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Posted

Now thats what i'm talking about... :awesome

 

I Always wonder when Hannah Dundee well be converted for mugen and you done just that Алексей.

 

Nice release Man!.. (+1)

MVTB_zps25b30106.png                     

MARVEL VS. TOUHOU !!!!!!!!!!!!!!!!!!!!!!   :awesome

Posted

Hannah Dundee is Great Character. I enjoyed ripping and customizing her Sprites. Alexei did a Great job as usual. This is our second Character as Red Ranger was the first one.

 

Hannah Dundee comes with very Great palettes wich are references to female fighters.

 

- Launch (Dragonball)

- Morrigan (Darkstalkers)

- april o neil (Teenage Mutant Ninja Turtles)

- Princess Peach (Super Mario)

- X23 (X-Men)

- Wii Fit Trainer (Wii Sports)

 

Also, I released The Stage called Village Of Dino Mountain. It is a stage made for Hannah Dundee. You can get in in the release thread.

Posted

Sweet, new release. Totally checking this out.

 

Just a couple mentions from quick testing:

- She has no moves to hit the opponent into the air like Red Ranger. The most fun part about Jason was the juggling. Well, I guess it balances out because she can chain her punches into her kicks (like LP -> HP -> HK), something that red ranger didn't have. Plus, you've seemed to take a more zoning route with her while Red Ranger was more about the rushdown game, so eh. This one's a nitpick.

- It's kind of odd that the automatic 2 and the uzi are done with QCB+Y and QCF+Y respectively. The automatic 2 seems to be a heavy version of the uzi, not a heavy version of the rifle shot. Maybe you should make it so that the single shot weapons (pistol and rifle) are QCF+x/y and that the automatic weapons (uzi and automatic 2) should be QCB+x/y?

- The automatic weapons seem to have too much pushback and could accidentally knock the opponent out of the range where they can be shot, leaving her wide open to attack.

- The automatics seem kinda unsafe. Close up, the Automatic 2 is -8 on hit, while say, pots's ryu's hadoken is -1 on hit. I'm not sure how frame data works with projectiles, so you might need to get a second opinion on this one.

- It's hard to notice the range of the weapons unless the hitboxes are turned on. Maybe you could make the bullets visible?

- This one is kind of a nitpick, but no level 1 and level 2 variations of supers? I miss that from the red ranger :c

 

I'll play through arcade mode with her a bit, then maybe give you some more tips. I'd totally record an arcade run if my camtasia studio free trial hadn't run out.

Posted

hehe Hey I know that stage xD I help Omega with it. I see that your the person that made her .  I had no idea its was you  shocked.gif.
He did told me that A friend is planing on making a character but he never told me the real name of the mugen character  grin.gif
thank you for making the character  smiley.gif downloading now   smiley.gif

Posted

  On 6/8/2015 at 11:05 PM, BrawlTheMan said:

Sweet, new release. Totally checking this out.

 

Just a couple mentions from quick testing:

- She has no moves to hit the opponent into the air like Red Ranger. The most fun part about Jason was the juggling. Well, I guess it balances out because she can chain her punches into her kicks (like LP -> HP -> HK), something that red ranger didn't have. Plus, you've seemed to take a more zoning route with her while Red Ranger was more about the rushdown game, so eh. This one's a nitpick.

- It's kind of odd that the automatic 2 and the uzi are done with QCB+Y and QCF+Y respectively. The automatic 2 seems to be a heavy version of the uzi, not a heavy version of the rifle shot. Maybe you should make it so that the single shot weapons (pistol and rifle) are QCF+x/y and that the automatic weapons (uzi and automatic 2) should be QCB+x/y?

- The automatic weapons seem to have too much pushback and could accidentally knock the opponent out of the range where they can be shot, leaving her wide open to attack.

- The automatics seem kinda unsafe. Close up, the Automatic 2 is -8 on hit, while say, pots's ryu's hadoken is -1 on hit. I'm not sure how frame data works with projectiles, so you might need to get a second opinion on this one.

- It's hard to notice the range of the weapons unless the hitboxes are turned on. Maybe you could make the bullets visible?

- This one is kind of a nitpick, but no level 1 and level 2 variations of supers? I miss that from the red ranger :c

 

I'll play through arcade mode with her a bit, then maybe give you some more tips. I'd totally record an arcade run if my camtasia studio free trial hadn't run out.

Thanks!

- Her sprites are limited and she doesn't have anything that would look natural for a launcher.

- The single-shot guns are mapped to x and the multiple-shot guns are mapped to y. It just seemed a logical mapping.

- I can change the gun pushback.

- I really dislike visible bullets because they look really tacky. I think players will do fine by just learning the character's various ranges.

- Eh, the only REAL super she had on her sheet is the bazooka. Everything else was a hack-job lol. My next character will be someone with more complete sprites because I can't deal with this anymore. I can only do so much with limited sprites, but I am making the most of it. :)

  On 6/8/2015 at 11:39 PM, OldGamer said:

hehe Hey I know that stage xD I help Omega with it. I see that your the person that made her .  I had no idea its was you  shocked.gif.

He did told me that A friend is planing on making a character but he never told me the real name of the mugen character  grin.gif

thank you for making the character  smiley.gif downloading now   smiley.gif

Haha yep, it's me! :)

 

51fd7dd1e8049.png

-[Все слова это только слова.]-

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