12/7/2023 0 Comments Mugen fighters guild dioI think the time stop before The World appears with him holding the knives during Judgment is kind of unnecessary. There doesn't seem to be any difference in regards to any of the normal variants of Space Ripper Stingy Eyes, in either damage, start-up time or range. Also in regards to both of his throws, the attacks themselves don't have much impact or weight behind them, due to lacking wind-up frames. DIO should toss the opponent higher during World Serve. MAX Punishment has a similar issue, where the stage starts to animate again after the kick lands. During World Break, even though time stops, the background continues to move. I do have some things worth mentioning feedback and miscellaneous suggestions wise: Dude's super fun just from a preliminary test run, I love how you really did incorporate things from both Shadow and Final DIO. The way I was legit waiting for you to release DIO lmao. Blocking Punishment when holding the kick button will have a hitspark instead of a guard spark and does no chip damage to the opponent. His animation is completely static when using Punishment while holding the kick button. He stops glowing yellow in the middle of using EX Blazing Fist in the air. The custom combo FX is misaligned when used in the air. The voice clip on his special intro with Jotaro cuts off. The World on his special intro with Jotaro disappears behind DIO than in front of him. This is one of the characters I was hyped on when you announced him. Using supers during the The World Time Stop will not have the blue background when used the first time. After using the The World Time Stop and doing a few hits the opponent, DIO will sometimes disappear and dash forward even if don't push them forward. Bloody Summoning doesn't have envshake when the hit connects and a swing sound when the opponent is thrown at the end. The super activation sound effect will play before the Super FX appears on any version of Checkmate. I personally think it would sound better if you also add the strong ground shockwave sound effect when it hits the ground on Road Roller. The World is missing a frame when he uses EX Blazing Fist. Counter message doesn't appear when the opponent is hit by any version of Checkmate, Checkmate Crush, Space Ripper Stingy Eyes and Bloody Summoning while attacking. The strong ground shockwave sound effect on Blazing Strike seems to cut off when it hits the opponent (The EX version is fine though). The counter message when the opponent is hit with Blazing Fist and Blazing Strike while attacking is misaligned. The swing sound on his standing LP plays after it hits the opponent.
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