![]() Make the stickies disappear when Jack is hit or make it blockable is fine either way. + Opponents try to throw Jack when the bomb is about to go off to abuse the invin from throw: Hard to throw when Jack just doesn't care and mash safe buttons with long range.Īs you can see, there is no counter play for opponents in any situations I can think of. + Opponents run away to wait the bomb to about to go off so they can roll: Jack sets up more oki or can just chase them since he can run. + Opponents roll: Jack will just grab them. Jack can perform all kind of blockstings and then the bomb detonates. + Opponents just keep blocking: While the framedata has been nerf'd, it is still good. There are some scenarios which can happen when bombs hit (which isn't as hard as it seems as you can easily combo into it and possibly snowball into ez game, given the amount of oki set up he has). Even a much faster pacing game with stickies (Kira from Jojo ASB comes to mind), stickies are still blockable while still giving the player mind game advantage. This isn't a thing in any fighting games I have seen. Still not a fan of stickies being unblockable. Projectiles still don't have damage scaling (Ex-Crossbow). While it does seem to be an improvement (as the framedata now actually looks more Pots-ish), I can still detect a certain problems. Better Super Finish Text, along with some for Mine Gun. Voice rips without the music or sounds? Nerf/Refine Mutant Claw more (Can do up to 720 damage in the corner). Machine Gun has about a second of invincibility after the super pause. Hunter Arrow apparently has insane poweradd. Apparently his Projectiles don't have proper damage scaling. "The Mine from the Mine Gun has no explosion effect when the opponent is grabbed by a throw." I don't know a fix to this that will work for all normal character. Misc Tweaks I probably forgot about, as per usual. Machine Gun heavily tweaked, now only fires straight forward. Flash Grenade grab portion shorter with a Slash spark and sound added. Added missing sounds to EX Hunter Arrow. The way Sakura Senkuu's afterimages disappear is off.- Replaced slash sounds with traditional PotS-style slash sounds. You didn't mention the followups for Shunpuu Kyaku and Sakura Otoshi.ġ1. ![]() EX Shunpuu Kyaku's voice plays after the first hit.ġ0. Shinkuu Hadoukens can't be MAX/Dream Cancelled from.ĩ. Just wondering if you'd take that into consideration, maybe for Dark Sakura because she borrows most from her MVC series moves (I mean replacing her current Midare Zakura and Haru Ichiban, leaving 4 LVL1/2 Supers for both modes).Ĩ. Optional, but Haru Issen is her MVC Midare Zakura and Shunpuu Chou Rasen is her MVC Haru Ichiban. Shinkuu Hadoukens hit a lil' too fast, unless this was intentional.Ħ, Shun Goku Satsu's hit sounds start before the hit sparks start appearing.ħ. Normal Sakura's EX Shouou Ken is a lil' too Similar to the LVL1 Midare Zakuraĥ. Any feedback (good or bad), advices, and even ideas, will be appreciated. For Haru Ranman, I think P2 goes into State 5100 or w/e a bit too early, I made this vid to show it, trying to do a slo-mo thingy with the pause to help. This is an edit version of the Cammy Delta Red char by chuchoryu and VaroHades, using the char base from POTS (phantom of the server), so all credit goes to them. ![]() EX Tengyou Hadou Ken does more damage than the normal EX Hadou Kenģ. Here's a video of a typical combo (At the end) doing like 500+ damage which should probably be 400+. Her overall damage output is a bit much with her specials (Excluding Ouka Kyaku) and supers, with the Shinkuu Hadoukens up close being the biggest offender for me. Ok, nice to finally see this out, here's the feedback fella:ġ.
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