Finally, after hours and hours of tweaking and testing and occasional spriting, I'm releasing Supergirl... again.So this is it, the (pretty much) final version of Supergirl. For those of you that downloaded her before, she hasn't got any new attacks apart from an aerial grab. I simply think that she's already got a sufficient amount of attacks. That said, there have been a lot of fixes: her winquotes are louder, she has a new taunt, a new intro, her AI has been updated to make more use of her aerial attacks and so on. Subtle stuff, but worth the (re-)download, I think.Basically, all that's left is her special intro against Batgirl, but I'll add that one once she's ready. All in good time.Download her here and have fun.
* The combo [Jumping LP/LK > Jumping MP] doesn't work because the ground hittime of her 600 and 630 is too low. It becomes a problem when you use the fly command and try to use an air chain on standing opponent.* Air MP has more ground hittime than Air HP/HK.* Heat Vision registers 2 hits when it's parried. Not a serious bug but it looks weird.* 1 frame of startup for Standing / Crouching LP is too few. Attacks like this usually have 3/4 frames of startup.* If the char is horizontally large she can link a Standing / Crouching LP after Weak Dash Punch and start a loop.* Remove the code regarding Ctrlset with time=5 in her state 400. She can cancel the Crouching LP into a walk forward, come close to the enemy and repeat it for an infinite.* Crouching MK can't be cancelled into special moves, but can be cancelled into standing/crouching HP/HK.* Many of the air hittimes of her attacks are unreliable. Check this:http://www.mediafire.com/download.php?nf70p93e9lesl94* Her voices keep playing when she gets hit.* If you use the fly command, descend as close to the floor as possible and try to use a dive kick she will trigger the move but she lands before activating the red clsns of it.
The character is good.. my only gripe is the ground puch wihch I can almost never connect because of it slow wind up time! maybe decreasing the wind up time and increasing the hit range area would make the move easier to connect.
Cool character, if you update her again will her a.i. be almost as tough as wonder woman a.i. is, she would be a nice character to fight.
She's all cool for me tho I find her sounds too quiet and the eye lazors could use sfx. Her attacks could look more dynamic too (hypers I mean). Despite that she's fun to use. Thanks a lot for this release.Here's a little vid of her : P http://www.youtube.com/watch?v=GEA9QMKXAho
Thanks guys Zzyzzyxx said, December 03, 2012, 12:07:49 pm* The combo [Jumping LP/LK > Jumping MP] doesn't work because the ground hittime of her 600 and 630 is too low. It becomes a problem when you use the fly command and try to use an air chain on standing opponent.Good call, will fix.Quote* Air MP has more ground hittime than Air HP/HK.Oh. Huh. I didn't notice any problems with that, but I'll change it a bit.Quote* Heat Vision registers 2 hits when it's parried. Not a serious bug but it looks weird.Hmm yes, not sure what to do about this. Quote* 1 frame of startup for Standing / Crouching LP is too few. Attacks like this usually have 3/4 frames of startup.Changed startup for crouching LP from 1 to 2 ticks (like most of Pots's characters have). Didn't change her standing LP, but it's very close ranged so I guess it's okay.Quote* If the char is horizontally large she can link a Standing / Crouching LP after Weak Dash Punch and start a loop.I've made a small change that I hope will put an end to Dashpunch > LP chains.Quote* Remove the code regarding Ctrlset with time=5 in her state 400. She can cancel the Crouching LP into a walk forward, come close to the enemy and repeat it for an infinite.I've never been able to pull this off, but okay, this should be easy enough to fix.Quote* Crouching MK can't be cancelled into special moves, but can be cancelled into standing/crouching HP/HK.Urgh, that's a leftover from KFM's code that I forgot to remove. Will change.Quote* Many of the air hittimes of her attacks are unreliable. Check this:http://www.mediafire.com/download.php?nf70p93e9lesl94I've noticed that some characters are able to recover out of her air combos, but I guess I just assumed that those characters were supposed to be able to do that. I have no idea what to do about this. Quote* Her voices keep playing when she gets hit.Whoops, forgot to set the channels. Fixed.Quote* If you use the fly command, descend as close to the floor as possible and try to use a dive kick she will trigger the move but she lands before activating the red clsns of it.Fixed.Thanks a lot for the feedback. I'll upload a new version once I figure out what to do about the air combo thing (unless there's more to fix).abls1 said, December 03, 2012, 12:48:19 pmThe character is good.. my only gripe is the ground puch wihch I can almost never connect because of it slow wind up time! maybe decreasing the wind up time and increasing the hit range area would make the move easier to connect.This attack is supposed to be rather slow, but I think the damage it deals if successful more than makes up for it.xX-Nero-Xx said, December 03, 2012, 02:24:39 pmCool character, if you update her again will her a.i. be almost as tough as wonder woman a.i. is, she would be a nice character to fight.Honestly, I'm not particularly great with coding AI (and without Alexziq's help, she probably wouldn't even have one). Anyway, she's not supposed to give you the challenge of your lifetime, just a bit of fun. If someone else wants to code a super-hard AI, that's okay (though I'd suggest they wait for the bugfixed version )
Toni said, December 03, 2012, 08:51:29 pmI've noticed that some characters are able to recover out of her air combos, but I guess I just assumed that those characters were supposed to be able to do that. I have no idea what to do about this. Increase her air.hittime values some for her air attacks so P2 can't recover during Ariel Raves so quickly. Also, watched the vid. For the super, P2 shouldn't be able to recover from it. "fall.recover = 0" to the super hits.
DivineWolf said, December 03, 2012, 09:12:31 pmIncrease her air.hittime values some for her air attacks so P2 can't recover during Ariel Raves so quickly.Already tried this, but the opponents that can escape air combos will merrily ignore it.QuoteAlso, watched the vid. For the super, P2 shouldn't be able to recover from it. "fall.recover = 0" to the super hits.That was one of the few things I actually did on purpose.
Great sprites and concepts. I like this character and its potential. I want to code my own version of her! ;p- I'm in love with her voice. Good ole American accent.- The walking animations look funny. I would use some actual walking sprites. =p- Standing hard kick makes the opponent leave the ground, and for what?- Should she be hitting characters that have auto air recovered from an attack that didn't cause a fall? I don't know how MvC works entirely, so I have to ask.- Should the launcher be making the opponent fall?Of course you already know she's missing the polishing things like hitsparks and jump sounds, etc. This character has tons of potential! I wish I had more time for in depth feedback!
Thank you Rajaa said, December 05, 2012, 01:41:32 amGreat sprites and concepts. I like this character and its potential. I want to code my own version of her! ;pWell, if you really want to, I have no problem with that. Quote- I'm in love with her voice. Good ole American accent.Yeah, Rina-chan did a wonderful job there Quote- The walking animations look funny. I would use some actual walking sprites. =pHmm, maybe I should have done that, but by now, I'm just too used to her flying sprites, so I'm not going to change that :pQuote- Standing hard kick makes the opponent leave the ground, and for what?You could, for example, have Supergirl follow up with an f,d,df+K attack and from there, go into her air super if possible. But it's not really supposed to be a launcher or anything, I just thought it looked nice.Quote- Should she be hitting characters that have auto air recovered from an attack that didn't cause a fall? I don't know how MvC works entirely, so I have to ask.Honestly, I don't know. But well, I didn't aim for complete MvC accuracy anyway, so yeah.Quote- Should the launcher be making the opponent fall?Likewise, I don't know, but since the opponent is able to recover out of it, it shouldn't be a problem, right?Forget it, you're right. I changed it QuoteOf course you already know she's missing the polishing things like hitsparks and jump sounds, etc. This character has tons of potential! I wish I had more time for in depth feedback!Oh, I could probably add so many more things to her, but really, I've been working on her for so long and I think it's time to move on. But thanks a lot for your feedback. It's much appreciated, even if I don't include every suggestion into my character. In other news, the new version is up with a lot of big and small fixes (see first post)