(03-27-2014, 03:16 PM)支倉凍砂 Wrote: So I should do a makeshift aerial sprite of the punch, and in the last frame(s) give it the same data as #212 so that it both goes to JP and JK, am I getting it right?Well the already existing aerial uppercut frame would do. Then again the whole animation could be cut and pasted into something better fitting for a rising fist. I could do that for you.
I'll certainly make a go at it.
(03-27-2014, 03:16 PM)支倉凍砂 Wrote: How strong is a "stronger attack"? Are we talking fall-values?Yes, fall values. Reasonable in my opinion.
(03-27-2014, 03:16 PM)支倉凍砂 Wrote: The one thing I'm concerned about using this new tecnique for is speed. For some reason state 8000 loads the new character and skips 1F of time in the same frame, so the current counterattacks have instant start-up which I do like.Phew, not sure about the speed. To me it seems pretty fast and catches/activates hurtacts right on the frame that opoints. But I wouldn't give the starting frames any bdys apart from the one to be caught anyway, so it would still work as instantly as any other counter.
You can't creates objects in a command frame, so that will cause 1F lag. And objects can't activate their itrs the first 1F they're out either, right? Wouldn't this cause the counterattacks to have a start-up of 3F at best?
If this is the case, I would rather keep the current D↓J as it is, as it is just a tool to get out of a pressured situation and those 2F can really make a difference.
(03-27-2014, 03:16 PM)支倉凍砂 Wrote: Do you mean limit the teleporting range as in making it not using the teleporting-state, or is there in fact a way to alter how the teleporting-state works? Do you even think it is an interesting idea?I limit teleports by checking for a nearby character with a kind 8 itr first. This can of course still be abused if you have a team mate close by, but it's an option. Otherwise fine tuning it as a follow up is the preferred option. In general the move could be okay if he had other teleporting features too. If it's his only teleport, then it's too cheap in my opinion. Mostly because combining a teleport with an attack by default feels unfair and disorienting. If you let him perform an actual spinny jump to the position instead of teleporting that'd look better.
As I mentioned earlier, maybe making it a follow-up move for each other move, you could fine tune the "homing" action for each move getting rid of the teleporting. Then again, should the move even be there?
(03-27-2014, 03:16 PM)支倉凍砂 Wrote: I don't know but inverse up and down for the air moves feel natural to me. But maybe that's just me.Deep works that way because his body motion is in that direction, he crouches down and uses the ground to support the heavy upwards sword swings. He does not push his body weight up. Aerial moves have no support other than the target, which you might as well miss. So naturally the initial motion is usually towards the target. Woodys D^A for example may have the same effect as Deeps DvA, but his motion is more swift/upwards than ground based. (This whole things is also currently the problem with Walkers D^A visuals. The punch is ground based up to the point where his feet still touch the ground. The legs are stretched, the arm is on it's way to swing up onto his shoulder. Then instead of recovering from that swing his glued feed suddenly leave the ground and he flies up.)
It's kind of how Deep has his "up-attack" at down. (Deep is probably the character I've played the most)
I could flip the commands though, it does make more sense when you think about it.
(03-27-2014, 03:16 PM)支倉凍砂 Wrote: Do you dislike the arm-animation because it is my poor reusing of sprites, or do you just think it is unfitting at all?I guess because it's a poor reuse. The kick animation simply has the required pop to it and you already do have an up and down version of it, making the dull arm swing look unexpected. Also to me that animation looks like a kick too ...
This again is "ripped" move, this is kind of the look I was hoping for
(03-27-2014, 03:16 PM)支倉凍砂 Wrote: You are okay with a really high "bouncing" super/run punch?I gotta admit I would prefer the run attack combo I posted earlier. No knock out until the last hit, and you can simply do a different move after the second. That way you can make this punch knock down. And for a high hit the super punch could get the non rising uppercut.
(03-27-2014, 03:16 PM)支倉凍砂 Wrote: .edit// By the way, regarding the second counterattack: whatabout remaking that special move the original Walker had called stampede, where he grabs the opponent as a meatshield and keeps running forward. I guess it would help when Walker needs to fight multiple characters?How about adding this feature to the phantom dash and making the Louis throw the ending to it.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves