![]() The gun effects don't follow her during the jumping WA and MA. The air throw has a weak slash sound for a kick. The bullets and the rocket during Bullet Storm go through the floor with no impact. Crouching MA has no landing sound effect when she touches the ground. She doesn't move behind the opponent during her backwards throw until after the opponent is hit. Her standing HA doesn't has swing sounds while she swirling her guns have like her astral finish. The gun effect during the 2nd hit of her B command normals seems to have no transparency. The 2nd hit of her A command normals has no hit sound. The 1st standing and crouching attack of her A command normals has no swing sound. Here's my feedback on her (As the others will point out the balance issues, I will cover more of the aesthetic stuff and bugs if I find any): Also, j.b has such excessive frame advantage that you can perform a blockstring infinite into itself via instant air dash shenanigans Ĭongrats on your first character. Noel's dashing grab is and infinite into itself. Nep Heart said, August 03, 2019, 11:50:08 PM Alright, time for the big, bad moment that you've probably anticipated feedback. Those are what I've found in 10 minutes of playtesting, so, if I find more, I'll add to this post or one after any replies to this. Since it's only been very recent, thus not many may have noticed, OHMSBY now uses custom hitfall for his characters in order to allow OTG combos to retain their damage as well as prevent unwanted ground teching. No hitstun decay nor incremental corner push, both are stuff OHMSBY's included in his stuff since the last few months. Also, j.b has such excessive frame advantage that you can perform a blockstring infinite into itself via instant air dash shenanigans Noel's dashing grab is an infinite into itself. A bit of an obscure thing since it's not common knowledge, but I would recommend low instead of trip for ground.type on 2.c since it forces fence_up to trigger. The second and third hits of Noel's "a" auto combo have monstrous frame advantage on both hit and block without even jump canceling, something that I would expect from a jump canceled heavy normal instead +15 and +20 respectively. You can always refer to the documentations included with MUGEN to find which sprites you've forgotten to add to the character. Asides from aesthetic issues, it does have a tangible influence on gameplay since it makes everything feel very chaotic and too loose to the point combos just don't work asides from some cheap ones that I'll elaborate below. All her moves have no hitpause on hit or block, giving them almost non-existent impact and makes it look like Noel is flailing. Alright, time for the big, bad moment that you've probably anticipated feedback. ![]()
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