StephChars v2.1 - World Of Colors Update!

StephChars v2.1 - World Of Colors Update! v2.1

My two favorite characters of all time, I like Skip just a bit more than Jana though (cough cough hat in time bias)
Also, I love the new sprites for Skip. That freaking grounded slide animation is so gosh dang sick.
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when i first saw this mod i thought to my self this looks promising and i downloaded it when i started playing as jana i felt like this in the video https://youtube.com/shorts/3jLgpJM5SzI?feature=share its a amazing mod
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(This review is mostly about Jana because she's new, Skip was fun though and I like him)

As somebody who played through MMZ1 and was halfway through MMZ2, Jana's pretty fun, has that nice flow from the Zero games I remember all under a pretty nice looking set of sprites. The walljump being absolutely overpowered is stupid fun to use, not to mention the dash just adding a bit more spice to it.

On the other hand, the saber has some issues. It doesn't last as long as a dash leaving you open as you're flying at some pretty high speeds through the level and the charged attack is pretty much pointless. I also feel like the hitbox is a taaad to small but that may just be me

But more importantly, I feel like she's due for some customization, mainly for the controls because you have no idea how many times I try to reposition myself and go flying from a dash or try to walljump and end up falling like a rock toward the floor. The C2 and C3 buttons are still available, so an option to disable or change these moves to different buttons would be nice


Other than that, good job! Really enjoying her so far.
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A great pack of character! The review here is mostly aimed towards Jana as she's the new release, but having never given my thoughts about Skip I figured I should do it as well;

Skip overall is an amazing character, the sprites look stunning and quite adorable if you ask me, on the gameplay side, he's extremely responsive and the dive attack is incredibly versatile just like the one from Odyssey you inspired it from, if I'm not mistaken.
The scrap / monitor mechanic seemed a bit flow-breaking at first, but with experience, it's perfectly possible to collect scrap as you plow through levels by diving onto enemies in the way and then use em up on monitors you need to further better your time and flow on some levels. This mechanic overall is greatly helped by how the dive interacts with shields, and in the worst case scenario, this mechanic can be ignored and is completely harmless!
I'd call Skip essentially perfect for how simple and efficient his gameplay is, being easy to learn, having some intricacies and high skill ceiling thanks to the scrap mechanic which will give you the necessary edge when used correctly and also acts as a safety net for newer players.


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Jana is a character I had a bit more problems with; her sprites are amazing and super cute just like Skip, my gripes come more from the gameplay side.
You here have a character that has an emphasis on mobility, and her wall jump ability shows that. It's quite frankly a bit busted but who cares, it's SUPER FUN to use, it can cancel basically any state making it very lenient which means I was never scared about risking my life above death pits! Coupled with her dash ability to make it even stronger, and you got yourself a speed demon that's super fun to use!

...The thing is, this completely overshadows her other abilities being the cut and the slam. Generally speaking, abilities strictly designed for combat in SRB2 don't work, at least in my opinion. SRB2 enemies are too passive to bother wasting time on them, as a result, I found myself only ever using the cut against bosses and the slam only ever had use in DSZ2, and otherwise actually caused me to plummet to my death because I pressed jump too early when wanting to walljump. I understand the intent of these abilities and see that quite a lot of effort went into the visuals (props for the slashing animations, they look really good!), but unfortunately I feel like they only add clutter and don't often serve purpose.

If I was to suggest anything, I'd move her dash ability to spin on ground, and her slash on mid-air spin (while also adding the projectile to the air slash to make it more versatile), and maybe the slam to tapping spin again after slashing if you want to keep it, otherwise the dash could destroy floors by just skimming over them.
Reasoning behind all that being that I'm a bit on edge about using custom buttons on characters that have otherwise simple movesets that could easily fit on 2 buttons, and the doubletap caused so many accidental near-deaths in my playthrough I had to disable it and remap my custom button to somewhere more comfortable where it still felt awkward to use instead of spin given how often you use the dash in actual gameplay.
She doesn't really NEED ways to defend herself on the ground since she can pretty much avoid any enemy encounter, and I don't think jumping before tapping spin would be too much of a stretch in boss fights since the enemies are usually airborne there, especially if you'd have a projectile to act as leniency on the timing.


Overall, this is excellent work and are some of my favourites characters to use and I'd recommend just about everyone to give them a go for a fresh experience, so keep it up!
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Just like with most new character mods in SRB2 I did a full playthrough with Jana and I have a few things to say about the character.

I'll start with the good about this character, As a Megaman and Megaman Zero fan this character really interested me the moment i saw it and i must say this character does bring me vibes from Megaman Zero with the saber and the mobility of the character the idea of playing a game that's just like Megaman Zero but in a 3D environment really excited me and from the showcase in this thread i was really hyped to play with the character.

Now while I enjoyed playing with this character I do have a few issues where I think the character could be improved further on.

For starters the saber feels like a complete afterthought, if it wasn’t for the fact that it's the only way for Jana to break objects/hit enemies i would never use the saber, this isn’t because of the fact that the character doesn’t spin but if this character had a spin i don’t see much reason for the saber to be used at all.

There’s not much reason to use the saber other than it looking cool for the 3 slashes but the charged up slash feels pretty pointless, i've noticed that the charged slash projectile can go through multiple badniks but because of how fast the 3 slash combo is i see no point in this other than to have a projectile alongside the slash in mid air.

Shield abilities are practically nullified if it wasn’t for the fact that there are a few shield functions like the dash leaving elemental fire trails. Which saddens me seeing how the shields interact in comparison to Skip, This isn’t a problem i just hoped shields would have affected something like the slashes.

Moving around with Jana is fun the double jump and the wall jump are really fun to move around with, the dash also gives me that same type of joy with movement however after the double jump accidentally doing a Rekkouha while trying to wall jump over a bottomless pit is a fair bit annoying whether this is a personal problem or not i'm not sure but in my opinion having another way to use Rekkouha over triple tapping the jump button would of been a better option.

I really like the design of the character but the color scheme is a bit weird.

Other than these slight issues I think overall this character is really great and fun to play with. I just think there are some things that could be improved over.
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What you got with Skip here is a fun utility character with interesting and beginner-friendly movement options. I think a lot of people miss a combination of a double jump with a dive so it's a welcoming sight to see this option presented. I especially like Skips friendly interactions with golden monitors that other people in MP can use (I mainly play this game in MP) and in boss fights, having a golden monitor ready to go is super helpful.

Skip is nothing short of a lot of fine-tuned effort and it shows. His movement especially in the air after following a dive is stupidly razor-sharp, allowing for some precision platforming parts to be mastered as I was to go in with two eyes closed, which is, in fact, blind!

With that being said, it cannot be overstated how busted Skip gets in vertical sections, and even in occasional horizontal parts. A double jump with TWO dives in succession is way too overpowered and allows for platforming challenges across the board to be skipped, plus it gives very good height with enough room given where I broke some of the levels I played completely in their structure. IMO you should consider fine-tuning his movement down to a bit to moderate values to have it be still a good option to go around, but not to the point where it makes Sonics Thok essentially inferior.

Otherwise, what you got here is a quality character I like to return to frequently. Thank you for this wonderful contribution and I wish you well <3.
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Technically...perfect. Really fits to the mechanic of old Rockman Zero controls. Really awesome in most case possible.

However There's just one seriously annoying factor with this particular character. The double tap dash, which is totally unnecessary, makes me dash down to pits to my death if I dare to tap the same directional key too often. It's terrible and disturbing.

The reason it's just 3 stars and not 5 is that this one little double tap dash problem. I know, I know Zero has it in his own games, but for the love of god creator pls remove it cause using C1 for dash is wholesomely enough and a way more predictable button to use to do the job properly without rendering myself dashing into the pit every single time just because the controls to it is too sensitive.

Just remove the double tap dash function and it's 5 stars, thank you.
DrStephen
DrStephen
You... know there's a command to disable that right? I wrote it down in the Dash section. All you have to do is type "janatapdash off" in console and issue fixed!
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