-QCF+P move gives back power when preformed, meaning once you have meter it's possible to keep spamming it for infinite super. -QCF+LP&LK also gives back power, same problem as the other super -If she's hit while doing her DP she can get stuck in the air until she jumps. -her lvl 3 super is pretty broken being a one hit kill, even blocking it eventually causes the opponent to guard break and they're fucked (not to mention it splitting off into projectiles like that) Disregard this last one, I did some further testing and I was wrong about that. Being said however, the bit where it splits off into projectiles should probably be blockable (especially since said lvl 3 super can be pretty scary in the corner given how it can break any other character's guard and even does a ton of chip damage)
Good thing you bumped the topic again, I got some more feedback as I found some very crucial issues and didn't want to bump it myself: -Skipping his intro/winposes or restarting the round manually with debug mode will cause a has no helper 1100 debug error. -5B, 5C, jA, jB and jC have various has no target with hit id -1 debug errors. -Flash Cast causes expression truncated to integer debug errors. -All versions of Mist Dispersion when used causes state 1100: has no helper 1100 debug errors. -Drifting Cloud causes has no target with hit id -1 debug errors. -Loop Cast EX causes a state 20: has no helper 1100 debug error. -Hayabusa EX causes expression truncated to integer debug errors from state 1351 and 1156. -Sonic End when it successfully connects causes expression truncated to integer debug errors. -Using a Climax Art again right before the super background of the first one to disappears still causes the second one not to appear properly.
I started testing using debug mode a few months ago and didn't realize there were so many debug errors if I didn't had that on as I never seen this amount on a single character. It's like almost every single attack action will cause a debug error. You might want to fix these as the more debug flood you have, the more likely the game will crash in only just a few matches.
Ohh... I didn't mention that, when I'm was in arcade mode or survival it possibly crash for some reason, but thanks I'll gonna fix these debug errors.
i tested chun-li and the move does not combo so if someone gets up they should be able to block the attack (i even tested it and if you just hold block while getting up you can blcok chun-li's air stomp)
That would be the case if you couldn't chain it from a.HK. It's still an infinite if you're fast enough to keep up with it regardless, and it does come out pretty fast so it wouldn't be to hard to surprise someone with it.
Upon further consideration, I think that cat-thing she turns into might actually be a bat-thing. Not that it makes a whole lot more sense, but I can at least see some connection to Morrigan now. So, in the spirit of keeping the silliness of her original transformation intact, here's my take on that part of her MB. Maybe that's her way of taunting Demitri even as he drains her...
i wish mugen had the X3Punch button but mugen is limited but i see what you mean, the dash is an alternate was to get to your opponent if you don't want to hop to them the fakeout is so you have a was to get out of a situation if someone is about to do something or juke so i added taking away meter so people won't spam that i made every character motion because no every one knows how to use charge characters or 360 characters, making characters like this makes it easier for anyone to pick up a character. i thought about adding zangeif and other characters in the game, but i already had enough characters for a release. there will be a super version which add characters like zangeif and other wrestler characters i tested chun-li and the move does not combo so if someone gets up they should be able to block the attack (i even tested it and if you just hold block while getting up you can blcok chun-li's air stomp) warrior spirit is meant to add pressure and act as a second attack. the dash has a start up before going into a dash then attacking, if someone is doing that you have time to light attack or use warrior counter to punish. and the color thing, when i make super world warriors i will touch up on their colors Racheal and the turtles, the characters in the game have a cvs palette style to them. the fin slicer into super is something the CPU does IDK why, but i tried to fix that but somehow the CPU still do this... the hoping cancel into air attacks and dash cancel into normal stand attacks
Re: "Multiversus" (Fighting game with Warner Bros. properties)
The game is really promising a good time. I really like how animated and how diverse the roster is to start with. My hopes for the future is more Looney Tunes reps like Daffy, Elmer, Granny, Sylvester etc., Scooby himself as well as Daphne and Freddie and on the Hanna Barbera side outside Scooby-Doo, maybe Jonny Quest, Fred Flintstone, George Jetson or probably a Smurfs character who know. Maybe we may also get a Harry Potter rep in here. As for story... If there is a story, they may not include all characters in there. There's still more to come in the future so I'm guess around next month we'll see.
IMO the roster does feel like fifty shades of shoto frankly, there isn't a dedicated grappler, zoner, etc whatsoever.
Not sure why the menus and select screen are 16:9 if you're just gonna have most of the stuff be 4:3 anyways
Some characters feel lacking compared to the rest of the cast considering you turned everyone into motion characters. Ray, Rachel, and Guile come to mind with this
Why does this game have a hop and an Akuma style dash which can lead into infinites as well as taking away power with it's fakeouts but not requiring it. Also considering that the regular hop is powerful enough on it's own I don't really the point of having both. Also triple button presses suck for people that don't have keyboards without key rollover above 2 which is the majority of rubber dome keyboards that have this limitation
While most of the cast can get away with having a palette put on them to fit with each other, stuff like rachel or any of the TMNT characters sticks out compared to the rest
Warrior's spirit can lead to some fucked up pressure. Also considering it is that slow, you can't really use it like v-ism/a-groove with combos
Terry, Mr.Karate, and Lihua have a variant of this easy 100% combo into the corner
Hi, everyone. It's been awhile. I am here to hopefully find an answer to a question that has been on my mind recently. The question concerns comic book M.U.G.E.N. communities. Are there still any that are active or are sill online? Where are they residing?
I ask this because there are few of these around and I heard they made excellent content for M.U.G.E.N and/or I.K.E.M.E.N.
At last!! My CF lifebars now are functional on M1.0+!! (all the past screenshots were made in WinM) The main 1v1 is ready, now working on the rest of variants (Turns, 2v2, etc) and the lifebars will be ready to be released Also working a bit more on the screenpack, I think I'm advancing a lot in this, I hope this works
EDIT: Updated first post with the release threads of every of my CF chars in Characters section. Every new ClayFighter made by me will have his link there too