Working on Version 2.99. Why not 3.00? Because new AI will be required due to a massive data reorganization, and I'll try my hand at it once the data is done.
Planned Changes:
* Punch stuns in 2 hits instead of 3(like Dennis), Davis speed, but reduced range & poor in-range(similar to Freeze?).
* Tweaks to grabbing to make it possible to change direction while grabbing. Throw_lying_man will use the standard throwing animation that most characters have; this is to enable the possibility of throw combos.
* Blink's data mechanics tweaked; D^/vJ uses a ball to catch Steiner instead of relying on dvz. No more direct air blink unless combo'd from Super or DvA. Nerf to mana cost.
* Add D^A; blink upward and fire hadoukens straight down. This is intended for punishing dash attacks.
* Hadouken maximum charge is now 6 instead of 7. All are energy-based(no more burning) and generally hit once only, and significantly nerfed to a reasonable level, although 1 frame faster to fire after charging.
* The original level 7 Hadouken is now a Hell Move.
* Air Hadoukens will now automatically fire twice on pressing A once, but each projectile will knockdown immediately instead of stun and overall nerfed.
* Remove the walk & drink mechanic because its awkward and character drinks too slow. Drinking will now work like original LF2, except hit_j can also be used to cancel.
(EDIT)
* D>A now only has 4 ball variants. Charge stages are 6 instead of 7. The variants are: stun, normal, anti-guard, state 3006(Henry arrow).
* D^A now fires two anti-air hadoukens. Due to a flaw in LF2's throw mechanic, I've made these hadoukens have no bdy, only itr. Note the video is OUTDATED; it should explode on hit, have shadows + different trajectories/speed/power.
* While grabbing, >A throws forward while J throws upward (-25mp). This is mostly a combo enabler.
* DvA nerfed significantly; can only chain into an L2 D>A.
New Sprites (Click to View)
* Punch stuns in 2 hits instead of 3(like Dennis), Davis speed, but reduced range & poor in-range(similar to Freeze?).
* Tweaks to grabbing to make it possible to change direction while grabbing. Throw_lying_man will use the standard throwing animation that most characters have; this is to enable the possibility of throw combos.
* Blink's data mechanics tweaked; D^/vJ uses a ball to catch Steiner instead of relying on dvz. No more direct air blink unless combo'd from Super or DvA. Nerf to mana cost.
* Add D^A; blink upward and fire hadoukens straight down. This is intended for punishing dash attacks.
* Hadouken maximum charge is now 6 instead of 7. All are energy-based(no more burning) and generally hit once only, and significantly nerfed to a reasonable level, although 1 frame faster to fire after charging.
* The original level 7 Hadouken is now a Hell Move.
* Air Hadoukens will now automatically fire twice on pressing A once, but each projectile will knockdown immediately instead of stun and overall nerfed.
* Remove the walk & drink mechanic because its awkward and character drinks too slow. Drinking will now work like original LF2, except hit_j can also be used to cancel.
(EDIT)
* D>A now only has 4 ball variants. Charge stages are 6 instead of 7. The variants are: stun, normal, anti-guard, state 3006(Henry arrow).
* D^A now fires two anti-air hadoukens. Due to a flaw in LF2's throw mechanic, I've made these hadoukens have no bdy, only itr. Note the video is OUTDATED; it should explode on hit, have shadows + different trajectories/speed/power.
* While grabbing, >A throws forward while J throws upward (-25mp). This is mostly a combo enabler.
* DvA nerfed significantly; can only chain into an L2 D>A.
~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