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I didn't get the Breakdance animation finished so that's not in this. I did the hit stun timing on Zafta's attacks and she has AI now.

All:

I'm not sure if I should make some anti air attacks unblockable so I won't. but most anti air options doe triple chip damage if they are blocked in air.

Characters that don't have enough normal moves to do a full chain of air combos can mash light punch to extend their combos indefinitely. Also this means all Jumping light punches that can do this have poor damage to help not make this a problem.

Zafta:

Hit stun timing has been worked on.

Rising Knee has removed.

Zafta has a move list image now, and the art was provided by CarlosSaiyan. However its already outdated since as stated above, Rising Knee has been removed.

Her AI has been added.

Her defensive option has been turned into a push block only. The knock down was annoying since she already has great range.

Some characters cam crouch under her medium kick and roundhouse. this makes sense so I may not change it. Her Hard Punch knocks further away then her Hard Kick, but you may not be able to combo off the hard punch.

Jumbo:

Damage brought down a little, his command grab does 180 HP for Light version and 240 for hard. He has the most damaging command grabs so far.

now has the option to do his super by doing a 360 motion. Still working on making sure it accepts most 360's.

Command grabs now can be done during the post jump lag. The heavier characters have a lot more stun to themselves on jumps, around 6-8 ticks of no control. This change is so they could empty jump command grab.

Jumbo's Super does 600 hp of damage now. Which is bringing it down.

Aroma:

Super Damage increased a little, it does around 420 - 440 hp now before poison.

Jiggly:

Super damage decreased a little, It now does 460 instead of 470. Purely because I don't like non even numbers. (10 hp) Her Light punch damage has been reduced.

Katrina:

Death Roll Suplex hard version does less damage. 180 for light and 200 for hard.

Bertha:

Thunder Thigh Trap does less damage: 180 for Light and 220 for hard, it was 225 before.

The Gigaton facesit was brought down a bit too.

Can also command grab out of jump recovery frames.

Enorma:

start up on her revolver has been sped up

Rocket Rump only has invulnerability to airborne attacks now. Not full invincibility. This is due to her being so good at zoning slower characters that she doesn't deserve a "get off me" move.

Lardo:

Has invulnerability to air attacks during his hard kick tail whip.

Bounce butt now does bonus damage only on the initial drop, the 2 other bounces both do 60 hp.


Let me know if Zafta's AI is good.


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