Some stuff, like Hadoken's Recovery length, Hadoken Red CLSN, Evil Ryu not having airborne Hadoken and Close HP being hefty in hitstun are, again, problems of accuracy. I bet, if you'll set xscale to 1 and change his localCoord to make him smaller in the system itself (I prefer 320, seems accurate enough to SFA3 itself), you'll see it. You see, it might not be the most correct way of doing it, but all velocity-concerned stuff in this Ryu, like speed of Hadokens, Tatsumakis, Long Jumps, are more-or-less SFA3 accurate for his 1:1 size. Thanks a bunch, pal! Unfortunately, though, some of that I'll have to defend. Crazy idea: give us Shin Shoryuken at point blank instead of max distance Possibly the number one thing people miss in these chars Power Charge particle effects are misaligned. Jumping attacks, when blocked, should have the same block stun and pushback as the respective ground normals Intentional? Also has more pushback than other normals of that type Close hard punch causes a million frames of hitstun. Ryusokyaku (light and medium) needs stomping sounds. Evil Ryu EX Shoryuken seems like it has too many sounds playing at the same time You can keep the stop animation, but give him ctrl back before it's over It's just level 3 Shinkuu Hadouken right now Senpuu Kyaku xx Tatsumaki (especially strong version) feels like it defies the laws of physics too much even for a 2D fighter I like to do that for all command normals, personally, but those 2 in particular feel off without one Tenma Kujin Kyaku and both overheads should always have the kiai voice. Normal Tatsumaki should hit several times during CC, since juggling points are disabled I know what you meant with the blood etc in Metsu Shoryuken, but it somehow feels off in normal Ryu. Should be same hitvels as normal hard punches I think Kind of want Evil Ryu to have air (angled) Hadouken just because of MvC. Unblockable Denjin doesn't quite work in Mugen IMO, where only a few characters can parry Joudan sprites are noticeably bigger than the rest After a Denjin stun you can't throw the opponent Because you don't randomize the position in the shock particles from Denjin, they just form a big square shape on top of P2 I think there are some glove colors in there too Small portrait hair shading is noticeably different from the sprites. Tatsumaki spin sounds are barely audible Hadouken feels like it has too much recovery. I don't like that Evil Ryu walks like Orochi Ryu. Dash dusts would look better aligned with his center of gravity instead of landing foot It's hard to give feedback on some things that doesn't just end up being to make things the way I did, but here goes: The char feels pretty good on my fingertips.
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