You blew off ALL of the feedback here and alsoAcey said, October 25, 2011, 04:55:35 amI just got back from the Guild, and another frame thread but a bunch of users who didn't even download the character. I agree Cyanide had useful comments, just not actually useful for Rogue while sometimes even stating the facts a little off.Sure you listened....
I just got back from the Guild, and another frame thread but a bunch of users who didn't even download the character. I agree Cyanide had useful comments, just not actually useful for Rogue while sometimes even stating the facts a little off.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Do you often run naked in the streets screaming "YOU STUPID ASS FAGGOT NIGGA BITCHES WHY YOU NO HELP ME WITH MY MATH HOMEWORK !!!!???!!!!"
I apologise, i got the kick chaining wrong. You can bounce between LP and LK for up to 6 hits (No Vs character can do that. once you move to the next key the combo chain ends)I'm not saying that chaining is bad, just that all the Vs games have chaining rules, and they're consistent. And you aren't following them at all....
Combo Chain 1 = LP->LK->MP->MK->Hard attack (stand, crouch or air)Combo Chain 2 = Light->Medium->Hard (stand, crouch or air), you can skip medium if you want.Normals Chain into Specials. Specials into Hypers.In general you can not chain normals into stolen attacks. Most stolen attacks can not be done in the air, excpetions include Hadouken, Mega Buster and Ice Blast.
- Damage dampener required; can effortlessly create 8+ hit strings from basics alone that can claim 400+ damage. (s.lp>s.lk>s.mp>s.mk>s.hk>a.lp>a.lk>a.mp>a.mk>a.hk for example)- Seems odd that c.mk can hit grounded opponents despite kick itself being nowhere even close.- Dive kick can be done immediately after a.hk or a.hp, actually letting you land before the downhit opponent with enough time to sneak in an extra hit.- Dive kick has odd behaviour in corner; Rogue actually dives away from the opponent.- Mr. Fantastic/Dhalsim inspired stretch punch can be repeated for 15 hits, taking 300 damage. If the same move is done 14 times then followed by the lvl 1 super version, it can take 553 damage total.- Sabretooh themed super seems to be the same as the stolen special but with 20 extra damage, making it 100 total.- Forte themed super can spam into itself with little effort, results in 36 hit combo that does 900 damage. Can be followed up with any basics, leading to a certain 100% damage combo. Even if you use just one super, you can still easily chain into a basic combo for 600+ damage with little effort.- Zangief/Haggar super has no pause as far as I can tell. Also, s.lp>s.lk>s.mp>s.mk>super for 450 damage. Quite a bit for just a single power stock.- Juggernault themed rock slide just moves oddly. While I am guessing it is implied to be a rolling cascade of rocks, it just really doesn't work in this current incarnation.- Rockman/Roll themed special seems to have a bug when charging. Possible to charge and mash out command using another button in such a way that you can shoot multiple projectiles in a row just by hitting the last kick key used.- Magneto special and super projectiles have cornerpush.- Human Torch special can miss at point blank range on thinner opponents.- Charlie super can combo after itself, has same issues as Forte super as it also can be followed with basics.- Noticing quite a few stolen power sets where the super is basically just a higher damage version of the special.
So for everyone out there who truely wants to play an amazing Rogue, wonderfuly programmed with great chaining, solid gameplay and full of tons of extras then this is a download you won't want to miss. Ignore the liars. I'm always listening. It's those who aren't afraid to speak up against the socail norm who change the world.
That's a terrible attitude Acey. Changing the world? A bit overreactive, dont you think?...Feedback is feedback, the timings being off makes the animation skip weirdly about, that was one piece of feedback I had given even on the fullgame back when it was first released. if you have 4 frames and they go 2 ticks, 3 ticks, 4 ticks, 1 tick, it gives an effect of slowing down and then a quicker finisher, if you set them to 2 ticks, 2 ticks, 2 ticks, 2 ticks, the impact is gone and instead the move will feel differently. Timings matter on animation.
Thanks Ace. Got a lot of stuff in there I couldn't quite explain on my own. Sorry if it turned into a bit of a war. Now I know how world conflicts start. ;*))
I appreciate that you called them out for doing exctly what they were doing, which was bashing without useful feedback. I know it's not easy to step in there and speak your mind always with that crowd.
VAN A SEGUIR CON LA MISMA MIERDA????I don't have anything against you Acey, but here's my two cents...I been following this thread and noticed that every single piece of feedback from most users is indeed a valuable piece to fixing issues with your Rogue.Stop being stubborn about your mistakes in your creation, you are not perfect...I learned this too when I was being a little whinny dick about this kind of thing a few years ago cause other people are right sometimes. Forget the bashing and naysaying and just be a man and fix your shit.Otherwise, people will just continue to play with seemingly upgraded versions of Kong's creations, which as we all know are nicely animated but horribly coded and very very rushed.That's it. bye.
I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Stop being stubborn about your mistakes in your creation, you are not perfect...I learned this too when I was being a little whinny dick about this kind of thing a few years ago cause other people are right sometimes.
No, what we're saying is, feedback is feedback. You gonna ignore every piece of feedback that contains "fuck," "shit," "piss," "damn," or, god forbid, "bad," or, "TERRIBLE?"