Can't leave out Eliza.
That looks hideous, trust me.
There's no way to reliably detect that case that doesn't do some really annoying things if you like, hit the assist once while the point char is knocked down, etc. I tried.
You can't make it so that if you're hitting the assist while the point is in hitstun it happens? Or, like, if the game can register whether or not a move is hitting two characters on the same frame? Even if you can't, I think the change is great. The game needs/needed some non-gameplay fluff during matches imo.
You can change your team order before a match starts. Think it's still offline only. But if you run filia/cerebella/double, you can switch to cerebella point by holding mp+mk.
Oh yes, I can certainly do both of those things, very easily. And I did, when I was testing it.You can't make it so that if you're hitting the assist while the point is in hitstun it happens? Or, like, if the game can register whether or not a move is hitting two characters on the same frame? Even if you can't, I think the change is great. The game needs/needed some non-gameplay fluff during matches imo.
Ohhhhh, it's offline only..! Now I feel silly
... Start the effect after 30 frames (or however many) of hitting both characters so that for things like hitting both characters with a Titan Knuckle would never activate it? That's my last suggestion, since you have probably thought of everything I would and more.Oh yes, I can certainly do both of those things, very easily. And I did, when I was testing it.
PROBLEM IS, those situations happens a LOT more than you think, and they don't get continued, and having the effect happen for like 1/10th of a sec in the middle of otherwise random gameplay is hella annoying. There's no really easy way to tell.
Val's level 3 probably should override it entirely since its a cutscene super.
That looks great!
It has always reacted. It's been so long since I played through her story but I think it reacts in some of those portraits, but it also reacts during gameplay.
I like the updated KO effect, especially with how it handles the lineart. The yellow backdrop comes across a lot better, but maybe instead of a smooth gradient, the artists could brush a little texture into it, similar to some of the BG's in story mode:
(IMG)
Of course, this is assuming the backdrop is an image, and not a lighting filter of some kind. In any case, it looks WAY cooler than the initial version, and it's pretty sweet to see it added-in!
Photo textures and splatter effects would be too much, but if they applied very subtle brush strokes, they could potentially add a little texture to the backdrop without drastically changing the filesize. Smooth gradients just don't pop up a lot in the game, so I'm thinking a little brush action might help for consistency.
Yup, it feels kinda too street-fighter-ish. Really doesn't need a sf4-like death scream for the same reason, though.
First thing I thought. Luckily it's easy to mod music in?
Don't know how red/blue-purple fits the game better. The central game colors are like black, gold, and white for the most part.I love both the Poccolo Effect and the Death Screen. The Death Screen does feel a bit empty, though. Maybe if you added a shout or scream on death (like in Street Fighter IV), then it would be more complete.
As for the colors, if people really think the Death Screen color is clichee, maybe it should be changed from Yellow-Orange to Red/Blue-Purple. It would also fit the theme of the game better.
I said what now?
Nah, it needs the name of the super that killed in gigantic letters on the screen. Shame there aren't Variable Combinations to give us combined super names while we're at it.pfft death screams
My suggestion would be a sound bite of @Tomar saying "Blockbuster KO!" or something cornball like how there was in CvS2 "Finest KO" and MvC1 "Hyper Combo Finish!"