General thoughts: When you think of how he might sound, imagine a locker wearing a shirt. You punch it and it makes a muffled metallic sound.
His static pose changes shouldn't sound metallic though, I think I liked the way the movement_duck sounded for those, but changed to sound less scrunchy.
I imagine him falling out of the air and hitting the ground sounds like the flying locker's landing sound, but you know, wearing a shirt.
robatto_collapse - when you knock him out of the air and he hits the ground
robatto_change_pose - when he switches static poses. I was testing with the ducking sound and it wasn't awful
robatto_jump
robatto_punch
robatto_kick
robatto_air_throw
hallpass_loop_start
hallpass_hit_ground (I figure this can autocall the stop event?)
robatto_dive (gonna start this with the 2 frames of windup where we mini-crouches)
robatto_roll
robatto_grab
strangle_loop_start
strangle_loop_end
robatto_retreat (this is the backwards hop he does. might be able to just use jump sound)
robatto_flying_kick
robatto_tornado
robatto_grab_hit
robatto_take_hit_effective - this is for when his "flinch cooldown" is up and he flinches for hits
robatto_take_hit_soft - for when you hit him and he doesn't flinch
General thoughts: When you think of how he might sound, imagine a locker wearing a shirt. You punch it and it makes a muffled metallic sound.
His static pose changes shouldn't sound metallic though, I think I liked the way the movement_duck sounded for those, but changed to sound less scrunchy.
I imagine him falling out of the air and hitting the ground sounds like the flying locker's landing sound, but you know, wearing a shirt.