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DJMouF EB Vegeta 1.1 Only (Read 3354 times)

Started by DJMouF, September 04, 2019, 05:37:30 pm
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DJMouF EB Vegeta 1.1 Only
#1  September 04, 2019, 05:37:30 pm
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Last Edit: September 13, 2019, 03:09:46 am by DJMouF
Re: DJMouF EB Vegeta 1.1 Only
#2  September 04, 2019, 06:13:09 pm
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May I suggest screenshots and removing the Backup files with Sffs and such?
Re: DJMouF EB Vegeta 1.1 Only
#3  September 04, 2019, 08:22:14 pm
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 :yuno: Do you have plans to adapt him to 1.0?
Current project: Fiona Belli (Delayed), Personal Project
Current CS WIP: Lumei, Personal Project
Project Thread: http://mugenguild.com/forum/topics/isragenekos-workshop-help-wanted-187595.0.html
CS Patches Thread: http://mugenguild.com/forum/topics/isragenekos-cs-patches-187740.0.html
Latest Release: Shingo's CS
Last Edit: September 05, 2019, 12:52:32 am by IsRageNeko
Re: DJMouF EB Vegeta 1.1 Only
#4  September 04, 2019, 08:34:30 pm
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Hey man excellent release!

Some bugs I found so far
Final flash doesn't connect when opponent is cornered
Against some characters (example, Goku by Vyn) the opponent doesn't get thrown into the air by Dirty Fireworks, and therefore the main hit never connects.

That's what I found so far!
Re: DJMouF EB Vegeta 1.1 Only
#5  September 04, 2019, 10:05:40 pm
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Here's my nitpicks btw:

- You can juggle endlessly with the EX Rizing Kick and you can do like 900 damage by the time you run out of power.
- May I suggest adding dash/energy sounds to, for example, the Dash Kicks, Elbow Rushes and Rizing Kicks?
- EX Fireblast's second projectile comes too late and won't combo up close.
- The Normal MAX Super Kick should do at least 300 damage and the SSJ one's Projectile doesn't connect properly unless P2 is in the corner.
- MAX Big Bang Attack should do at least 250 damage.
- His Rapid Fire supers also don't do enough damage.
- You should probably add Super Pause FX to the Transformation.
- Counter FX plays when P2 tried to attack him during the Transformation.
Re: DJMouF EB Vegeta 1.1 Only
#6  September 05, 2019, 01:14:18 am
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Re: DJMouF EB Vegeta 1.1 Only
#7  September 05, 2019, 03:11:22 am
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Oh, why must I tell 'em again?
What must I tell 'em, my friend?
That we are born into sin
And we are worshiping murderers
Nothing but evil duplicitous men
I know you heard of 'em all
We should just murder 'em all
We should just murder and ball
We dance on the ruins we looting from all of they palace's walls
Re: DJMouF EB Vegeta 1.1 Only
#8  September 05, 2019, 01:47:53 pm
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Link is updated. All fixes has been updated except for the EX Fireblast projectile count... For some strange reason it works in Base form but not SSJ form. I'm not sure why it doesn't work in SSJ form because the code is exactly the same in base form. But it actually does hit the amount of times it should, just doesn't count it correctly... But if you do a normal hit or any combination before you do the Ex Fireblast, it counts it right... It's really strange But all in all everything else is updated. Also updated the prevention of EX specials being performed during the Custom Combo. But I'll continue to figure out that issue with the hit count.
Re: DJMouF EB Vegeta 1.1 Only
#9  September 06, 2019, 06:49:55 pm
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Thanks for the updates. It's really nice to see a good vegeta with EB sprites. This is fun and he puts up a good fight too. Nice work @DJMouF:
Re: DJMouF EB Vegeta 1.1 Only
#10  September 06, 2019, 08:43:00 pm
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Thanks man. I've been wanting to see someone create these chars in this style a long time ago. No one had done it so it into my own hands.
Re: DJMouF EB Vegeta 1.1 Only (Update)
#11  September 12, 2019, 10:24:40 am
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Update:
-FX on Dash Attack and FX pal
-Color pal on Elbow Rush for SSJ
-Modified Knee Bash attack in SSJ mode
-Maximum Flasher SuperPause Explode is now binded to Vegeta on which ever side he teleports to(Forgot to show this in the video)
I'll update link on first page later today.
Re: DJMouF EB Vegeta 1.1 Only
#12  September 13, 2019, 03:11:04 am
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Link updated on first post

Tay

Re: DJMouF EB Vegeta 1.1 Only
#13  September 14, 2019, 04:38:42 am
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loving the character man,

any chance to add chain combo ability?

I feel like they would suit a dragon ball character better
Re: DJMouF EB Vegeta 1.1 Only
#14  September 14, 2019, 05:12:36 am
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Indexed, keep up the good work. Almost tempted to use these sprites.
Re: DJMouF EB Vegeta 1.1 Only
#15  September 14, 2019, 07:25:24 am
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Re: DJMouF EB Vegeta 1.1 Only
#16  September 15, 2019, 06:05:20 am
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Damn, you did well bro. :)
Re: DJMouF EB Vegeta 1.1 Only
#17  September 15, 2019, 11:24:50 am
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Thanks man beautiful video lol
Re: DJMouF EB Vegeta 1.1 Only
#18  September 27, 2019, 05:36:16 pm
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A bit late here but there's still some issues:
- These moves still have poweradd (The EX moves go for both modes):
EX Air Fireblast, EX Elbow Rush, EX Knee Bash, EX Dash Kick, Rapid Fire (MAX aswell), Dirty Fireworks, Final Flash
- EX Elbow Rush (For both modes) is an infinite.
- The MAX Super Kick problems still remain, Normal version's second hit should do a bit more damage because it's not worth the extra stock compare to the LVL1 atm, and the SSJ version doesn't connect properly depending on your original position and when it does pull off it does like 355 damage (This was only one time for me) which is a bit high IMO.
- SSJ Transform has a Level 3 Super Pause when it costs 1 Level.

I've also seen some errors in the Readme:
- Elbow Rush and Rizing Kick are written to be D,F,DF when they're F,D,DF.
- You mention a super called Aerial Riot Javelin that's not used or implemented.
- Maximum Flasher has (Air) after the command but it's a ground super.
- "Transform to SSJ" is put as one of SSJ mode's supers.
Last Edit: September 27, 2019, 05:40:47 pm by RagingRowen
Re: DJMouF EB Vegeta 1.1 Only
#19  October 09, 2019, 04:44:52 pm
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A bit late here but there's still some issues:
- These moves still have poweradd (The EX moves go for both modes):
EX Air Fireblast, EX Elbow Rush, EX Knee Bash, EX Dash Kick, Rapid Fire (MAX aswell), Dirty Fireworks, Final Flash
- EX Elbow Rush (For both modes) is an infinite.
- The MAX Super Kick problems still remain, Normal version's second hit should do a bit more damage because it's not worth the extra stock compare to the LVL1 atm, and the SSJ version doesn't connect properly depending on your original position and when it does pull off it does like 355 damage (This was only one time for me) which is a bit high IMO.
- SSJ Transform has a Level 3 Super Pause when it costs 1 Level.

I've also seen some errors in the Readme:
- Elbow Rush and Rizing Kick are written to be D,F,DF when they're F,D,DF.
- You mention a super called Aerial Riot Javelin that's not used or implemented.
- Maximum Flasher has (Air) after the command but it's a ground super.
- "Transform to SSJ" is put as one of SSJ mode's supers.

Ok I'll check it all out today man thanks