# Far too many FX attached to the character. Should really be split off as explods, it's a lot cleaner to actually work with, for example the character should pause, but not the animation
# Pick 1 clsn box for the walk, preferably the same as his stand. Don't resize it, walk him into himself, watch the random jitter as the clsn becomes smaller than his width.
# the FX on run could do with some alterations, they should come from behind him, not in front. There also ought to be some randomisation on sprpriority, some in front, some not.
# launcher isn't NEARLY high enough. I need reflexes better than my cat to even get the first lp off when super jumping.
# qcf+p, jump, can't deal more than one hit, standard Vs means i should be able to juggle here
# you have a somewhat obvious alignment issue on 810,18
# getting the FX off the sprites would let you fix up the palette. The palette is a bit of a clusterf**k
# missing a couple required sprites.
# invalid anim request in state 821
# could really do with a dampener. c.lp>c.mp>c.hp>jump>lp>mp>hp = 300 damage. TBH it would be more if i could get the comboing a bit faster. That's... rather a lot.
# can't combo from c.mk into anything, i know it's a trip and most things will miss, but you should still be able to go somewhere from it. The only stuff that can't combo into anything but specials in Vs is the heavy moves.
# This one is going to sound a little odd. Change his X.scale to 0.833333 it stops the bulgy look of CPS sprites and actually brings them into line with what they look like on a correct res screen.
If this is your first character, it's bloody good for that. There are a few bits that could be tweaked in terms of fixes.
If you want to take him further on the accuracy front. Get FBA:RR, the LUA scripts for hitboxes and some cheats to let you select him. That will get you capcom accurate hitboxes for him in MSH, they're probably the same in MvC2 cos capcom are a bit slack like that. Some of yours aren't optimal. I should probably work out where those are again anyway. Taking it even further would be getting tick counts for everything as well as velocities, pretty sure you haven't done that, but it's whether you want to go that far at this point, this is a great start if you do want to get into that.
-Most of my effects are explods? I'm not sure what effects you mean?
-Fixed
-I've changed it so that the big ones appear in front and the smaller ones appear in back.
-In MVC2 his launcher was like this, you had to hit with the Crouching medium or else it would be very difficult to combo after just the launcher. However, you're the second guy to complain about this so I've made it higher.
-Done.
-Lol I'm surprised I didn't notice that, Fixed.
-Okay? I want to fix the crappy palette (which I got from KONG) but I'm pretty sure all the FX aren't attached to the palette? I'm just hesitant to fix it because won't that mean I have to re-add all the sprites?
-Fixed.
-Fixed, also there was an invalid anim Request in state 257 as well, but I fixed that also.
-He already has a dampener, but that combo did a lot because of the way it was set-up. I've got a new one and he does about 210 with that combo now
-I can combo titan crush from it, but it's rather tricky to do. IDK what to say, you can do hard attacks from it, but they won't connect because it's a trip, you also can combo off it with the weaker basics because Mk can only combo into HP/HK.
-Yeah, I didn't do this actually because I don't like resizing sprites, but he IS rather huge.
-I'm actually in the process of changing his hitboxes ATM, I already have all the data from MSH, how would I go about finding out the tick and velocity counts?
Most of my data at the moment is based off extensive testing in MVC2 (hence the really low launcher) by eye, which isn't exactly perfect.
Update:
Update, Re-download.
- added missing required sprites
- fixed up walking hitboxes
- changed dash effects
- launcher tweaked. you can now combo off just the launcher itself, but you won't get as much hits as if you hit with Crouching Medium punch first.
- got rid of the invalid animations
- lowered damage and tweaked dampener
-resized sprite and knockback and reality hyper tweaked accordingly
-you can now move during a neutral superjump
- Hypers no longer leave the foreground of a stage visable
- Recovery rolls added
- You can now dash by pushing 2 Punches
- You can now superJump by pushing 2 Kicks
- Bubble traps for about a 3rd of the previous amount
- Soul Hyper is now invincible during the grabbing animation.