I will upload a new version tonight hopefully.
Keep in mind that I will do the finetuning along the way. His ball move for example will be in this version, yet the effect of the ball isn't what it is going to be when its finished.
(ps. I uploaded a version on dropbox, but that is basically a back-up for myself. You may download it but it would be better to wait for the version I'm going to upload later on
)
Edit: there it is:
https://www.dropbox.com/s/fsnkksd1c96nq9...5.zip?dl=0
Haven't done the wpoints for his D>A yet.
Current moveset:
D>A: ball move
D^A: flip kick
DvA: triple kick
Some combos:
D^A + dash attack
Run attack + D^A + dash attack (you need to time it right though)
DvA + D^A + dash attack
AAA+ grab+ AAAAA+ D^A + dash attack
AAA+ grab+ AAAAA+ DvA + D^A + dash attack
This was done pretty quickly. Sure makes me realise how much time spriting costs compared to data changing once you get the hang of it
The Real Time data changer reduced the amount of waiting on the game to load massively (are you using this program Rhino? You should
)
Edit: I forgot to mention Ariel: lf2 character always hold the weapon in their right hand (which is also a thing to keep in mind while spriting by the way), which means that if we make him destroy the weapon after the first ball, he still has to hold it somewhere in the frames belonging to this first ball