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Zemilia

Evaluator
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Everything posted by Zemilia

  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?
  9. It shocks in terms that someone actually died after falling like that (and with that vehicle he's riding, it's reported as almost instantenous). It doesn't look scary at 1st (considering the way he died is... admittingly funny-looking), but considering that someone actually died during this, yeah, it's scary. And those doors aren't supposed to open like that. But that's only because he rammed it too hard due to anger, so it's logical that the doors aren't even that strong in the 1st place. Also, I would love to go on, but can we go back to the character now instead of focusing on this whole "person died from falling down an elevator"? Don't want to turn this whole thread into a really big debate on whether the footage is fake or not.
  10. I don't want to take a look at the footage, but based on what I can read from these posts:
  11. Since Yamori can't make the topic for this (due to reasons), I'll post on his behalf: Download: http://www.mediafire.com/download/3a61n3kehbe1edd/Lilith.zip Changelist: Lilith V5.05: -Lowered Power Gain on Taunt -Improved Twirling Kick's Cornerpush code -Nullified Power gain on EX moves -Fixed typo in cmd2 movelist (oops..) Lilith V5: -Almost entirely recoded! -Revamped Luminous/Aerial Illusion to be comboable and blockable -Gave Temptation more reliability (Range, Short Invuln, Damage) -Made Soul Flash and Mystic Arrow more accurate to source -Added Gleaming Upper (to replace Couch SP as launcher) -Reworked and balanced Shining Blade and Merry Turn -Gave Luster Swarm hitsparks Y bodydist correction -Reworked Twirling Kick to be more "Anti-Air" -Big AI overhaul (more precise and tougher) -Changed EX Soul Flash's function -Organized SND and AIR file -Updated Cancel system -New palettes!
  12. Yay, let's have some fun with this.
  13. I'll bite (It'll be a long list, though): 1. Rival Schools 2. Power Stone 3. Chrono Trigger 4. Streets of Rage 5. Final Fight 6. Cyberbots (Sorta a series, since it is a spin-off of Armored Warriors) 7. BloodRayne 8. Last Blade 9. Fatal Fury/Garou 10. Art of Fighting 11. Gundam: Battle Assault 12. Rage of the Dragon 13. Power Instinct/Matrimelee 14. Battle Arena Toshinden 15. Metroid
  14. Nah, no need to dirty him up (since his sprite is clean already). Though, might need to fix the position of his left (Gast's left) arm there. Also, you might want to move his body around a bit so it doesn't look awkward with his legs being the only thing in motion.
  15. On the idle stance, I think it's a bit better if you do something with those hands. But if you're keeping his arms crossed, at least keep his legs closed (like Frieza's) or just make him stand still. Right now, it looks weird with his legs like that.
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