Posted by Diek Stiekem
in Street Fighter All-Stars : Feng Shui Edition (Started by RagingRowen July 23, 2024, 05:13:21 pm
Board: IKEMEN Releases
Board: IKEMEN Releases
hes pretty fun only 2 things i have are 1 his air QCF 2P super just pushes the enemy out of it after 1 hit, so its kinda useless in its current form, (im on ikemen so idk if this isnt a thingin mugen)
id suggest having it hold the enemy in place if they get caught in it.
and his ground qcf 2K super could be slowed down a bit since it tracks -so- aggressively. otherwise as i said, pretty fun char
Check video description if interested
To both you and Nexus: I'm not going through all of that to download a character. Put a direct link here or this thread is going to the bin.
I’m sorry but using AI voices is just ethically and morally wrong in so many ways.
Only thing I can think is the explod using the wrong animation. Make sure you don't have duplicated animations (with the same number), make sure you're editing the correct air file, etc.
Nice update, but I have some more findings:
Maybe it's just me, but it seems there isn't any difference between the high and normal jumps now, whether in jump height or distance.
The super grab is mistakenly set as a special instead of a hyper.
Also, if his lv3 super is hit by a projectile, it will not vanish once the attack is over. Even worse, attacking the flame turns it into a clone: https://streamable.com/lubfes
Nice. Some things I noticed, though:
He doesn't have a neutral High Jump. Instead, if the sound and animation is any indication, he seems to drop instantly to the ground before making a regular jump (forward and back versions work fine).
He doesn't have any step sounds for his forward and back walks.
Considering his size, things like landing from jumps should probably make the screen shake.
So yeah, apart from the high jump, it's mostly cosmetic stuff. Otherwise, it's a pretty solid release.
Yeah uh... the size?
Not to be harsh but leaving the xscale at 1 on a POTS-style character using CPS sprites in 2023 of all times is a little jarring.
It's even more jarring when it's on Hauzer of all things lmao
Gonna give this a longer shot but I highly recommend switching him to xscale = .833 and repositioning his breath attacks in relation to that.
Besides that, so far all I found outside of st.HK whiffing at close proximity is that he has a goofy ahh infinite.
If you do cr.HP into light Deluge, you can loop it as cr.HP is an OTG, but it ends after a certain amount of OTGs.
However, if you manage to hit the cr.HP before they hit the ground, you can loop it indefinitely.
Aside from what I listed and what others have pointed out already, this is solid enough!
Nothing seems wrong in the code. What happens when you change it to, say, 10 ticks? Or 20 ticks?
Also, if that second part of the animation (after elem 16) is identical to the first (goes back to elem 0), you don't need to put it twice. The animation will loop by itself.
[State 184, Lavia]
type=explod
triggerall = !numexplod(6005)
trigger1= AnimElem = 1