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Staubhold

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  1. Upvote
    Staubhold got a reaction from Ryon in Gildiss(Arcade Version)   
    Oh... so I´ll get two Gildiss? Nice, can´t wait to test my strength against this dragon!
  2. Upvote
    Staubhold got a reaction from MugoUrth in Princess Jasmine by BeanFan112   
    Oh please no. Don´t use this as a base for anything! Bad sprites, bad coding, bad everything... Urkss...
  3. Upvote
    Staubhold got a reaction from Moneyspider_Todd in Princess Jasmine by BeanFan112   
    Oh please no. Don´t use this as a base for anything! Bad sprites, bad coding, bad everything... Urkss...
  4. Upvote
    Staubhold got a reaction from Ryon in to anyone thinking im a bad mod read this   
    I know you guys don´t know me that much, but I read some of the stuff that´s going on here...
    I think I have to make a statement...


    Indeed! RP a dick char... doesn´t it mean you wanna be a DICK?


    So very true...

    Again, very true.

    So, I wish you the best of luck Laharl. Change yourself for the better...
  5. Upvote
    Staubhold got a reaction from Sir Lord Alpyne in Updated (1.3) Burnov (DD2) Updated (v1.3)   
    Again, I really like what you did with good ol´ Burnov.
    Nice to see that you can hadle some feedback.

    Blue CLSN looks "ok", sometimes is still jerky looking, but it´s not as bad as it was. Very good.
    You forgot some CLSNs...

    Standing x


    Standing a


    Standing b


    Red CLSN... well...
    p.e.
    Crouching a




    Same attack, changing CLSNs in some ticks of the animation...

    DON´T USE AUTO CLSN!! Is really bad!


    By reading the tutorial you can even get rid of the "infinite priority" in your attacks.
    Vanishing/reappearing sound (181/0 and 182/0) are too long. Try to lengthen the actual animations for it.

    The laugh is a very nice sound addition, even if the quality is rather poor.

    Laser eye move is cool (it does look like Burnov is wearing Cyclops visor...), but it does give a debug error message.
    In a certain distance to p2 Burnov does vanish for a tick or two and you can hear the laser sound again... Very strange.


    The laser beam projectile needs a blue CLSN too.

    Projectiles need to have a CLSN2 (Blue CLSN) box covering the CLSN1 (Red CLSN) box for getting hit by other projectiles/blocking other projectiles depending on what type of projectile you are coding.

    Throw is very misaligned...







    I recommend the BC/bovery "Throw Tutorial"... IMO he´s the master of MUGEN throw coding.
    http-~~-//www.youtube.com/watch?v=zfJLDyGVOrU
    http-~~-//www.youtube.com/watch?v=sFHyNc5LLIA
    http-~~-//www.youtube.com/watch?v=t2q4miqtAz0
    http-~~-//www.youtube.com/watch?v=II0QQjwq3B4

    If I remember correct Burnovs throw goes like this - Burnov holds p2 and punches him in the face several time and then throws him.

    Burnov´s lay down animation after a knock down is too deep into the ground... It does look like it´s the wrong sprite you used...


    Like I said, a readme would be very good.

    I like that you used KFMs hitsounds, IMO it´s not needed. Use the oldschool Double Dragon hitsounds. You can get them in Leonardos classic arcade style Billy & Jimmy Lee or Doppelgänger:


    The ex moves are nice, but if you use ex moves you should give every special move an ex variation (p.e. the laser beam).
    I really like that the qcf/d,df,f + punches ex shoulderblock does a wall bounce! Really nice!
    I do have a suggestion...
    Maybe you could use the wall bounce effect for the stationary ex shoulderblock (qcb/d,db,b + punches) and give the traveling ex shoulderblock (qcf/d,df,f + punches) a "Street Fighter 4"-like one hit super armor.
    This way he could travel "through" fireballs (I dunno, it does remember me of Balrog/Boxer in SF4)


    Ok, that´s my feedback.
  6. Upvote
    Staubhold got a reaction from Ryon in This guy   
    Very nice Ryon! I like it!
  7. Upvote
    Staubhold got a reaction from Ryon in Street Fighter X Tekken   
    Infinite Combo Update
    http-~~-//www.youtube.com/watch?v=1fW84IxEdVo
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