Thread:Ruukaroo/@comment-3495717-20180114142855

In the event that you missed the edit summaries I've left, I shall echo them here.

In order to get the actual move names instead of that mess of glyphs, you need to change Fighter Factory's encoding to Shift_JIS, which can be done by clicking the bar at the bottom of the screen where it says "Encoding:".

The paragraph you added above the gameplay header is not relevant to the character version and instead appears to be a summary of Airou itself, hence why I keep removing it; the brief description is the paragraph written at the very top of the article, but what's currently written is incoherent and doesn't describe the character very well.

When writing gameplay text, avoid mentioning sprites, sounds and other aspects of the character that are unrelated to the gameplay, since it is after all a description of how the character plays, not how the character looks and sounds.

Palettes need to be static .png files, not the character's idle animation; in addition, the palnote parameter only supports numerical values and is not actually for writing notes regarding the character's palettes, not that you'd need to mention it only has one palette anyway.

Article categorisation refers to categories on the article, specifically ones drawn from the version-specific category in this instance; add ones that apply to the character you are documenting. 