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[RELEASE] Cardcaptor Sakura (Sakura Kinomoto) from Magical Heroines plus!


k1nomoto

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I'm releasing my second MHP character (the first one was Doremi Harukaze). This time it's Sakura Kinomoto, from the anime Cardcaptor Sakura.

 

She has four palettes, six level 1 supers, a level 3 hyper, AI, etc.

 

Compatible with 04,14,2002 or superior.

 

Screenshots:

Spoiler


 

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Command-list is called "readme.html"

 

Download her at https://xkinomoto.000webhostapp.com/

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- A lot of her attacks are pretty negative even on hit. This has an impact on the consistency of her combos as well. Here's the breakdown...

 

  • standing medium = -7 
  • standing strong =  -8
  • crouching light = -10
  • crouching medium = -7
  • Tackle (a version) = -18
  • Tackle (b version) = -23
  • Tackle (c version) = -18

 

- Damage values for normals seem a little disproportionate in certain variations. Examples being that aerial light and aerial crouch do substantially more damage than aerial medium and heavy/crouching medium.

 

- Certain supers do fairly low damage; Windy, Firey and Earthy come into mind.

 

- None of her specials and supers do guard damage.

 

- Complete absence of damage scaling.

 

- Swordy allows for easy resets into standing light into Swordy again, rinse and repeat.

 

- Can't chain light normals into heavy normals.

 

- Sakura's launcher cannot be jump canceled, which disallows for follow-ups with its large endlag.

 

- Shield has too much endlag, it sometimes makes her susceptible to being punished even on hit.

 

- She's pretty lacking in specials and, frankly, has a little but too many supers that barely covers various purposes, sometimes overlapping in utility.

 

- Supers have no super pause, which makes comboing into them a lot harder.

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Some attacks depend on characters (most likely the ones with very different yaccel), and all of the movements she has are all from the original game, nothing customized.

 

Updates (7/28/2019) (M/DD/YYYY):

  • Spoiler

     

    • Shield ends faster + won't end until there are no hitdefs present (and if she is still being attacked, Shield will charge her power gauges)
    • Attack combos are now more fair: e.g. light normal to heavy normal
    • Balanced damage strength
    • Fixed AI (Thunder could be executed in an aerial statetype)

     

     

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