Downloaded and gave it a quick go, here's a video:
(pardon the slight FPS spikes in the video)
* The animation is very fluid and the sprites are actually pretty cool, if lacking in shading.
* Lack of _mirror sprites. Please add them so that players do not need to manually mirror (else the sprites come out wrong when facing left).
* The character is a slow but big & powerful type. One regular attack will send enemy into DOP state, and he has state 7(defend) in many of his attacks.
* He cannot swing light weapons, only throw them. Notable lack of drinking sound.
Moves: (note: I didn't follow the exact names listed in the readme)
A = Stunning Hit (this does not chain into a 3-hit combo like Knight)
Grab = Standard grab attack (can hit very fast like Julian. Also his grab range is much shorter than his size would imply)
Super = Kick
Jump A = Standard jump slash
>>A = Hop & Strike (yes, character actually hops into mid-air, not a sprite trick)
>>D = Shadow Dash (cannot pickup items)
>>JA = Standard dash attack
D>A(+A...) = Void Ball (Sometimes the ball will pull you up with whirlwind effect, pretty inconsistent)
D>AJ = Void Ball x2
D>A D>A = Multi-Void Ball (Only 3 can hit)
D^A(+A...) = Air Void Ball (behaves similarly to D>A when it hits)
D^AJ = Air Void Ball x2
D^A D^A = Void Rain (launch multiple air void balls very high into the air, takes a long time to come down. The timing for input is very strict compared to D>AD>A)
D>J = Shadow Slash (can move on z-axis, each shadow can hit, but you can't make all of them connect)
D>JJ = Flame Ball (this ignores John's shield and does not destroy state 3006 attacks)
DvA = Demon Stab (At very close range, it will become a grab that can heal beyond max HP, then kick. There is a flaw where the character can be hit by victim's jump attack at the end of the move)
DVAA = Ice Ball (very short range)
D^J = Blade Spin (hold back to cancel. Will pull enemies only if they are very close)
(hit)D^J = Counter Blade Spin (this one is a quick swing with shockwave effect that pushes enemies away)
I have a few issues with this character:
1) His DxA moves will very easily chain into DxJ moves. Try using D>AJ and missing the input and you'll see that he immediately does D>J. This can be incredibly frustrating given the number of moves that can chain that way and yet don't work as combos.
2) For all the moves Shogun has, he doesn't have any combos to speak of, like Deep being able to do DvA JA or DvAA D<AAA. A lot of his moves feel very unnecessary, especially the many different variations of void ball.
3) Doesn't have a consistent theme in gameplay. Hard to explain, but it feels like the character cannot agree whether he is an undead void user or a swordmaster with either fire or ice abilities. I believe this is also another reason why combos aren't thought out as a result.
Overall a cool character, but very unpolished.
(pardon the slight FPS spikes in the video)
* The animation is very fluid and the sprites are actually pretty cool, if lacking in shading.
* Lack of _mirror sprites. Please add them so that players do not need to manually mirror (else the sprites come out wrong when facing left).
* The character is a slow but big & powerful type. One regular attack will send enemy into DOP state, and he has state 7(defend) in many of his attacks.
* He cannot swing light weapons, only throw them. Notable lack of drinking sound.
Moves: (note: I didn't follow the exact names listed in the readme)
A = Stunning Hit (this does not chain into a 3-hit combo like Knight)
Grab = Standard grab attack (can hit very fast like Julian. Also his grab range is much shorter than his size would imply)
Super = Kick
Jump A = Standard jump slash
>>A = Hop & Strike (yes, character actually hops into mid-air, not a sprite trick)
>>D = Shadow Dash (cannot pickup items)
>>JA = Standard dash attack
D>A(+A...) = Void Ball (Sometimes the ball will pull you up with whirlwind effect, pretty inconsistent)
D>AJ = Void Ball x2
D>A D>A = Multi-Void Ball (Only 3 can hit)
D^A(+A...) = Air Void Ball (behaves similarly to D>A when it hits)
D^AJ = Air Void Ball x2
D^A D^A = Void Rain (launch multiple air void balls very high into the air, takes a long time to come down. The timing for input is very strict compared to D>AD>A)
D>J = Shadow Slash (can move on z-axis, each shadow can hit, but you can't make all of them connect)
D>JJ = Flame Ball (this ignores John's shield and does not destroy state 3006 attacks)
DvA = Demon Stab (At very close range, it will become a grab that can heal beyond max HP, then kick. There is a flaw where the character can be hit by victim's jump attack at the end of the move)
DVAA = Ice Ball (very short range)
D^J = Blade Spin (hold back to cancel. Will pull enemies only if they are very close)
(hit)D^J = Counter Blade Spin (this one is a quick swing with shockwave effect that pushes enemies away)
I have a few issues with this character:
1) His DxA moves will very easily chain into DxJ moves. Try using D>AJ and missing the input and you'll see that he immediately does D>J. This can be incredibly frustrating given the number of moves that can chain that way and yet don't work as combos.
2) For all the moves Shogun has, he doesn't have any combos to speak of, like Deep being able to do DvA JA or DvAA D<AAA. A lot of his moves feel very unnecessary, especially the many different variations of void ball.
3) Doesn't have a consistent theme in gameplay. Hard to explain, but it feels like the character cannot agree whether he is an undead void user or a swordmaster with either fire or ice abilities. I believe this is also another reason why combos aren't thought out as a result.
Overall a cool character, but very unpolished.
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza