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)