Yep, screenshots would be very nice. I actually tested it, but most of the others will want to know what they download.
Anyway,
I just started out with Davis as he was the first char there:
D>A: Pretty basic attack. Nothing too annoying about it, except for the fact that when it turns into the bigger ball, it sometimes keeps hitting an object, causing annoying sound effects.. And if you spam it like the computer players does, it gets too strong.
D^A: Nice idea. However, those balls should disappear faster. Right now it seems a bit overpowered to me.
DvY+A: Can be used nicely together with a weapon or D^A, but definitely should cost some mana. Especially as it summons those flames( which I personally don't really like. They are a bit too many and he doesn't do any move to summon them)
DvA: Rather expensive compared to the other attacks, but ok. There aren't big differences towards the special move of the normal davis, though.
JA: Very nice combo potential, but too many flames. If you have two or three of those chars fighting, you'll get a pretty much covered screen. Again it should have a little mp-cost.
DvJ+DJA: Doesn't seems very special to me.Shouldn't those moves be some kind of hell-moves?
All in all a quite interesting char( He reminded me a bit of reinforced LF2). There are some balancing issues, but other than that he seems fine to me. It would be cool if you could do some new sprites for him, though.
Woody:
-D>J: Not really different from the normal tiger dash. Additionally, it looks kinda weird if you hit the enemy from the side and he flies upwards. If this is ment to be used twice in a row( forward and backward), i'd like to point out that you'd need almost full mana for it.
DvA. It doesn't cost any mana, is almost unblockable and hits every enemy around you? This attack definitely needs to be balanced. Additionally, I'm missing an explanation why woody just moves his legs and pushes away an enemy standing some meters away from him.
D>A: Nothing much to say about it. Again, the flames might get annoying.
D^A: Again no mana costs? Nice sprites, though.
I must say, I didn't really like that woody. On the other hand, however, you can make a whole lot of things better by simply adding some mana costs. Is he going to get a hellG-move as well?
Firen:
D>A: I don't really like the idea of letting it block weaker balls. The attack just doesn't look like it and as it still has a low bdefend:, it will look weird if the enemy blocks( ball will pass him without doing damge)
D^J: Enemy get's stuck in the fire frame when he is hit. Add some fall: value to make him fall to the ground. Additionally, those ice/fire-columns are too strong and break into ice shards.
>>A is ok, but looks kinda static.
D>J: same as D^J
DvJ: Flames are moving too fast to be seen properly.
DvA: It's a nice idea for an attack, but it would be really great if the stone could come out of the ground instaed of materializing in the air.
In conclusion: For your first real project, it is a great start. Most attacks are rather basic edits, but they work quite nice in game. However, many of them are far too strong( which you actually should notice by yourself when testing it) and need a higher mp-usage. Some bigger sprite edits would be nice, but aren't essential.
Just as a side-note: I mentioned Reinforced LF2: It's a pretty awesome mod with also partly very overpowered attacks, especially concerning amount of flames etc. used. However, the damage value is adjusted to that. So if you actually want to have your screen full of flames and stuff, you should change the damage instead.
@below: Lol, probably one of the worst typos I ever had. If you are too lazy to check your post once...
Anyway,
I just started out with Davis as he was the first char there:
D>A: Pretty basic attack. Nothing too annoying about it, except for the fact that when it turns into the bigger ball, it sometimes keeps hitting an object, causing annoying sound effects.. And if you spam it like the computer players does, it gets too strong.
D^A: Nice idea. However, those balls should disappear faster. Right now it seems a bit overpowered to me.
DvY+A: Can be used nicely together with a weapon or D^A, but definitely should cost some mana. Especially as it summons those flames( which I personally don't really like. They are a bit too many and he doesn't do any move to summon them)
DvA: Rather expensive compared to the other attacks, but ok. There aren't big differences towards the special move of the normal davis, though.
JA: Very nice combo potential, but too many flames. If you have two or three of those chars fighting, you'll get a pretty much covered screen. Again it should have a little mp-cost.
DvJ+DJA: Doesn't seems very special to me.Shouldn't those moves be some kind of hell-moves?
All in all a quite interesting char( He reminded me a bit of reinforced LF2). There are some balancing issues, but other than that he seems fine to me. It would be cool if you could do some new sprites for him, though.
Woody:
-D>J: Not really different from the normal tiger dash. Additionally, it looks kinda weird if you hit the enemy from the side and he flies upwards. If this is ment to be used twice in a row( forward and backward), i'd like to point out that you'd need almost full mana for it.
DvA. It doesn't cost any mana, is almost unblockable and hits every enemy around you? This attack definitely needs to be balanced. Additionally, I'm missing an explanation why woody just moves his legs and pushes away an enemy standing some meters away from him.
D>A: Nothing much to say about it. Again, the flames might get annoying.
D^A: Again no mana costs? Nice sprites, though.
I must say, I didn't really like that woody. On the other hand, however, you can make a whole lot of things better by simply adding some mana costs. Is he going to get a hellG-move as well?
Firen:
D>A: I don't really like the idea of letting it block weaker balls. The attack just doesn't look like it and as it still has a low bdefend:, it will look weird if the enemy blocks( ball will pass him without doing damge)
D^J: Enemy get's stuck in the fire frame when he is hit. Add some fall: value to make him fall to the ground. Additionally, those ice/fire-columns are too strong and break into ice shards.
>>A is ok, but looks kinda static.
D>J: same as D^J
DvJ: Flames are moving too fast to be seen properly.
DvA: It's a nice idea for an attack, but it would be really great if the stone could come out of the ground instaed of materializing in the air.
In conclusion: For your first real project, it is a great start. Most attacks are rather basic edits, but they work quite nice in game. However, many of them are far too strong( which you actually should notice by yourself when testing it) and need a higher mp-usage. Some bigger sprite edits would be nice, but aren't essential.
Just as a side-note: I mentioned Reinforced LF2: It's a pretty awesome mod with also partly very overpowered attacks, especially concerning amount of flames etc. used. However, the damage value is adjusted to that. So if you actually want to have your screen full of flames and stuff, you should change the damage instead.
@below: Lol, probably one of the worst typos I ever had. If you are too lazy to check your post once...