Feedback:
- George's shoes change color a lot in the sprites.
- George goes into state 200 (S. LP) whenever he hits the opponent with a standing or crouching normal attack. This is due to the AI coding in the CMD. Remove the movecontact triggers from the standing and crouching AI attacks and it'll be fixed.
- His normal attacks are very weak, due in part to the low attack stat.
- A debug flood occurs when a hyper is used.
- Double Revolvers does a lot of damage for a special.
- Slingshot does not work properly due to something in the cns file. In this case, the changestate occurs when the a button is released, when it should be x+y.
- S. MP and A. HK are easy infinites, this is why having normals combo into themselves isn't a good idea.
- Sounds are supposed to play when George is electrocuted, squashed, wedgied, etc., but they don't play. In the statedef -2, move the Misc SCTRLS to above the Hell Dunk states.
- The last hit of Uppercut does not have a hitspark due to the spark being 4, which isn't a hitspark number.
- The dust effects face the wrong way when running or using a standing kick.
- Minigun misses at point blank range.
- Little suggestion here: have the opponent be in the Toasty state longer (when hit by Wonderboy's beam) so the full animation plays.
- The sound that occurs during the Kung-Fu Dojo hyper doesn't play due to it being 24-bits. It will work if converted to a lower bitrate.
- He could use a better 12th palette instead of "shadow".
- George disappears for the last three frames of his squashed animation. You need to have four sprites (7689, 0 to 7689, 3) for the animation to play properly.
- The hit text is misplaced for certain attacks.
Overall, he is a nice character (better than the original George), but he still needs adjustments to coding and spriting.