Posted by NEX
in Izaya Orihara version 1 (Dengeki Bunko/Durarara!!) (Started by NEX January 06, 2023, 11:21:47 am
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
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The hitboxes in general could've been a bit simplerAll of them? Personally I think 5AA's hitbox is wonky due to how close you have to be but that's due to the visual animation but aside from that I think they're fine.
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The char uses the small hit sparks most of the time. Could use varietyI agree. I was going to do that later down the line as it wasn't a high priority in comparison to other things but they will be changed at a later date.
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I think the "walk" should be a bit slower and the faster run should be activated with 66Yeah I can do that.
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Likewise the faster run in the opposite direction could be removedCan do. Same as the one above.
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Back dash shouldn't be completely invincibleAh, right. I forgot about this. This was me attempting to create a dodge mechanic and was using the back dash as a means to experiment. I forgot to remove the complete invincibility.
The dodge itself was going to be a separate button. A had a few ambitions ideas in mind but due to my lack of coding knowledge, I wasn't able to bring them into fruition.
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The B attack is too good overallIt is? Admittedly, I had a few characters in my roster that had an answer to it. Some had an invincible forward dodge, some jumped and air dashed over it, and some even had running animations that just went under it like Yuuki Terumi from Blazblue. I guess I can make the start-up before the first throw a little slower but I'll take your suggestions into consideration.
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Air C is way too fastYeah, I can make it slower. DMC's helm breaker was on my mind when making that move.
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2C (low) and Z (throw attempt) using the same animation is a big no I think.I believe I have an answer to this and it's a combination of two things.
‣ The first point is that the 'throw attempt' itself is replicating Izaya's 6S in the Dengeki Bunko fighting game. So I don't want to change the animation of the grab attempt but the best that I can do is alter 2C in small ways. but not outright changing the animation.
‣ The second point is that this mainly stems from the lack of sprites this character has. So the issue of some animations being reused is unavoidable I'm afraid.
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The throw takes a really long time to finish. It's longer than most (simple) supersYeah I can do this one. I'll try my best to make it shorter.
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I think the mixup should be 5AA going into either a high 5AAA or a low 2C.Interesting. 5AA should have the ability to go into 5AAA or 2C instead of 5AAA being able to go into 2C.
I guess I can give it a try. but I'll think about it.
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236A hitting low seems unnecessary.Yeah you're right. This is another one of those 'I forgot' moments. When play testing him, even I thought about that but just never got around to it. I believe I was experimenting.
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236B hitting high at first is cool, but then hitting low afterwards is too much.Yeah. Same deal as before. This was just me playing around with the guardflags. I'll change it to where you can block the second and last hit even if you are standing.
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His counter reverses throws, which are supposed to be the hard counter to such movesI can do this one. I'll make it so you are able to grab him during his counter stance animation.
If I'm able to release a version 2, it will include a majority of these changes as well as some new things.
Although these new things are beyond my reach due my lack of mugen coding experience.
For example, I would like to add mechanics like a unique gauge/meter and stuff.