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Capcom Fighting Jam 2 (Read 164988 times)

Started by Lost_Avenger, February 28, 2012, 04:37:54 pm
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Poll

Pick a couple darkstalkers characters?

Lilith
16 (13%)
Bulleta(B.B.Hood)
11 (8.9%)
Bishamon
30 (24.4%)
(Lei-Lei)Hsien-ko
14 (11.4%)
Zabel
10 (8.1%)
Gallon(Talbain)
33 (26.8%)
none of the above
9 (7.3%)

Total Members Voted: 67

Voting closed: April 28, 2013, 09:56:45 pm

Re: Capcom Fighting Jam 2
#101  June 03, 2012, 03:10:41 pm
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Changes for next time:
Ryu:
-shinkuu tatsu vacuum kicks in later

Chun-Li:
-Cl.hp was upped to 3 frame start up from 2

Jill:
-S.mp is 4 frame start up and a +5(up from 3 and +4)
-S.mk is a +5, up from 4. It lost some range
-J.mp and j.mk clsn adjusted. J.mk lost some range
-Qcf+p clsn adjusted. Qcf+lp can combo into 2qcf+p now
-J.hk was reduced to 7 tick start up from 9
-Ex zombie has a larger hitbox now

Ken(dlc) and Karin: nothing so far

Kyosuke:
-Nothing so far. Possible changes include the stuff before

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#102  June 08, 2012, 03:15:17 am
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So after releasing the betas, I discovered I made a pretty massive screw up... I forgot to specify guard times. So every super(And most specials) was safe on block. This has been fixed, sorry.

Other changes:
-Ryu's AI is way more competitive now.
-Guard fixes
-Shin shoryuken now invincible once the first hit connects. I dont know why I didnt do that sooner

Chun-Li:
-C.mp is a 5 tick start up now. Cl.hp is 3(up from 4 and 2 respectively)
-Range on 2qcf+k super was fixed
-Cl.hk can be jump canceled on contact
-Tenshoukyaku mk animation was fixed.
-AI is a little more competitive

The rest:
-Just guard fixes so far.

Im considering adding a zoom looking feature for supers(ala SF3). I also need to finish the tag system(it got held up due to me not deciding on commands).

Ive started S.Akuma, Sakura, and did a little more work on the others. Strider's sff is almost done.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#103  June 08, 2012, 08:30:16 pm
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Did you fix Kyosuke air flash kick and Jill custom combo mode?


Re: Capcom Fighting Jam 2
#104  June 09, 2012, 12:08:17 am
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I didnt see much of a problem with the flash kick, but I can lower it a little later. Jill's cc should work now lol

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#105  June 09, 2012, 12:19:56 am
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Thx!


Re: Capcom Fighting Jam 2
#106  June 10, 2012, 09:13:27 am
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New poll. For the other option, certain characters wont be done until very late for various reasons:

(Rose(Shared sff), Morrigan(need some sprites), Claw(Jz), Bishamon(Jz), Felicia(Jz), Guy(Jz), Eagle(Jz), Wesker(Sean), Jedah(Vans), CFAS guys(need sprites), etc). The ones labeled as Jz were the ones he either wanted to code or was considering coding. Vans hasnt finished Jedah yet. Sean hasnt finished Wesker(but did finish Haggar), etc.

Have fun. Also... Wtf keeps happening to the gaps I add to try and break up walls of text? 

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#107  June 10, 2012, 09:29:54 am
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Went with Cody and Megaman.

Unrelated---> What happened to JZ? He never seems to be around here anymore.

MDD

Re: Capcom Fighting Jam 2
#108  June 10, 2012, 09:31:34 am
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He left MFG for reasons i'm not going to get into.
Re: Capcom Fighting Jam 2
#109  June 10, 2012, 09:33:19 am
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Wow, almost any of the chars is good in my good!

Voted for Cody, but he was so close to Alex, Megaman and C.Commando!!


Re: Capcom Fighting Jam 2
#110  June 10, 2012, 09:38:27 am
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I voted for Alex and Haggar. Go grapplers!

Download Last Bout now!
Re: Capcom Fighting Jam 2
#111  June 10, 2012, 09:43:45 am
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Cody & Commando
Re: Capcom Fighting Jam 2
#112  June 10, 2012, 01:48:44 pm
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Voted for Megaman & C. Commando

Rest in peace, Tamez. Thank you for everything.
Re: Capcom Fighting Jam 2
#113  June 10, 2012, 02:53:59 pm
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I voted just for one, How can I change my vote?


Re: Capcom Fighting Jam 2
#114  June 10, 2012, 03:48:28 pm
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Megaman and Commando

MUGEN needs a Megaman that isn't MVC styled for once
Re: Capcom Fighting Jam 2
#115  June 10, 2012, 06:07:17 pm
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You should be able to change your vote. Im not going to vote so Im not really sure how that works lol.

And Jz is still helping with Bluestreak so Im not going to rush him.

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#116  June 10, 2012, 06:14:54 pm
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other/dlc: S.Gouki ::)

when will this personal crises ends? it just won't stop!
Re: Capcom Fighting Jam 2
#117  June 10, 2012, 10:17:22 pm
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S.Gouki = boring IMO.

Ok, I did my second vote: Alex, even if I know I am wasting it.

A non mvc Megamen is well accepted anyway!


Re: Capcom Fighting Jam 2
#118  June 11, 2012, 02:57:16 am
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Megaman:
-Sff is done(till I get the new mps)
-Snd is done(I think)
-Basic movements and a couple normals are done. He has a filler mp and possibly filler hp depending on what happens with the mp.
-2 intros done(one is the generic taunt one most of my characters have)
-I should have all of his normals done by tomorrow. Then I'll do Commando(Megaman was leading the poll when I started him)

Alex could rally. The poll doesnt have a time limit iirc. Shin Akuma is going to take a lot more time than I initially thought since Im redoing all of his clsn. Just saying.

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http://www.Trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!

GT

Re: Capcom Fighting Jam 2
#119  June 11, 2012, 04:33:49 am
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Jill's back away animation needs a loopstart after the first animelem (if you've already fixed this then please ignore this post).
Yeah Titiln, in fact, You Made Him
Re: Capcom Fighting Jam 2
#120  June 11, 2012, 05:48:28 am
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I have a question, what's the roster at this point? And please don't drop T. Hawk. He doesnt get much love