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Zemilia

Evaluator
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Posts posted by Zemilia

  1. Copy and pasted from Guild:

    Been debating if I should post my feedback here or at CC (in case your mainstay is in there), but nevertheless, I hope you're reading this cause I got a lot to say about this Guile:

    -Taunt drains power (50% from a single stock)

    -Mid and Head pos are messed up.
    img%7Boption%7Dhttp://i.imgur.com/5IcMed9.png]

    -Both stand and crouch MP have hitboxes that seem a bit too big (or tall) for just a punch.
    img%7Boption%7Dhttp://i.imgur.com/2uvI2Bz.png]

    -He's missing a majority of hitboxes in some attacks (during and after).
    YtC8RaM.png
    (Close LP)

    cVEj3rx.png
    (After air LK)

    ATgGVVl.png
    (Landing)

    -Sweep is recoverable (manually or have training's "recovery" on).

    -Both Air HP and Air HK (while your opponent is in the air during an air combo) is recoverable (manually or have training's "recovery" on).

    -Why is close mp a bit stronger than close hp? (32dmg on close mp, 25dmg on hp).

    -Why does both of his launchers (close and Crouch HP) move him forward?

    -His Launcher (close HP)... in the strangest case, is an infinite. (By strange, I mean his opponent seems like it recovered out of the launcher, but they can't counterattack. Like... at all. And following it up with HP again and again racks up the hits)

    -His MK's glitched: If you try to combo MK -> HK too fast (easy to do if you just hold forward while doing the combo), he gets stuck in a looping animation.

    -Sonic Boom (All of them, including air) drains meter.

    -Low Sonic Boom's positioning is off.
    eJyi3Rl.png

    -Qcb Ps has no variant whatsoever (no damage variant, no distance variant, no hits variant, etc).

    -Too many red hitboxes for downward Flash Kick.
    gQgOQwc.png

    -His Tatsumaki is recoverable.

    -This is the last hit of his tatsumaki:
    lAAPLia.png
    ...And it supposedly knocks down his opponents (even though it doesn't look like it).

    -Flash Kick is recoverable (via manually or if Training's recovery is on) as well.

    -No Super BG?
    img%7Boption%7Dhttp://i.imgur.com/7rTrKoA.png]

    -Sonic Break does a bit too much damage for a lvl 1
    teRstZb.png

    -Sonic Hurricane has no blue Hitbox whatsoever (even after the attack is done)
    img%7Boption%7Dhttp://i.imgur.com/XY4fUaA.png]
    -Qcf 2K super is recoverable (during the Tatsumaki part).

    -Where are the effects for Sonic Hurricane?

    -Qcb P+K is also recoverable.

    I would also ask why he's uses QCF motions instead of a charge motions, but it's "custom" so I'll not tackle that. Still, even for a beta this needs work (huge amounts).

  2. Double Post, cause Jin got updated again.

    v1.1

     
    -Fixed Diving Cyclone infinite
    -Added ForceStand to Blodia Vulcan hitdefs
    -Buffed up AI (exploit remedies, more cancels)
    -New cancel from Stand SK (Landing) to Saotome Dynamite
    -Crouch SK now has Projectile invuln
    -Changed Stand MK's Y hitvel
    -Fixed SuperArmor KO bug (thanks dan)
    -Added safety measure to Saotome Cyclone
  3. Video games:

    Mirror's Edge, Bioshock (1, 2, and Infinite. Not really futuristic, but it has that feeling), Trials Fusion (I think), Mass Effect, and Asura's Wrath (again, not futuristic but it sort of has that with its tech)

    Movies:

    BladeRunner, I Robot, and Metropolis.

    There might be more, but I only have those on the top of my head.

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