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Dudley by Buckus (Read 84666 times)

Started by BurningSoul, July 07, 2019, 05:21:36 pm
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Dudley by Buckus
New #1  July 07, 2019, 05:21:36 pm
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Whats done
-Implemented New CS sprites,credits to 2dee4ever
-Corner Push System implemented
-Basics recoded,messed around more
-Implemented New Juggle System
-Got rid of old combo vars and Remade cancelling
-Implementation of Custom Combo properly
-Chain Combo nerf
-Added Backward Roll
-No Debug Flood thanks to Mr.Giang's help
-Damage values are changed/AGAIN
Link                                                                                                                                                       
https://www.dropbox.com/s/uy3o4aezu23lkpp/Dudley.rar?dl=0
Thanks to Kofhero for palletes.
Last Edit: February 05, 2023, 07:43:42 pm by BurningSoul
Re: Dudley by Mr.Ansatsuken
#2  July 07, 2019, 05:30:23 pm
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Why does he have leftover Ryo Voice samples?
It should be easy to fix becuase they are on the same Group numbers as the Dudley ones.
Also his supers do extreme damage.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Dudley by Mr.Ansatsuken
#3  July 07, 2019, 05:33:39 pm
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he does? wtf? Imma fix it
okey Imma fix those
Re: Dudley by Mr.Ansatsuken
#4  July 07, 2019, 05:36:43 pm
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Also his Short Swing Blow crashed the game when it came out, maybe look at that too.
He also still lacks a Back Roll
Lastly he makes grunts instead of step sounds during his Run and lacks a 9000,1 big port.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: July 07, 2019, 05:42:43 pm by RagingRowen
Re: Dudley by Mr.Ansatsuken
#5  July 07, 2019, 05:41:39 pm
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Is it possible to do this for the Mugen 1.1 version? Since its the one I have of the original release, although think the only differences are all the camera effects.
To play or not to play: That is the question...
Re: Dudley by Mr.Ansatsuken
#6  July 07, 2019, 05:52:06 pm
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there are no differences so no 1.1 version
also Link Updated,pls redownload
Re: Dudley by Mr.Ansatsuken
#7  July 07, 2019, 05:54:19 pm
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there are no differences so no 1.1 version
also Link Updated,pls redownload

I just mentioned it, 1.1 has extra camera effects like zoom ins during supers and such. But no matter, I'll try this out since the 1.1 differences are only trivial.
To play or not to play: That is the question...
Re: Dudley by Mr.Ansatsuken
#8  July 07, 2019, 10:54:30 pm
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Bro, Dudley doesn't have a Big portrait. Even the original version doesn't have one.
Here's one from Buckus version


EDIT: Sometimes Dudley just stay in the air after blocking an attack. I believe it's an AI issue.
Last Edit: July 07, 2019, 11:09:44 pm by 【MFG】gui0007
Re: Dudley by Mr.Ansatsuken
#9  July 07, 2019, 11:11:27 pm
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Okey,gonna update this in following days,special moves feel iffy so might rework those
Re: Dudley by Mr.Ansatsuken
#10  July 08, 2019, 04:09:37 am
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Despite these minor issues, Dudley plays well. :)
Re: Dudley by Mr.Ansatsuken
#11  July 09, 2019, 12:02:48 am
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Re: Dudley by Mr.Ansatsuken
#12  July 09, 2019, 03:17:12 pm
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First Post Updated pls redownload
Re: Dudley by Mr.Ansatsuken
#13  July 10, 2019, 08:02:03 pm
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Re: Dudley by Mr.Ansatsuken
#14  July 10, 2019, 08:31:21 pm
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Pls redownload,I forgot command
Re: Dudley by Mr.Ansatsuken
#15  July 11, 2019, 12:11:01 am
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Re: Dudley by Mr.Ansatsuken
#16  July 11, 2019, 12:23:11 am
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did you try him,I added it from your version
Last Edit: July 11, 2019, 12:27:30 am by Mark85
Re: Dudley by Mr.Ansatsuken
#17  July 11, 2019, 12:59:24 am
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just tested the newest uploaded dudley from your link, backward roll is not working
Re: Dudley by Mr.Ansatsuken
#18  July 11, 2019, 04:50:51 am
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Ysaquerai is right, Dudley doesn't have a backward roll or move at all now.
Also the high jumps are without afterimage, the run sound is messed up, the back dash sound is wrong.
Sadly this update get all messed up for me. Tested in both mugen 1.0 and 1.1
Re: Dudley by Mr.Ansatsuken
#19  July 11, 2019, 02:42:42 pm
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No idea about sounds
Turns out I implemented it just set the cmd to sth else,fixed
 sounds are fixed
high jumps are good as it is
Chains are optional now,got the config for it,
Pls Redownload
Also did anyone try Super Cancelling? Super into Super etc been afraid that I fucked up sth,havent been able to do it myself
Updated Again,Thanks to Mr.Giang,debug flood is gone
Last Edit: July 11, 2019, 03:23:45 pm by Mark85
Re: Dudley by Mr.Ansatsuken
#20  July 11, 2019, 06:49:57 pm
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Ooookay...


Issues showed in the gif/video
- Backward without afterimage
- High jumps are even more messed up than before. When i did it, doesn't matter the direction, or Dudley made a "dash" or he's just won't jump at all
- And now Dudley's attacks sounds are the same of his running sound. Surely it's a problem on .snd. I think that only putting the .snd of the original version will solve this problem.

Tested both in 1.0 and 1.1
Re: Dudley by Mr.Ansatsuken
#21  July 11, 2019, 07:33:08 pm
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man why the fuck snd is doing this,I have no idea,I'm not changing anything
Re: Dudley by Mr.Ansatsuken
#22  July 12, 2019, 01:57:31 pm
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You are, it appears that you replaced the grunts with step sounds.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Dudley by Mr.Ansatsuken
#23  July 12, 2019, 02:07:15 pm
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Dudley updated,ported sounds from original version
was trying to recode jump and run,guess I fucked up,restored it to original,should work
Re: Dudley by Mr.Ansatsuken
#24  July 12, 2019, 03:43:57 pm
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tried the latest uploaded dudley, the character can't run/dash forward :(
Re: Dudley by Mr.Ansatsuken
#25  July 12, 2019, 04:26:37 pm
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Well, I don't know what's happening here, but bad coding has struck again.
Re: Dudley by Mr.Ansatsuken
#26  August 23, 2019, 01:46:11 pm
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tried to implement damage scaling system
a little changes there and there
Also,can anyone try super cancelling for me? maybe its my fault for not being able to do it
and just forgot to make special moves unusable on air,sorry about that totally forgot
Link Updated
Re: Dudley by Mr.Ansatsuken
#27  September 19, 2019, 06:56:12 pm
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Link in First Post Updated again,added max mode
Re: Dudley by Mr.Ansatsuken
#28  September 20, 2019, 06:20:09 am
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You removed Custom Combo?
Re: Dudley by Mr.Ansatsuken
#29  September 20, 2019, 06:09:51 pm
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Re: Dudley by Mr.Ansatsuken
#30  October 26, 2019, 07:35:31 pm
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Link in First Post Updated,fixed some normals and pushback issues
Re: Dudley by Mr.Ansatsuken
#31  October 26, 2019, 09:22:44 pm
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lvl 1 supers do more damage than lvl 2 and 3. in fact lvl 3 supers are even weaker than EX attacks. some EX attacks do too much damage. almost 1/4 of hp.
Re: Dudley by Mr.Ansatsuken
#32  October 26, 2019, 10:18:14 pm
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I might have got it mixed up idk,will check tomorrow
Re: Dudley by Mr.Ansatsuken
#33  October 30, 2019, 12:18:11 am
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1. What "地獄の花" said.
2. You may want to re-add his grunts, maybe in Sound Group 0, because that's where creators usually put em'.
3. I can't get his Custom Combo nor Max Mode even though I'm pressing Z+C.

It's a shame Mr. A himself never got around to his official update which was teased in his WIP thread, but I still support this in some way.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: October 30, 2019, 12:21:41 am by RagingRowen
Re: Dudley by Mr.Ansatsuken
#34  July 21, 2020, 05:36:41 pm
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Dudley has been updated,Finally got Max Mode and Custom Combo to work properly
cancels are edited to behave better
width and pushback of normal moves are adjusted
chain combos work the way they do in original version by Buckus
Removed EasyCmd for now,
You can download in first post
Re: Dudley by Mr.Ansatsuken
#35  July 21, 2020, 05:46:06 pm
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I'm happy you updated him, thanks man.
Re: Dudley by Mr.Ansatsuken
#36  July 21, 2020, 06:54:19 pm
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I just updated him again,forgot an issue left in,should be good to go now
Re: Dudley by Mr.Ansatsuken
#37  July 22, 2020, 03:39:16 pm
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Thanks for another update bro.

But i saw serious issues on him. Most of them i updated/fixed already. ;)
https://mega.nz/file/n0M1TShY#hjuLeOFLWlrt6T75nWSVrepzwXVEnqxzb03uqkJs3hY

- Fixed Parry sprites and animations (Stand, Down and Air)
- Air Parry effect adjusted (The air parry was all messed up)
- Re-added and fixed Dudley's grunts sounds (Dudley didn't have his grunts whatsoever so i put them again)
- Implemented back Dudley's grunts properly on his normals, throws and specials
- Fixed Poweradd value of Rolling Thunder and MAX Rocket Uppercut (Both were consuming 3 power bars instead of 2)
- Fixed EX Cross Counter's second HitDef (The second hit wasn't working before because the HitDef coding was wrong)

I believe that few aesthetic issues still there.
Re: Dudley by Mr.Ansatsuken
#38  July 22, 2020, 06:55:09 pm
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I think you screwed up statedef -2 as I dont see it in your edit,you also removed max poweradds on rolling thunder and max uppercut,anyways thanks for help I updated Dudley again
Re: Dudley by Mr.Ansatsuken
#39  July 22, 2020, 11:04:49 pm
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I think you screwed up statedef -2 as I dont see it in your edit,you also removed max poweradds on rolling thunder and max uppercut,anyways thanks for help I updated Dudley again

I retired the unnecessary stuff from this Statedef and put some from original Buckus and Mr. A version. The poweradd i did like in the original version aswell and fixed the value in the .cmd
Re: Dudley by Mr.Ansatsuken
#40  July 22, 2020, 11:24:15 pm
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Last update for a while,chains are disabled during custom combo now,for balancing
Re: Dudley by Mr.Ansatsuken
#41  July 23, 2020, 03:38:13 am
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It's nice to see this revised.
Re: Dudley by Mr.Ansatsuken
#42  July 23, 2020, 04:37:04 am
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nice char, well done.
Re: Dudley by Mr.Ansatsuken
#43  July 23, 2020, 07:46:20 am
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I'm not sure if you've updated your download link because...

https://streamable.com/73tcgi

- Debug Flood
- His legs spaz out during Run Stop animation because it has a few frames of run animation in it.
- You should probably use Run Stop states/animations for the ducking specials because his legs spaz out.
- Dudley feels slippery and slidey because he still has friction in his jump start and jump land states. You should velset = 0,0 at the statedefs
Re: Dudley by Mr.Ansatsuken
#44  July 23, 2020, 11:13:33 am
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I'm not sure if you've updated your download link because...

https://streamable.com/73tcgi

- Debug Flood
- His legs spaz out during Run Stop animation because it has a few frames of run animation in it.
- You should probably use Run Stop states/animations for the ducking specials because his legs spaz out.
- Dudley feels slippery and slidey because he still has friction in his jump start and jump land states. You should velset = 0,0 at the statedefs

Mr.giang did fix the debug flood for me at some point,but I suppose Gui's version was old so when I used his to update,it all came back
Also Dudley's updated fixed those issues you mentioned

_e.

Re: Dudley by Mr.Ansatsuken
#45  July 23, 2020, 06:07:38 pm
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he still has the debug flood on all his hypers, even the lv3.

it also happens in 1.1 too.
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Re: Dudley by Mr.Ansatsuken
#46  July 23, 2020, 07:00:44 pm
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Mr.giang did fix the debug flood for me at some point,but I suppose Gui's version was old so when I used his to update,it all came back

Wrong, i did the fixes with your edit and the debug flood wasn't fixed at all. :v
Now it got fixed in this new update, at least for me, strange that with EM00 still have it.

- Again the order of the sounds are wrong, specially Dudley's grunts. You forgot to change the values on his states.
- The Air Parry got messed up again because the anim value is wrong. The right one is "anim=99".
- Rolling Thunder is consuming 3 Power Bars instead of 2 again.
Last Edit: July 23, 2020, 07:28:51 pm by 【MFG】gui0007
Re: Dudley by Mr.Ansatsuken
#47  July 23, 2020, 09:58:27 pm
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Downloaded the current version and in both ikemen/ Mugen 1.1 he has this happen if you execute his qcb+k move in the air
Re: Dudley by Mr.Ansatsuken
#48  July 23, 2020, 10:24:48 pm
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I'm sorry for not testing stuff properly and leaving those issues in,didnt want to make you guys constantly redownload him,updated for last time(I literally copy pasted fixes from gui's edit)
Re: Dudley by Mr.Ansatsuken
#49  July 23, 2020, 10:40:16 pm
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I'm sorry for not testing stuff properly and leaving those issues in,didnt want to make you guys constantly redownload him,updated for last time(I literally copy pasted fixes from gui's edit)

No worries bro. I'll check this out, thanks. ;)
Re: Dudley by Mr.Ansatsuken
#50  July 24, 2020, 04:06:29 am
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redownloaded him and it fixed the previous issue but I noticed he has this with the light version of this move specifically
Re: Dudley by Mr.Ansatsuken
#51  July 24, 2020, 07:00:21 am
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redownloaded him and it fixed the previous issue but I noticed he has this with the light version of this move specifically

+ In Command.cmd statetype != A is missing from Light ducking triggers
Code:
;---------------------------------------------------------------------------
;Light Ducking
[State -1, Light Ducking]
type = ChangeState
value = 1150
triggerall = statetype != A ; <<<----- Oops this line is missing
triggerall = var(7) != 1
triggerall = command = "HCF_a"
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2=var(5)

+ Not all of the hits on Cork screw cross connect because of corner push, doesn't combo after 7th hit...
https://streamable.com/0dcvq7

+ Super cancelling doesn't work (not sure if intentional) because the cancel check vars in statedef -3 are disabled,
Code:
[State -3, MAX Cancel Reset] ;<------ uncomment these 
type=VarSet
trigger1=1
var(11)=0
ignoreHitPause=1

[State -3, MAX Cancel Check]
type=VarSet
trigger1 = stateno = 3000  && movecontact
trigger2 = stateno = 3010  && movecontact
trigger3= stateno=3050  && movecontact
var(11)=1
ignoreHitPause=1

+ In the command.cmd, the trigger2's for supers should be:
Max Cancellable:
Code:
trigger2=var(5)||var(35)||var(11)
Super Cancellable
Code:
trigger2=var(5)||var(35)
+ Also the Power trigger for Max Rolling Thunder should probably just be
Code:
triggerall = power >= 3000
otherwise you'll be able to do it when power>=2000
Last Edit: July 24, 2020, 08:37:33 am by kenmasters2812
Re: Dudley by Mr.Ansatsuken
#52  July 24, 2020, 02:33:05 pm
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Max Rolling Thunder is meant to be lv2
I fixed other issues you mentioned,link in first post is updated
Re: Dudley by Mr.Ansatsuken
#53  July 24, 2020, 06:18:54 pm
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Max Rolling Thunder is meant to be lv2
I fixed other issues you mentioned,link in first post is updated

In that case, you might want to consider making it a level 3, since it's already doing massive damage, and it's using a Level 3 Super Portrait and effects. Also the level 1 version is using level 2 effects

Also level 1 Rocket Uppercut and Rolling Thunder can cancel into itself,  check trigger2 for both commands...
"trigger2=var(5) || var(11)" should be "trigger2=var(5) || var(35)"

https://streamable.com/iigj5l

 
Re: Dudley by Mr.Ansatsuken
#54  July 24, 2020, 09:25:40 pm
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I dont see where you found var(35),its was for old buckus version of cancel code,and it was disabled,anyways set it to var(5)
Dudley's updated again
Re: Dudley by Mr.Ansatsuken
#55  July 25, 2020, 12:13:17 am
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thanks for the quick updates, and help, both of you
Re: Dudley by Mr.Ansatsuken
#56  July 25, 2020, 08:28:35 am
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I dont see where you found var(35),its was for old buckus version of cancel code,and it was disabled,anyways set it to var(5)
Dudley's updated again

Dudley still can't cancel specials into supers. Also Lv.1 rolling thunder can still cancel into itself
https://streamable.com/k0mwr6

I did my own fixes
- Used var(5) for cancel check
- Assigned var(6) for super cancel checking, and made the triggers less strict
- Kept var(11) for max cancel check

Now Dudley can do a typical normal > special > super > max combo for characters of this style
https://streamable.com/ude9sg 

I suggest you use 3 vars for cancel checking like most authors like Jmorph, DW and Infinite do

One last suggestion. Instead of using CPU commands and a var for AI activation, just use the AILevel trigger.
Anyway, that is enough from me, good luck with Dudley

Re: Dudley by Mr.Ansatsuken
#57  July 25, 2020, 10:17:38 pm
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Everyone have Greatness :)

Don't give up... just... take a break :(

_e.

Re: Dudley by Mr.Ansatsuken
#58  July 25, 2020, 10:43:57 pm
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I dont see where you found var(35),its was for old buckus version of cancel code,and it was disabled,anyways set it to var(5)
Dudley's updated again

Dudley still can't cancel specials into supers. Also Lv.1 rolling thunder can still cancel into itself
https://streamable.com/k0mwr6

I did my own fixes
- Used var(5) for cancel check
- Assigned var(6) for super cancel checking, and made the triggers less strict
- Kept var(11) for max cancel check

Now Dudley can do a typical normal > special > super > max combo for characters of this style
https://streamable.com/ude9sg 

I suggest you use 3 vars for cancel checking like most authors like Jmorph, DW and Infinite do

One last suggestion. Instead of using CPU commands and a var for AI activation, just use the AILevel trigger.
Anyway, that is enough from me, good luck with Dudley



Better.
The fact that this dudley doesn't have cancels always bothered me a lot.
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Re: Dudley by Mr.Ansatsuken
#59  July 27, 2020, 10:57:43 pm
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I don't usually post my edits cause they're really not that great, but Mark85/mete asked me to upload it so that the character can be updated. So here it is...

Download here

What's been done:

- Super cancelling
- Small jump, running small jump, running jump, neutral long jump
- Some very sketchy damage and dampener tweaks for specials, supers, and custom combo
- Attack value in Player Data reset back to 100
- Tweaked hit velocities for ground light attacks, specials and supers
- Fix debug flood for supers
- Fixed missing afterimage during backwards roll/evade
- Removed extra gravity in jumping normals
- Fixed wrong sprite in light ducking animation
- Change timing of animation for ground hit / ground bounce
- Corkscrew Cross is now Lv.3. Hit pause times and clsns also tweaked
- Lv.1 Rolling Thunder using correct superpause fx now
- Fixed p2 alignment during punch throw
- Machine gun punch has more rapid hit pause times, like an actual machine gun

Keep in mind this is still pretty much Buckus's Dudley butchered by that weirdo Mr. Ansastsuken, which was further butchered by a bunch of other people including myself, so expect this character to still be gutter trash as my fixes were also quite sketchy.

Edit on 29/07/2020
- fixed issues raised by Gui and other tweaks
Last Edit: July 29, 2020, 09:15:48 pm by kenmasters2812
Re: Dudley by Mr.Ansatsuken
#60  July 28, 2020, 09:22:42 pm
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Really appreciate it KM2812. :)

But...
- Dudley's grunts aren't in again. Again, the sound values in the states are wrong.
- Are you remove the parries?
Re: Dudley by Mr.Ansatsuken
#61  July 29, 2020, 02:09:55 pm
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Really appreciate it KM2812. :)

But...
- Dudley's grunts aren't in again. Again, the sound values in the states are wrong.
- Are you remove the parries?

I worked off the last version where Mark applied your fixes were applied via code copy/paste (downloaded from the first post).

I wasn't observant enough to notice the missing sounds (my very bad LOL) and the parries were either extremely strict (or maybe they just randomly didn't work most of the time), but I am able to do them more consistently on your version and Ansatsuken's

I will work from your upload and add the sounds and fix the parries


Update on 29/07/2020  please re-download

+ Feedback from Gui:
   - Parry system not working - Fixed - caused by var(21) being reset in  state -3 by (redudndant?) Super Cancel flag code?
   - Missing grunt sounds - Fixed
+ Throw command requires back or forward input
+ P2 alignment for back + punch throw
+ Reduced speed of EX Machinegun Blow, Dudley crosses screen in 14 ticks instead of 6!!!
+ Damage tweaks for Lv.3 Supers
+ Damage tweak for custom combo
+ Add004 compatibility:
   - Removed custom lie dead state 5150 causing a resurection
   - Disabled Simul mode specific sctrls in Supers that caused Dudley to snap to far left or far right of screen
Last Edit: July 29, 2020, 02:18:34 pm by kenmasters2812
Re: Dudley by Mr.Ansatsuken
#62  July 29, 2020, 06:03:27 pm
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It seems like his normals are slower,was this change intentional?
Super cancel flag thingy is kinda a part of how supercancels are done from what I saw in other pots characters,I might have made a mistake and used a var that is being already used,
hence why the parry wouldnt work,I also think you made a mistake,Rolling Thunder is a lv3 but it can be cancelled from both var(6) and 11 whilte CorckScrew Cross is also a lv3 but it can only be cancelled from var(6).normally you can only cancel it from var(6)(based on other pots characters,I fixed it
Any reason to move MaxMode/Custom Combo config from txt file to -3?
Link in first post is updated with Kenmasters fixes as well 1 or 2 additional fixes
Re: Dudley by Mr.Ansatsuken
#63  July 29, 2020, 08:19:11 pm
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1) It seems like his normals are slower,was this change intentional?
2) Super cancel flag thingy is kinda a part of how supercancels are done from what I saw in other pots characters,I might have made a mistake and used a var that is being already used, hence why the parry wouldnt work
3) I also think you made a mistake, Rolling Thunder is a lv3 but it can be cancelled from both var(6) and 11 whilte CorckScrew Cross is also a lv3 but it can only be cancelled from var(6).normally you can only cancel it from var(6)(based on other pots characters,I fixed it
4) Any reason to move MaxMode/Custom Combo config from txt file to -3?
Link in first post is updated with Kenmasters fixes as well 1 or 2 additional fixes

Hey Mark85

1) I've made no changes to the anim speed of the normals, though I did increase the ground x velocity of hit vels for jabs cause it was possible to do 5/6 hits if you mash jabs, most POTS / CvS2 chars only let you connect 3, and even now I can sometimes manage 4 hits. other than that, i haven't touched the normals
2) Super cancels seem to be working ok even without that extra super cancel flag reset. TBH I wanted to swap out the parry code to Jmorph and DW's method, but i didn't have time to study it and implement it.
3) cheers, I must've had a brain fart!
4) I moved the Max/CC config to -3, because Max mode seems to be broken from the version that I was working off, so I assumed you left it off by default. I moved it to -3 until it can be fixed, so that no-one uses it for now.

https://streamable.com/nfd3k6


Also this is looking more like a WIP topic, but hey, progress!

Edit:
Nevermind, I think I found the issue. Blank animation #1 that the max mode helper needs isn't actually blank, the blank anim is #4. I'll PM you with the fix!

Edit 2:
Also, i think i know what you mean now by slower normals? I disabled the extra gravity sctrls in jumping normals, because this made Dudley fall twice as fast like Vega, because the physics of the states is already "A". It just felt wrong :/ - althought it might make more sense if you only triggered them in custom combo
Last Edit: July 29, 2020, 09:12:19 pm by kenmasters2812
Re: Dudley by Mr.Ansatsuken
#64  July 30, 2020, 01:07:42 pm
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Link in first post is updated,Max Mode works fine now
Re: Dudley by Mr.Ansatsuken
#65  August 08, 2020, 12:17:05 am
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Code:
.\external\script\start.lua:1402: chars\Dudley/States/System.st:210:
ifelse(AIlevel, ifelse((p2statetype = A), 750, ifelse((p2statetype = C), 751, ifelse(random < 500, 750, 751))), ifelse(command = "Counter_P", 750, 751))
anim: コマンド"counter_p"は存在しません
stack traceback:
[G]: in function 'game'
.\external\script\start.lua:1402: in function 'f_selectSimple'
external/script/main.lua:2230: in function <external/script/main.lua:2208>
external/script/main.lua:2723: in function 'loop'
external/script/main.lua:3352: in main chunk
[G]: ?

I figured this would be the best place to ask,,not sure if you can figure this out but I updated to the most recent Ikemen Go and add004 and he's the only character I can't use so far because he crashes the game with this error. Only checking if there's any known solution, otherwise he works fine in my old ikemen/mugen1,1
Re: Dudley by Mr.Ansatsuken
#66  August 18, 2020, 08:14:10 pm
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Dudley has been updated,adjustments made to Normals and Specials as well as Ex moves and their velocities.Pls Redownload,I suggest you guys to try dudley without chains see if he feels better.
Re: Dudley by Mr.Ansatsuken
#67  August 18, 2020, 09:53:05 pm
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I dunno, the HP/HK damage could do with a buff at least, maybe the MP/MK's a lil' aswell.

4 more things:
1. Certain normals lack swing sounds.
2. You may wanna look at the juggles, because he has some nasty infinites/loops, one I'll show later becuase Streamable still takes a decade to upload. Edit: https://streamable.com/1pzgh6
3. I'm not quite sure about the use of SF4 voices for his EX Moves and MAX/Level 3 Supers, because they don't blend as well IMO.
4. His LVL1 Rolling Thunder still uses LVL2 Afterimages.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: August 18, 2020, 11:56:24 pm by RagingRowen
Re: Dudley by Mr.Ansatsuken
#68  August 19, 2020, 03:07:00 pm
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So juggle system was sharing var with something else which is why the infinite's were happening All issues should be fixed now,Pls redownload.I will look into sounds later
Re: Dudley by Mr.Ansatsuken
#69  August 19, 2020, 05:17:18 pm
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All of a sudden he can't use EX Jet Upper.
Everything else seems good so far.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Dudley by Mr.Ansatsuken
#70  August 19, 2020, 08:53:21 pm
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I swapped command to start to test if infinite still exists,to make it easier to test,Link updated again

_e.

Re: Dudley by Mr.Ansatsuken
#71  August 20, 2020, 11:48:06 pm
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pressing "c" causes this to happen.

both tested in 1.0 and 1.1
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Re: Dudley by Mr.Ansatsuken
#72  August 21, 2020, 01:51:01 pm
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I'm not seeing any image em00,I pressed c and I dont see any issue
Re: Dudley by Mr.Ansatsuken
#73  August 21, 2020, 01:57:18 pm
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He means HK but sorry if you already know that.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Dudley by Mr.Ansatsuken
#74  August 21, 2020, 02:04:38 pm
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whats the issue with HK?
Re: Dudley by Mr.Ansatsuken
#75  August 21, 2020, 02:06:08 pm
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The showed he doesn't attack and that a invalid state error appears in the debug (That's what I remember)
WIP Schedule:
The next Street Fighter All-Stars update
Re: Dudley by Mr.Ansatsuken
#76  August 21, 2020, 02:10:02 pm
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ah okey,fixed

_e.

Re: Dudley by Mr.Ansatsuken
#77  August 21, 2020, 04:42:22 pm
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i have no clue why did the gif got removed :/
anyways, great to see the bug fixed. redownloading.
.

_e.

Re: Dudley by Mr.Ansatsuken
#78  August 21, 2020, 05:17:28 pm
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tested the update and the bug is still there.
its probably because you forgot to change the anim in the normal.cns to "251" instead of "255"
that should fix it
.
Re: Dudley by Mr.Ansatsuken
#79  August 22, 2020, 05:42:51 pm
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oops my bad fixed
Re: Dudley by Mr.Ansatsuken
#80  September 16, 2020, 11:37:57 am
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So Dudley has been updated,and I'm sorry to say but I decided to remove mvc chains,he still has some strict chains and can still do pretty nice combos,so if you guys wanna keep the chains pls dont download update,or backup old dudley before you do,this update doesnt include anything new other than new chains I gave him
Re: Dudley by Buckus
#81  September 27, 2020, 02:24:46 pm
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Some late overdue feedback:
-His "Let's fight like gentlemen" intro and has no swing sound when he thrusts his arm like his taunt and two landing effects when he hops twice.
-Super jump is using the normal jump sound effect.
-Landing sound effect is still the old one used in PotS's older characters.
-Dodging sound effects are not the right ones.
-Jumping right after landing causes the landing sound effect not to play.
-There is no swing sound when he misses his throw.
-His kick throw has no envshake on each hit.
-There is no landing effect each time he touches the ground on Rocket Uppercut.
-The 6th to 10th hits of MAX Rolling Thunder has no envshake.
-There's no running dust effect when Short Swing Blow activates.
-Machine Gun Blow has too much knockback and the last hit can sometimes not connect.
-The last hit of Machine Gun Blow should be a strong punch hit sound effect instead of a medium one.
-EX Cross Counter, EX Short Swing Blow and EX Machine Gun Blow stops flashing yellow in the middle of the moves.
-EX Jet Upper will not register the 2nd hit if it connects (It only does when it's blocked).
-The hitspark on the first hit of EX Jet Upper is misaligned (Should be the same position as the normal ones).

I thought I downloaded a broken update as the super jump no longer works, but turns out it was an outdated version. I did just recently, but I still detected this issues after testing. I'll post more if I find anything.
I will still do detail and aesthetic feedback for the rest.
Re: Dudley by Buckus
#82  August 14, 2021, 07:19:21 pm
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Some late overdue feedback:
-His "Let's fight like gentlemen" intro and has no swing sound when he thrusts his arm like his taunt and two landing effects when he hops twice.
-Super jump is using the normal jump sound effect.
-Landing sound effect is still the old one used in PotS's older characters.
-Dodging sound effects are not the right ones.
-Jumping right after landing causes the landing sound effect not to play.
-There is no swing sound when he misses his throw.
-His kick throw has no envshake on each hit.
-There is no landing effect each time he touches the ground on Rocket Uppercut.
-The 6th to 10th hits of MAX Rolling Thunder has no envshake.
-There's no running dust effect when Short Swing Blow activates.
-Machine Gun Blow has too much knockback and the last hit can sometimes not connect.
-The last hit of Machine Gun Blow should be a strong punch hit sound effect instead of a medium one.
-EX Cross Counter, EX Short Swing Blow and EX Machine Gun Blow stops flashing yellow in the middle of the moves.
-EX Jet Upper will not register the 2nd hit if it connects (It only does when it's blocked).
-The hitspark on the first hit of EX Jet Upper is misaligned (Should be the same position as the normal ones).

I thought I downloaded a broken update as the super jump no longer works, but turns out it was an outdated version. I did just recently, but I still detected this issues after testing. I'll post more if I find anything.

All fixed,I'm not sure about EX Jet Upper second hit,But I fixed everything triple checked,also adjusted all damage values,Restored Max Rolling to LV2,Removed AI var thingy and made it into AIlevel,edited ai using some references(Credits to Jman and Karma),Fixed ALP hitspark not appearin,Parry's were done same way as DW/Pots/Jman/Karma ,Some damage scaling done in scrub ways cause I'm not well with Pots dampeners,First Post Updated with a Proper Video
Had issues with CC/Excel implementation so completely turned it off,also I like Max Mode more,so RIP CC lovers
Last Edit: August 14, 2021, 07:41:10 pm by BurningSoul
Re: Dudley by Buckus
#83  August 14, 2021, 10:19:15 pm
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One more Update,same link,extravagant helped out with clsns,more updates to come,AI got updated again(Thanks Pots,Karma,Jman) for references
Re: Dudley by Buckus
#84  August 14, 2021, 11:42:16 pm
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Thanks for this update buddy!

PS: How I can remove the dialogue Intros with Vanessa, Balrog etc?

FEEDBACK:

Sometimes, Rolling Thunder super don't hit the last punch and P2 can escape before Dudley make the last punch of this move too.
Last Edit: August 15, 2021, 12:33:27 am by Akito
Re: Dudley by Buckus
#85  August 15, 2021, 12:37:14 am
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I can't judge too well as I don't play as him but there's a lot to cover in terms of feedback and it's mostly gameplay related:

1. Back Jump is a Forward Jump, unless it's a Super Jump.

2. Walking Forward, Running and Crouching creates a split-second clone.
Spoiler, click to toggle visibilty

3. Crouching Light Punch, Medium Punch and Light Kick usually trigger an automatic Crouch Heavy Punch upon hitting.

4. The 2nd Hit of EX Cross Counter doesn't connect.

5. MAX Rolling Thunder's final hit doesn't connect in time.

6. Damage is his biggest problem because it's too little. F+HK does 7 damage and the Supers are probably the biggest offender, with his Level 3 doing the damage of a Level 1. This makes him almost useless against a traditional PotS-style release. If this were adjusted, he'd probably be a fine gentlemen to play as.

If you need any of this demonstrated, I'll provide video footage. He's close to being great, he just need the fixes.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: August 15, 2021, 12:41:25 am by RagingRowen
Re: Dudley by Buckus
#86  August 15, 2021, 02:58:45 pm
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I can't judge too well as I don't play as him but there's a lot to cover in terms of feedback and it's mostly gameplay related:

1. Back Jump is a Forward Jump, unless it's a Super Jump.

2. Walking Forward, Running and Crouching creates a split-second clone.
Spoiler, click to toggle visibilty

3. Crouching Light Punch, Medium Punch and Light Kick usually trigger an automatic Crouch Heavy Punch upon hitting.

4. The 2nd Hit of EX Cross Counter doesn't connect.

5. MAX Rolling Thunder's final hit doesn't connect in time.

6. Damage is his biggest problem because it's too little. F+HK does 7 damage and the Supers are probably the biggest offender, with his Level 3 doing the damage of a Level 1. This makes him almost useless against a traditional PotS-style release. If this were adjusted, he'd probably be a fine gentlemen to play as.

If you need any of this demonstrated, I'll provide video footage. He's close to being great, he just need the fixes.

All fixed,also I have killed chains,we dont need those anymore,
Dialogue is removed as well
Re: Dudley by Buckus
#87  August 15, 2021, 03:22:54 pm
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Much better. Damage still needs buffed though.

The Damage Dampener should also be changed to that of modern PotS, because cancelling from Machine Gun Blow for example makes the damage worse and it isn't rewarding.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Dudley by Buckus
#88  August 15, 2021, 07:47:34 pm
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Much better. Damage still needs buffed though.

The Damage Dampener should also be changed to that of modern PotS, because cancelling from Machine Gun Blow for example makes the damage worse and it isn't rewarding.

I have no ideea how to implement that properly,I can use some help with that
Re: Dudley by Buckus
#89  August 17, 2021, 02:24:43 pm
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I have some feedback, other than the damage, his ex-machine gun blow cant be super canceled, and it's useless cause you can't do anything after it, and his lights randomly cancel to cr heavy punch like a target combo ( same with Lk), and speaking of target combos, he also needs the target combos he's missing. I would also highly recommend using Custom combo instead of max mode(also the max mode startup animation is messed up). The final thing is the crouching animation having no animation, but other than that, your Dudley has tons of potential to be the best POTS Dudley.
Last Edit: August 17, 2021, 02:30:35 pm by Bluekuma
Re: Dudley by Buckus
#90  August 17, 2021, 03:40:41 pm
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I have some feedback, other than the damage, his ex-machine gun blow cant be super canceled, and it's useless cause you can't do anything after it, and his lights randomly cancel to cr heavy punch like a target combo ( same with Lk), and speaking of target combos, he also needs the target combos he's missing. I would also highly recommend using Custom combo instead of max mode(also the max mode startup animation is messed up). The final thing is the crouching animation having no animation, but other than that, your Dudley has tons of potential to be the best POTS Dudley.

Thanks for your feedback,I'm on it all of this tho I genuinely love Max more then CC so I'm probably keeping it.
Re: Dudley by Buckus
#91  August 17, 2021, 04:16:57 pm
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understandable, could you put CC as an option for people who like CC more. Doesn't hurt to at least have it as an option. Also look into this video to see how Dudley combos work and base it around that when you do the adjustments,
Last Edit: August 17, 2021, 04:20:42 pm by Bluekuma
Re: Dudley by Buckus
#92  August 18, 2021, 08:55:08 am
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Thanks for the update!
"Such Heroic Nonsense!"

Re: Dudley by Buckus
#93  August 19, 2021, 05:20:43 am
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I think there must be something in the base coding of this character that has issues with add004 compatibility, I'm not sure if there's a way this can be fixed but I'm pretty sure this is the same issue I've had with Buckus' original as well as Mr. Ansatsuken's edit. I'll give him a try in Ikemen go without it as well, but I figured I may as well point this out
Re: Dudley by Buckus
#94  August 19, 2021, 11:23:57 am
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asked at Ikemen server,you are probably using an outdated ikemen,time go GO heh
Last Edit: August 19, 2021, 11:41:38 am by BurningSoul
Re: Dudley by Buckus
#95  August 20, 2021, 01:48:36 am
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I'll try him in the other build I've made with the updated version of Ikemen Go, the version I think I tried him on was 0.95
Re: Dudley by Buckus
#96  August 21, 2021, 01:49:13 am
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2nd feedback:
-The landing effects on intro 1-1 are slightly misaligned, the timing is off and has no landing sound effect on them.
-The running animation now only has one step sound.
-The forward run and back dash has no sound effect on the startups when the dash dust is played.
-The landing sound effect on the back dash and the intro where he touches the ground from jumping or is the wrong one.
-The guard sparks on the basic attacks are bugged as it's a small version of the standing sprite.
-Both versions of Rocket Uppercut is now missing it's wind effects.
-Rocket Uppercut still doesn't have landing effects every time he touches the ground and jump sound effects for each leap.
-Corkscrew Blow, Rocket Uppercut and Corkscrew Cross has no guard spark sound effects.

Is it me or this update is more buggier than the previous one? Some of these issues weren't present before and now made it worse. Did you use an older version of the character or something?
I will still do detail and aesthetic feedback for the rest.
Re: Dudley by Buckus
#97  August 21, 2021, 09:00:54 pm
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2nd feedback:
-The landing effects on intro 1-1 are slightly misaligned, the timing is off and has no landing sound effect on them.
-The running animation now only has one step sound.
-The forward run and back dash has no sound effect on the startups when the dash dust is played.
-The landing sound effect on the back dash and the intro where he touches the ground from jumping or is the wrong one.
-The guard sparks on the basic attacks are bugged as it's a small version of the standing sprite.
-Both versions of Rocket Uppercut is now missing it's wind effects.
-Rocket Uppercut still doesn't have landing effects every time he touches the ground and jump sound effects for each leap.
-Corkscrew Blow, Rocket Uppercut and Corkscrew Cross has no guard spark sound effects.

Is it me or this update is more buggier than the previous one? Some of these issues weren't present before and now made it worse. Did you use an older version of the character or something?

I apoligize,I fucked up again,all fixed
also he no longer autocombos normals,was trying to use a cheap knockoff way to do combos turns out it didnt work and caused auto combos in normals
EX Machine Gun Blow launches higher
Re: Dudley by Buckus
#98  August 22, 2021, 06:18:01 am
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3rd feedback:
-Intro 1-2 has the wrong landing sound effect when he jumps out of the car and touches the ground, which should be (52,0).
-The landing effect on the back dash has two sounds and neither of them is the correct one. Should only be one and it's (52,0).
-The punch throw has no swing sound when it missed.
-The swing sound's timing on the kick throw is off.
-Standing LP has no light punch swing sound and doesn't play the voice clip consistently.
-His taunt has a normal guard spark instead of a special one when the flower is blocked and has no guard sound effect.
-Jet Upper doesn't have a normal jump sound along side the swing sound effect like the EX version does.
-Rolling Thunder has no guard spark sound effects when blocked (I accidentally missed this as it's not listed on the readme as a level 1 super).
-The readme is incorrectly listed for the supers as Rolling Thunder is level 1 and MAX Rolling Thunder is level 2.
-Both versions of Rocket Uppercut still doesn't have a landing effect for the first two times he touches the ground and normal jump sounds on each leap (For the last leap, you can use the super jump equivalent).
-He doesn't glow during his power charge.
-Using MAX mode briefly creates a clone of himself and disappears after he returns to his standing animation (Was he intentionally trying to throw a flower during this state? If so, that caused the clone instead of the flower to appear).
-The dodge sound effect should be the light kick swing sound (Which I noticed does not exist on the snd as only the punch variants such as swing and hit sounds are there).
-The snd has some duplicate sound effects such as (770,0).

This is the rest of the feedback I was going to in-depth looking before the bugs on the previous one happened. I believe this should be all of it.
I will still do detail and aesthetic feedback for the rest.
Re: Dudley by Buckus
#99  November 26, 2021, 10:39:27 am
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Happy Thanksgiving to people who celebrate it,Dudley Update is up thanks to awesome help of Kenmasters who's been helpin with Dudley since start
Solidzone's feedback is done,switched over to Pots Dampener
there is a notes folder for other changes so far
Other stuff:
added dampener vars to normals
target combos + dampener TCs
crouch HK no longer cancellable, but juggle with EX uppercut and rocket uppercut
tweaked special uppercut and super uppercut anims based on 3s
fixed dudley landing below the floor by 5 pixels on landing frames during rocket uppercut
increased tempo of machinegun punches hits, normal versions are +3 on hit
ex shortswing blow tweaks: shorter hitpause on first hit, decreased x velocity, increased yaccel
ex ducking uppercut: higher y velocity, more yaccel
corkscrew cross: S physics in custom state so that P2 is less "slidey" on icey

Oh I killed the eyes cs by the way just restored to OG Froz Color Seperation for Buckus's since it has more pals and eyes felt weird
Re: Dudley by Buckus
#100  November 26, 2021, 10:42:48 am
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Thanks for one more update BurningSoul!
"Such Heroic Nonsense!"

Re: Dudley by Buckus
#101  November 27, 2021, 06:56:08 am
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Happy Thanksgiving to people who celebrate it,Dudley Update is up thanks to awesome help of Kenmasters who's been helpin with Dudley since start
Solidzone's feedback is done,switched over to Pots Dampener
there is a notes folder for other changes so far
Other stuff:
added dampener vars to normals
target combos + dampener TCs
crouch HK no longer cancellable, but juggle with EX uppercut and rocket uppercut
tweaked special uppercut and super uppercut anims based on 3s
fixed dudley landing below the floor by 5 pixels on landing frames during rocket uppercut
increased tempo of machinegun punches hits, normal versions are +3 on hit
ex shortswing blow tweaks: shorter hitpause on first hit, decreased x velocity, increased yaccel
ex ducking uppercut: higher y velocity, more yaccel
corkscrew cross: S physics in custom state so that P2 is less "slidey" on icey

Oh I killed the eyes cs by the way just restored to OG Froz Color Seperation for Buckus's since it has more pals and eyes felt weird

The damage is so much better this time around. Nice work both of y'all. What's the multiple 'cmd' and 'air' files for? Do they have any differences?
Re: Dudley by Buckus
#102  November 27, 2021, 10:37:33 am
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Hey Yuga

"CommandEasy.cmd" changes Half circles to Quarter circles. "CommandOG.cmd" use original half circle commands for specials.
"Command.old.cmd" can be deleted.

"Anim.air" is an old file with old timings and can be deleted. "Anim.test.air" contains adjusted timings better suited to POTS system and should be kept.

My notes and test files were left there in mete's excitement over the last update, so I'll do a cleanup real soon and have him update the download file :D

Meanwhile, hope you enjoy the update and if there are any glaring issues, let us know
 
Last Edit: November 28, 2021, 05:12:48 am by Virtua Richie (kenmasters2812)
Re: Dudley by Buckus
#103  November 30, 2021, 01:23:23 am
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Little issues I founded:

- The Super Finish effect appear in all moves (in normals too);
- The Super Finish text don't appearing in last hit;
Re: Dudley by Buckus
#104  November 30, 2021, 04:31:23 am
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Cheers Akito:

That's a fairly big oopsie we all somehow missed. Here's an update with the Super Finish FX fix, the file cleanup I mentioned, and a fix for a couple of other issues:

- 2 hitdefs in normal.st that were missing dampener vars
- corrected x velocity in final hit of machinegun blow

Download from this G-Drive mirror for now, link will be removed when 1st post is updated:

https://drive.google.com/file/d/1xBT4I1e0KQ43AYo4-b3Y4MQLA5X-elxL/view?usp=sharing



Last Edit: November 30, 2021, 06:17:19 am by Virtua Richie (kenmasters2812)
Re: Dudley by Buckus
#105  November 30, 2021, 06:13:25 am
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Thanks for this update!

I hope don't have issues now.
Re: Dudley by Buckus
#106  November 30, 2021, 11:40:33 am
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I've already alerted Mete about these, but I'll post these here just in case you (Ken) haven't seen them:

1. The Coat during the 191 Intro is missing because it isn't set to group 10191 in the anim. A cloth sound when he throws it off would also be nice to have.
2. I'm not keen on the Health Loss during normal (not the EX) Cross Counter. I know it was a thing in SF3, but it makes it too much of a risk compared to the likes of Geese or Rock's counters.

I also noticed that it's strangely difficult to cancel out of the LP>MP target combo into Machine Gun Blow, and I haven't managed to cancel into the EX version.
It's also kinda odd the Stand MK isn't a cancel.

This is definitely the best Dudley has been though. Would you be interested if I joined the editing crew?
WIP Schedule:
The next Street Fighter All-Stars update
Re: Dudley by Buckus
#107  November 30, 2021, 12:16:54 pm
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I've already alerted Mete about these, but I'll post these here just in case you (Ken) haven't seen them:

1. The Coat during the 191 Intro is missing because it isn't set to group 10191 in the anim. A cloth sound when he throws it off would also be nice to have.
2. I'm not keen on the Health Loss during normal (not the EX) Cross Counter. I know it was a thing in SF3, but it makes it too much of a risk compared to the likes of Geese or Rock's counters.

I also noticed that it's strangely difficult to cancel out of the LP>MP target combo into Machine Gun Blow, and I haven't managed to cancel into the EX version.
It's also kinda odd the Stand MK isn't a cancel.

This is definitely the best Dudley has been though. Would you be interested if I joined the editing crew?

1. forgot to look into this cause tbh, cause I got tunnel visioned into focusing on Solid's feedback. next update then.
2. I kind of agree actually... seems a little unintuitive from a fighting game perspective, but makes sense from an actual boxing perspective. I reckon if we go the geese/rock route should probably give him the same active window as the Howards' counters

the target combo FW+LP,MP is cancelable but not LP,MP, you need to do the full combo LP,MP,MK and then you can special cancel, which is the only time you can cancel out of MK - same as 3S. At one point I was considering having any medium cancelable at any part of the target combo

If you want to join in, I'm all for it! I don't think Mete would object :D

 

Re: Dudley by Buckus
#108  November 30, 2021, 12:53:31 pm
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the target combo FW+LP,MP is cancelable but not LP,MP, you need to do the full combo LP,MP,MK and then you can special cancel, which is the only time you can cancel out of MK - same as 3S. At one point I was considering having any medium cancelable at any part of the target combo

If you want to join in, I'm all for it! I don't think Mete would object :D

As of now, a raw S.MK is pretty pointless, especially with the low range. The added cancelling would definitely motivate usage.
I think the latter consideration would be also be great so it's not as specific.

If I were to join in on this, who do I send my versions to?

Edit: The damage dampener may also need tweaking. e.g. C.HP into Level 3's 469 damage while C.HP then QCF,LK into Level 3's only 322 damage.
I'd lastly consider updating the movelist aswell as Rolling Thunder's no longer a Level 2/3.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: November 30, 2021, 01:05:29 pm by RagingRowen
Re: Dudley by Buckus
#109  November 30, 2021, 01:05:44 pm
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Since Dudley finally got another update, here's some feedback I found after testing:
-The swing sound on jumping LP plays after it hits the opponent.
-His air file on some of his animations has two separate hitboxes instead of just one for the entire body.
-The voice clip when he activates MAX Mode is the engine sound for the car and not a clip from his voice.
-The jump sound effect on Jet Upper should be a normal one, not a super one.
-There is a hitspark from the fightfx if the opponent hits him from a successful Cross Counter.
-There's no swing sound on the startup of Short Swing Blow and the running dust is reversed (Although for Short Swing Blow and Duck, I personally think it would sound better if you used forward dash sound for the startups instead).
-Duck is using a swing sound for the startup instead of a forward dash sound.
-The running dust on EX Duck plays multiple times.
-Rolling Thunder would sound better if a super jump sound effect instead of a step sound due to the afterimages.
-The super jump sound should be on the last jump on MAX Rocket Uppercut while the first two uses the normal one.

Also, it's ZolidSone now. Hope this helps.
I will still do detail and aesthetic feedback for the rest.
Re: Dudley by Buckus
#110  November 30, 2021, 05:23:29 pm
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Thanks for your feedback guys!
Re: Dudley by Buckus
#111  December 05, 2021, 10:00:34 pm
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Lmao tf Akito I feel like thats my quote here
Re: Dudley by Buckus
#112  December 06, 2021, 01:24:21 am
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Because I want very much this Dudley done in my rooster and feedbacks helps always.
Re: Dudley by Buckus
#113  December 10, 2021, 12:35:04 pm
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Minor Update:
Hitdef parameters were reviewed, somehow resulting in a reduction of the unintended dampening of dudley's Lv.3.
I'm not sure how that's even happened or why the above is even a factor, so I'm still looking into it

this is how damage is looking now,

https://streamable.com/1qne8j

Since Dudley finally got another update, here's some feedback I found after testing:
...

Cheers ZS
updates around aesthetics + your feedback still to come, possibly prioritizing the reconstruction of some of the CLSNs

download here:
https://drive.google.com/file/d/1xBT4I1e0KQ43AYo4-b3Y4MQLA5X-elxL/view?usp=sharing


Re: Dudley by Buckus
#114  January 15, 2022, 11:32:28 pm
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Minor Update:
Hitdef parameters were reviewed, somehow resulting in a reduction of the unintended dampening of dudley's Lv.3.
I'm not sure how that's even happened or why the above is even a factor, so I'm still looking into it

this is how damage is looking now,

https://streamable.com/1qne8j

Since Dudley finally got another update, here's some feedback I found after testing:
...

Cheers ZS
updates around aesthetics + your feedback still to come, possibly prioritizing the reconstruction of some of the CLSNs

download here:
https://drive.google.com/file/d/1xBT4I1e0KQ43AYo4-b3Y4MQLA5X-elxL/view?usp=sharing

I'm giving a late feedback.
Seems like the gethit resuired sprites have some problem.

I noticed 5042.10 and 5042.20
And certainly some more are not the correct sprites. (I only noticed these two by testing a throw on Dudley)
Re: Dudley by Buckus
#115  April 19, 2022, 07:39:59 pm
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Dudley is updated,it seems like we forgot the standing strong kick same anim as strong punch,just noticed it,fix is up