Posted by BurningSoul in BurningSoul's Edits (Started by BurningSoul March 04, 2021, 07:26:12 PM
Board: Edits & Addons 1.0+
Board: Edits & Addons 1.0+
In the Korra series finale, Korra took energy bending to a new level by bending the energy from Kuvira's weapon, saving Kuvira's life, destroying the weapon.The weapon was at least nuclearKorra is hands down matched with X-Men's Storm because the DB team has brought up this match as one they've wanted to do prior and have had polls on it/discussed it. It's probably a stomp in Korra's favor though???Woah, how strong are Avatar The Last Airbender characters? Cuz like, just recently Storm terraformed Mars. Her peak moments are pretty fucking nuts.
-Intro 1-2 has the wrong landing sound effect when he jumps out of the car and touches the ground, which should be (52,0).
-The landing effect on the back dash has two sounds and neither of them is the correct one. Should only be one and it's (52,0).
-The punch throw has no swing sound when it missed.
-The swing sound's timing on the kick throw is off.
-Standing LP has no light punch swing sound and doesn't play the voice clip consistently.
-His taunt has a normal guard spark instead of a special one when the flower is blocked and has no guard sound effect.
-Jet Upper doesn't have a normal jump sound along side the swing sound effect like the EX version does.
-Rolling Thunder has no guard spark sound effects when blocked (I accidentally missed this as it's not listed on the readme as a level 1 super).
-The readme is incorrectly listed for the supers as Rolling Thunder is level 1 and MAX Rolling Thunder is level 2.
-Both versions of Rocket Uppercut still doesn't have a landing effect for the first two times he touches the ground and normal jump sounds on each leap (For the last leap, you can use the super jump equivalent).
-He doesn't glow during his power charge.
-Using MAX mode briefly creates a clone of himself and disappears after he returns to his standing animation (Was he intentionally trying to throw a flower during this state? If so, that caused the clone instead of the flower to appear).
-The dodge sound effect should be the light kick swing sound (Which I noticed does not exist on the snd as only the punch variants such as swing and hit sounds are there).
-The snd has some duplicate sound effects such as (770,0).
This is the rest of the feedback I was going to in-depth looking before the bugs on the previous one happened. I believe this should be all of it.
Paste Code in CNS to Char CNS/ST probably to Helper/Helpers or to anywhere,
;Make Sure Number 90900 isnt used,if so rename it to different unused number
;;Paste Code in CNS Statedef -2 to Char Stedef -2 in CNS/ST
if using fightscale=4 in fightdef then add scale=2,2 to explods below,if fightscale=6 add scale=4,4 instead,if fightscale=2 Do not touch it
;Credits to Raaja for the Score System
;Shiyo Kakuge for some triggers
;Tag Compatible Yes
paste anims in Air file provided to the fightfx.air file you are using,
-The landing effects on intro 1-1 are slightly misaligned, the timing is off and has no landing sound effect on them.
-The running animation now only has one step sound.
-The forward run and back dash has no sound effect on the startups when the dash dust is played.
-The landing sound effect on the back dash and the intro where he touches the ground from jumping or is the wrong one.
-The guard sparks on the basic attacks are bugged as it's a small version of the standing sprite.
-Both versions of Rocket Uppercut is now missing it's wind effects.
-Rocket Uppercut still doesn't have landing effects every time he touches the ground and jump sound effects for each leap.
-Corkscrew Blow, Rocket Uppercut and Corkscrew Cross has no guard spark sound effects.
Is it me or this update is more buggier than the previous one? Some of these issues weren't present before and now made it worse. Did you use an older version of the character or something?