Posted by ~Hale "R@CE" Caesar~ in Zazie Stage by Vegaz (Started by Vegaz_Parrelli December 16, 2020, 05:22:13 PM
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
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Also, right before I posted, I realized these were missed (I edited it a little bit to make a little more sense):-Frankensteiner Throw can only be thrown backwards regardless of direction.So I had mentioned it before and must have forgotten.
-There is no strong ground shockwave and sound when the opponent hits the ground by his Flying Throw.
-There is no landing effect when he touches the ground after his forward/backwards rolls, Frankensteiner Throw and Double Maximum Flash Kick.
Got some feedback on this update:
-His run has an off-placed super jump sound effect when he starts running.
-The swing sound on his jumping WK plays after he hits the opponent.
-Envshake happens a second later after the opponent is hit by Super Shooting Star Kick when they are lying on the ground.
-The hitsparks and guard sparks on jumping LP and MP are slightly misaligned.
-Ultimate Hell Driver Kick could use a landing effect after he touches the ground.
His standing roundhouse is missing some frames.
- I can understand the super tackle going full screen, & maybe the EX variant,
but why does the special version go full screen, even when the light & medium variants are used?
Shouldn't it only go a certain distance depending on the button used?
- Some of the hitboxes don't look right to me.
The normal fireball hitboxes look a bit too big,
namely when compared to similar POTS style characters, such as POTS's Ryu, Jmorph's Ken, etc.
It's a bit better for the super fireball, but even then i think the red part is a little too big.
And some of the normal hitboxes don't look all that great ether,
such as jumping HP & some of the kick normals having multiple red hitboxes,
others having red hitboxes that seem a bit too big, etc.
- Super Round Kick feels really redundant, especially since it's basically feels like the normal version but it does like 10-15 hits.
- Speaking of Round Kick, i get that EX Round Kick is supposed to be advantageous/safe on block,
but i think it being +10 frames on block is too much.
Apologies but I forgot to tell you the first time that EX Wheel Kick gives meter on Hit.- EX moves only requiring half a meter is way too cheap,
especially since with how fast Ray can gain meter with Power Charging,
it makes it way too easy to spam them.
I think they should at least cost at least 1 full bar.
- Same with Custom Combo only requiring 1 bar,
where in Street Fighter Alpha 2 & 3, it required the entire meter to use
These are both features of Modern PotS and Infinite Style, the Half a Meter of EX Moves anyways.
OH! FINALLY you addes my run animation sprites to Jean!
Time to test him again!
the first vertion of jean pierre was just magniphique I really like to play with
thank you very much for this update it's always a great pleasure to play with your characters
Wow, this is pretty awesome! Yet another oldschool modernization from the great, the best. Thank you!
Nice Release !
Wohoo! Finally this old school great character have his release in your style!
It can only be awesome!
Again, I'm very glad you give the oldchool kind of more "obscure" fighters a chance to be upgraded.
Thnaks for sharing your work!
this is some good shit.
i'll definitely test this.
-All jumps, hops and using Big Tornado in the air still uses the 8106 landing effect instead of the 8102 one (The Fall FX should be the standard landing effect for all PotS/Infinite style characters, don't know why you still have it there despite changing it before).
-DDT doesn't have a super jump sound effect when used on the ground.
-The wind dust effect keeps playing on each successful hit of Dynamite Tackle and Wheel Kick.
-Wind dust effect on Bursting Upper is misaligned, but not on the EX version (It's in the air for the normal versions, but on the ground for the EX).
-Ray doesn't glow yellow when using EX Dynamite Tackle.
-Dynamite Tackle has no sliding effect and sound on the end of the move (Even if you do add it, it's still blocked out by the excessive amount of dash FXs).
-Ultimate Tornado has no projectile guard sounds when blocked.
-Very minor typo, but "Hop Forward/Dash Foward" on the config is slightly listed incorrectly as 0 is still listed as a run.
That's should be it.
You can fix that Intro using the 8999 Camera Helper.
Before (Current): https://streamable.com/cq4k10
After (With Helper): https://streamable.com/lh58ew
I also noticed that (EX) Bursting Upper plays Normal Hitsparks along with the special ones when cancelled from a Normal.
Here's my findings and nitpicks:
1. The screen isn't centered during Intro 1.
2. His Throw Attempt has more start-up frames than usual.
3. Wheel Kick projects multiple Dash FXs while hitting. Intentional? The Slice FX also cuts off too early.
4. Super Wheel Kick does ungodly damage for its levels, with the Level 2 doing beyond a Level 3's.
5. Super DDT Bomber is identical to Super Bursting Upper in terms of start-up. 2 Things I'd suggest would be making the Super DDT more of a grab or making the Super Upper just the Upper.
1. I think (Air Also) would be more direct compared to (In Air).
2. Super Thunder Dynamite Tackle and Super Wheel Kick are listed as D,DB,B,D,DB,F instead of D,DB,B,D,DB,B.
3. Super DDT Bomber is listed as P instead of K.
Lastly here's some alernate Super Names:
Super Big Tornado -> Bigger Tornado
Super Thunder Dynamite Tackle -> Dynamite Storm
Super Bursting Upper -> Implosive Upper
Still another worthy addition from a good lad.