Thanks. I did a lot of editting to how her moves performed since I initially planned to release her. I would have liked to have had her further along, like my Mai, though I was missing the sprites required to make her custom Lv3 Super "Mad Gear Beatdown". That will be in future updates.
Poison
-The distance (x-wise) on High Heel Pounce (Heavy version) seems a little too high. Is there a reason for it to travel nearly full screen? Also, shouldn't the EX version go the farthest? It seems odd (to me) that the roundhouse version covers the most distance.
-Why is the clsn for the throw so small (vertically)?
-Most of her clsns are pretty bad. Let's look at anim 250, element 5. It uses 4 clsns when 2 would have been enough (1 for the upper body and another for the lower body). Something you should remember is that you don't need to cover the entire sprite. You just need to capture a decent amount of the character's body.
D Wolf, on the CLSNs a lot of people don't use complex collisions because they tend to take up a lot of memory. Personally I side a little more on the exact CLSNs side, but you'll probably see that criticism a lot.
[State -1, Ryu En Bu]
type = ChangeState
value = ifelse(command = "Ryu En Bu2",1301,ifelse(command = "Ryu En Bu3",1302,1300))
triggerall = command = "Ryu En Bu" || command = "Ryu En Bu2" || command = "Ryu En Bu3"
triggerall = Statetype != A
trigger1= ctrl || StateNo = 40 || StateNo = 52 ||(stateno=[100,101])
trigger2 = var(5)
This is all minor stuff.
Why does standing HK have a posadd? The attack doesn't look like it calls for it at all.
Crouch sprite itself could maybe be fixed up a little? Lots of the others are good but this one her body looks wrong.
Afterimages on supers last 3-4 ticks too long, seeing some of them that look like the final 2 frames actually detracts from the super.
More gameplay type stuff
time = 32 is actually a really long time for any attack. I found i could do supers rather too loosely.
Some of the commands could be changed around a bit. Not because they're bad but because things don't fit well. You have a level 2 which is accessed by 2 keys, and you have a level 3 which is only accessed by 1, aside from power use the level 3 is better simply because the command is simpler. Personally i'd have them both go off 2 keys and see if i could do a level 1 version of the level 3 as well to link things up.
The somersault attack. I can see you've gone for more range per strength, the problems lie in comparing the Ex version to the strong one. I only gain 15 damage and lose half a screen of range for that power loss, it doesn't seem entirely justified. As it's also essentially an aerial attack and poison doesn't have any air supers you could cancel into in the middle it feels awkward.
I like the sprites and although you could technically keep refining them till they're super awesome they fit with each other and none look hugely out of place (apart from that crouch one) and damage is fair across the board. A bit of polish to how things mesh together and this would be a nice original piece of work. It's good to see fully sprited characters out there.
The frame prior to the one I mentioned only uses 3 clsns and is fine. I don't understand why you needed to add another one.
There are 3 -1 Statedefs for each version of Ryu En Bu but you can use ifelse (or Boolean Algebra) and 1 Statedef and still have access to three different versions of that attack.
I don't believe this will interfere with your version setting variable.
Finally some POTS type Mai.
Still needs work.
And why not giving her other moves from Kof?
Her air comand moves and other special, super...
Keep up the good work :)
I enjoy using this poison, unlike tjuns version with crazy spritres, this ones a definite hit. Read your readme, I think your next project should be genjuro with his 16 hit slash. Would be cool to see em with ex and parry. looking forward to your futre post.
...I think your next project should be genjuro with his 16 hit slash. Would be cool to see em with ex and parry. looking forward to your futre post.