Kratus already stated, many times already, that he won't add anything from SORR.Maybe the SORR enemies could be added?
Thank you very much, my friendTry these palettes. The third one will just keep the standard palette.
Don't worry buddy, I thought the same at the first time I saw the sprites.@Kratus : Sorry and thanks for checking, I really thought those sprite bits were from the original BKM.
Sorry friend, I think it's not too useful for players. Indeed I'm testing the opposite, making cpu partners walk more like players, without walking backward.Can an optional setting be added where we can walk backwards while still facing forwards like the cpus do?
Ok, makes sense. I figured that's why the cpu's were so dangerous in combat, especially bosses.Thank you very much, my friend
Don't worry buddy, I thought the same at the first time I saw the sprites.
Sorry friend, I think it's not too useful for players. Indeed I'm testing the opposite, making cpu partners walk more like players, without walking backward.


Thanks for the suggestion, I will do some tests. The "1" fix looks good, but I still need to check if the italic fix for "i" and "j" will conflict with the other letters.View attachment 9683
After trying the endurance mode, I noticed that the "1" in the SOR2 font used by the game is thinner than the other numbers. In this screenshot, the 1st score happens to have two "1"s, which makes it look like a digit is missing.I think the original font could be slightly adjusted to unify the width of the characters (at least in the current interface).
Like this, I also adjusted "I" and "J".View attachment 9688 View attachment 9689
This is a common mystery in many fighting games lol, I thought the same when I played SF2 Champion Edition as bosses for the first time.Why are most bosses in the Rebellion mode so efficient in the hands of the enemy, but when they are in human hands, they are clunky and ineffective? *cough* Antonio *cough* *cough* *cough*. Just a thought that came up in my mind.
The CPU in SF2 can instantly recover from dizziness, secretly "dodge" the player's crouching attacks, and perform throws with an excessive number of hits. The boldest cheat is using the charged special moves while moving forward!This is a common mystery in many fighting games lol, I thought the same when I played SF2 Champion Edition as bosses for the first time.
I might have an idea. On mania they have 4 health bars, no special move penalty, and other advantages.This is a common mystery in many fighting games lol, I thought the same when I played SF2 Champion Edition as bosses for the first time.
It isn't fairThe CPU in SF2 can instantly recover from dizziness, secretly "dodge" the player's crouching attacks, and perform throws with an excessive number of hits. The boldest cheat is using the charged special moves while moving forward!![]()
If you set the jump type SOR 2. You can jump backwards while facing forward like in final fight. (Like this)Can an optional setting be added where we can walk backwards while still facing forwards like the cpus do?
I think both issues are the same, for some reason the enemy sometimes avoids holes but doesn't reset to idle at a defined distance, entering into an infinite walking loop.I keep getting stuck in this stage. Also the bad guys get stuck walking in place on the top of the playable lvl. Like @4:18
Exactly. Indeed I followed the SOR2 jump glitch, which works on the same way as Final Fight.If you set the jump type SOR 2. You can jump backwards while facing forward like in final fight. (Like this)
These were balance changes because in previous versions the game was too hard, mainly related to Jet characters. What change exactly do you suggest?Hey guys, I have a few questions. Why were some boss and mini-boss clones health flipped? Beano and Soya have lost almost all of their health, all Jet clones have 2 BARS of health, why was this change made? Along with the bosses' lack of special move penalty when you face them. Why is that a case? Also, their movement options are way less limited than ours?