Since it's only been very recent, thus not many may have noticed, OHMSBY now uses custom hitfall for his characters in order to allow OTG combos to retain their damage as well as prevent unwanted ground teching. No hitstun decay nor incremental corner push, both are stuff OHMSBY's included in his stuff since the last few months. Also, j.b has such excessive frame advantage that you can perform a blockstring infinite into itself via instant air dash shenanigans Noel's dashing grab is an infinite into itself. A bit of an obscure thing since it's not common knowledge, but I would recommend low instead of trip for ground.type on 2.c since it forces fence_up to trigger. The second and third hits of Noel's "a" auto combo have monstrous frame advantage on both hit and block without even jump canceling, something that I would expect from a jump canceled heavy normal instead +15 and +20 respectively. You can always refer to the documentations included with MUGEN to find which sprites you've forgotten to add to the character. Asides from aesthetic issues, it does have a tangible influence on gameplay since it makes everything feel very chaotic and too loose to the point combos just don't work asides from some cheap ones that I'll elaborate below. All her moves have no hitpause on hit or block, giving them almost non-existent impact and makes it look like Noel is flailing. Alright, time for the big, bad moment that you've probably anticipated feedback.
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