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Re: [BETA v0.2] (Released)

 April 09, 2014, 11:49:45 AM View in topic context
 Posted by AceKombat  in [BETA v0.2] (Released) (Started by firelord March 07, 2014, 09:11:06 AM
 Board: MK vs. SF - Fight for the Universe

Man AceKombat...this is why I love you. That feedback is invaluable and in-depth. Thank you!

Thanks, nice touches on the Sagat sprites btw, it looks pretty solid.

I would like to get online session going, but I'm worried for Scorpion/Chameleon instant air tiger knee Teleport loops, and Sagat's St.Short loop/unescapable throw setup.
    

Re: [BETA v0.2] (Released)

 April 09, 2014, 06:38:08 AM View in topic context
 Posted by AceKombat  in [BETA v0.2] (Released) (Started by firelord March 07, 2014, 09:11:06 AM
 Board: MK vs. SF - Fight for the Universe

ESFAndy it has been a while my Kappa <3! Good to see some progress from the game, thanks to you Firelord and others involved!
    

Re: [BETA v0.2] (Released)

 April 09, 2014, 03:57:57 AM View in topic context
 Posted by AceKombat  in [BETA v0.2] (Released) (Started by firelord March 07, 2014, 09:11:06 AM
 Board: MK vs. SF - Fight for the Universe

Will try to report bugs, and keep editing this post as I go on testing. I'm trying to get debug to show but no luck. Glad to see this project is still in progress :3!

On a side note, I'm not liking the angle of view for the characters. If they jump, they are literally pixels away from being off the screen. Also, the MK characters have little differentiation in their normals, and I can understand why. It's just that, in this game that I seen SF characters air normals have the same amount of hit stun in their other normals, it makes me believe what's the purpose of using the Jumping Strong (Medium Punch) for some MK characters if it's the same as Jumping Fierce (Heavy Punch) when it has nearly identical frames, but more damage? Also, keep in mind, hitbox data from the looks of it hasn't changed either. But since this is early WIP, I can understand this issue, just hope it gets fixed in some point.

I think the proximity hitbox (if possible to adjust) on projectiles need to be adjusted too. Players can go in block animations (and make the opponent take advantage of movement) at far ranges from some projectiles, and it could hurt them in the long run.

Music needs to loop properly btw, if you need help in me making .ADX format, I don't mind.

~Sagat~
(Tested against SL2 Akuma)

PLAYSTYLE

Hmm... well, the game is designed for crazyness, and it is given to Sagat properly. Sagat can actually be dangerous in nearly all ranges for good reasons. The only area I would probably say he lacks in is control in the air, he feels more like a grounded type, and even the issue of air mobility shouldn't affect him much.

He recovers fast in zoning with Tiger Shots, and essentially he can throw a Low Tiger Shot into a High Tiger Shot trap pattern (he cannot, however, do High Tiger Shot into Low Tiger Shot). For example, he can zone well against SL2 Akuma in fireball war, since Sagat's ground fireball game dominates SL2 Akuma's ground fireball game. SL2 Akuma may retaliate with air control to adapt with Sagat's playstyle, potentially stuffing/trading with his own air fireballs.

Mid-range, he has decent pokes, notoriously St.Short (which could lean to insane pressure, probably needs adjustment), Low Fierce (hitstun needs fixing, but you can chain it if close enough into St.Roundhouse), and St.Forward along with St.Roundhouse. Essentially, St.Roundhouse and St.Forward can be used as Anti-Air, but you can air block in this game. You can also cancel the anti-airs into Tiger Shots if you want to apply pressure on their landing. Tiger Uppercut avoids the air blocking properties and is a guaranteed answer for opponents who love to block while jumping unless the opponent parries in the air, uses an air super or special that's invincible, or stuff it. Now, even though Tiger Uppercut trades, it's likely you can win the favor of trades by following up the trade with a super (Tiger Cannon or Tiger Genocide) if close enough.

Up close is rather interesting, and took a very interesting approach that perhaps fit his style in MK VS SF. It will be explained in a few lines below though. When up close, Cr.Short atm is very fast, and is a decent starting normal. If you hit-confirmed it and want to chain it, the chain setup is as followed:

Cr.Short -> Cr.Strong -> Cr.Jab -> Cr.Fierce -> St.Roundhouse -> St.Fierce.

You could potentially do this string twice by walking up slightly after this chain, since you are at an advantage. As for what to do after the chain combo, you could do a Toward/Away+Throw (knockdown setup if close enough), Roundhouse (Hard Kick) Tiger Shot (knockdown setup if not close for throw), or Super of your choice (damage).

Now... here is the interesting thing, regardless of the fact that the block animation in this game apparently covers cross-ups and fake cross-ups. Sagat, can essentially set up a vortex. The use of this vortex is very valuable in getting a lot of mileage with Sagat. Remember those knockdown setups I mentioned from throw or Tiger Shot in the line above? Well, you can set up a meaty Low Tiger Shot (and possibly High Tiger Shot afterwards for more pressure) and setup a decent high-low mix-up along with a possible wake-up vortex in which you have to guess which way to block on wake-up (as long as the opponent wakes up at the time the Sagat player is able to react with).

BUGS

• After applying any Standing or Crouching Light attack, or a St.Strong (Standing Medium Punch)/Close St.Fierce (Close Standing Heavy Punch) against any opponent, Sagat is able to perform an unescapable throw setup (the opponent is in block stun).

   Answer: Prevent throw hitbox from colluding with block stun animations.

• St.Short from Sagat is WAY too good as far as hit stun goes. You can apply insane amount of block pressure and lead a St.Short loop, it's pretty bizarre.

   Info: I believe start-up of St.Short is 9 frames. On block it's +26 (and yes, this is A LOT as far as frame advantage goes), on hit it's +18.

   Answer: Reduce St.Short hitstun by a decent margin. At most, make it around +2 on block (considering his normals are being slow, otherwise, make it 0 if his normals get faster with the oddly exceptional Low Short, which I'll explain later) and on hit +6.

   Suggestion: St.Short having 9 frames of start-up is slow. 5 or 6 frames sound more reasonable. If you do make it start-up faster along with Cr.Jab and other normals, change the +2 block and +6 hit respectively to +0 block and +4 hit.

• Cr.Fierce (CVS2 ^_^ oh... Low Heavy Punch) has very very *VERY* little hitstun. It has odd properties most likely due to the chaning system from the looks of it. (Btw, I love the idea you did in this version of Sagat where you can Cr.Fierce chain into special moves, that's awesome imo).

   Answer: Give it more hitstun, at least enough where you can properly combo it into any Tiger Shot from a decent distance.

• Cr.Short is pretty darn fast, and surprising, faster than Cr.Jab??

   Info: 5 frame start-up, that sounds like something his Cr.Jab should have swapped with at least. For reference, his Cr.Jab atm has a 9 frame start-up.

   Answer: Make it a 4~6 frame start-up, and instead make Cr.Jab faster with a 3~5 frame start-up.

• Sagat's Tiger Knee input only works as followed: 6236+Kick (numpad notation).

   Answer: Unless this is intentional, than it should be either the current 623+Kick (I prefer this), or old school TK 2369+Kick.

~Chameleon~

BUGS

• Chameleon can perform an infinite using Jab (Light Punch) Teleport Punch (Air) consistently.

   Answer: Well, the hitstun on it on both block and hit is ridiculous, especially on block. It is +20 (yes, very positive :O!!!) on block for an instant cross-up attack. Generally, they shouldn't be safe, especially for something at this speed. Definitely should be punishable on block imo. I believe Strong (Medium Punch) Teleport Punch doesn't do it very well compared to the Jab one, but it's still + on block, and the opponent displays a
"getting hit" animation when blocking on the Strong version.

   Video Demonstration using Scorpion (same concept): https://www.youtube.com/watch?v=6FFVF0N_AFA

~Scorpion~

BUGS

• Scorpion can perform an infinite using Jab (Light Punch) Teleport Punch (Air) consistently.

   Answer: (Check Chameleon section, same issue.)

~Shin Level II Akuma~

NOTES

• Misogi (QCF->QCB+Kick) is missing in the move list.

Chain strings

5-hit limit (meterless)

Anywhere

Low Short -> Low Forward -> St.Forward -> St.Strong -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Close

Low Short -> Low Forward -> St.Strong -> St.Fierce -> St.Roundhouse -> QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Low Short -> Low Forward -> St.Strong -> St.Fierce -> St.Strong xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Far

Low Short -> Low Forward -> St.Strong -> St.Jab (Must be Far St.Jab animation) ... Cr.Roundhouse

7-hit limit (meterless)

Nearly Close

Low Short -> Low Forward -> St.Forward -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Low Short -> Low Forward -> St.Strong-> St.Fierce -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

9-hit limit (meterless)

Nearly Close

Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Jab (Must be Far St.Jab animation) ... Cr.Roundhouse

11-hit limit (meterless)

Nearly Close

Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Fierce -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP

Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Fierce -> St.Jab -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
    

Re: [GENERAL TOPIC]

 December 15, 2012, 12:08:23 PM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

How many supers does Shin Level Akuma have? If he has a lot, just remember to give Shin Level Akuma a health nerf compared to original Akuma and everything will be fine. Shin Level Akuma will have LOTS of tools to overcome his matches, but with low health it will require players to play him without making many execution errors. At least it's the way I see it. He's supposed to be more advanced, but this can only be acceptable if he has a health deficit.
    

Re: MK vs. SF - Fight for the Universe [BETA v0.1] (Released)

 October 18, 2011, 05:47:00 PM View in topic context
 Posted by AceKombat  in [BETA v0.1] (Released) (Started by firelord September 21, 2011, 06:02:12 AM
 Board: MK vs. SF - Fight for the Universe

    

Re: MK vs. SF - Fight for the Universe [BETA v0.1] (Released)

 October 01, 2011, 10:06:18 AM View in topic context
 Posted by AceKombat  in [BETA v0.1] (Released) (Started by firelord September 21, 2011, 06:02:12 AM
 Board: MK vs. SF - Fight for the Universe

Well, first thanks acekombat for the time you taken to do that, we are fixing all that bugs, one of them all about "Renders" bugs, but i have to remember you this is not sfiv and this game have different gameplay, But I do like some ideas like that thing of the dash..

Your welcome and thank you and other authors on working on this . I'm aware this won't be SFIV , and I definitely would not like this to be just like SFIV , and if it was too much like SFIV I wouldn't be here giving feedback in the first place . I'm here because I like the overall potential this game has and it's own unique gameplay ;) .
    

Re: MK vs. SF - Fight for the Universe [BETA v0.1] (Released)

 September 29, 2011, 10:28:56 AM View in topic context
 Posted by AceKombat  in [BETA v0.1] (Released) (Started by firelord September 21, 2011, 06:02:12 AM
 Board: MK vs. SF - Fight for the Universe

Oh and btw about the health situation , I would suggest that in the later versions that SLII Akuma and Chameleon should be the two characters , if not the only two characters with the lowest health in game .

I say this because they have a lot of tools in their arsenal , Chameleon should usually rely on ice clone zoning and on top of that he has other moves that can shift playstyles , so for something like that he needs low health . As for S.L. II Akuma , while he may not have the great amount of zoning Chameleon can do , he has really good footsies and pokes to throw out , and he has a seriously great offensive game .

Basically from what I see , Chameleon looks like he is meant purely for zoners although he has things to throw out to play mind games with the opponent , while S.L. II Akuma seems to be more of the kind of person that relies on rushdown with a mix of footsies , partial vortex setups ( EX : I'm sure he has dive kick setups on opponent knockdown that can lead to heavy mix-ups ) and possibly above average zoning .
    

Re: MK vs. SF - Fight for the Universe [BETA v0.1] (Released)

 September 25, 2011, 09:22:34 AM View in topic context
 Posted by AceKombat  in [BETA v0.1] (Released) (Started by firelord September 21, 2011, 06:02:12 AM
 Board: MK vs. SF - Fight for the Universe

Just tried it out... here is my feedback .

Feedback in Misc. department...

- Lifebar color is too dark please brighten it a lot please .
- What's purpose for green bar above at lifebar ? Is that supposed to be super meter ? Wow it's really dark and not only that , it's not separated well enough to tell what level super you are currently in .
- Fullscreen causes weird coloring , bad FPS , and overall bad performance .
- Music isn't looped . I have ADX file that loops for Pit 3 ( Tekken 5 DR Hall of Fate Resurrection ) BGM if you want .
- Player 2 is sometimes unable to throw ( Tested on practice mode with P2 being SLII Akuma ) , maybe something to do with control settings at start-up ?
- Red borders sometimes display of the MUGEN window . Maybe identical with the issue in #3 of this feedback .
- Where's the combo indicator ?
- I believe the hitstun from most attacks need adjustments . Example : SLII Akuma's Jumping Short air normal does MORE hit stun than his Jumping Roundhouse air normal (:P...) . The weakest one should need less hitstun while the more fierce ones need more hitstun .

Shin Level II Akuma Feedback...

- Dashing normals with Shin Level II Akuma is neat and something I would like the game to have as part of the mechanics , but I noticed that Shin Level II Akuma can't do certain crouching normals ( normals = normal attacks ) after dashing , and so far only his Crouching Short ( Short = Light Kick ) and his Crouching Roundhouse ( Roundhouse = Hard Kick ) can be canceled from a dash . Will you try and get the other crouching normals to work as well please ?
- Shin Level II Akuma's Cr.Strong ( Crouching Medium Punch ) and Cr.Jab ( Crouching Light Punch ) definitely needs adjustments . The Cr.Jab hitbox needs to be smaller imo since it's the same as Cr.Strong ( With the exception of Cr.Strong having hardly a hurtbox compared to Cr.Jab , which is probably fine ) . The start-up of Cr.Jab is perfectly fine though since 3 frame Cr.Jabs are common in fighting games . Usually for shotos like Akuma and Ryu they always have 4 frame start-up Cr.Short and 3 frame start-up Cr.Jab . By start-up I mean starting animation before attack frames come out .
- Shin Level II Akuma needs a damage overhaul . His Cr.Fierce ( Crouching Heavy Punch ) doing less damage than Cr.Jab and Cr.Strong for example just isn't right . Cr.Short needs SLIGHTLY less damage than Cr.Jab . I believe Cr.Forward should do SLIGHTLY less damage than Cr.Strong . Cr.Roundhouse needs to do SLIGHTLY less damage than Cr.Fierce .
- I believe ALL of his hadouken variations including supers at point blank range (Close) will whiff as if the hadouken never hits the opponent.
- His dive kick REALLY needs adjustments . The hitbox on the dive kick is going to blow people up and there is nothing that can stuff or trade with it because the priority is INSANE lol . Definitely he would be OP in this game if he keeps this hitbox . Even if it's parried , the player who parried would just get +1 advantage which is nothing and on top of that has to deal with cross-ups SOMETIMES . I think overall his divekick's hitbox and hitstun needs to be decreased .
- This probably goes for everyone as well , but the first few frames of jumping has a big hurtbox , and should be decreased imo . Players won't be able to jump on reaction too well in the corner against fireballs .
- His Close Standing Jab takes a LONG time for the attack frames to come out , having a really long start-up animation (11 start-up frames LOL) .
- His QCF Kick (Vertical Tatsumaki Senpuu Kyaku I assume) into dive kick setup can be cheap mainly on block . If the opponent blocks he's going to continuously eat the same pattern over , and while it could be punished , it's strict timing and maybe some characters don't have the anti-air tools to punish it . Only punishment I know for this setup using SL II Akuma for example is his st.jab or maybe cr.fierce preemptively .
- His jumping normals need adjusted active frames from his attacking air normals . Ex : His Neutral Jump Fierce is only active for 1 frame... Should have more active frames .
- His air throw needs reduced active frames and maybe slightly reduced hitbox (but not by much). It is currently 5 active frames . I suggest it should be 2 active frames . The same could go for Chameleon .
- His Crouching Short and Crouching Forward needs to hit low .
- If he has one of those slow fireball supers out there and the falling cinematic occurs , they will stay in middle of screen going forward and onto the lower section of stage .

Suggestions in a mechanics aspect...

- Backdash I believe needs some early invincibility frames (Airborne possibly as well) . No it won't be cheap either because an opponent can always OS (Option Select = Doing an input after another input , letting the game decide what inputs to do based on your opponents actions . https://www.youtube.com/watch?v=KSl8-topFag shows a perfect example what a backdash OS is , in which the backdash has invincibility so attacking the BLOCKING opponent freezes yourself in air , preventing the move to come out , while a backdash lets your whatever normal whiff and you will land in time for the OS to come out .) in a more advanced level of this game , which I'm sure will happen .
- Jump in attacks needs the player to freeze more in the air a good bit on hit or block ( NOT ON WHIFF AKA MISS ). This is needed for certain OS'es like above to exist in the game .
-In some cases after normals or after a jump , you are unable to do a instant crouching normal . Like if you land and your holding down and you go for low jab (crouching light punch) you will get standing jab instead . Would be nice if none of these errors would come out .
- Sweeps need untechable knockdown . You are able to quick rise after sweeps and imo they serve as a role for mix-ups . I think the overall animation of when they fall to the ground from sweep needs to be more simplified and quicker instead of staying on the ground for a long period of time to make a mix-up setup .
- Any chance of counter hits coming to fruition ?
- Will you be able to tech throws in future versions ?
- Any chance you can cross-up opponents while they are in the corner in the future ?
- Will Kara-Throws exist in the future as well as Kara-Canceling special moves ?
- Will there be a pack for this game which doesn't contain cinematic like stage transitions ?

Going to keep updating as I test . Positive feedback...

+ I'm glad to see the unavoidable throw setup on blocking opponent is gone :) .
+ Nice to see that you can OS supers or special moves after certain normals . Example : With SLII Akuma you can do Low Forward ( Crouching Medium Kick ) into one of his supers by option select at mid-range when they walk forward by accident .
+ Like the addition of that silk silver palette for SLII Akuma , it looks nice :) !
+ Looks good overall and I can't wait to see this game in improved form .
    

Re: General Topic

 January 16, 2011, 11:53:45 AM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

    

Re: General Topic

 December 31, 2010, 05:34:09 AM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

That Kung Lao Ryu introduction won't be in the game right ? Maybe story mode but I wouldn't want that in versus . That wouldn't be a fair way to start since Kung Lao won't be able to walk forward . I also think the intro would match Ken more than Ryu .

PS : My MK VS SF has errors and can't play it anymore for some reason . I'm going to go ahead and use Mugen 1.0 but now I can't really test stuff .

Ryu's safe jump from sweep is neutral jumping short -> jumping roundhouse . My problem with this is that the velocity of doing normals in the air changes his ground landing box . Can this get fixed ? It seems it can affect safe jump setups sometimes .
    

Re: SFIV Ryu

 December 11, 2010, 07:01:41 AM View in topic context
 Posted by AceKombat  in SFIV Ryu (Started by Hien November 28, 2010, 09:41:06 PM
 Board: Projects

Don't forget what's written on his belt ;)
    

Re: MK vs. SF - Fight for the Universe

 October 29, 2010, 03:44:13 AM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

I agree with the Tiger Shot being too big...

However , it fits for a Tiger Cannon if that makes anything better imo .
    

Re: Super Street Fighter 4 Dash 3 Mugen 1.0

 September 08, 2010, 09:00:40 AM View in topic context
 Posted by AceKombat  in Super Street Fighter 4 Dash 3 Mugen 1.0  (Started by alexlexus September 07, 2010, 06:24:15 PM
 Board: Projects

Why not just play SSFIV ? Why base an idea from something that has been made , just play SSFIV ! Do you know they are still in development of making characters , let alone your new characters seem well , drastically bland ? Just play SSFIV...

I don't get it... the only way it would even get somewhere is if it looked and plays like SSFIV , but let along it just uses old 2D art on a 3D game . What ?

You know what , just enjoy it... have fun , but take the time to understand the difference between this and SSFIV please.......
    

Re: MK vs. SF - Fight for the Universe

 September 03, 2010, 06:42:06 AM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

what do you think if you add stats for each character on the select screen?

Eh... idk . It may be cool looking I guess , so if it isn't much of a problem go for it . However I would only vote for yes if the stats are actually fact ( Vitality [ Life ] , Strength [ Damage ] , Stamina [ Stun , if it is present in this game ] , Agility [ Average speed from walking , dashing and speed of jump ] )
    

Re: MK vs. SF - Fight for the Universe

 August 24, 2010, 12:20:12 AM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

Am I the only one with doubts on how Sub's super looks ?
    

Re: MK vs. SF - Fight for the Universe

 August 22, 2010, 08:55:36 PM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

Although I haven't worked with it in a while , missing super write-ups , and may be wrong in a few areas ( Maybe not... ) but I'm going to go ahead and post the frame data of Shin Level 2 Akuma . Props for style layout from Eventhubs .

http://acekombat.webs.com/Frame%20Data%20Shin%20Lvl%202%20Akuma.htm

Notice how the damage for every poke move is pretty much the same damage :S .
    

Re: MK vs. SF - Fight for the Universe

 August 18, 2010, 06:51:05 PM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

Hey ESFAndy/Fire-Lord were the block strings to throw on a blocking opponent fixed ?
    

Re: MK vs. SF - Fight for the Universe

 August 16, 2010, 02:35:32 AM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

Good to hear some progress . If anything pictures/wallpapers should come later . Some of them needs an abstract look to match-up how the MK VS SF Flash looks like :P... But good nonetheless and thanks for keeping the project alive !

It's also great to hear that ESFAndy is back and posting :) !
    

Re: MK vs. SF - Fight for the Universe

 July 17, 2010, 04:25:12 AM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

I was wondering if SF4 fx for Sagat's Tiger Shot would be necessary .
    

Re: MK vs. SF - Fight for the Universe

 July 17, 2010, 02:26:59 AM View in topic context
 Posted by AceKombat  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 AM
 Board: MK vs. SF - Fight for the Universe

Sagat is looking really sharp after seeing him animated in different palettes  . Will the characters support 12 colors ?