------------------------------------------------------------------------------------------------------------------------------
-Added more Voice Clips from Inuyasha: Ougi Ranbu
-Added Voice Clips from Inuyasha: Juso no Kamen
-Pallete 11 now only uses PowerAdd.
-Lowered the HZ for all Japanese Voiceclips down to 22050hz, resulting in less space used.
-Replaced unused Sounds with better, used clips.
-Removed Flamming Tessaiga (I honestly don't think it looked any sort of good anymore, besides it was just a weaker Backlash Wave anyway.)
-Inuyasha now has 8 Attack grunts.
-Inuyasha now has 8 Hit grunts.
-Fixed Error where Inuyasha could spam Kongosoha Projectiles
-Fixed Error where Inuyasha could use 2 Projectile types before Opponent collision
-Fixed Error where English Inuyasha's Voiceclips were cutting off with Kongosoha attacks
-Removed unused effects, they were clogging up the sff and wasting space (and also were part of the original unedited Inuyasha.)
-------------------------------------------------------------------------------------------------------------------------------------------------------

https://www.mediafire.com/file/pvb4kb18ih2ix35/InuyashaGoukiFinal.zip/file
    

Deltarune: Battle Grid - 640x480

 February 09, 2023, 11:37:27 PM View in topic context
 Posted by jrm1007  in Deltarune: Battle Grid - 640x480 (Started by jrm1007 February 09, 2023, 11:37:27 PM
 Board: Your Releases, 1.0+

Ah yes. Deltarune, I really enjoyed this game, playing it 1 year after Chapter 1's Release was quite the experience.
Well... After replaying it for a Refresher, I gave making it's Battle Grid into a Stage, a [[BIG SHOT]] shot.

The Grids are here, as well as the music. the Floor was made out of the In-Battle HUD.
It has a lot of space, and 0.5 Zoom out.

The Grids move here, much like the game, the Lightest grid, has the Velocity of -0.6,-0.6
while the Darkest Grid, has the Velocity of 0.3,0.3

Only Music which had been used for the Grid is here.
The Music was taken straight of the game files. The songs in question being.
Standard Battle - aka Rude Buster
K. Round Boss Battle
Berdly (Second) Boss Battle
Spamton (First) Boss Battle



https://www.mediafire.com/file/lkstg5u8d3d377p/DeltaruneBattleGrid.zip/file
    

Re: Modern Kitana 3.0 (1.1)

 February 01, 2023, 03:36:41 AM View in topic context
 Posted by jrm1007  in Modern Kitana 3.0 (1.1) (Started by Bruizerhands January 06, 2023, 05:42:43 PM
 Board: Your Releases, 1.0+

This needs a lot of work still.

I might also be missing some bits of feedback here,

-Some attacks play the swoosh sound after the HitDef trigger. (It's a common rookie mistake yet very easy to fix)
-Her tornado restarts if hit by something, or someone. (This means if it's a continuous hitbox attacking the Tornado, it never ends.)
-Inconsistent palettes, and sprite style. Her palettes constantly shift on certain moves, on top of this, her knives (or daggers) look crusty.
-Cardboard movements. Her animations are very rough, and she ends up looking absolutely terrible when in motion.
-Any attacks using envshake have a big delay. This is because rather than using EnvShake in the HitDef (like how it's supposed to be done.) you had EnvShake be triggered by "movehit" instead. This is not good, and it looks absolutely terrible. There's only a few attacks here, where it was done proper.
-Glitchy AI. Her busted AI makes her not only difficult to defeat, but it also makes her use standing moves while in the air.
-When KO'd, her voice repeats several times before finally ending.

Edit: I've decided to include Dissidia's Feedback that was posted on the Free For All Page below.

QUOTED FROM DISSIDIA.

Now onto feedback... Hoh boy, this is going to be somewhat long and painful...

***DISSIDIA'S FEEDBACK LAUNDRY LIST***

- The player regains control of Blair Dame Kitana once the intro sequence begins. Sometimes she will be hovering on air after the "Fight" sequence start.
- Kitana's intro voicelines are all over the place. There are moments where she refers her opponents as one of the "elderly".
- Most of Kitana's hitboxes are unsatisfactory and require more work. There's so much priority.
 - Constant debug flood due to unnecessary ROOT triggers that aren't being used.

- Her gameplay feels extremely clunky and not exactly a fun character to use.
- Kitana's AI is absolutely busted. There are moments where she will end up standing on air, or break entirely.
- Kitana's hypers tend to miss the second attack on shorter characters. Not only that, they also give back power.
- "Slow motion" moves really do not work here. I find them very annoying.
- Kitana's standing launch kick has unnecessary pause slowdown.
- Crouching light kick triggers Kitana's hitsparks twice, while crouching strong punch triggers her hitsparks three times.
- Standing strong punch has envshake delay.
- Perhaps it's best that you remove mentions of pronouns on Kitana's voicelines, unless you want to go even further by adding name triggers for every male and female character out there, lol. It's weird hearing male opponents being referred as "her" or "sister".
- This also applies for Kitana's finishing moves. Even facing against herself or any other female character in existence, the text "Finish Him" still shows up.
- Kitana's fan projectile do not interact with the opponent's projectiles.
- The way QCF,z behaves looks clunky and choppy.
- Everything from her B,F,X special looks choppy.
- Kitana's QCB,x+a has some messy colors on that tornado FX.
- Speaking of her tornado FX, it uses a sound of one hitting the ground for some reason.
- Her tornado FX triggers twice after making interaction with a projectile.
- Kitana's fatality is just absolutely laughable. Yes, I understand due to the lack of head decapitation sprites on the opponent, but perhaps this could be reworked into something else? I just find the opponent suddenly exploding after being sliced by a fan hilarious.
- Kitana's Babality triggers the opponent's KO voice.
- Some of Kitana's sprites are not sharing with their palettes.

Overall, not one of THE BEST Kitanas out there, but perhaps not one of the worst either. However, she does require a lot more work. There's probably more that I might've missed, but that's my input from what I've tested thus far.

Thank you, guys! I've been waiting for feedback & testers! Really appreciate it so we can mold her. The newest updates include fixes for most of the sprites (almost done). I already upgraded the fan sprites, so they are not "crusty" anymore. Lol, sorry its funny that I had to catch all this by myself and you're calling it out. I love it. I have been working on a lot of the bugs mentioned above as we speak, at least ones I'm able to catch myself. I have balanced and worked on all moves & hitboxes. A.I. should no longer get stuck in air nor should Kitana period. AI is still pretty aggressive. The Fan Lift tornado is the way the move works. If she is able to get it out in time, it will eat all projectiles until they stop coming. I can slow down start-up perhaps. Her Fan Toss is not supposed to interact with projectiles. She has many moves that do so, including Fan Lift & Sai Toss. I want her to be balanced. I have the envshake w/ the hitdefs like it should so maybe I will tone them down. I noticed in different versions of Mugen, they are more dramatic for some reason. There is no envshake on Strong Punch at all, but I see what you're  talking about. Maybe there is an envshake hiding somewhere! Thank you 4 calling out the hitspark issues, they look CRAZY cause they ended being on persistent for some reason. If u don't see the humor on her voice lines, I'm so sorry. I will consider the short players as well. I am sorry about the stiffness/clunkiness you experience. Please show a video if you have the time & don't mind. I need to see it from another player's perspective. Me & my group of friends are literally the only one's giving myself feedback. THANK YOU SO MUCH!!!!!!!!! Please keep coming with bugs and gripes if you don't mind.

Hey man, No problem! Good luck with fixing her bugs.
    

Re: Modern Kitana 3.0 (1.1)

 February 01, 2023, 01:05:37 AM View in topic context
 Posted by jrm1007  in Modern Kitana 3.0 (1.1) (Started by Bruizerhands January 06, 2023, 05:42:43 PM
 Board: Your Releases, 1.0+

This needs a lot of work still.

I might also be missing some bits of feedback here,

-Some attacks play the swoosh sound after the HitDef trigger. (It's a common rookie mistake yet very easy to fix)
-Her tornado restarts if hit by something, or someone. (This means if it's a continuous hitbox attacking the Tornado, it never ends.)
-Inconsistent palettes, and sprite style. Her palettes constantly shift on certain moves, on top of this, her knives (or daggers) look crusty.
-Cardboard movements. Her animations are very rough, and she ends up looking absolutely terrible when in motion.
-Any attacks using envshake have a big delay. This is because rather than using EnvShake in the HitDef (like how it's supposed to be done.) you had EnvShake be triggered by "movehit" instead. This is not good, and it looks absolutely terrible. There's only a few attacks here, where it was done proper.
-Glitchy AI. Her busted AI makes her not only difficult to defeat, but it also makes her use standing moves while in the air.
-When KO'd, her voice repeats several times before finally ending.

Edit: I've decided to include Dissidia's Feedback that was posted on the Free For All Page below.

QUOTED FROM DISSIDIA.

Now onto feedback... Hoh boy, this is going to be somewhat long and painful...

***DISSIDIA'S FEEDBACK LAUNDRY LIST***

- The player regains control of Blair Dame Kitana once the intro sequence begins. Sometimes she will be hovering on air after the "Fight" sequence start.
- Kitana's intro voicelines are all over the place. There are moments where she refers her opponents as one of the "elderly".
- Most of Kitana's hitboxes are unsatisfactory and require more work. There's so much priority.
 - Constant debug flood due to unnecessary ROOT triggers that aren't being used.

- Her gameplay feels extremely clunky and not exactly a fun character to use.
- Kitana's AI is absolutely busted. There are moments where she will end up standing on air, or break entirely.
- Kitana's hypers tend to miss the second attack on shorter characters. Not only that, they also give back power.
- "Slow motion" moves really do not work here. I find them very annoying.
- Kitana's standing launch kick has unnecessary pause slowdown.
- Crouching light kick triggers Kitana's hitsparks twice, while crouching strong punch triggers her hitsparks three times.
- Standing strong punch has envshake delay.
- Perhaps it's best that you remove mentions of pronouns on Kitana's voicelines, unless you want to go even further by adding name triggers for every male and female character out there, lol. It's weird hearing male opponents being referred as "her" or "sister".
- This also applies for Kitana's finishing moves. Even facing against herself or any other female character in existence, the text "Finish Him" still shows up.
- Kitana's fan projectile do not interact with the opponent's projectiles.
- The way QCF,z behaves looks clunky and choppy.
- Everything from her B,F,X special looks choppy.
- Kitana's QCB,x+a has some messy colors on that tornado FX.
- Speaking of her tornado FX, it uses a sound of one hitting the ground for some reason.
- Her tornado FX triggers twice after making interaction with a projectile.
- Kitana's fatality is just absolutely laughable. Yes, I understand due to the lack of head decapitation sprites on the opponent, but perhaps this could be reworked into something else? I just find the opponent suddenly exploding after being sliced by a fan hilarious.
- Kitana's Babality triggers the opponent's KO voice.
- Some of Kitana's sprites are not sharing with their palettes.

Overall, not one of THE BEST Kitanas out there, but perhaps not one of the worst either. However, she does require a lot more work. There's probably more that I might've missed, but that's my input from what I've tested thus far.