Thanks for playing! Yeah, it's hard for sure. I playtested it alot and got better playing through it, but it still takes me a while. .... I can only get to the final boss (gouki) but I haven't been able to beat him, but he's the only one. It's GM's Gouki, so I know he didn't make him unbeatable and I'm working toward taking him out haha!
I did go through most of the patches I found and dialed them back a few notches on difficulty. It's probably set at just above normal for everyone, with a few exceptions toward the end where it really ramps up. I added the 100 fight Kumite, so everyone can see everything without having to fight through arcade mode.
I think, when I started making this, I was watching a lot of Justin Wong Youtube videos...so it's hardcore for sure
Reworked Numbuh 1's C.O.O.L.B.U.S. and Treehouse Defense Array supers based on the suggestion that Level 2's should be gimmicks and Level 3's should be cinematics if you're going to include both in one character.
I just gave it a try and holy shit, playing on arcade was a ride to hell, CPU characters have a counter for each move you do, they can combo and cancel into a super, not to mention if you miss a punch or kick, they will combo in, both garou and sf3 characters are insanely hard, good luck if you manage to beat one of them, this isn't your friendly pick up and play crossover, heck even for a fighting game veteran as myself lol
Well that's one interesting release. It's pretty nice to see a character from a TV show that receive a Japanese dub as a Mugen character. That being said, here are some things I found:
- Standing LP and crouching MK have misplaced hitsparks. - Jellyfish Swing and Jellyfishing Jam are both infinites in the corner, regardless if the opponent is dizzy or not. At least Jellyfishing Jam is not a true infinite as it uses power, but Jellyfish Swing doesn't and this is a problem. - Speaking of Jellyfish Swing and Jellyfishing Jam, both cause a debug error.
- Burst Bubble Blow changes the opponent into invalid action 301400. - No crouching punches? - There's a DEF file called "AI" that's actually a DEF file for OHMSBY's Es. Was that put as an oversight? - Anchor Gatling doesn't work correctly in the corner if certain opponents is too close. This mostly applies to the ones with thin hurtboxes. - You cannot control during the super jump and you're only slightly moving forward during it. Intentional? - If a Krabby Patty from Frantic Cook-Off lands on the ground, it causes a debug error saying that it redirects to an invalid action 1022. - Plenty of explods like the hyper portrait or the explosion animation from Explosive Pie (if he is hit while running) are misaligned in Mugen 1.1. - All of the hypers cause various debug errors, mostly the one that says "has no root". - All normals have infinite priority. Additionally, aerial MK does not have any hurtboxes on frame 3 (was the latter intentional?). - All specials are not correctly attributed: - Bubble Blow and Burst Bubble Blow should be S, SP instead of S, NA. - Jellyfish Swing and Jellyfishing Jam should be S, SA instead of S, NA. - Krabby Patty Order and Frantic Cook-Off should be S, SP instead of S, NA. - Anchor Arms and Anchor Gatling should be S, SA instead of S, NA. - Some moves that use power give it back. These include: - Every EX move. - Explosive Pie - Astral Heat
Overall, interesting work here. Some of these flaws I've noticed actually applied to some other chars, such as Arcade Tribute. I'd suggest fixing them before releasing a next char so you can use these as a base for your future characters.