Liking the music & sound effects, though some of the sounds last too long or are too delayed for the effect they're supposed to be. Didn't test the AI yet.
Characters:
Asche - "Defenseless" isn't much of a disadvantage actually. Try and see if you could make his defend not not gain momentum from a blocked attack and making his broken_defend last a bit longer.
Moeyy - wah piang, frail body is really painful; 7tu->9tu (which is actually +28.5% longer, not 40%; wait 1 is actually 2tu, wait 0 is 1tu). DOP duration 28->36tu(+28.5%)... that's actually not a good idea, it makes it even easier for your opponent to lock you in DOP infinitely. I suggest only making the injury last longer, the DOP is already painful enough as it is.
Markus - actual value is -29% injury & DOP as explained above.
Bart - I can cancel all his flute moves once the effect take place to shorten the recovery time.
Richie
* You shouldn't have increased the wait time on frame 61 & 66, it makes him hit the same person 2 times in a row. Also not really much of a disadvantage considering you'd primarily be using >>JA assuming you aren't using a weapon anyway.
* Using DJA with spirit sword makes the game crash, I've no idea why. Maybe to be safe make frame 102 use state 9998 and take out the "dvx" in frame 100's opoint.
Fire Meteor - Dayum, I think you're overdoing the burning_smoke effects during the on_ground frames. Give it a wait value bigger than 0. Might also want to make the frames where it is falling create some burning_smoke; either using state 18(not sure if it'd create problems in this case) or by using the opointed groundfire to make it.
Characters:
Asche - "Defenseless" isn't much of a disadvantage actually. Try and see if you could make his defend not not gain momentum from a blocked attack and making his broken_defend last a bit longer.
Moeyy - wah piang, frail body is really painful; 7tu->9tu (which is actually +28.5% longer, not 40%; wait 1 is actually 2tu, wait 0 is 1tu). DOP duration 28->36tu(+28.5%)... that's actually not a good idea, it makes it even easier for your opponent to lock you in DOP infinitely. I suggest only making the injury last longer, the DOP is already painful enough as it is.
Markus - actual value is -29% injury & DOP as explained above.
Bart - I can cancel all his flute moves once the effect take place to shorten the recovery time.
Richie
* You shouldn't have increased the wait time on frame 61 & 66, it makes him hit the same person 2 times in a row. Also not really much of a disadvantage considering you'd primarily be using >>JA assuming you aren't using a weapon anyway.
* Using DJA with spirit sword makes the game crash, I've no idea why. Maybe to be safe make frame 102 use state 9998 and take out the "dvx" in frame 100's opoint.
Fire Meteor - Dayum, I think you're overdoing the burning_smoke effects during the on_ground frames. Give it a wait value bigger than 0. Might also want to make the frames where it is falling create some burning_smoke; either using state 18(not sure if it'd create problems in this case) or by using the opointed groundfire to make it.
~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