Well if you REALLY want a SFvTK Poison, why don't YOU make it? :-w
pal if i really were good at creating characters, you would see lots and lots of them
Let me correct your english, 4 winposes, well thought out attacks, strategic hypers and so much fun!
why don't i see any winpose when i win a battle? why does her keep in the stance? and don't you dare correct my english, i know that i write english very good
(http://www.infinitymugenteam.com/Forum_345/Themes/default/images/warnwarn.gif) Trolling. You keep saying the character is bad, yet you wont really say how. Its like you didnt even download it to try it. No need to get grouchy at one of the admins and other fourm members.
(http://i6.photobucket.com/albums/y214/SpiderMew/Emoting/SpiderMewFlyingEmoticon.gif)
Haggar feedback/suggestions:
-Voice is a little low. I think this was mentioned before, but this goes for most of these 1.0 releases.
-Dizzy sprites could use some work, it looks like he shrinks about a foot.
-Arm during his grab looks unnatural. I did a quick edit if you would like to use it. (http://i452.photobucket.com/albums/qq243/davismaximus/mugen008.png)
-CLSNs are overcomplicated on pretty much all animations. Also, the red CLSN should be inside a blue CLSN during basic attacks (unless a weapon is involved).
-Pick Up Pipe/Throw Pipe needs some cooldown time. You can pick up another pipe while the one you just threw is still in the air, making it too easy to spam.
-Can't taunt while holding the pipe.
-Spinning Lariat could use a sound, both the special and hyper version.
-Throws could use directional awareness. I know I mentioned this in another thread, but it is more prevalent here.
-Atomic Spinning Piledriver happens too quickly. There should be a superpause before he grabs the opponent.
-Atomic Fists lacks a certain "oomph" to most hypers. Maybe a few extra hits before the explosion and some envshake could help.
-Intro where he smashes the barrels has sprite priority over foreground objects in stages.