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Needs greater ground.front distance value.Hitboxes need to be smaller, hes hitting with the blades not the chains. Also you have them extending past the blades (getting hit by air).Do not put the Collision box (blue) on the weapons, just hit body. The exception to that is Nemean Cestus, since they're "gloves".Sprites need realigning, start with the standing sprites. His higher foot should be touching the ground.You really should actually make the Back hop Collision boxes.Why is the hitbox for dash so huge and it has infinite priority. http://mugen-wiki.info/index.php/Main/InfinitePriority The reason you can hit him during dash is because of the not hit by at statedef - 2. Only applies in state 100(dash).I removed it.Are there missing sprites? Seems like there is from the "jumps" from one attack to another within the chain.There should not be a hitbox on the first frame of air x, the chain has no momentum. Also you should not be able to spam it on the first frame. Counter productive.Never ever put statetype = s for an attack that has down for one for one of the input, NEVER!!! What do you mean if I may ask?Icarus Ascension should not hit, it needs to push. Make two helpers that have playerpush set to zero, a movement velocity, and a really tall collision box. A bit confusing. Can you explain?Nemesis bolt is an infinite.Army of Sparta and Fire Shockwave are not special attacks, they are supers. List as such and the power cost.
[StateDef blah]type = Smovetype= Aphysics = Sjuggle = 1velset = 0,0ctrl = 0anim = blahpoweradd = 20sprpriority = 2[State 0, Helper]type = Helpertrigger1 = Animelem = 2helpertype = normal ;playername = "pusher1"ID = 651stateno = 651pos = 0,0postype = p2 ;p2,front,back,left,rightfacing = 1keyctrl = 0ownpal = 0supermovetime = 999999pausemovetime = 999999[State 0, Helper]type = Helpertrigger1 = Animelem = 2helpertype = normal ;playername = "pusher2"ID = blahstateno = blahpos = 0,0postype = p2 ;p2,front,back,left,rightfacing = 1keyctrl = 0ownpal = 0supermovetime = 999999pausemovetime = 999999[State 650, VelSet]type = VelSettrigger1 = Animelem = 2x = 9y = -11[State 0, PlaySnd]type = PlaySndtrigger1 = Animelem = 2value = S40,5volume = 0[State 0, ChangeState]type = ChangeStatetrigger1 = !animtimevalue = 0ctrl = 1
[statedef blah]type = Smovetype = Iphysics = Nanim = blahvelset = 0,-11ctrl = 0[State 0, PlayerPush]type = PlayerPushtrigger1 = Time = 0value = 0[State 0,destroySelf]type = destroyselftrigger1 = !animtime
Icarus Ascension - Use your wings to launch nearby enemies and jump into the air.
Are there missing sprites? Seems like there is from the "jumps" from one attack to another within the chain.