
Board: Projects
-The palette of the small portrait on the select screen is using (1,0) instead of (1,1) as it gives off a darker hue to his default color.Yeah, 1,0 is only supposed to be a dummy palette for the palette selector but since it is taking the dummy palette for the small portrait so I just put the 1,0 as the same as 1,1.
-The air dash effect when air dashing backwards is reversed as it's the same direction when it using it forward.tweaked
-The air dash sound effect cuts off when he uses a basic while still in the air.fixed
-The air dash could be scaled to be a little smaller as it stretches to both the top and bottom of the screen.tweaked
-The black background on Boundary Peak and Mystic Eyes of Death Perception should fade after the Glass Break effect when it successfully hits, not before it as the stage music goes back on once it fades, stops again when the glass effect plays, then goes back on again.tweaked
Just mostly aesthetics. For the first one, I even had the palette selector on and (1,0) is never used. So I have no clue why it forces the select screen to use it. I swapped it around and causes the character to be stuck to the default palette.It's cool, Thanks Guys for the comments and feedback, newer characters coming soon, I'm not trying to take as long as Shiki took just have been dealing with RL situations that have been holding me back.
shiki has no stun state , he can't get hit if he is stunned or if a super that forces a stun state hits him he disappears.I double checked, he has stun animation what character are you testing against?
shiki's get grab animation is misalligned sometimes his sprites disappearswhich grab are you talking about?
What’s your plans for him?Shiki Nanaya will be done at a later date.
Any Nanaya
EX modeEX mode will have a few different moves
Shield Counter, Reverse Beat, Air Dashing, and/or other Melty Blood style mechanics planned?everything else will be similar to my other characters mechanics wise but air dash like some of the characters I have done with air dashes.
-Standing LK plays a light punch hit sound.fixed
-Standing MK plays a strong slash hit sound.fixed-crouching
-The swing sound on his crouching LK plays after it hits the opponent.fixed
-The super activation sound effect will play before the Super FX appears on any version of Whiteout.tweaked
-The woosh sound effect cuts off during Shadow Walk once his voice clip is played.fixed
-The command for Wild Swing can sometimes trigger Emperor's Wave when you're trying to do just Double Blow or Triple Blow.tweked
-The counter message when the opponent is hit with Whiteout, Emperor's Wave, Bing'Ah and Endless Claw while attacking is misaligned.tweaked
-No counter message appears when the opponent is hit with Counter Strike while attacking.fixed
-It would look better if the custom combo FX while standing is placed the same area similar to Emperor's Wave.tweaked
-The hitsparks on Aura Smash(Air) has no envshake on each hit.added
-The background of the stage should be a different color when Tyrant-Dark Wave is activated (Although I can understand it not being completely black due to the effect itself, but make it so the opponent looks like they can't move during the frozen state).tweaked
- I have no idea what triggers it, but sometimes Bing will go right through the opponent instead of actually hitting them.tweaked
- Wild Swing needs be tweaked a bit. Like ZS said, sometimes you'll get Emperor's Wave when you're doing the move just slightly too fast. In addition, Double Strike leaves the opponent in hitstun long enough that you can land any ground normal weaker than a heavy afterwards, and then go right back into Wild Swing.tweaked
- A correction on something ZS said: It's Crouching MK that plays a strong slash hitsound, not standing.thanks, tweaked
Edit: New feedback details to add:
- If Whiteout is on screen during a super pause, it'll keep moving forward instead of stopping.fixed
I found a corner infinite: l.Blazing Strike xx Blazing 2 > st.HK xx l.Blazing Strike xx Blazing 2...fixed
I'm loving this character so far though, he's fun to play
I just found another bug with the world time stop, apparently you can spam crouching light punch now and it will let you do it forever until you stop.Fixed, Thanks Waspenntor
His crouching light punch is not rapid like his crouching low kick which has more range.added
in that I'm not able to cancel his aerial (a/b/x/y) normals with muda muda blazing fists while executing an air comboadded
I gotcha https://www.mediafire.com/file/u3a17fmegxi40y4/DIO_Palettes.rar/fileThanks Project13 for these Awesome palettes. Added
Found a minor bug on the update, the strong version of Blazing Strike has the stand disappearing while he's on his attack animation when not following up with a 2nd one. The light and medium versions including the follow ups are fine.fixed
-It doesn't appear when the opponent is hit by Blazing Strike.fixed
-It is slightly misaligned on Checkmate Crush, Judgment and Bloody Summoning.tweaked
-It is still on the old position when the hitspark on Space Ripper Stingy Eyes was originally misaligned.tweaked
- Light Blazing Strike should be faster, especially for it's short range. It can only currently connect after heavies.tweaked
- During MAX Checkmate, if you fully parry or dodge the knives DIO throws and then parry the knives The World throws after, The World will throw a second set of knives before disappearing.fixed
- Also, I think the amount of meter the opponent gains after getting hit by either Checkmate should be toned down.tweaked
- As much as I love how powerful it is, Scale of Terror should have the time the opponent is frozen for toned down a bit, especially when thetweaked
background can start moving before the opponent can. I might be a bit off, but I think it's actually longer than Jotaro's EX Reverse Time.
- DIO isn't invulnerable during Time Stop like he was in HFTF. Jotaro isn't either but unlike Jotaro, if DIO gets hit during Time Stop by an active hitbox from before Time Stop fully activated, DIO's Time Stop will end.tweaked
- EX World Teleport should have i-frames for a bit longer than it already does. It has the same weakness that the normal variant does, but since DIO always teleports directly behind the opponent, he'll often get hit before ever being able to attack, which admittedly doesn't make the move all that worth using.tweaked
- [Tested with Traditional Command Settings On] Bloody Summoning doesn't work on grounded neutral. If you input the command while jumping in any direction or the opponent gets hit by the initial jambs, the move will come out just fine. But if you just do the move while standing still, nothing will happen.adjusted commands
https://imgur.com/a/YJJy5sd And finally, here are the palettes. I'm still having a blast with this DIO right now.Those palettes look awesome but for some reason I think imgur messed up the color index. Do you have the act files?
-When using The World Time Stop while the opponent is on the lie down state, the background doesn't stay black and white, the music doesn't stop playing, the stage remains frozen until the super ends and the time resume effect doesn't play (Which none of these happen with Jotaro's Star Platinum The World).fixed
-The super activation sound effect will play before the Super FX appears on The World Time Stop.tweaked
-The sound effect where the stand disappears plays twice on ground Blazing Fist, Blazing Strike, Max Checkmate and Judgment.fixed
-The landing effect could be a tad lower as it's slightly above his feet.tweaked
-There is no sliding dust if Bloody Summoning misses and doesn't connect.added