Tweaked around the anims and It worked, thanks for the helpIt's fine, I'll just add EB extras like korin or dende, killing bojack, killing Cell jr.s just to have some sort of variation. Since when I code him hearing the same exact voices can be maddening.New intro
Medium has less precise blocking and less dashes to close the gap also slower to react on combos. Easy will be even more so. I also set mine on medium for testing while the default is using hard8 so Goku uses that AI level. DJ_HANNIBALROYCE, Thanks. Lmao this ain't MK though.Regarding the Goku Black EditSpoiler, click to toggle visibiltyTesting toned down AI against the Goku Black voiced by Sean in Xenoverse 2. Also it was really hard to find a SSJ goku Rose edit without changes in gameplay. This one only changed Aesthetics and changed intro and win poses to fit black more with his Ki blade etc.
D. HoChoy said, April 02, 2017, 10:06:21 pmYour Gohan is looking pretty good. Especially for an imitation. ThanksNew winpose when match is overSoaring Dragon StrikeD,F,D,F,k - 1 bar-Can be charged by holding the hard kick(adds stun)-Teleport Assist when in Last Stand mode(can be disabled in the config)
GDPenguin said, April 06, 2017, 07:17:23 amI love that TV-Winpose xDThanks, I got to mix it up instead of using TFS dodge jokes over and over again.Chou Maretsu Lvl 1 D,B,D,B,kk 2 bar
yo that's awesome as hell but imo that's way too long for a level 1. that seems like atleast a level 2 or even a finisher if tuned up right. not a level 1 though.
Walruslui said, April 07, 2017, 10:16:32 amyo that's awesome as hell but imo that's way too long for a level 1. that seems like atleast a level 2 or even a finisher if tuned up right. not a level 1 though.Thanks, I was just thinking that, it seems to drag onMaybelvl1 - masenko, soaring dragon strike, replace maretsugeki w/"spirit slash/evil whirlwind"lvl2 - Chou Maretsugeki(lvl1,2,3 depending on the special mode), Kamehamehalvl3 - Ultimate Kamehameha(variant Father son when in special mode)
AlexSin said, April 08, 2017, 01:39:50 amThere's no reason not to hold the button for Soaring Dragon Strike at the moment.Sorry not a native English speaker. Do you mean the hold button used to perform the move or hold it at the start ?Spoiler, click to toggle visibiltySupers so far:lvl 1Masenko/Masenko Air - DFDF,p 1barSoaring Dragon Strike - DBDB,p 1barEvil Whirlwind - DBDB,kLvl2Silent Rage - DDD,mpmk 2000 pwr-Adds Dragon Emblem-Adds Rapid Movement - DB,p (can air)-Buffs the lvl1 super damage to lvl2 and when the emblem shines buffs to lvl3-Adds bounce kick after every dragon rush-Adds Rapid Movement at the start of the run-Mode cancelled after using any superChou Maretsugeki - 2000 pwr-Differs depending on the level of the EmblemKamehameha - 2000 pwr(hold for ultimate kamehameha)-Can be clashed-Can cause fatality when match is overAlmost there the Kamehameha and the clashing still looks rough but the mechs are there. Also the only left are the Chou Maretsugeki buffs whem Silent Rage is active also Father Son variation when last stand is active.
A.C.I.D said, April 10, 2017, 06:48:19 pmAlexSin said, April 08, 2017, 01:39:50 amThere's no reason not to hold the button for Soaring Dragon Strike at the moment.Sorry not a native English speaker. Do you mean the hold button used to perform the move or hold it at the start ?I'm not a native speaker either. Maybe I confused you with the wording.You showed two cases of your Soaring Dragon Strike: the first, when you don't hold the attack button; the second when you hold the button.Now, which, in your opinion, is more useful?The player that could use your character will always hold the button because:- it stuns the enemy,- it deals more damage,- the enemy can't recover from the first hit anyway.What I was trying to get to is there's too much hitstun on the first hit.
Yeah, but I don't want it to be totally unblockable I want to give the enemy a chance to defend on the first hit(it only has a 15 tick guardpause). The second hit when charged is unblockable. So if you block the first hit you can just get out of the way or if you mess up and try to guard the second hit the guard will break.
oh man this is looking to be really good, the gameplay looks spot on especially considering the limited spriteset you're usinghave you thought of getting several testers to make sure everything is in order? or an open test? could help out in keeping things tight and bug-freeeither way I'm looking forward to more progress on this
A.C.I.D said, April 11, 2017, 02:48:00 amYeah, but I don't want it to be totally unblockable I want to give the enemy a chance to defend on the first hit(it only has a 15 tick guardpause). The second hit when charged is unblockable. So if you block the first hit you can just get out of the way or if you mess up and try to guard the second hit the guard will break.Who talked about the move being unblockable or about the guardpause? I'm sure I didn't talk about that stuff.I was talking about the hitstun on the first hit (when the attack hits the enemy), I don't want to come off as rude but could you read my post again?
Walruslui said, April 11, 2017, 08:08:41 amoh man this is looking to be really good, the gameplay looks spot on especially considering the limited spriteset you're usinghave you thought of getting several testers to make sure everything is in order? or an open test? could help out in keeping things tight and bug-freeeither way I'm looking forward to more progress on thisThanks, I haven't thought about it.AlexSin no, it's fine. I understand your post. Your saying the hitstun is too long on the first hit that there is no reason to not hold the button at the moment of the attack because the one who uses it will always charge it but there are two distinct changes. -The charged version causes stun but also has a higher jump and grants no control after the attack leaving him vulnerable in the air and when landing. -The short version although blockable has a lower jump and can be recovered fast because it grants control after usage. So you can air dash back or block or follow it with a masenko.You asked why I didn't make it charge in the moment of the attack -To give the enemy a chance to block the first hit and get out of the way. -That is why I explained how to guard it because that is part of the reason why I didn't make it charge right awayWhy the hitstun is too long -Then how will it chain on the second hit ? -Like in the budokai series the soaring dragon strike first hit causes the enemy to slow down to allow the second hit.
hi guys! im currently working with A.C.I.D on testing gohan and making him as good as he can and right now we're making good progress.now we have enough progress to actually have new palettes!sadly it's not color seperated but atleast the fx is included! i hope ya'll make some neat palettes! please provide me with .pcx versions as well as .png previews please
A.C.I.D said, April 11, 2017, 10:38:26 pm1- You asked why I didn't make it charge in the moment of the attack [...]2- Why the hitstun is too long -Then how will it chain on the second hit ? -Like in the budokai series the soaring dragon strike first hit causes the enemy to slow down to allow the second hit.1- No, I didn't. I asked you which one is more useful.2- My idea is to give it enough hitstun to make sure the second non-charged hit can combo, but if the second hit is charged the enemy can get away.So the non-charged version is not redundant.
Walruslui, Thanks for the pal man.AlexSin, I like that, so the enemy can mess up by blocking the second charged hit or recover by dashing back after the first hit if the second one is charged but enough hit stun for the non charged version. Thanks for the suggestion.
He has some pretty cool moves. It's too bad I wasn't able to get on board here sooner or I could have given more thorough feedback.=Suggestion; study and take some new sound effects from the latest versions of our characters. Well mainly the ones for the Ki Blast impacts (I replaced them because they were kinda loud especially with multiple of them hitting in rapid succession). And we added a new wall/ground bounce sound but that requires some extra coding. AlexSin would know about that, he added it in a few of our chars =His jump seems a bit delayed compared to others, like he's displayed in his jump-start frame just a tad too long before he actually jumps.=Suggesting aerial versions of both the Dragon Fang and the Evil Whirlwind.=Dragon Spear is cool but has some missing potential. You can use this potential by not having the enemy knocked away as far on the last hit. The only version that has some cool combo potential is currently the LK version as it doesn't move Gohan back as much after the first hit. Hence he is able to connect with an aerial LK and then a Dragon Rush. It does work with the MK and SK version of Dragon Spear, but only when the enemy is backed into the corner.=Dragon Rush is also cool But it suffers from the same 'problem' as with Dragon Spear. This again is easily fixable by giving control back to Gohan sooner; during his recoil pose right after he teleports away after the last hit of the Rush. You could then allow him to supercancel into his Aerial Masenko (which you can already do, kinda, the blasts WILL hit the falling enemy) or aerial Dragon Fang/Evil Whirlwind (if you choose to make aerial versions of those).=You're using two different voice actresses (both from Funimation, sure), I suggest to choose one or the other instead of mixing them.Recorded a combo for you to enjoy (and I have to note I did replace the Ki Blast attack impact sound which you'll hear in his Masenko).jump-in jSK, st.LP, st.MP, st.MP, st.SP, LK Dragon Fang, jLK, MK Dragon Rush, aerial Masenko.Good luck to the both of you, I'll try to keep an eye here a bit more often.