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Kazuya Mishima (Read 61808 times)

Started by ReddBrink, August 25, 2017, 03:30:15 am
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Re: Kazuya Mishima
#61  December 27, 2017, 04:04:00 am
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Some More Kazuya Progress.


PS: I forgot to show demon god fist in this video. so i will show it in the next video when rising sun is finished.
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Re: Kazuya Mishima
#62  December 27, 2017, 04:35:50 am
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Man llloookkkinnn goodd
Re: Kazuya Mishima
#63  January 10, 2018, 09:19:35 am
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Slaughter hook, Slaughter High Kick & Devastator are next.

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Re: Kazuya Mishima
#64  January 16, 2018, 09:07:59 am
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Middle kick bonus at the end. yep re-coded it again. tweaked the velocities and activation timings to make it more accurate to tekken 5.
Next are the Ex variants and that will finish the special moves.

Also quick question, Can i use a pos trigger for playsnd? I'm trying to get the swing sound to play for middle kick right before kazuya lands.
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Re: Kazuya Mishima
#65  January 19, 2018, 06:22:03 am
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All specials are finished! now to refine all of it and next will be the supers.
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Re: Kazuya Mishima
#66  January 25, 2018, 02:48:47 am
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I have a question, should i use hit & block advantages from the SFxT Frame data sheet for the pause times of kazuya's move set? or should i stick with divinewolfs default pause times?
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Re: Kazuya Mishima
#67  January 25, 2018, 02:53:38 am
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I guess if you want to differentiate from DW's default pause times, then go with SFxT frame data.

Or you can play around with the default DW pause times and find something that feels suitable for a 2D Kazuya.
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Re: Kazuya Mishima
#68  January 25, 2018, 02:55:46 am
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You can keep the pausetimes to keep the pots style feel
 but config the ground hit times to match the frame data
Re: Kazuya Mishima
#69  January 25, 2018, 02:59:36 am
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i say try sfxt
Re: Kazuya Mishima
#70  January 25, 2018, 02:59:43 am
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I'd keep the default pausetimes and adjust the frame advantage with the recovery of moves
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Re: Kazuya Mishima
#71  January 25, 2018, 05:10:35 am
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I guess if you want to differentiate from DW's default pause times, then go with SFxT frame data.

Or you can play around with the default DW pause times and find something that feels suitable for a 2D Kazuya.

You can keep the pausetimes to keep the pots style feel
 but config the ground hit times to match the frame data

i say try sfxt

I'd keep the default pausetimes and adjust the frame advantage with the recovery of moves

thanks for the suggestions guys. i really appreciate the help.

PS: The block advantage for attacks wont go past +1 advantage no matter what number i set guard.hittime to. is there somthing else i need in the hitdef?
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Re: Kazuya Mishima
#72  January 25, 2018, 05:21:43 am
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Even if you put =99?

Hopefully this will give you an idea of how to figure out
what values you'll need for ground.hittime, guard.hittime
To match the frame data

Last Edit: January 25, 2018, 05:43:46 am by Memo
Re: Kazuya Mishima
#73  January 25, 2018, 05:42:40 am
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Thats def strange, i just upped the guardtime on gabriella to see if it would work and it did, are u using divine kfm template? can u post the hitdef?
Re: Kazuya Mishima
#74  January 26, 2018, 04:21:05 am
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Even if you put =99?

Hopefully this will give you an idea of how to figure out
what values you'll need for ground.hittime, guard.hittime
To match the frame data



Yes even at 99 still wont go past +1.

Thats def strange, i just upped the guardtime on gabriella to see if it would work and it did, are u using divine kfm template? can u post the hitdef?

Yes i'm using the Divine kfm template.
Here is the hitdef
Code:
[State 200, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, NA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 8, 8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36):=-82
hitsound = S2, 0
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime  = 17 + 2 * var(9)
guard.hittime = 12
ground.velocity = -5.5
guard.velocity = -5.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
EACommunityTeam said:
The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.
Re: Kazuya Mishima
#75  January 26, 2018, 04:49:37 am
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That's weird as fuck, how many ticks of recovery are available
after the active frames and is there another statedef 200 somewhere
by accident?

If anything, start a help topic this is pretty weird shit lol

Ground.hittime = 17 + 2 *var(9)

To be clear, your changing the value that's in bold correct?
Last Edit: January 26, 2018, 04:52:43 am by Memo
Re: Kazuya Mishima
#76  January 26, 2018, 05:59:42 am
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That's weird as fuck, how many ticks of recovery are available
after the active frames and is there another statedef 200 somewhere
by accident?

If anything, start a help topic this is pretty weird shit lol

Standing LP's startup is 4 ticks, it's active for 4 tick & has 8 recovery ticks just like on the frame data sheet. its a +6 on hit & +2 on block.

Ground.hittime = 17 + 2 *var(9)

To be clear, your changing the value that's in bold correct?
No. its the value for guard.hittime i'm trying to change

guard.hittime = 12 <-- any thing lower than 11 puts it at a -block advantage like it normally would, but anything past 11 wont even get it past +1 block advantage.

Edit: i will try and add a guard.ctrltime and see if that helps.
Edit2: yep adding guard.ctrltime fixed it. thanks for your help guys.
EACommunityTeam said:
The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.
Last Edit: January 26, 2018, 06:05:05 am by ReddBrink
Re: Kazuya Mishima
#77  January 26, 2018, 07:36:46 am
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Cool, i forgot about that guard.ctrl parameter i rarely use it.
Guesse it comes in handy in certain situations.

I wonder if its the animation times for the get hit states
The anim 5000 and above, are those anim sharing the same
times a the ones included in DW's chars or are you just using
what chichi already had? I'm not sure if his shit is correct or not.

Edit* lol I ment chucho and auto correct changed it.
Re: Kazuya Mishima
#78  January 27, 2018, 03:51:46 am
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Cool, i forgot about that guard.ctrl parameter i rarely use it.
Guesse it comes in handy in certain situations.

I wonder if its the animation times for the get hit states
The anim 5000 and above, are those anim sharing the same
times a the ones included in DW's chars or are you just using
what chichi already had? I'm not sure if his shit is correct or not.

Edit* lol I ment chucho and auto correct changed it.

im using DW's time's for the animations. i dont use any of chuchoryu's animation data.
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The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.
Re: Kazuya Mishima
#79  January 31, 2018, 06:20:55 pm
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1. love that you're using these sprites
2. +1 for using DW animation times
3. Thanks for doing the character justice
4. How about Tekkens King next, I believe chucur made one with missing hypers and throw animations but other than that was close to beta?