![]() As for the shockwaves still layered incorrectly, I'll be more specific. As for your Dengeki Bunko characters, any plans to give them custom small portraits? Even though the faces fix the ratio, you can still tell those portrait are the ones from their sprites.Īlso, I wonder what happened to the previous characters you shown off, but haven't released yet? If you haven't created new ones yet, were they scrapped? Just curious is all. I don't have any other feedback as there were already just as good, so the feedback is just regarding the new additions to them. On his new running animation, there's a pixel on back of his coat on sprite (106,5). The 2nd normal ground shockwave when any of your characters as the opponent hits the ground is layered incorrectly (Meaning that it's in the front of the opponent and not behind them). Not sure if it's intentional, but the projectile hit sound and guard sound effects is lower on Emit Potatoes for some reason. The explosion effect on Apple Bomb has shadows and reflections. The counter message doesn't appear when the opponent is hit while attacking by Throw Hamburgers, Emit Potatoes, Apple Bomb, Donald Magic and Scatter Hamburgers (It seems to happen mostly on projectiles). I got some small feedback for Donald and Kirito: Lastly, I think Shikabane o Koete Iku Nari should have more hitpause for the Root attacks because it's far too fast to keep track of. I also wish EX I o Awasu Nari could be cancelled into because the launching part is cool but there isn't much use to it without combos.ĮDIT: I also noticed K doesn't seem to to work for cancelling Chikayori te Kiru Nari. I also feel like (With Chains off at least) most Light Normals should be mashable like CvS chars because it's just fun to do IMO. If it's done with Chains in mind I understand but I like to turn them off for balance against CvS/PotS style chars as opposed to Infinite style ones. ![]() I suppose it makes sense for long chain combos, but without them (when they're turned) off the char suffers slightly in the damage department in contrast to chars from the likes of Jmorphman and the original PotS.Īs an example, Hibiki's HP into QCF,p does around 100 damage, but with Jmorphman's Kyo it usually does around 150 damage. I'm not sure about the dampener when it comes to Normals to Specials or Supers. Got some feedback after playing the Hibiki update.
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