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Marilyn Sue edit, 1.2a (7/20) (Read 35434 times)

Started by Zero-Sennin, July 07, 2010, 01:01:16 am
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Marilyn Sue edit, 1.2a (7/20)
#1  July 07, 2010, 01:01:16 am
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Despite a minor setback or twenty I finally got around to getting out a damn beta already.

Get her at http://zerosenworkshop.x10hosting.com

Before reporting bugs, check the readme for the things I didn't do yet, please.

Screenies:







Hint: the select screen one has a preview of my next edit for those that are curious. ;)

All right, I'm outskies. Leave your feedback at the door. And download RC8 before I come to your house and eat your head. :wacko:

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Last Edit: July 21, 2010, 04:28:09 am by Zero-Sennin
Re: Marilyn Sue edit Released at Long Last
#2  July 07, 2010, 01:11:10 am
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  • What the fuck is up with the trip and why is it that I can only hit with like LP?
  • Really this just plain sucks.



Even if it IS better than Shinra's and isn't a complete clusterfuck...
Re: Marilyn Sue edit Released at Long Last
#3  July 07, 2010, 01:19:53 am
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  • Her forward/backwards jumps are horrendously slow
  • Flies across the stage with standing B
  • Why does the second hit of her rekka have a hitbox behind her?!
  • Her feint palms come out accidentally and often
  • There's a reason her anti air special is a charge move, you do not put FORWARD REKKAS and DRAGON PUNCHES on the same character!
  • Her throws look awful
Three minutes of testing.
It is my professional opinion that you should start over.  Possibly not using Shinra's as a base.
Last Edit: July 07, 2010, 01:23:23 am by Insanius
Re: Marilyn Sue edit Released at Long Last
#4  July 07, 2010, 01:28:44 am
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Infinite combo!  ;P

Standing X (1 or 2 hits), Standing Y, repeat.

I mean, one of ShinRa's goals in Marilyn was exactly avoid infinite combos  ;D
Re: Marilyn Sue edit Released at Long Last
#5  July 07, 2010, 01:31:34 am
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It is my professional opinion that you should start over.  Possibly not using Shinra's as a base.

General rule--my edits don't normally use code from the base character, unless necessary. In this case, pretty much all the coding shit is on me. I don't mind, though--I never catch shit like this when I'm the only one that plays with the character, so I'm more than fine with fixing it.

@JZ
1. I put the Blitzkampf/CFJ sparks on the to-do list. (I'm not using them both, just one or the other, and it's more likely to be the first than the second.)
2. ...Need you to be a little more specific there.
3. ...REALLY need you to be a little more specific there.

@Insanius:
1. I'll fix that now.
2. Ditto.
3. The anti-air is supposed to have cross-up from behind. Here's my reference page for (most) of this stuff.
4. I can do the regular QCB pretty easily on my end. I'll test it again though.
5. I was trying to get the charge version working but DAMMIT IT FAILED on me. I'll see if I can make it work like it's supposed to.
6. My attempt at doing it exactly as it was in-game is admittedly rough. Throws were always my weak point, though, so this one will take some doing, especially the back-throw.

Infinite combo!  ;P

Standing X (1 or 2 hits), Standing Y, repeat.

...I'll get on that.

Thanks for responding quickly guys.

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Re: Marilyn Sue edit Released at Long Last
#6  July 07, 2010, 01:34:01 am
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That's a problem how?

Uh, you should be allowed to Reflekt again after you've parried a hit if you press the shortcut or combination again.
Also, pretty much what Insanius said.

Good to see you're taking care of everything. :D
Re: Marilyn Sue edit Released at Long Last
#7  July 07, 2010, 01:41:43 am
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Anyways, a thing I really liked to see is how you already made an enjoyable Marilyn after so few days. She looks berry promising, and I really hope to see more updates to her  :sugoi:
Re: Marilyn Sue edit Released at Long Last
#8  July 07, 2010, 01:55:32 am
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2. ...Need you to be a little more specific there.
Tripping results in the opponent flying like they were on the moon. I can only follow-up with LP so what's the point in them flying so damn high?
Re: Marilyn Sue edit Released at Long Last
#9  July 07, 2010, 02:00:24 am
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Tripping results in the opponent flying like they were on the moon. I can only follow-up with LP so what's the point in them flying so damn high?

...Well, the LP part is a bug (forgot to change a flag). You're supposed to be able to juggle with QCF+P->P->P/QCB in the corner. Part of the problems so far are vel stuff that I forgot to take care of--localcoords are a pain in the ass with that.

Also, the QCB is definitely not glitching out--if you're going into the feint without meaning to, you're holding the button for too long.
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Re: Marilyn Sue edit Released at Long Last
#10  July 07, 2010, 02:03:27 am
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Found the problem. You didn't specify a yaccel. You must specify a yaccel for all hitdefs, otherwise characters with low yaccels in their constants will be sent flying.
Re: Marilyn Sue edit Released at Long Last
#11  July 07, 2010, 02:12:02 am
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...even for non-launchers, I assume. Very well, I'll fix that too.

Anything you can say to explain #3? :)

EDIT: ...this stupid down-up charge thing is kicking my ass more than it should. Really, it is. >_<
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I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Last Edit: July 07, 2010, 02:26:14 am by Zero-Sennin
Re: Marilyn Sue edit Released at Long Last
#12  July 07, 2010, 04:22:30 am
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First thing I need to know is whether or not you're intending for this character to be AKB accurate. I'm not a Sue player, but I can already tell she feels off.

  • There's no recovery animation after an untouched reflector. I can just botch it and not get punished pretty much.
  • The big problem about the throws is that they lack the visual oomph that the source game has, like the screen shaking. Compared to the source, she looks like she's moving in molasses when she's doing her throw animations.
  • The timings for the Isshou followups are reaaaaaaaly strict. I have to be really mashing for them to come out.
  • Why is Keshou a followup after Nishou?
  • In the source, she slides along the ground for a short moment when executing her heavy anti-air. Yours comes out like a shoto DP, no sliding.
  • At the end of the her Super, her opponent follows her instead of falling behind her, allowing you to get in a couple light hits while they're falling. Opponent can also recover out of it once it finishes.
  • If you're going for accuracy, the damage is waaaaaaay off.
Re: Marilyn Sue edit Released at Long Last
#13  July 07, 2010, 04:30:42 am
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First thing I need to know is whether or not you're intending for this character to be ABK accurate.
Fix'd.
Also, if you read the readme, it's intended to be a mix of both ABK and his own Zero-Style.
Re: Marilyn Sue edit Released at Long Last
#14  July 07, 2010, 04:33:00 am
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This is not meant to be totally accurate. That kind of thing gives me a headache.
Thanks for that, Shwa. Now, to address your points, DNEA:

1. Fixed.
2. Fixing.
3. I'll put the MoveContact triggers back in. I was trying to make it at least a LITTLE harder to pull them off, cut down on spamming.
4. Didn't realize it wasn't supposed to be. My bad.
5. Fixed.
6. I'm assuming you mean EX Chouda Karan (the anti-air). I'll handle that.
7. Addressed since I'm not going for accuracy.

Thanks for the feedback, I appreciate it.
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Re: Marilyn Sue edit Released at Long Last
#15  July 07, 2010, 04:38:39 am
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Excuse me if some of the following have been pointed out before

Personal preference, but I'd recommend you to use A as a shortcut for XY, B for XYZ and C for YZ.

The super simply doesn't look good. The time p2 is still in the air before Marilyn kicks him is too long, the sound is too fast and the distance at he lands is too long (Marilyn Should land in front of him). You can call the last part nitpicking, tho.

No recovery time after reflecting in the air?

I should be able to cancel weak choudan kara with ex choudan kara pressing X+Y in the first hit of the move.

Pressing D+Y after crouching Y makes me use standing Y.

Can't combo crouching X into itself.

You can combo standing Y into itself 3 times.
Last Edit: July 07, 2010, 04:57:18 am by Cyan Paul
Re: Marilyn Sue edit Released at Long Last
#16  July 07, 2010, 04:39:55 am
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Reading readmes? What kind of bullshit is that?!
6. I'm assuming you mean EX Chouda Karan (the anti-air). I'll handle that.
No, Zesshou Kuuchuu Hyakushouken. When she finishes with the kick, the opponent follows. In the game, once the kick connects, they fall behind Marilyn.
Re: Marilyn Sue edit Released at Long Last
#17  July 07, 2010, 04:57:48 am
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Reading readmes? What kind of bullshit is that?!

:wacko:

Excuse me if some of the following have been pointed out before

Personal preference, but I'd recommend you to use A as a shortcut for XY, B for XYZ and C for YZ.

The super simply doesn't look good. The time p2 is still in the air before Marilyn kicks him is too long, the sound is too fast and the distance at he lands is too long (Marilyn Should land in front of him). You can call the last part nitpicking, tho.

No recovery time after reflecting in the air?

I should be able to cancel weak choudan kara with ex choudan kara pressing X+Y in the first hit of the move.

Pressing D+Y after D+Y makes me use standing Y.

1. I set it up according to how it defaulted on my comp...or did I change it? I can't remember. Is it really a bother for anyone else the way it is now? :/
2. Fixing.
3. Will do.
4. Fixed.

No, Zesshou Kuuchuu Hyakushouken. When she finishes with the kick, the opponent follows. In the game, once the kick connects, they fall behind Marilyn.

Well, fixed it. And the recovery thing got fixed too.

In future, people, keep referencing attack names/attack motions when you ask me to fix something. Makes it easier on my end, savvy?

Also, quick question. I've been trying to fix Chouda Karan to the charge motion but it never seems to come out right.  Here's what the command looks like:

[Command]
name = "chargedown_up_x"
command = ~15$D, U, x
time = 15

What's up with this, eh?
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Re: Marilyn Sue edit Released at Long Last
#18  July 07, 2010, 05:05:23 am
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you could use my combusken as a reference
Spoiler, click to toggle visibilty
Re: Marilyn Sue edit Released at Long Last
#19  July 07, 2010, 05:08:55 am
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Made a little edit while you posted  ;D

Actually you can combo crouching x into itself, ut is kinda hard  and I only get it twice on mugen while I can easily do it 5 times in ABK. To much cornerpush?

And about the shortcuts, It's just based on the fact that I play a lot with Soldat and Marilyn in that game and the shortcut.

Also, I can't use Kasuishou. I always get the feint, even when I only tap the button. I can use it just fine in ABK.
Re: Marilyn Sue edit Released at Long Last
#20  July 07, 2010, 05:17:50 am
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The crouching x thing was only because I didn't set it up for self-cancel on contact in the statedef. I did now, though, and it's fine.

The shortcut thing, mmmh. Not to be a stinker about it, but I haven't heard much against the current setup, so for now I'll leave it as is.

As for Kasuishou, turn on the debug and look at the "Kasuishou Feint" counter. If the number exceeds 11 for the light version, 16 for the medium, or 18 for the heavy, it should change to the cancel. Otherwise, it'll execute.

@Luis: Works like a charm. I just have to set up the cancel for the EX Chouda Karan to work accordingly now.
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#21  July 07, 2010, 05:40:05 am
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I just noticed that you can't juggle after Isshou, Nishou, sanshou nor OTG with them (nor standing and crouching C). Dude, that makes most of her BnB impossible in mugen.
Re: Marilyn Sue edit Released at Long Last
#22  July 07, 2010, 05:46:35 am
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Already in the middle of fixing the crouch C-->1,2,3 juggle.

Forgive me, it's late at night and so I am stupid--the OTG issue means that you should be able to hit them while they're down on the ground, but cannot-- is that correct?
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#23  July 07, 2010, 05:57:08 am
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Indeed. Huge part of her gameplay in ABK depended in mid screen combos where you juggle with the first 1,2,3 and hit with the second while p2 is still in the air and finish the combo while on the ground. For example

standing Z > Crouching Y > standing Y > 1,2,3 > 1,2,3

finish with Ex Kashidou for extra damage.
Re: Marilyn Sue edit Released at Long Last
#24  July 07, 2010, 06:05:18 am
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Well, I've added the flag for hitting downed opponents to the 1,2,3 and set up the anti-air to hit falling opponents. Granted, this wasn't supposed to be a full source-accurate conversion, but I'm willing to make those concessions for flexibility.

I'm going to add in the air throw while I'm at it and release the update tomorrowlater today.
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#25  July 07, 2010, 02:17:22 pm
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Looking at this thread, it seems we're going to have a good Marilyn sooner than expected, even if she's not completely accurate to the source, which I don't mind.
Re: Marilyn Sue edit Released at Long Last
#26  July 07, 2010, 08:48:48 pm
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All right, update's out. If a problem was touched on in this thread, I did my level best to fix it. QCB+Attack, as I said earlier, definitively works, I've tested it twelve million times. If you're going into the feint without trying, you really could be holding the button too long. :\

Also, ignore the bit in the readme about DP being a substitute motion for Chouda Karan--it's only D, U+Attack now, I got it to work.

Keep leaving feedback.

~ZS
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[22:18] <Ebil_Homer> because you messed up?
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[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#27  July 07, 2010, 09:32:14 pm
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Updating as I find any bugs in realtime:

  • Any strength Isshou to medium/heavy Keshou results in glitching Marilyn into a looping animation. She can still be hit out of it, though.
  • Air throw doesn't do anything. There's clearly an attack hitbox, but even if it connects, nothing happens.
  • Fushou Kousoutai is really fussy on how long you should hold Z to cancel. Sometimes it just refuses to let Marilyn perform her sweep and sometimes it's just fine. This seems to happen after a canceled Fushou. She is also completely invincible until she lands on the ground.
  • Probably might want to confirm this with someone more competent at fighting games, but I'm unable to use EX Chouda.
Last Edit: July 07, 2010, 10:02:18 pm by Do not even ask
Re: Marilyn Sue edit Released at Long Last
#28  July 07, 2010, 10:04:19 pm
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1. Fixed.
2. I've tested it, works perfectly fine for me. It's flagged to hit as MA- (grounded enemies, midair enemies, not in hitstate), just so everyone knows.
3. Variable & hitbox issue. Fixed.
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#29  July 07, 2010, 10:10:53 pm
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Odd, I tried it on a leaping KFM/Marilyn and it doesn't seem to work for me. Also the throw shortcut (C) doesn't work in the air.
Re: Marilyn Sue edit Released at Long Last
#30  July 07, 2010, 10:16:59 pm
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...Oops.

Looks like a bit of stray code from when I wrote the command. Lemme see...yeah, found it. Fixed that too.

In another hour or so I'll load up the new one. Sorry to be so much trouble, guys.
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Last Edit: July 07, 2010, 10:20:43 pm by Zero-Sennin
Re: Marilyn Sue edit Released at Long Last
#31  July 07, 2010, 10:40:04 pm
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Good luck trying to reproduce this combo, I spent near 2 hours to make it:

http://www.mediafire.com/?kimnkzwnzmn

Standing B (2 hits) > QCB+hold a, Standing B (2 hits) > QCB+hold a, Standing B (2 hits) > QCB+hold a, repeat.

It's possible to connect with a Standing A after the fainted Kasuishou(as shown in the video), but it's even harder.

*************

And yes, it's a new infinite  ;D

Sorry for not making any more solid comment, but I felt the need of showing with a video, since it's hard to describe it with words :P
Re: Marilyn Sue edit Released at Long Last
#32  July 07, 2010, 11:29:54 pm
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Easy fix--I'll break control in the feinted state.

By about six-thirty eastern time (~1 hr), if I can, I'll upload the fixed version.
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#33  July 07, 2010, 11:32:49 pm
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One more question, ABK had a special animation when you lose in the first round, did you exclude it on purpouse? (That something I can understand since they weren't too good).
Last Edit: July 08, 2010, 12:41:37 am by Cyan Paul
Re: Marilyn Sue edit Released at Long Last
#34  July 07, 2010, 11:35:35 pm
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...Oh, yeah, forgot about those.

Yeah, I did exclude it, but not on purpose. Do recall that this version of Marilyn is one that I made after a freak accident killed all of my progress on the first one-- that was when the lose by first-round KO animation that you speak of was in fact present.

I totally forgot about it this time round since I was like "SHIT SHIT SHIT LOST ALL THE WORK GOTTA MAKE IT UP SHIIIIT!". :P
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#35  July 08, 2010, 12:43:03 am
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(lose by ko? SHIT I really have to proof read my posts more often)

And don't forget the time out pose.
Re: Marilyn Sue edit, 1.1a (7/7)
#36  July 08, 2010, 12:48:00 am
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OK, the update is up as promised. Readme should say 1.1a somewhere in there in case you're wondering.

The only thing I'm not totally sure of is the infinite Zzy reported--I did take steps to get rid of it and when I tried it, it seemed to work. If not, then I'll address it at a later point. Everything else should be good though.

I'm surprised no one's asked me about what's next, I did drop a fairly big hint in the top post.... :P

And don't forget the time out pose.

...it's already there...isn't it? O_o
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

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Re: Marilyn Sue edit, 1.1a (7/7)
#37  July 08, 2010, 03:55:57 am
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Re: Marilyn Sue edit, 1.1a (7/7)
#38  July 08, 2010, 04:08:04 am
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Oh.

Oh.

Dammit.

I have to put that into 1.1b/1.2. UGH CURSE YOU SHINRA I THOUGHT YOU AT LEAST GOT THAT PART RIGHT
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit, 1.1a (7/7)
#39  July 08, 2010, 05:52:48 am
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Air throw still doesn't work. Disregard that, I suck cocks.

It only works while you are performing an approaching jump though. Just jumping vertically and connecting will result in nothing.

You can cancel into Zesshou Kuuchuu Hyakushouken from Chouda. It'll whiff and results in Marilyn "levitating".
Last Edit: July 08, 2010, 05:57:31 am by Do not even ask
Re: Marilyn Sue edit, 1.1a (7/7)
#40  July 08, 2010, 05:53:43 am
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Re: Marilyn Sue edit, 1.1a (7/7)
#41  July 08, 2010, 06:06:13 am
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I don't even know if Shinra's SFF has that sprite in it.... >__< And I know he was fail, I didn't figure he was that DAMN FAIL.

DNEA, I just tested the throw, I can do it from a neutral jump. You do have to hold forward or back while pressing throw to pull it off, I might've messed up and written the readme wrong.

The Hyakushouken thing, I have a handle on. Just a messed up CMD trigger, I figure.
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit, 1.1a (7/7)
#42  July 08, 2010, 06:22:08 am
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Sanshou is still not quite there. It should be more like a punch that send you to the upper corner and makes you bounce rather than sliding. And the pause at the end of the movement dosen't look ood.

Sometime pressing D+reflector during a crouching reflector reflector switches to standing reflector for some reason. And change the alignment, it should be above of Marilyn's knee. She should be vulnerable to attacks that hit low, that's why croching reflector exists.

An (Failed) Air reflector should whiff once you land. Otherwise, there's no punishment for reflecting without reason in midair. And it should be able to stop projectlies as well as physic attacks, as a standr reflector (Even though I assume this wouldn't work 100% perfectly in mugen).

You can cancel Chouda Karan into ex chouda karan in the air, which make the animation loop, causing Marilyn to step in the air for a second. You can change the animation or make it cancelable only before Marilyn jumps.

That aside, this Marilyn is pretty decent at this point. Congratulation for turning that useless piece of crap into a good character.
Re: Marilyn Sue edit, 1.1a (7/7)
#43  July 08, 2010, 06:47:32 am
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The only thing I'm not totally sure of is the infinite Zzy reported--I did take steps to get rid of it and when I tried it, it seemed to work. If not, then I'll address it at a later point. Everything else should be good though.

It was removed successfully, and I couldn't find a way to abuse her anymore  ;) Good job.
Re: Marilyn Sue edit, 1.1a (7/7)
#44  July 08, 2010, 07:03:47 am
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I purposely dropped the projectile reflection because I had no idea how I'd set the system up to deflect projectiles. Maybe I'll just do a destroy w/o auto-counter, but I dunno.

I'll have to go steal wall-bounce code out of KFM or something, I suppose...sigh.

The random reflector switch, I do believe I just fixed. Forgot a triggerall somewhere. As for the recovery for the air parry, that's easily done and thus I am ON IT.

Chouda Karan's fixed up nicely. Thought one of my triggers did the job, but it FAILED. So I added another one and it seems stable.

1.1b/1.2/Whatever the fsck I call it will be out later today probably. Not before noon though, so keep up the feeding back.

~ZS
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit, 1.1a (7/7)
#45  July 08, 2010, 07:59:49 am
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Don't be lazy. Steal the reflector from POTS and the wall bounce from KFM, et voilà!
Re: Marilyn Sue edit, 1.1a (7/7)
#46  July 08, 2010, 08:21:52 am
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or my zero, since he has both forms of projectile reflection to cover everything
Re: Marilyn Sue edit, 1.2 (7/8)
#47  July 08, 2010, 07:28:57 pm
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1.2 is uploaded. Thanks, JZ, for pointing me to your Zero; the projectile killing works like a charm.

With any luck there aren't any more serious problems, but I'm gonna be focusing on the new edit & real life stuff for the next few days--so if there are, they won't be addressed immediately.

OK, 's all I had to say. Do as you all do, I'm here to listen.

~ZS
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit, 1.2 (7/8)
#48  July 14, 2010, 07:20:06 pm
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Jumping over an opponent and performing Fushou will result in Marilyn sweeping away from her opponent.
Re: Marilyn Sue edit, 1.2 (7/8)
#49  July 15, 2010, 12:47:34 am
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It looks a lot like Dead or Alive Leifang ;P

Maybe you could edit it to look like her ;D
Re: Marilyn Sue edit, 1.2a (7/20)
#50  July 21, 2010, 04:52:39 am
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Jumping over an opponent and performing Fushou will result in Marilyn sweeping away from her opponent.

FIXED IN THE UPDATE THAT HAS NOW BEEN UPLOADED ON THE NOW RESTORED SITE. [/abridgedesparoba]

It looks a lot like Dead or Alive Leifang ;P

Maybe you could edit it to look like her ;D

I, sir, am not a spriter. I attempted to be a long time ago, but I am well aware that it is not my strong suit. :P
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit, 1.2a (7/20)
#51  July 22, 2010, 09:42:15 am
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- Koutankyaku's hitsparks is misaligned.
- No hitspark for ground throw ?
- It may be my hitsparks' pack (same as yours :P), but I don't see a "bounce on the wall" hitspark when the opponent hits the wall during Isshou.
- EX Kasuishou has no CLSN at the start up. You should have CLSNs, and add NotHitBy, and add a helper or something to avoid the enemy going through Marilyn. As it is now, if the opponent walks forward during the start up while being close enough to her, she'll miss him.
- Weren't you going to add AI to your chars ?

She's getting much better. :)
Re: Marilyn Sue edit, 1.2a (7/20)
#52  July 22, 2010, 07:12:05 pm
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- Koutankyaku's hitsparks is misaligned.
- No hitspark for ground throw ?
- It may be my hitsparks' pack (same as yours :P), but I don't see a "bounce on the wall" hitspark when the opponent hits the wall during Isshou.
- EX Kasuishou has no CLSN at the start up. You should have CLSNs, and add NotHitBy, and add a helper or something to avoid the enemy going through Marilyn. As it is now, if the opponent walks forward during the start up while being close enough to her, she'll miss him.
- Weren't you going to add AI to your chars ?

She's getting much better. :)
-Will get to fixing.
-There was a shockwave in Blitzkampf for it, but I'm not sure how to replicate it 100%
-Odd, mine does display a sprite on wallbounce.
-I'll get on that.

As for AI:
Tashigi in the 1.0 Releases is my first, somewhat half-hearted attempt at that. I did look at POTS' code to try to get an idea, but to be honest, as great a creator he is and stuff, the fact is that just looking at his code sometimes gives me a severe headache. I'm thinking of posting over in the help section about it, so we'll see how it goes.

I'm going to take a screenie or two of Haruhi later and try to cause a stir in the Screenshots thread. See ya'll on the flip.

~ZS
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit, 1.2a (7/20)
#53  August 03, 2010, 12:06:08 am
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Is there any chance we'll see her for WinMugen?
Re: Marilyn Sue edit, 1.2a (7/20)
#54  August 03, 2010, 12:09:18 am
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Is there any chance we'll see her for WinMugen?

My guess is no. Just change to MUGEN 1.0, or wait for Electbyte to release 1.1, which could help some people that has compatibility problems wiht that version.