I really like this. I like the potential you have in that mod.

I have some suggestions you need to look at.
- Kenshiro's idle in the platformer style is out of place when it replays. Just add a couple of frames in reverse for smooth transition in replay like you have idle4 as 5th or last frame, and add like idle3 image as 6th frame, idle2 as 7th or last frame. I didn't extract your mod to see.
- I know that the projectile is from Ryu's Hadouken and I understand that Street Fighter had some inspiration from Hokuto no Ken and Dragon Ball Z. I don't wanna say this and I'm sorry if I would sound picky or demanding or whatever, but
- You need to add anim jumpdelay and anim jumpland 'cause when you use just jump anim, you only see him jump in air with the first frame looking like it's about to jump. You put that about-to-jump frame in both jumpdelay and jumpland anims.
- You also need landframe for anim fall. If player is about to fall, he will land on ground with landframe called. First, add landframe and insert which frame the entity will touch the ground. You give the first frame a little short delay. Then, give the second frame or second-to-the-last frame a little long delay before you give a frame to land and have it with some short delay before getting up (anim rise).
- I see you use move for Kenshiro to do the dragon kick forward. How about jumpframe? Or maybe @cmd move if you have that in your animation script?
Miru said:
Liked it up until the second level's protection mission. It's like protecting a suicidal wet tissue. I understand why the game is not very lenient about you letting her be captured, but her behavior is another story. She has a tendency to run TOWARDS the enemy, often with you unable to catch up without perfect timing. Maybe add the ability to run and jump in that section?
True. That's hard for me to complete even though I felt challenged of it. LOL But what's harder for me was the platformer part 'cause I especially got lost and confused in jumping on that "Jump" text platform.
Even though I never try coding NPC characters, I understand their behavior. It's meant to attack the enemy to help the player. Now that you said it, I think he needs to add subtype follow in the header.
subtype {type}
- ~{type}:
- arrow: The entity flies from right to left off the screen. You can use the "flip" command when spawning it to make it fly left-to-right.
- noskip: Used with text-type entities. It prohibits the player from using attack or jump to skip through text.
- weapon: Used for player weapons which can be picked up and used.
- biker: Used for Biker enemies. They fly left and right across the screen and must be knocked off their bikes to be stopped.
- notgrab: Does the same thing as the cantgrab command: the entity can't be grabbed.
- touch: For items. The item will be collected just by touching it. You won't need to press the attack button.
- flydie: For obstacles. When hit, the obstacle will fly horizontally offscreen while playing it's FALL animation.
- both: For endlevel items. If there are two players, both must be touching this item to end the stage.
- project: For items. When picked up, this entity is treated like a weapon which doesn't actually change any of the character's attributes except for their projectiles. Works for both players and enemies (if they have a GET animation).
- chase: For enemies and projectiles. If given to an enemy, he/she will walk towards player all the time. If player is far from the enemy, he/she will run instead. If given to projectile, it will become homing projectile.
- follow: For npcs. Will cause an npc to attempt to follow the entity that spawned or summoned it (see below). Uses range setting in *idle* animation to determine how close it will follow. If the npc exceeds the minimum range and no entities it is hostile towards are nearby, it will move to the spawning entity normally. If it exceeds maximum range, the npc will instantly warp to the spawning entity regardless of what it is currently doing and play it’s respawn animation if it has one. An npc without this subtype will behave exactly like an enemy with the chase subtype. It can potentially follow a hostile across the entire level, and will wander randomly if no hostiles are available.
I'll come back for some more. I gotta get going now.