Okay, a few things here comparing it to the game.
First thing I see is a stutter in velocity on start up and impact.
It's going slow to fast, then fast to slow.
I suggest making your scene the size of the screen in Mame or mugen and have the ice ball actually travel the distance. Maybe you did already, but it doesn't look that way. Some things that give me that impression are the speed changes and the vapor coming off the ball. It should be falling behind faster, not traveling at almost the same speed as the ball.
Now as for the look, checking the game I notice the crystals should be coming from the initial blast and flow in the direction of the ball and not as fast, like a sputter.
The crystals show up again on impact, like the ice ball shatters.
The puff on impact should go out, break up and fade away, like you have the mist coming off the ice ball.
Hahaha, sick man!
It also reminds me of Samurai Shodown
Here's what I have for the spear latching on. My version of Scorpion has the spear as a single animation stretching with code = angle draw. It works better for this sort of complex animation, because it's a solid piece and looks right at any distance. If the rope is made of segments, this is very hard to pull off IMO.
How are you doing the spear Interloko? If you want I can share my set up, unless you have something else in mind. Do we want the normal vibration with the solid rope moving up and down, or something like this example instead?
The same set up can be used to make the spear not visible behind Scorpion, It can scale on the way out.
If you download the animation and play it off your desktop with Quick time, it'll be fast. Most of these animations I'm posting play very slow online.
1 = Make a straight spline and make it renderable.
2 = Add an Edit spline modifier and add a bunch of vertices to it, like 50 divisions.
3 = Add a Noise modifier
4 = create a wave space warp and link it to the spline with the "Bind to space warp" button.
5 = Check what timing is needed for the animation and animate your space warp, then animate the noise as needed.
That's it.
Here's what I have for the spear latching on. My version of Scorpion has the spear as a single animation stretching with code = angle draw. It works better for this sort of complex animation, because it's a solid piece and looks right at any distance. If the rope is made of segments, this is very hard to pull off IMO.
How are you doing the spear Interloko? If you want I can share my set up, unless you have something else in mind. Do we want the normal vibration with the solid rope moving up and down, or something like this example instead?
The same set up can be used to make the spear not visible behind Scorpion, It can scale on the way out.