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报告翻译问题










While the comments come across somewhat as "This is how I would do it." Even though you already have, it's more or less just the unhelpful comments that I don't want left on the board. If I would respond "Okay and?" and there's no way to interact with what is said, it's likely not going to stay here to be read by others. Any interest from someone else on what's being done, is appreciated and cool to have.
Fspecial does need tweaks to make it easier to angle. Currently forward takes priority and doesn't need to, (somewhat annoying tbh). The no-bouncing thing is actually a glitch you can perform in FP2 that I liked so much I chose to recreate it. Sliding up a wall actually increases your vertical speed compared to ascending in open air.
Minor thing, but Dtilt has the crouch sprite as its hitbox currently, that should be an easy fix.
I want to make it clear that just because I made a version of the character myself I am not looking to put another version of it down, just trying to offer advice on how to improve the current one given my experience of making a version of the same character for the last year and a half and also trying to be accurate to the source material. Good luck with your version of the character.
Now that I know this, I have some suggestions that I think would help with that objective.
You can create your own hit effects using hit_fx_create and then use spawn_hit_fx to spawn them. I think by doing this you can make your own sparkle effects that spawn during Cyclone and Dragon Boost startup.
Is there any reason that the boost doesn't bounce off walls? It feels a bit awkward that it doesn't do that but at the same time if you have a reason for it.
I also think it is kind of awkward to aim upwards during a boost on keyboard by letting go of forward, so maybe diagonal presses (up and forward at the same time) could make it easier to aim upwards. I believe the games also lock your last boost direction as default for when you use it again.
What you are discussing are not necessarily balance changes, but more likely quality of life.
1. Dash attack will continue to go over ledge.
2. Blink dash will likely be changed to NOT go over ledge.
3. Fstrong would need a different purpose and a somewhat decent force reduction if it were not designed to be able to be DI'd down and teched. Hitting it on a partially aerial opponent, either from read or a ledge/platform almost always secures a kill. [Making this move less niche may be important because of the recent Dstrong nerf, so it's worth the attention, thank you.]
-It feels very awkward when Dash-attack and Parry-attack go over the ledge, maybe make it so they stop before falling?
-Fstrong launches in a pretty weird angle, maybe consider adjusting it so it doesn't send partially downwards?