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Posted

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/

Posted

- 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.

Posted

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)

     

     

Posted
2 hours ago, PlasmoidThunder said:

You can force a yaccel onto the opponent in the HitDef.

I completely forgot about this. Thanks for reminding me about that. 😅

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