Hi there, everyone.
I have noticed some Final Smashes are not having the effect they should have, when played under certain circumstances.
Right now, I only spotted this issue with the Street Fighter characters.
But there might be some other characters with that issue.
The attacks tend to be a little buggy, when used against an opponent with a lower handicap.
Here I go:
Shin ShoryukenWhen used against a character with a lower handicap-setting, the following happens.
The first hit knocks the opponent into the air but teleports back in front of Ryu for the second hit.
That one knocks the opponent too far away and the third hit then misses completely.
A possible way to remedy this would be like this:
Make it that the opponent is "frozen" during the first two hits (aka remains at the location he currently is).
When Ryu performs the third uppercut, make the opponent move along.
And then, at the end of the third uppercut, the actual knockback takes effect.
HoyokusenChun Li is having the same problems with her Melee-FS, when used against a lower handicap.
The initial hit tends to knock the opponent too far away, causing the flurry of kicks and the rising kick to miss.
And even if it doesn't, the final hit after the flurry of kicks rarely connects.
(Even under normal circumstances!)
Way to fix this:
Make the opponent either freeze for the initial hit or make a set movement (= no actual knockback).
Freeze during the flurry of kicks. Only give the final hit the actual knockback.
Messatsu Go-ShoryuThe very same issues here. Which causes the final two hits to rarly connect.
Even more annoying, is the fact that a teammate can knock the victim out of the attack.
How to fix this:
Just like in the previous issue, don't use knockback until the last hit.
Use set movements for the uppercuts.
If you have better ideas, then feel free to share.