Then SMB3 Bowser and 3D SSBB Mario, both of them are super cheap and their moves are from Super Smash Bros Brawl Then final is Super Mario vs Shazzo Bowser ok If I use the New Bowser by KY-Shanxi, He would totally owned all the Mario Characters that is the reason why I made it fair by using the Bowser by Shazzo cause he is not weak eitherSuper Mario Classic World. This super mario bros platform game is dedicated for people which likes the classic arcade mario games. Ony jumping, collectin the coins, using the mushroms, fire flowers and power stars, finding hidden boxes, and pipes.Here's my feedback on him:-Back dash has no envshake and guard sound effect when he touches the ground.-The hitspark and guard spark on Fireball is misaligned.-I personally think you should change the charge punch of how it functions (Example: If used without charging, it won't knock the opponent down, but charging for two seconds will).-The slide effect on the Charged Punch doesn't appear if charged for two seconds.-The Goomba disappears by a frame and not through a fade.-The bomb on the Fly Guy striker disappears in the middle of the air and doesn't make contact on the ground (Which makes this move easily avoidable by crouching).-The super background could be changed as it's still Yang's color (Make it the similar green color to his SSB4 amiibo packaging).-Bowser during The Grand Finale doesn't appear through a transition.-A few of Yang's sprites still exist in the SFF file.That should be all of it. Giang (feedback)Finally he's here. The infinite combo was fixed with the A button.The collision boxes of many animations were changed.The time of the 1500 animation was increased.Bowser is now "heavier" when running, jumping and dashing.The sound of running, walking and landing on the ground was changed.Now the piranha plant can only appear once.It was changed to Goomba by Chargin Chuck.Sounds were added to Fly Guy and the bomb he drops now reaches the ground.Piranha plant now turns if the opponent is on the opposite side.The character's defense is now 100 instead of 110.The code Nep's Helper-detection was added.Banzai Bill can now change direction if it is held back and the damage was reduced even in combos.The astral heat of bowser was changed, the name of the attack is the same starts the same but if it hits the opponent it becomes Megadragonbowser.Explods were added in the Charged punch attack.Now Bowser does land correctly when he catches the opponent in the air.An animation was added as in the M&L game Bowser's inside story every time Bowser wins the fight with Banzai Bill or Fire Breath.The Ex version of the Fireball attack goes in the same direction as the A and B version the damage and the effect is the same as in version 1.0 but now its speed is slower.Version v2.0By activating the UltraBURST Bowser he can use more powerful versions of his supers.Trying to imitate the gameplay of Super Smash Bros (Melee / Ultimate) Bowser can change the direction in which he dodges in the air backwards or forwards, it can be done in aerial dash or in the double jump.As in the game Mario & Luigi: Bowser's Inside Story, when Bowser's life bar is reduced to 1/4, the Fury mode is activated, increasing the damage of his attacks.Sprites that were not needed were removed.Added missing crates on second air strike with AA (anim 601).Fixed player2 animation on normal ground grip now on both left and right side.Bowser is now unable to combo hit B crouching + fire ball while in midair.If you wrongly load the hit with the C button Bowser will take longer to get up and the damage of the hit was reduced.Banzai Bill / Shy Guy Airtub DX can now destroy projectiles.A song was added to his altral heat when he has 250 health or less.Now it has an intro against Luigi and a new animation against Mario.Banzai Bill is now unable to hit the opponent if he remains lying on the ground only if he bounces.Paddles 5 and 6 were replaced with new ones.OHMSBY (for letting me use their chars as the basis for programming them)Ploaj (sprites from the game mario and luigi bowser's inside story and bowser jr's journey, mario and luigi dream team superstar saga and bowser's minions, mario and luigi dream team dream team)Fawfulthegreat64 (voice rips mario and luigi bowser's inside story and bowser jr's journey)CozySquirtle (palette: Bowser from Super Mario 64)PlasmoidThunder, SolidZone 26, Mr. 3 for the Nintendo Entertainment System was also designed after this game. Has been created by Jedah12 and Leonardo, with the latters version having been. Trying to imitate the gameplay of Super Smash Bros.I'd recommend forgoing the headbox and just extending his hurtbox out slightly. You placed a hurtbox over his head, which is fair enough I guess, but he keeps this even when his head isn't there (like during walk back). So can't wait to make a special intro for him.
2C lacks a hurtbox for the first 5 frames is this intentional? Lots of unused leftovers from Yang while it doesn't affect the character in-game, it'd help to reduce the character's filesize. Hard to tell if they were intentional, but it feels like there's some Yang stuff you forgot to take out or change, such as the autoguard on 5B and 66A (as well as Fire Breath, even though it goes unused), and the overhead property of 66B, despite it not looking much like an overhead. Did you change his idle hurtboxes partway through development and then forget to change them for all animations that use them? Animations like crouch to stand have his hurtboxes shift about a bit, which is why I asked. Frame 6 for this (5A) is disappointing: I have a few issues with Bowser Bomb, so here goes: Why does grounded EX Fireball launch at the ground? It has no practical benefit over the A and B versions, so it seems like a waste of 500 Power. Assists have no limiter, so you can summon another instance of the same assist that's already on screen this is most obvious with Piranha Plant. Fynsy elsa wedding salon gameSeems odd for Banzai Bill to do 300 damage considering how large the projectile is and how fast it travels across the screen almost completely outclasses Flame Breath. Trying to chain crouching Normals in the corner against someone who doesn't have large hurtboxes is really difficult. On the subject of frame data, here's his Normals on hit:It's all over the place and 5AAA being +10 on hit results in this: This move really isn't worth the risk. Partially related to the above, this thing is -71 on block if it hits on the first active frame and (assuming the opponent is a standing Kung Fu Man) -44 on block if it hits on the way down.
0 Comments
Leave a Reply. |
AuthorAngela ArchivesCategories |