- Which animations look subpar and should get further looking-at if we are to appease the people who don't understand the concept of clone character? We may be able to do some traceover-holds or in-betweens to help them if I beg hard enough. And I can probably manage to get (or draw) a new projectile.
Let's see
- Fireball just disappears without any sort of additional effect. To compare: Val's Shuriken is 1/4th as big (much less of an issue for it to just disappear) and has a very pronounced dust cloud when it lands
- Drill obviously has her not transform the hair into Drill, or back from Drill into normal state. Transforming into isn't much of an issue because it's pretty fast (it does however not look very pretty, as it's not fluent but a very thin hair start and then the thick base of the Ringlet suddenly appearing), transforming out of IS an issue because right now it's just layered on top of Filia's jab, which you can see quite clearly in the background
http://s14.directupload.net/images/140402/oiyp2zxh.jpg shows both the jab behind the ringlet and the ugly cut from thin hair lines to thick Ringlet base
- Some sort of animation for the armored command grab that doesn't make it look like the game froze is lacking
- Idle stance looks entirely different from all of her normals and her recovery frames and her walk etc without any transitioning frames in between (walk>idle has some, idle>walk doesn't; rhythmically pressing Throw looks rather choppy)
- Lack of transition frames from cheeky hipshake to Filia dash animation for the initial transparent Fukua in the KK-Super, also lack of transition frames for the 2nd part (main fukua holding hip > disappearing)
- Both Command Grabs just feel choppy in general, transition frames from the Ground Throw part to the Airthrow one? Or something, dunno what's missing here but it just doesn't feel good E: Also probably some frames when bashing from left to right and vice versa, as right now it just teleports
Drill is honestly my biggest gripe, Fireball looks comparably okay to me
I'm no artist so I'm sure someone who actually knows these things can find more, those are just what I notice when dancing in training mode
Further notes:
- Reused animations are fine, but the same animation for Throw, Airthrow, 236Throw, 214Throw and Lvl5 is.. a bit much
- Reused normals are fine, but the same Frame Data / Hitboxes / etc for s.LK c.LK s.MP c.MP c.MK s.HP c.HP s.HK c.HK j.LK j.MP j.HP is.. a bit much (+ whatever normals are actually the same and just look a bit different, ie j.LP? It has the same hitboxes with slightly different hurtboxes)
- Same thing with Airthrow, Groundthrow, Tagin, Tagout etc being the exact 1:1 same (rather than as eg someone from the IRC said, the Tagin being a horizontal Updo)
Really, the main difference to Filia is Doublejump vs Airdash. I'd LOVE if her normals got more differentiated and she got a proper poke that wasn't just Filia c.HP
- Have any of you "No" people considered that the fact that she exists in as complete a form as she does already after this short a time could be a demonstration of the love that's been put into the game thus far? She could have been just a video. Jerks.
Yeah, I love her as a joke. The trailer made me smile (quite a feat!!), and actually playing her is hilarious. My initial reaction was "Wow she has a TK Fireball, she's cool!".
I just don't think she's much more than that, and quite frankly believe you're insulting yourself if you think that a 3day character can be half as well made as the rest of this game.
If you get to touch up the transition frame issues and somehow find a way to change her normals that sufficiently differentiates them from Filia's without being a lot of work, I'll heartily welcome her into the roster as I actually think she may be a character I'd play, but as it stands imo she deteriorates the overall quality of SG - I could look past the animation as I don't really notice it while playing, but 90% of her normals being 1:1 copies is just .. not my cup of tea.