Welcome back.
Fixed your post formatting a bit since its annoying to have to click a spoiler and then click a link and there isn't a way to embed mp4 files.
Also you can use LiceCap for making gifs. If you want faster feedback for small tweaks you can try joining us in the Discord.
Gave Hao a quick go. Noticed his moveset(especially in the old version) is similar to Hero Fighter's Heater.
This boss character has a simple special move ego AI, though download does not provide the ddraw.dll.
You can fuse your firen_flame & hao_wave data into hao_ball or hao_ball2 itself, he doesn't need to use so many ids.
For a boss his physical stats feel very slow/weak, even though when I looked at data its actually above average, so might want to increase his speed.
The D>J fire beam shouldn't be using effect 2(or at least not for the continuous portion of the beam), precisely because this will happen:
One combo kill btw. Use effect 21 instead.
Also check to make sure someone can't just spam the head of the D>J over and over again for a combo against the wall, because Firzen can do it too.
Personally I wouldn't keep the firebeam attack, it actually weakens his AI strength overall(his D>A is way more dangerous) while also being potentially very broken when paired with another attack hitting at the same time, plus there isn't a way to remove the shadows without affecting the way the beam works. But that's ultimately up to you.
D^J is surprisingly fair since you can actually block it & doesn't hit too hard. The main complaint I have with it is that the sprite doesn't clearly indicate which part of the explosion you need to stand in to block it. For an attack it actually seems pretty weak, could lower the mana cost to 200 or 225.
Btw, burning state, groundfire & punch will result in this:
That's a 1-combo kill using D>A btw, he's already dead when I threw him.
Note that this groundfire combo isn't really your fault(Firen can do it intentionally too!), but you can make this combo harder to do intentionally by changing the explosion.
Instead of a single itr with effect 22, split the itr into two halves(one on the left, one on the right), and use effect 2 for each. The right itr should be the 1st entry, otherwise the game will prioritize the left itr and tend to send enemies flying backwards isntead of forward.
Dash attack >>JA animation could be better. I was hoping frame 91 & 92's sprites will flicker back & forth so that the fire will look more animated.
Fixed your post formatting a bit since its annoying to have to click a spoiler and then click a link and there isn't a way to embed mp4 files.
Also you can use LiceCap for making gifs. If you want faster feedback for small tweaks you can try joining us in the Discord.
Gave Hao a quick go. Noticed his moveset(especially in the old version) is similar to Hero Fighter's Heater.
This boss character has a simple special move ego AI, though download does not provide the ddraw.dll.
You can fuse your firen_flame & hao_wave data into hao_ball or hao_ball2 itself, he doesn't need to use so many ids.
For a boss his physical stats feel very slow/weak, even though when I looked at data its actually above average, so might want to increase his speed.
The D>J fire beam shouldn't be using effect 2(or at least not for the continuous portion of the beam), precisely because this will happen:
One combo kill btw. Use effect 21 instead.
Also check to make sure someone can't just spam the head of the D>J over and over again for a combo against the wall, because Firzen can do it too.
Personally I wouldn't keep the firebeam attack, it actually weakens his AI strength overall(his D>A is way more dangerous) while also being potentially very broken when paired with another attack hitting at the same time, plus there isn't a way to remove the shadows without affecting the way the beam works. But that's ultimately up to you.
D^J is surprisingly fair since you can actually block it & doesn't hit too hard. The main complaint I have with it is that the sprite doesn't clearly indicate which part of the explosion you need to stand in to block it. For an attack it actually seems pretty weak, could lower the mana cost to 200 or 225.
Btw, burning state, groundfire & punch will result in this:
That's a 1-combo kill using D>A btw, he's already dead when I threw him.
Note that this groundfire combo isn't really your fault(Firen can do it intentionally too!), but you can make this combo harder to do intentionally by changing the explosion.
Instead of a single itr with effect 22, split the itr into two halves(one on the left, one on the right), and use effect 2 for each. The right itr should be the 1st entry, otherwise the game will prioritize the left itr and tend to send enemies flying backwards isntead of forward.
Dash attack >>JA animation could be better. I was hoping frame 91 & 92's sprites will flicker back & forth so that the fire will look more animated.
~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