06-23-2013, 10:33 AM
(06-23-2013, 09:27 AM)YinYin Wrote: Awesome, this should always happen when characters are knocked against a wall in lf2. (I hate them getting stuck there and combos extending infinitely)Pleased to hear that you like it.
(06-23-2013, 09:27 AM)YinYin Wrote: Better but still not my cup of tea. I bet he will make a really cool com opponent but not a well playable character.Your words are true. I beginning to think that a normal run would maybe make him stronger, but I also like to keep the uniqueness.
What do you think about increasing the acceleration, i.e. jump distance?
(06-23-2013, 09:27 AM)YinYin Wrote: This one is ridiculous. Why so high? Also why is the phantom punch always hidden behind another action? Next to the no run hop this is the second reason why his controls are very clumsy. PD and PGs only purpose seems to be starting the PP when it would be much easier to start it with a ground D^A.Because I went crazy in this "experimental" patch. The sole reason he can do PP from PG is that was what I used as the counterattack before I programmed the throw. There is no real need to keep it really.
The reason why PP was originally only available from PD is because that is how it works for the character I ripped the move off.
Difference being, in that game, characters are solid objects so you cannot dash through them.
I've been wondering if it is possible to make an invisible projectile attach to opponent and create an itr: 14 wall so you cannot dash throw, but it seems complicated.
It's not like I can't change it to be its own command.
(06-23-2013, 09:27 AM)YinYin Wrote: Only do that if you also increase the time frame in which you can do the PP (I think it's too short - I often end up just dashing into the opponent without doing it and getting my a** kicked).Of course. ; )
Though I have more of a problem with even Deeps projectiles outranging PDs range.
(06-23-2013, 09:27 AM)YinYin Wrote: That would require a radically new and well done animation to justify larger than normal zwidth on a melee attack.Well, he hits around himself as he spins is my logic. With some proper graphics some magical light could appear around him as well.
(06-23-2013, 09:27 AM)YinYin Wrote: Add wall bounce to everything(!) - Just to see how over powered he gets with it.lol
Will do.
(06-23-2013, 09:27 AM)YinYin Wrote: Maybe also add the kick/dash attack to the hop or allow dashing after it like after the jump.I have considered adding an attack.
What would need to be done to allow dashing?
How do you feel about the new JK? On maximum range grounded opponent recovers much faster than you and characters like Deep can instantly punish you for it. Only on close range you can follow up into SP.
I'm thinking either making it knockdown or giving it negativ knockback to allow SP easier.
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