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Amidweiz

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Posts posted by Amidweiz

  1. I don't usually post on here (MFG is were I mostly hang out) but I feel that I need to post some feedback on this character.

    • Standing X, Y, A, B, and C have no priority (The blue CLSN covers all of the red CLSN which causes trades more often)
    • Standing Z, has infinite priority (No blue frame to go with the red frame)
    • Standing B, and Z are infinites (if the first kick hits that is)
    • Standing C allows the opponent to air recover
    • The crouching attack priority's have the same issues as the standing attack priority's (also same the air attack priority's)
    • I don't get why crouching B is blockable mid but crouching C is not
    • Air Y and Z aren't overheads
    • Air C allows the opponent to air recover after the first hit
    • QCF, any punch is unblockable
    • QCF, any kick you can just keep on spamming it (in which it just layers on top of itself) to the point were you can 100% your opponent
    • QCB, any punch is infiniteable if timed right
    • QCF, x+y is unblockable and does no damage
    • QCF, a+b is only blockable in air?
    • QCF, x+a, b+y, and c+z doesn't exactly announce it's a grab (maybe put the opponent in stunned stance) and it's gains power back
    • QCB, a+b gets back power (and then takes it away?)
    • QCB, x+y gains back power
    • Why is every super a level 3 super and do most of the supers not have super pause
    • Why does he have a super jump if he has no launcher
    • The kick normal grab causes the opponent to glitch out
    • Why does this character have two standing anims? (on a little better than the other)
    • Why doesn't this character have a power charge (for being a DBZ character that is)
    • Any attack in his flight mode gains back power at an abnormal rate
    • Why is Z in his flight mode only blockable in air 
    • B and C aren't overheads in his flight mode
    • The projectile that his C attack causes doesn't delete completely (do CRTL+C and look at how many helpers are still left on screen)
    • His CLSNs need work
    • His turn around anim has red frames for what reason

     

  2. Well for the taunt super why don't you assign the move to D,DF,F,D,DF,F,a+b (Because any move that is set to the taunt feels like it was set a debug command not as normal one) and also for characters that have less than six buttons, if you press a button that the other character doesn't have it gives a change state error in the debug text.

     

    And also one more problem I noticed, RD's light crouching kick has no hitdef (So the move does nothing)

  3. I don't usually post here but there are some glaring problems that wern't mentioned before (I usually post on MFG)

     

    • Transparency issues in almost all of the cut scenes
    • Too add to MugoUrth's post. You can do anything before the round starts even launch supers
    • The King of Fighters effects clash with the rest of the character
    • You can chain the KoF roll into it's self to make Rainbow dash invincible
    • A lot of lag with the effects sometimes
    • The Elemental power turns into a invalid action after it's used once
    • The JoJo's like stand within the D,D,D,s (And why would you set the super to the taunt button) super is horridly coded and the stand can't punch while moving
    • Why does the power charge have a full screen red hit box
    • Speaking about the power charge, One of the effects stays in place if you move RD with p2
    • Taunt has no CLSNs whatsoever
    • There is some coding that seems to be ripped from DG's Blossom 
    • IMO RD should use less effects because it looks like those bad KoF edits
    • Why does this thing have a double jump and a super jump and the super jump is too tight to pull off
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