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CVTW2 Ryu 24 December 2017 update (Read 465849 times)

Started by Memo, March 01, 2017, 07:52:14 am
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Re: CVTW2 Ryu 25June2017 update
#121  June 25, 2017, 05:59:35 pm
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A personal nitpick but I reaaaally don't like how the voices are all over the place. Hit and attack grunts are his sfv jap voices, his gethits and death sounds are cvs2 and his win quotes are English(????)

Lol idk if it's just me but I really don't like sound inconsistency
Re: CVTW2 Ryu 25June2017 update
#122  June 25, 2017, 06:20:18 pm
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I don't know if this is a bug or not but if I press forward and back quickly I'll instantly do a backdash. The same goes for back and forward on;y it's a forward dash.
Re: CVTW2 Ryu 25June2017 update
#123  June 25, 2017, 06:29:40 pm
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Its probably a bug with the command buffer system ill
Check that out asap
Re: CVTW2 Ryu 26June2017 update
#124  June 27, 2017, 12:40:47 am
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d increasing his y - constant misaligns his hadouken which is pretty agonizing.

Fixed, I change his size back to normal

I don't know if this is a bug or not but if I press forward and back quickly I'll instantly do a backdash. The same goes for back and forward on;y it's a forward dash.

I changed the dash commands back to default mugen until I find a fix

Hopefully this is Ryus last update until I get a movelist graphic for the pause menu.
DL on first page
Re: CVTW2 Ryu 26June2017 update
#125  June 28, 2017, 08:18:25 pm
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Show me your -2 explods for dash and the cmd
Re: CVTW2 Ryu 26June2017 update
#126  June 29, 2017, 08:05:34 pm
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Show me your -2 explods for dash and the cmd

My bad dude ill post it up when I get back home I have
Alot of free today, I copy pasted from Kfm but ill post
It for you incase I missed something
Re: CVTW2 Ryu 26June2017 update
#127  June 29, 2017, 10:17:46 pm
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Show me your -2 explods for dash and the cmd

this is it JNP

-2
Code:
[StateDef -2]

[State 0, VarSet]
type = VarSet
triggerall = Time=1
trigger1 = MoveType = A
var(1) = 0

;---------------------------------------------------
[State -2, F,D,DF: Forward 1020]
type = Explod
triggerAll = !NumExplod(90010206)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "rlsfwd" && P2Dist x >= 0)
trigger2 = (command = "back" && P2Dist x < 0) || (command = "rlsback" && P2Dist x < 0)
;trigger3 = (command = "dfwd" && P2Dist x >= 0) || (command != "dfwd" && P2Dist x >= 0)
;trigger4 = (command = "dback" && P2Dist x < 0) || (command != "dback" && P2Dist x < 0)
anim = 1
ID = 90010206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, F,D,DF: Down 1020]
type = Explod
triggerAll = !NumExplod(90010202)
triggerAll = NumExplod(90010206)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "fwd" && command != "rlsfwd"
trigger1 = command != "back" && command != "rlsback"
anim = 1
ID = 90010202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010202)
id = 90010206
ignoreHitPause = 1
 
[State -2, F,D,DF: Down-Forward 1020]
type = Explod
triggerAll = !NumExplod(90010203)
triggerAll = NumExplod(90010202)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90010203
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;---------------------------------------------------
[State -2, B,D,DB: Back 1030]
type = Explod
triggerAll = !NumExplod(90010304)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "rlsback" && P2Dist x >= 0)
trigger2 = (command = "fwd" && P2Dist x < 0) || (command = "rlsfwd" && P2Dist x < 0)
anim = 1
ID = 90010304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, B,D,DB: Down 1030]
type = Explod
triggerAll = !NumExplod(90010302)
triggerAll = NumExplod(90010304)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "back" && command != "rlsback"
trigger1 = command != "fwd" && command != "rlsfwd"
anim = 1
ID = 90010302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010302)
id = 90010104
ignoreHitPause = 1
 
[State -2, B,D,DB: Down-Back 1030]
type = Explod
triggerAll = !NumExplod(90010301)
triggerAll = NumExplod(90010302)
trigger1 = command = "dback" && P2Dist x >= 0
trigger2 = command = "dfwd" && P2Dist x < 0
anim = 1
ID = 90010301
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;---------------------------------------------------
[State -2, QCF: Down 1000]
type = Explod
triggerAll = !NumExplod(90010002)
trigger1 = command = "down" || command = "rlsdown"
anim = 1
ID = 90010002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
 
[State -2, QCF: Down-Forward 1000]
type = Explod
triggerAll = !NumExplod(90010003)
triggerAll = NumExplod(90010002)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90010003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010003)
id = 90010002
ignoreHitPause = 1

[State -2, QCF: Forward 1000]
type = Explod
triggerAll = !NumExplod(90010006)
triggerAll = NumExplod(90010003)
trigger1 = command = "fwd" && P2Dist x >= 0
trigger2 = command = "back" && P2Dist x < 0
anim = 1
ID = 90010006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010006)
id = 90010003
ignoreHitPause = 1

;---------------------------------------------------
[State -2, QCF: Down2 3000]
type = Explod
trigger1 = !NumExplod(90030002)
trigger1 = NumExplod(90010006)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "fwd" && command != "rlsfwd"
trigger1 = command != "back" && command != "rlsback"
anim = 1
ID = 90030002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90030002)
id = 90010006
ignoreHitPause = 1
 
[State -2, QCF: Down-Forward2 3000]
type = Explod
triggerAll = NumExplod(90030002)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90030003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;---------------------------------------------------
[State -2, QCB: Down 1010]
type = Explod
triggerAll = !NumExplod(90010102)
trigger1 = command = "down" || command = "rlsdown"
anim = 1
ID = 90010102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
 
[State -2, QCB: Down-Back 1010]
type = Explod
triggerAll = !NumExplod(90010101)
triggerAll = NumExplod(90010102)
trigger1 = command = "dback" && P2Dist x >= 0
trigger2 = command = "dfwd" && P2Dist x < 0
anim = 1
ID = 90010101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010101)
id = 90010102
ignoreHitPause = 1

[State -2, QCB: Back 1010]
type = Explod
triggerAll = !NumExplod(90010104)
triggerAll = NumExplod(90010101)
trigger1 = command = "back" && P2Dist x >= 0
trigger2 = command = "fwd" && P2Dist x < 0
anim = 1
ID = 90010104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010104)
id = 90010101
ignoreHitPause = 1

;---------------------------------------------------
[State -2, QCB: Down2 3010]
type = Explod
trigger1 = !NumExplod(90030102)
trigger1 = NumExplod(90010104)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "back" && command != "rlsback"
trigger1 = command != "fwd" && command != "rlsfwd"
anim = 1
ID = 90030102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90030102)
id = 90010104
ignoreHitPause = 1
 
[State -2, QCB: Down-Back2 3010]
type = Explod
triggerAll = NumExplod(90030102)
trigger1 = command = "dback" && P2Dist x >= 0
trigger2 = command = "dfwd" && P2Dist x < 0
anim = 1
ID = 90030101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;---------------------------------------------------
[State -2, F,F: Forward 0]
type = Explod
triggerAll = !NumExplod(90000006)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "back" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000006 ;Forward
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, F,F: Neutral 0]
type = Explod
triggerAll = !NumExplod(90000005)
triggerAll = NumExplod(90000006)
trigger1 = (command = "rlsfwd" && P2Dist x >= 0) || (command = "rlsback" && P2Dist x < 0)
anim = 1
ID = 90000005 ;Neutral
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, F,F: Forward 0]
type = Explod
triggerAll = !NumExplod(90000016)
triggerAll = NumExplod(90000006)
triggerAll = NumExplod(90000005)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "back" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000016 ;Forward
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000016)
id = 90000006
ignoreHitPause = 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000016)
id = 90000005
ignoreHitPause = 1

;---------------------------------------------------
[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000104)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000104 ;Back
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, B,B: Neutral 10]
type = Explod
triggerAll = !NumExplod(90000105)
triggerAll = NumExplod(90000104)
trigger1 = (command = "rlsback" && P2Dist x >= 0) || (command = "rlsfwd" && P2Dist x < 0)
anim = 1
ID = 90000105 ;Neutral
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000114)
triggerAll = NumExplod(90000104)
triggerAll = NumExplod(90000105)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000114 ;Back
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000114)
id = 90000104
ignoreHitPause = 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000114)
id = 90000105
ignoreHitPause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(1) = %d"
params = var(1)

cmd
Code:
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !AILevel
trigger1 = NumExplod(90000016)
;trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [300,301])
trigger3 = (stateno = [310,312]) && movecontact

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !AILevel
trigger1 = NumExplod(90000114)
;trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [300,301])
trigger3 = (stateno = [310,312]) && movecontact
Re: CVTW2 Ryu 26June2017 update
#128  June 29, 2017, 10:38:56 pm
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I don't see anything off something somewhere else must be interfering. I would download to check but were getting closer to releasing a major overhaul. It'd be better to wait and see if he has the same issue with it.
Re: CVTW2 Ryu 26June2017 update
#129  June 29, 2017, 10:47:54 pm
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I don't see anything off something somewhere else must be interfering. I would download to check but were getting closer to releasing a major overhaul. It'd be better to wait and see if he has the same issue with it.

That's cool ill wait till then, currently im working on the pause state if it continues
With the new update I'll let you know
Re: CVTW2 Ryu 26June2017 update
#130  July 02, 2017, 11:25:39 pm
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Ryus link got updated with some bug fixes, I fixed the bug with the command buffer system
And disabled pause for now while I get some things fixed,  same as sagat
Re: CVTW2 Ryu 5October2017 update
#131  October 06, 2017, 04:21:10 am
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This guy is updated.
Tweaked various things like clsn, vels, frame data, power add ect.
Minds eye (parry) doesnt parry againts projectiles for balance!
It has pause, the movelist is just wip dont pay attention to it.
Minds eye start time decreased by 1 tick, 2 fame start up, 7 active, 29 recovery || 7 recovery on contact

Wish i had a list of all changes, get the update he feels alot better.

 *Forgot to mention, counter system is a bit different and adds meter.
Last Edit: October 06, 2017, 04:42:21 am by Memo
Re: CVTW2 Ryu 5October2017 update
#132  October 06, 2017, 07:51:59 am
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Will you be posting a video of the changes?
Re: CVTW2 Ryu 5October2017 update
#133  October 06, 2017, 07:16:55 pm
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Will you be posting a video of the changes?

Hmm maybe later, but if I do it would be more of a gameplay vid
Showcasing what he's capable of doing, his combos, links, parry and focus attack.

The updates are mostly tweaks to further balance him out, the main thing you guys
Will notice is the counter hit system and the pause menu wip
Re: CVTW2 Ryu 5October2017 update
#134  October 07, 2017, 08:04:19 pm
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This might be the last you see of Ryu as a stand alone DL for mugen.
I remade his parry last night and he can counter individual projectiles
Now as in he needs to parry all 6 hits of his critical art instead of one
Parry to destroy it lol. But it might only work in game because of the
Way its coded. You only need to add 2 triggers to a pots style projectile
Helper To be compatible with his parry ill post that in the future when
I release the demo.

Also redid the frame data for it, kinda a combination of sf3's and sf5's.
And I went ahead and integrated the UT system from cvtw to limit how
Many times you can do his parry "UT move" as it was intended.

Currently his parry uses 1 stock of UT meter, theres 8 stocks like the original.
I decreased the time it takes to rebuild meter so its not spammable too.
 
Ive been quite on this project but still busy on it. Sagats got some updates
And changes as well I finally have the system where it needs to be.

So the demos coming next with the 4 ive Been working on plus an extra
Ill keep quite about for now.

Just thought of this...i might add a palfx to him as he builds up UT meter
To give the chars a visual  clue as to how many stocks they have available
For use outside the full game.

Re: CVTW2 Ryu 5October2017 update
#135  October 10, 2017, 07:24:12 pm
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Just when I thought I was finished with this guy... I learn
Something new lol.

So I finally managed to create a proper armor state for his
Focus Attack and re-coded it AGAIN without the use of hitoveride's
and now it works just how it should like in SFIV!
Its pretty much an heavily striped down and modified version of
Pots parry helper and the use of a var.
The frame data (well anim times really) match SFIV as well.

His parry(Minds Eye) got some adjustments, decreased the start up from
7 frames to 4 because It.felt to OP.

Now I'm just trying to fix a bug in the UT bar helper that prevents you from
Performing specials and sometimes explode dont appear.
I dont know what it is it happens randomly, I hope its not me going
Over the explod limit since I use the explod buffer system By JNP&&Jmorphman
And the UT bar has several explods activated plus all of ryus effects...
Ill figure it out but ill post this update soon before I even try to fix the UT helper,
That's just full game stuff that can wait for now.

Its not up yet hopefully later today I get time to upload the new ver.
Re: CVTW2 Ryu 5October2017 update
#136  October 12, 2017, 02:06:04 am
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found more stuff to update..

-fixed an issue with focus attack auto turning.
-changed the way air and ground recovery's work, ill post details on the next update.
-removed the wall bounce code from my lvl3 focus attack because for some strange reason
 when you bounce of the wall and recover you lose control to attack until you get hit again.
 ill fix that next, i need that wall bounce!
-disabled pause for now until i can create a proper move list and fix a bug where both players
can pause at the same time.
Re: CVTW2 Ryu 5October2017 update
#137  October 12, 2017, 08:08:41 pm
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More changes!

Mostly just counter hit system shit.
It works now like in sfa3 if you counter a grounded enemy with a
Heavy basic he is launched into the air, if you counter a airborne
Enemy with any basic attack he's also launched.

Shit got me excited because it works now how I want it too.  I spent
About an hour trying to figure out the proper code to make it work
Right with the proper ground and air velocities I have for the attack.

When I have Ryu just right I'll go ahead and update the rest of the chars
With the changes.
Re: CVTW2 Ryu 5October2017 update
#138  October 15, 2017, 08:59:23 am
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The pause menu randomly pops up mid fight. It's kinda annoying. Is there a way to disable this?
Re: CVTW2 Ryu 5October2017 update
#139  October 15, 2017, 10:17:37 am
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The pause menu randomly pops up mid fight. It's kinda annoying. Is there a way to disable this?

In SYSTEM.st, under -2 you'll find [State -2, Pause Helper], just change it from helper to null
Re: CVTW2 Ryu 16th October2017 update
#140  October 17, 2017, 05:28:45 am
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Update is up.

-disabled pause again
-focus attack has proper super armor state, not hit over rides like the old code
 no more auto turning during charge up and attack state
-minds eye start up is 4 frames and can parry individual hits of a projectile
-ground and air recovery! improved.
-counter hit system similar to SFA3
 HP and HK counter hit causes enemy to launch in air, counter with any button against
 airborne enemy also causes launch


I tried to make a video, even downloaded movie maker to add captions n shit but
youtube keeps rejecting my video...so no video for now, lol enjoy and test ryus
minds eye and focus attack. Let me know if there's any bugs in it or anything strange.