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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Feb 25, 2010 4:55 am 
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Daio wrote:
Even after all the changes made, I still can't find myself enjoying this. I find the difficulty level to be a useless addition, since despite me playing the game on the same mode multiple times, the characters were all completely sporadic- for example, Rubeus was easily beatable as the first character on one game, and on the next he was pretty much impossible and destroyed me instantly. And even on the tamer sessions, the AI was wildly aggressive.

Incomplete characters are very OBVIOUSLY incomplete- for example, one of Sailor Neptune's punches (S key) would make a sound, but would show no animation and do no damage. Several of Mars' attacks (notably her kicks) yielded the same results.

Also, specials seem impossible to keep track off. The long bar on top of the screen doesn't give me an indication of when I was can use what, and trying to figure it out is a bit disorienting. What would be better is an actual numbering system that goes by levels.

I want to enjoy this game, but it feels nearly impossible to play.


Which Sailor Neptune punch are you talking about? Light, Medium or Hard? And I don't know why your Sailor Mars' kicks aren't working...they work for me. I agree the characters are hard to play against. I'd suggest trying survival mode first, or training. In the mean time I'm still working on their A.I. I don't want them to be TOO easy, and of course not too hard either. It sucks that with MUGEN, the difficulty setting doesn't really do much.


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Feb 25, 2010 5:09 am 
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I've uploaded an updated version of Sailor Neptune with her Punches fixed.


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Feb 25, 2010 10:57 am 
poshpsylocke wrote:
Hey, thanks for the feedback. What do you mean Venus' Jumping? Is it when she jumps forwards/backwards, up, falling down, what exactly do you want to see happen? Also, I have Jupiter's Level 5 super animation, I just have to implement it into the game. It's just taking a lot of editing. Sailor Neptune still has 4 supers. She has Submarine Reflection, Air Deep Submerge, Super Spin Kick Combination, and her level 5 Violin Tide Move. Did you notice I updated her regular Deep Submerge? It's more like the original fighting game, where it goes down. I made it like that to make sure it can also hit Chibi Moon.

I will definitley add Zoicite's flower moves, I think it's really cool. As far as Sailor Mercury, I'm still working on her Aqua Rhapsody move. I want to make the move have homing aqua missles, that track down the opponent, but it's a little tricky...

I will be adding Jupiter's throw moves soon, and her level 5 Super. As far as her Thunder Dragon Super, I might just scrap it altogether and make something else.


Thanks so much to hear all the good news from you! Maybe you can't imagine that I check on your site everyday just to see if the update version is posted yet though I know it can't be made so fast! :D

You know, for Venus, when she jumps backward, there's a long delay between the first and the second posters which makes the whole animation kinda retarded. I like the one very first one for Venus animation.

About Neptune, I'm so sorry for the mistake. The previous version I intended to tell you that Neptune had 5 Super move but I forgot. Now you notice it and fix it however I fell for the mistake I had intended to notice you! Once again, sorry!

I'm so happy when hearing about Jupiter's new moves and you correcting her Super Thunder Dragon. It's really weird!

Opps, If you wanna build up a track down version of Mercury Aqua Rhapsody, I suggest you to look inside the engine of Sakuraka. I've played that version and I notice there are three moves in there that have some kinda tracking feature. First is the Mercury Aqua Bubble. It follows Mercury and it blows when it recognizes that the opponent attacks Mercury. The second one is the Mars Fire Charms. These two charms follows Mars and burns down the opponent. The third and the last one is Venus Rolling Heart Vibration. This one, on the other hand, chases after the opponent and drains its blood. So I think you can look into the codes of these three moves and develop a tracking version for Mercury Aqua Rhapsody.

Good Luck


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Feb 25, 2010 12:39 pm 
posh-chan...maybe just adding some punching technique for rubeus...1 super he punch a lot of times just like uranus's super....and you can choose whether you want to make it with speed of light or just continue punching..another way to improve rubeus's super techniques is giving him a throwing attack like the one in sailor moon R game....I know he has a throwing technique,...and just continue it with some punch or kick technique.....i think that's good!! and for level 5 super make something cool like dark energy blast...just like when he fight sailor moon in the anime(not the orb one)....hope that will help posh-chan to make rubeus into a better one...REGARDS!!


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Feb 25, 2010 2:48 pm 
Aurorae Lunares
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I'm not really sure how to explain which one of Mars' attacks don't work, since my heavy buttons are evidently all the way across my keyboard near the directional buttons. But most of her air kicks don't do anything regardless of where you are, as well as when she's on the ground. I haven't really had a huge problem with punches, but it's incredibly limiting when you charge in for an attack, and suddenly you're vulnerable because there's no animation for the button you're trying to press.

Survival mode actually has a good difficulty ramp up, and I was able to take care of most enemies even without full health. This is probably the mode I enjoy the most, since I can get through about the same amount of rounds you would face with story mode. Even if it likes to pick Chibimoon way too much >_>

Jupiter and Uranus have some of the most annoying AI that I've ever witnessed, however. With Jupiter, it's using Double Axis repeatedly, locking you into a corner or a complete spam of special attacks. Uranus does much the shame, throwing constant world shakings and then a Space Sword Blaster/Super World Shaking spam, or doing nothing but down kicks until you die, which could be manageable to fight against if her AI was so monstrous. Also, she seems to have the same sound effect for absolutely everything, and it gets annoying so quickly. Venus also seems to be an offender, since her main strategy is "Push to wall -> spam love-me chain"

Also, kind of a weird/funny glitch I found that I don't know if it has been brought up yet. Sometimes the characters will guard....and float into the sky and never come back. Not even Mars' strongest special can bring them down.

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Fri Feb 26, 2010 10:39 pm 
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Daio wrote:
I'm not really sure how to explain which one of Mars' attacks don't work, since my heavy buttons are evidently all the way across my keyboard near the directional buttons. But most of her air kicks don't do anything regardless of where you are, as well as when she's on the ground. I haven't really had a huge problem with punches, but it's incredibly limiting when you charge in for an attack, and suddenly you're vulnerable because there's no animation for the button you're trying to press.

Survival mode actually has a good difficulty ramp up, and I was able to take care of most enemies even without full health. This is probably the mode I enjoy the most, since I can get through about the same amount of rounds you would face with story mode. Even if it likes to pick Chibimoon way too much >_>

Jupiter and Uranus have some of the most annoying AI that I've ever witnessed, however. With Jupiter, it's using Double Axis repeatedly, locking you into a corner or a complete spam of special attacks. Uranus does much the shame, throwing constant world shakings and then a Space Sword Blaster/Super World Shaking spam, or doing nothing but down kicks until you die, which could be manageable to fight against if her AI was so monstrous. Also, she seems to have the same sound effect for absolutely everything, and it gets annoying so quickly. Venus also seems to be an offender, since her main strategy is "Push to wall -> spam love-me chain"

Also, kind of a weird/funny glitch I found that I don't know if it has been brought up yet. Sometimes the characters will guard....and float into the sky and never come back. Not even Mars' strongest special can bring them down.


Thank you! This really helps me a lot. I know exactly where to go to work next. I'm going to implement more punches and kicks instead of moves to make it a little easier, and make Jupiter do her spinny kick a lot less, I get annoyed too with it! ;o Lol.


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Fri Mar 05, 2010 1:57 pm 
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Hi there, I'm a player of your game. I think it's really interesting. But I want to ask you a question. What is the key of D,B or F? X,Z, or Q,A... ? Thanks so much!

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Fri Mar 05, 2010 5:10 pm 
SailorOfDestruction wrote:
Hi there, I'm a player of your game. I think it's really interesting. But I want to ask you a question. What is the key of D,B or F? X,Z, or Q,A... ? Thanks so much!


Well:

D=Down
B=Back
F=Forward

I use the arrow keys...

X,Z,Q,A are the key for your key boards, they reseamble punch and kick


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Sun Mar 07, 2010 5:04 am 
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Hi poshpsylocke, I think there's a problem with Pluto's skill: Dark Dome Close. I hope you'll fix it soon.

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Wed Mar 10, 2010 4:07 am 
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I will update Pluto's Dark Dome Close. Please download the new version of Sailor Moon and let me know what you think! This is the new standard for all of the scouts, and I will be updating the other scouts soon.

poshpsylocke.yolasite.com


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Wed Mar 10, 2010 12:42 pm 
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Thanks so much. I'm looking forward to the full version of your game. Your new updates are cool, I like them.

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Last edited by SailorOfDestruction on Thu Mar 11, 2010 11:21 am, edited 1 time in total.

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Mar 11, 2010 9:42 am 
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There's a new version of Sailor Saturn uploaded for you guys' pleasure. She has a new kick throw from the original game, her healing super goes faster, all of her punches and kicks have been updated, making her ground and air combs WAAAY easier to perform, just like with Sailor Moon now. A new palette has been added for her as well. Thanks to all of you who are playing the game, Sailor Moon X! I promise to have a very well made game! Thanks for being patient with me as I better my programming skills with MUGEN so that we all have a great Sailor Moon Fighting game that will last through the ages!


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Mar 11, 2010 11:14 am 
I've tried new version of Saturn and I found a big bug: have you guys tried to make the Super Combo Move of Saturn? It never succeeds in the first time! Hope you can fix this bug Posh!


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Tue Mar 23, 2010 6:30 pm 
Wow what awesome characters! A bit hard to defeat but thats even better. The list for the upcoming charcters looks really promising. Though i don't see Tuxedo Mask, and the other two guys that work for queen beryl. But I still cant wait for more updates!!!!!!

Thanks Poshpsylocke!!!!!!!


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Mar 25, 2010 1:12 pm 
Hey Posh, This new update on 24/3 doesn't fix the Ground Combo for Saturn and Uranus! Try it and you see this move never succeeds!


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Fri Mar 26, 2010 8:06 pm 
Hi. I'm a long-time SM fan, and I was pleased to see your fighting game, and so I tried it out. I'm glad that it actually FELT like a Street Fighter-speed fighter.

Though, I think adding a few more characters from the series in general (I notice a lack of S and SuperS reps). My starting picks:
*Kaolinite
*Tiger-Eye
*Oppositio Sin (from the SNES RPG, because I love her character)


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Apr 01, 2010 5:15 pm 
Aurorae Lunares
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Sorry about the double-post, but I wanted to say more about the game. I can't edit my past entry since it was made before I became a member.

Anyway, it's a very good game so far, but I think a few major adjustments are in order

*Difficulty - I know it's hard to program a balance, but I still dislike the CPU always pinning me into the corner and pounding until I drop. This needs adjustment.

*Characters - I've seen your planned roster, and there's too many R characters compared to all the other non-Sailors. Since you're already creating Galaxia and your own character, perhaps you could see about creating other playable characters from the entire series. Tuxedo Mask DEFINITELY needs to get in somehow.

*Arcade order - The random opponents are good, but you should also pick a final boss and set it for the last fight. Beryl would be the obvious choice, with Sailor Moon replacing her for when playing AS Beryl.

*Storyline - It's a VERY flimsy issue in fighting games, but even Street Fighter can usually sum up a character's motives for being playable in a few sentences. Think up something interesting about each character. What do they fight for? Love? Power? Reputation?

*Instant-kill supers - Either get rid of them or make them less powerful. They just make it too unfairly balanced.

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu Apr 01, 2010 11:55 pm 
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Thanks for all of the great feedback!

I've used Saturn and Uranus many times, and their combos did connect for me. Maybe you're talking about the combo counter not connecting, I'm not sure.

As far as characters go, I plan on sticking with my current line up because they will be the quickest to make. I want to finish the game before May 25 (my birthday), so that I can have it be played at the San Jose 2010 Fanime Convention Game Room. Also, I plan on making a sequal which will feature more of the SuperS characters.

For the story, I plan on having an intro for each character. It has taken me time to develop a story that is good, unique for each character, and is consistent. I want the story to make sense, and develop towards leading into Sailor Moon X 2 (the name might change).

Thank you all for playing the game! You're MY biggest fans and this game is for you, Sailor Moon lovers.

Expect to see more updates soon, including difficulty balance, more moves added to existing characters, and the rest of the character line-up being added.

Thanks guys! :)

-Poshpsylocke


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Tue Apr 06, 2010 6:14 pm 
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Pleeeeeeeeeeeeease make one character of the Amazoness Quartteto. They are my favourite characters of all series.
Any of them.

Attacks are to be found here:
http://www.wikimoon.org/index.php?title=JunJun
http://www.wikimoon.org/index.php?title=CereCere
http://www.wikimoon.org/index.php?title=VesVes
http://www.wikimoon.org/index.php?title=PallaPalla

Also perhaps you could make them release a Remless that would keep on attacking for 5 seconds than dissapear.


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Wed Apr 07, 2010 10:22 pm 
Aurorae Lunares
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Nero Superbus wrote:
Pleeeeeeeeeeeeease make one character of the Amazoness Quartteto. They are my favourite characters of all series.
Any of them.


The full planned-out roster is on the SMX website, and almost all of the non-Sailors are from Classic or R, with Galaxia and an OC thrown in for variety.

I don't plan to download the OC, since I'm personally against them, but I do like how he gives us the option to pick who we want.

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Mon May 03, 2010 9:46 am 
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I think there is a problem when Sailor Jupiter grabs her opponent and throws him, can you check this out?

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Tue May 11, 2010 2:27 pm 
Luna Crescens
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i really love sailor moon x. but can you make galaxia please =) :lol:

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Sun May 16, 2010 3:07 pm 
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there should be an original final boss. with an original final boss music.

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Sun May 16, 2010 3:57 pm 
Luna Crescens
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super sailor mars and queen beryl don't word. do not use esnips. upload on mediafire or sendspace again please =)

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Tue May 18, 2010 9:45 am 
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Thanks for your responses! I have fixed the link to download Mars and Beryl. It's currently an issue for me to use mediafire or most other services because I had a virus recently and I'm having problems uploading files. Esnips was the only solution I found for right now. Thanks!


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Thu May 20, 2010 3:36 pm 
the update was great! wait for Mercury Aqua Rhapsody!


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Fri May 21, 2010 1:22 pm 
Dear Posh

After playing the latest update of SMX I've got some thing to say:

+ Most of the updates are good and all the characters are being improved. However, there are still some old bugs lasting for a long time like:
- Some level 5 Super are able to dodge and guard while some are invincible. For example, it seems that only Sailormoon with silver crystal divine power can get away with Neptune Tidal Violin. I tried and am hopeless in finding a way to defend it. There are time to dodge and guard level 5 World Shaking but there is hardly anytime for Venus Crescent Beam Shower or Mars Fire Phoenix or Saturn Silent Glaive. Pluto Dark Doom appears to consume no energy and if we do it successful, we have to wait for a long time for the match to end. Jupiter Sparkling Wide Pressure doesn't look like a level 5 Super. It's... pathetic.
- Zoicite's Petal Move are ridiculous because there's a conflict in itself. Zoicite's Petal Move launches 4 flower petals and it costs U 4 normal move to neutralize it. It even breaks Pluto Death Scream normal move although ridiculously, it damages U less than the Death Scream=)). So which one is stronger? The same phenomenon happens with Mercury Aqua Mirage. If U got hit by this move, u're instantly dead but Moon Spiral Heart Attack or Esmerald Dark Energy Super can neutralize it and even overwhelm it.

+ I used to enjoy the game but not anymore. The reason is the characters' AI. I don't understand why U did that. U said that U one everyone to enjoy this game but U made it so hard so how can they? I still finish the game completely but I don't find interesting anymore. U used to say that after the update, ur game is not so easy but looking through all the replies, I see that players complained so much about the game's being hard. This can be analyzed as below:
- The speed is so fast, I'm not sure the characters are moving or sliding or flying:)).
- It's so hard to beat the characters. I feel like the update tends to force the player to use the combo and that results in the question: can the new players play ur game? After the update, I found each character has only one effective super move. Let me make it clearer. Let's take Pluto for example. I used all normal moves but the opponent defends all of them and randomly I succeeded. When I used super move, only Death Scream works while the others don't. Don't means I don't succeed. I thought due to the characters' AI, they became so intelligent that they can block almost the moves.

I always follow ur thread of making this game and always want to speak out what I feel about it, no more or less. Hope I can find the interest in playing this game again!


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Fri May 21, 2010 4:16 pm 
Luna Crescens
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poshpsylocke wrote:
Thanks for your responses! I have fixed the link to download Mars and Beryl. It's currently an issue for me to use mediafire or most other services because I had a virus recently and I'm having problems uploading files. Esnips was the only solution I found for right now. Thanks!


ok... i have a question: can you tell me how to make stages?

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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Sat May 22, 2010 3:27 am 
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Heobibo wrote:
+ I used to enjoy the game but not anymore. The reason is the characters' AI. I don't understand why U did that. U said that U one everyone to enjoy this game but U made it so hard so how can they? I still finish the game completely but I don't find interesting anymore. U used to say that after the update, ur game is not so easy but looking through all the replies, I see that players complained so much about the game's being hard.


Let's not be too harsh on Posh. After all his only one person whose programming the game. And besides the last update is still in the beta stage so it's not final yet. I remember using Sakuraka's Sailormoon against Posh's Saturn before the latest update. I already have 5 characters on screen and Saturn still manages to beat the crap out of them.

Maybe I could help out w/ a few suggestions.

1. Try to get some ideas from other fighting games besides MVC series. You can try Melty Blood, Guilty Gear, Arcana Heart and Bleach Dark Souls(DS).
2. Why not add a separate bar for super and another bar for EX attacks like Bleach Darksouls. If you've played Darkstalkers or SF3 there just powered up versions of the regular specials. For example, Mars uses her Fire Soul Bird but when she uses up the EX bar she'll be able to throw between 2 or 3 more of the same projectile.
3. Add the roll dodge feature from KOF. Just make sure it will use up an EX bar. I really hate it when players abuse it. Like Terry Bogard from CVS2. He keeps rolling and rolling and uses his Rising Tackle to quickly recover making him untouchable.
4. Add the Flash Step feature from Bleach. It's the coolest feature in the game. Makes it look like your playing in the DBZ universe(w/c unfortunately no DBZ game has).
5. Put a weakness for Shoryuken-like attacks. It's a problem w/ almost all fighting games. I consider this move cheap. Why? It's already invulnerable, makes the opponent untouchable and does a lot of damage. It's an anti-aerial move designed for counter striking air attacks and that should be the only purpose for it. You should make it similar to Jupiter Double Axle in the SNES game where it's vulnerable to ground attacks.


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 Post subject: Re: Poshpsylocke's Sailor Moon X M.U.G.E.N. fighting game
PostPosted: Sat May 22, 2010 12:49 pm 
I don't mean to push Posh to the edge. I just speak out what I think. Playing the game more, I found out Sailor Neptune sometimes jumped and she continued to get higher and higher until U can do anything to finish the match. I still get a bug of Sailor Saturn not being able to succeed her combo super. Sometimes it worked but sometimes it didn't. Now I could only beat Sailor Saturn with some characters not all because she's too nasty and hard to beat with moving left and right so fast that helped her avoid almost my attacks.


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