Subject: Re: Lord Beerus/Bills DBZ WIP - BETA released 8/3/15 August 4th 2015, 5:00 am
Very cool and solid beta release! I like all the StateDef 19x intros you added to him! The VFXs are splendid, especially after the Flick Counter! Those special move combos are awesome!
Some things I found (some may be just due to my own MUGEN preference not actually bugs/issues): - his taunt's animation blue clsn box is missing? P2 cannot hit him and cannot push him during so.... - his air float's animation blue clsn box is missing? P2 cannot hit him and cannot push him during so.... - some ground-only normal moves look like they hit low and P2 should guard/block low but are not set up accordingly; i.e. P2 is able to guard/block the crouching hard kick while standing and the Launcher can be guarded/blocked by P2 only when he/she/it is standing? - the Energy Blast volley 1 seems to miss not-so-fat P2 in the corner (I tried with KFM and some KOF chars.) - for the normal Jump Strong Punch & Kick I see you VelSet x = 0 and y = 0 all the times, is that for the sake of the air normal chain combos? Yet, when these two(2) air normal moves have no move contact with P2, the VelSet is always in effect, which makes both Jump Strong Punch & Kick movement look.......kind of unnatural .........may be just me...........anyway, I think the VelSet trigger1 = 1 can be changed to trigger1 = NumTarget, well it is all up to you of course if trigger1 = 1 is your planned way...... - the ground-only forward dash.........if I just tap F,F very quick, he will just show the first 1-2 frames of his run animation and the forward dash does not really happen, during so, the Run Sound S0,5 can be still heard however. So I would like to suggest you to either re-adjust the PlaySnd trigger, or use a StopSnd to stop the Run Sound when he is not dashing forward at all.......again, it may be just me..........
Can't wait to seeing and trying your next updated beta!