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Zemilia

Evaluator
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About Zemilia

  • Birthday 08/02/1993

Basic Info

  • Gender:
    Male
  • Location:
    Bell, California
  • Interests:
    Video games (Mostly fighters), movies, collecting toys/statues, anime, trench coats, landscapes.

Network Usernames

  • Skype
    tatarizane2009

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Zemilia's Achievements

  1. Holy Shoot, you finally finished it. Gotta try them out now!
  2. Haven't tested him in 1.0 yet, but I did test him in 1.1 (with the version made for it). Here's my say: -When he stops talking, his lips (or beak) still moves as if he's still talking. -Duckula apparently has the ability to fly infinitely (and by infinitely, I mean by spam both fwd and back airdash). -His running stop animation takes way too long to finish (and I can't cancel out of it). -"Charge" just repeats the animation instead of just hanging in there continously. -Why does his opponent glow white during mk and jump hk, but for the rest they don't? -Mis-aligned hitsparks here and there. -Aside from standing mp, his standing normals deal a pathetically weak amount of damage (and just to put this in exact: mp is somehow stronger than hp and hk) -MP chains by itself. -Goosewing's Bullet hitbox (and the bullet itself from the gun) is mis-aligned. -His "dodge" doesn't have a hitbox. -That's one large hitbox for a thunder attack. -Igor's grab position is mis-aligned. -What's the point of EX Vegetable Flare if it does the same damage as regular? (Also, it gives back meter) -"Tremendous" gives back a slight bit of meter. -Tremendous doesn't even reach all the way (and the effect's cut off too). -If I use Tremendous in the air, hitspark's mis-aligned. -After reaching lvl 1, Tremendous doesn't drain super whatsoever (aside from being lvl 4 and 5) -Why is Saxophone a super if it doesn't even drain any meter after reaching lvl 2? -Obligatory big hitbox for Saxophone. -After Saxophone is used, his super bg still hangs in there. -For a Lvl 3, "Bats" did too little of a damage. -Same for "AutoDuck", for a lvl 5 btw. -Autoduck's command is surprisingly hard to perform, due to the dash and Transport getting in the way. -His grab during "Vampire" doesn't even reach, yet it hits anyway. I may miss some more, but otherwise for a final release, he still needs work. Lots of it.
  3. Just a very quick feedback: -You're missing a hitbox for his body during a frame of his block animation: Edit: Adding more, since I just found these out: -All versions of Bare Knuckle deals a bit too much on Chip Damage (60 for light, 80 for med, 100 for hard) -Hard Sonic Crash also deals a bit too much on Chip Damage (90 to be exact)
  4. Zemilia

    j

    That kind of question won't get you anywhere.
  5. Just a quick feedback, since I noticed something weird: -Comparing one of the preview images, the door on the far right has this weird transparent/reflective effect going on.
  6. Huge-ass bump, cause game got an update, along with the trailer for a new version (if I'm going to guess, the console version of T7): https://www.youtube.com/watch?v=RZAp2Xd_1HM And no, your eyes are not decieving you. Akuma's officially in.
  7. Zemilia

    j

    Well this has been an unexpected turn of events.
  8. You are aware that there's a "Ask thread" in here, right?
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