I have that same kind of issue with his Kusanagi's Kiri Homura. The final hit of either will just miss on certain characters if you do it in the corner. I use 1.1 so it might be related to that, not sure if you do though.
What characters does it whiff on? There's a lot of MUGEN characters (including Kung Fu Man) with extremely questionable gethit boxes, but even so, in general, I try to make moves be able to hit everyone... within reason.Like those Geese hitboxes I posted last page, that's where I start to go "this isn't my problem".
This character feels crazy smooth to play with... great job. I'm having a lot of fun learning the ins and outs. It does feel a lot more like Vampire Savior than other Pots-style characters. I just started getting into that game more, so I'm enjoying this quite a bit!
UPDATETweaked the way a dynamic hitstun was applied for stand and crouch heavy punch; the previous method used custom states that, on certain characters, could result in them remaining stuck in the custom state and cause a number of errors as a result.Fixed issue where Malice & Mine sent BBH into a standing position after finishing, instead sending her back to a crouching one.Removed the unintended ability to kara cancel Tell Me Why and the various mine moves into EX Special movesThe butterflies are now forced into their default roaming state whenever B.B. Hood is being hit, which is how they should behave.Tweaked butterfly behavior to prevent the bottom rear butterfly from suddenly racing forward if it was distant enough when BBH turned around. This made it more obvious than it should be that the bottom two butterflies switch positions whenever BBH turns. This change does not otherwise affect the usual butterfly behavior where they will race forward if BBH is too far away from them.Mostly minor stuff, with the exception of the first one, which... caused some interesting problems:This ability to self-replicate... it can only be the work of BBH's Moonlight Butterfl(ies)!!!This only affected certain characters, though. It was a hell of a thing to diagnose, thankfully 2OS caught it on video with the debug text up and that finally let me figure it out. I've only been able to get it to happen on certain Vans characters (and it's not even like it's consistent for older characters vs. newer; some old characters it happens for, others it doesn't). And weirdly enough, it only happens when P1 is BBH!In her source, BBH's stand and crouch heavy punches are not only awful, but they're honestly quite dangerous because they could leave her at like -30 on hit or block if she only wings the opponent with the first possible hit. I wanted to give them at least some kind of use, so my idea was to ensure that glancing hits on her stand or crouch heavy punch would only leave her at -9 on hit/block; however, I also wanted to ensure that even if she manages to connect every single possible hit of either normal, she'd still be slightly (-1) on hit/block, so I couldn't just drastically increase the hitstun on every hit.In the original release, what basically happens is that I put the opponent into a custom state on hit or on block (in order to have manual control over when the opponent recovers from hit/blockstun). For some reason, certain WLS characters were able to break out of this custom hit/guard state a tick early, but at no point did they SelfState, meant they were still technically in a custom state. So, instead of running their own code, they were still running BBH's. And thus, whenever Oswald tried to jump in that above clip, he'd use BBH's jump state and try and generate a dust helper using a state number that doesn't exist in Oswald's own code, resulting in duplicate Oswalds.I've since gone for a much less complicated solution where the amount of hit/block stun applied is dependent on where in the animation BBH is, which produces identical results as the first version, but also obviates the need for any custom states.... I need a break.