03-30-2014, 11:19 AM
(03-29-2014, 03:25 PM)YinYin Wrote: The 3 run attack punches are very risky with the auto linking, better have the player connect them manually by pressing attack.Roger.
(03-29-2014, 03:25 PM)YinYin Wrote: The aerial punching seems to be starting with a hurt frame that doesn't fit very well into the animation.You know what, I noticed that yesterday too, and I have no idea why.
(03-29-2014, 03:25 PM)YinYin Wrote: And while the new jump attack follows very well onto the D^A (I like how you can turn and punch him back) putting two extra punches in between doesn't push the opponent far enough.Noticed that now. I haven't checked the hitbox for the new punch either, and I'm pretty sure I need to do that too.
(03-29-2014, 03:25 PM)YinYin Wrote: The D^A itself looks better now, but he pulls his arm back to his body way too soon to stay stiff in the last frame until he lands. Maybe increase the wait on some of the frames so the animation is better distributed over the whole jump.I've edited using your sprites.
(03-29-2014, 03:25 PM)YinYin Wrote: The dash attacks rest is too low and the knock down property seems weird. If you dash attack Louis it will first hit his armor and then knock him straight to the ground. Better give it a forward momentum, the same direction as the dash itself.Do you mean "the dash attacks" as in "the dash attack's" or the "dash attacks'"?
I guess you mean the prior and changed "arest: 6" to "vrest: 15". Nothing wrong with your dash attack hitting multiple opponents, right?
(03-29-2014, 03:25 PM)YinYin Wrote: Phantom Dash controls great now. At such high speed you should try to adjust the catching itr as precisely as possible as you sometimes catch your opponent from behind, which makes you turn.Yeah, I've noticed that is a scary high percentage when you turn. How do you go on about fixing that? Making sure the itr is only in front of Walker's body?
(03-29-2014, 03:25 PM)YinYin Wrote: Also the throw and the distance could use some adjustment. If you perform two in a row you will currently get hit by the thrown opponent. Either avoid that my moving the distances or timing apart, or actually allow a recatch.Recatch? Do you mean there actually is a way to catch an opponent in state 12? o_o
(03-29-2014, 03:25 PM)YinYin Wrote: Being a catch this might also be better on D>J to accompany the counter grab on DvJ instead of being mixed with the kicks and punches.There is a reason why I avoid D>J. LF2 isn't built for using special commands in the air and there is in fact a bug I discovered with this.
If you input a special command in the air by pressing all the buttons at the same time rather than after each other (i.e. D+↑+A, instead of D↑A), and then actually perform a move in the air, when you land the game will still read it as you have pressed D as long as you don't press A again. (you might need to hold the D+↑+A for the bug to occur)
Which means if you do J, D+↑+A, →, J you will activate D→J. I don't think this is good as you might want to jump after opponents after doing the air specials.
(03-29-2014, 03:25 PM)YinYin Wrote: The two special kicks connect pretty nicely to the D^A. Even more awesome would be a D^A+D^A+D>A combo.Do you mean "D^A, JD^A, DvA" or do you have even greater plans?
(03-29-2014, 03:25 PM)YinYin Wrote: Also I could totally see the DvA having both an aerial and a ground (sliding) version.Like he powers up, and the glide kicks? (Unblockable because it is too low to block? XD)
On hit can go to uppercut?
Should it multihit also, similar to Louis Thunderkick?
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