Well, I had to do some sort of update to these two eventually. Both got various fixes, both got wide screen format support, Morrigan got a brand new sprite set courtesy of Li_Kun which you can now look at in motion. The exact details can be seen in each character's respective read me files. Figured this would be a good time to post it, as the next updates for both will likely be their final ones. Feedback is appreciated as usual.Visit http://irwt.smeenet.org/ for both.
Technically wrong section, as Morrigan works in Winmugen (haven't checked for Guy)Anyway, QCFx2+P only does 144? Seems a little weak IMO.Also, in N-Groove and EX-Groove, I can't seem to do X,X,F,A,Z without Max Mode being active. I can do it in C-Groove and P-Groove, but apparently K-Groove, S-Groove, A-Groove seem to give me difficulty with it.
: |That's a LVL3 move. In CvS2 MAX mode allows you to do LVL3s. S-Groove needs you to be at low life with the meter full and you can't do LVL3s in A-Groove.
For morrigan, I actually preferred her old sprites from capcom vs snk but anyway it is good to see her new sprite, much like when she is in tatsunoko vs capcom and marvel vs capcom 3, it gives a fresh look in the new generation of fighting games and in mugen, but I actually still hope that there is an alternate sprite to let me choose the old sprites back again anyway, I found out that when perform the air soul fist by first attacking the opponent, the first attack message doesn't appear.
WOW . I was waiting for this moment.Finally I'll see her in action. I thought that morrigan would be abandonded. Anyway, downloading and testing. When did you release morrigan Rolento?? ???.
Orochi Gill: I'll double check it, but yes Soul Phoenix lvl 1 is actually pretty weak.devilgenemugen: Just checked and I know what causes that; That set of projectile helper states needs some additional updating. As for alternate sff versions, I'll have to think about it.revilumi: Proper release was just yesterday.On another note, Psycho Krusher posted up some custom palettes in a topic over in the older mugen section's edits and addons. http://mugenguild.com/forumx/index.php?topic=118420.0 to go see them.
Is it intentional that when I disable Morrigan groove system in her config.txt then I'm not able to do any super move?
Cyan: I'll look into it.Psycho: No, it is not intentional. The most likely cause is that there are some incorrect triggers in the cmd file regarding those moves, but I suspect it is this groove system code's latest way to anger me. I suspect the code is in fact cursed in some way.
does she have Ex moves or no? I guess not...couldn't pull any off.Anyways, was playing her on RC8 widescreen.def if it matters, and QCF+2 punches pulled out her fireball anim, and I could see the fireball sprite for a second, but no fireball would come out.
Feedback for Morrigan:-Her throws cause debug on certain characters "Has no target with id...."-Her punch throw looks like it needs screenbound and needs a ground hit sound and a bit of envshake.-Kick throw is missing wall slam spark. The...thing she shoots should fly back to her hand.-Most of her hard kicks have the wrong hit sounds (close, far down+c in air)-If I do qcf x+y the projectile disappears almost right away-With C-Groove, if I cancel lv 2 Soul Phoenix into Shadow Blade, the shadow blade will miss-P groove, parry voice is incorrect. Timing for parry feels kind of strict (might just be me)-No voice on whiffed normal throws-No width controllers to prevent crossing up cornered p2That's what I can find for now. I'll try and see if I can get anything else to you before you update.
Covering several things in this one post:- Is that debug flood on the kick throw only, or both? I recall kick throw having some issues on WM, which aren't apparent in 1.0 which I use to test with these days. Punch throw will get ground hit sound and envshake. Not sure if claw actually returns in CvS2, but will check. - I'll fix all the sound issues, just haven't gotten around to confirming what's what yet.- Confirmed QCF x+y issue, will fix it.- Something likely needs adjusting in Shadow Blade's hitdef, will look into it.- Parry timing might just be you in this case.- Width issue will be checked up on.Planning a minor update for sometime next week to include fixes found here along with adding in effects ripped by Drex earlier, and maybe some of the new stuff that Li Kun had worked up to add to EX mode to make it more unique.
Also, whenever I do something special like a counter or a just defend the word groove slides out replacing the sprites for the messages.Never mind, I realize what I did wrong when I was trying to edit the sff for mayars low res cvs 2.8 screenpack.Ok, I just realize what I've found. Whenever I cut off the groove points, the messages are all messed up. That's how it happened.
Orochi Gill said, July 24, 2010, 05:20:11 amThat's not Lilith.lol, wow. It's almost like there are thread titles, that say which character or characters are being discussed inside. No wait, that would be stupid, wouldn't it? eh well I award half marks, there IS a Lilith palette...
I know an update is in the tubes, but I'll voice just this.QCF+P in air feels floaty on recovery and her falling animation feels off to me--it might look better if her hair wasn't just straight up like that. The same animation issue is present with 2QCF+P in midair, but since those are more aesthetic, you can work with them at your discretion.Other than that, I haven't found anything that hasn't been mentioned. Looks pretty solid so far.
Orochi Gill said, July 24, 2010, 06:58:50 amDid you read the last thing I posted? Orochi Gill said, July 24, 2010, 05:36:13 amDisregard that I'm an idiot???Forgive this one, he is rather tired, that he is. He may be misunderstanding your message.
MightyKombat said, July 23, 2010, 11:21:10 pmThwre were never EX moves in CvS2.Yes, you are right....guess I got hung up on the fact that this IS Morrigan, a Darkstalkers char...and THAT game has EX moves. Sorry bout the confussion on my part.BTW, will a shadow trail be added to Shadow Blade? It looks too flat as is imo. She's also lacking flare effects on her dash (flying). I just read the part about adding the effects Drex ripped to the next update...so, disregard this.
I didnt test her alot but whatever here a little piece of feedback...Quote- Kick throw actually has debug spam EVEN in mugen 1.0 (Which is BTW the mugen I used for this test run), for what I can see so far it happens when you KO someone with it (Most likely when the round ends with this move aswell since this was on a SINGLE vs SINGLE battle against your Guy).- In the ground, cancelling Soul Phoenix LV.2 into Soul Fist (Y or Z versions) causes the latter to appear but to vanish at the point where it reaches morrigan's hands while she's still pointing the enemy, the helper IS released and all but after appearing for a VERY brief moment it dissapears (That's it the projectile/explod) but the helper is still present. This particular bug happens only if the Soul Fist is performed while the Soul Phoenix is still hitting the enemy.- After Soul Physt/Phennyz hits I can't use Vector Drain (And probably a few other moves?) for a while, seems like if you somehow messed up the so-called limitations you implemented to prevent multiple projectiles on screen at once and instead of making the projectile releasers the unabled states to use you accidentally added Vector Drain on the list (This may also be the reason behind the second bug).- Cancelling a LV.2 SSM into a LV.1 SSM is IMPOSSIBLE, WHY?- Are the fire effects at the beggining of the aerial Soul Fist/Phoenix supposed to be part of the character sprites? Even with their crappy look, shouldn't they be part of the FX rather than being part of the character? (As in, it shouldn't have afterimages and such).- After kick throw Morrigan... lands? That's weird since she's not even in the air to begin with.- Since you actually dropped good-old Morrigan sprite sheet should we aswell expect other changes such as actually replacing the horrible fire on her back during Vector Drain for a more CVS wannabe FX version of it? in fact any fire FX on her that uses the DS graphics looks kind odd on her. And that also goes for Soul Fist start on the air aswell. Bah, there's a TON of stuff that looked wrong on Morrigan that you could fix without messing up her CVS acurracy value since most of them are asthetical changes.- Her crouching animation sprites need some fixes, her boobs constantly change colors on some pixels until the loop of the animation is over. Also to keep in theme, OMG were her boobs always THAT big? Mainly in her Shell Kick (Wich is also called Drill Kick in the text file, pick a name don't use both) and Backdash, damnit I never noticed XD!- I can link Soul Phoenix LV.2 into Soul Fist (X) into Shadow blade or Cardinal Blade LV.1, cool .- No flames during Dash and Backdash? .- THE VERSION NUMBER IS PURE LIEZ!!! IT CAN'T BE THAT LOW DAMNIT!!!- Are you sure she falls that slow during aerial Soul Fist? I could swear the fall faster in the real deal.- Command buffering seems quite more strict than with other similar CVS conversions done in mugen, it's quite harder to consistently pull some of the special moves.- I can't cancel Valkyrie Turn LV.2 into ANYTHING, was this move really that shitty in CVS2?- During the punch grab the enemy shouldn't be followed by the camera, use a screenbound SCTRL on it's custom state to prevent that, otherwise each time you use this grab the screen goes up a bit during the middle part of it.
Okay, let's break this down into as small a reply as possible:- Kick throw problems seem to have been fixed up now that some missing numtarget triggers are in place, have yet to get any further errors. Strange transition to landing state due to incorrect changestate sctrl, also fixed. I'll fix up the various parts of punch grab shortly.- Not sure just yet what is causing all the issues with Soul Fist, but have a fairly good idea that it had to do with the changes made earlier to get it to fit this groove coding as it is. - Further graphic changes will follow, some frames in current online version have updates that are to be placed in, and effects will be separated from frames in cases like Soul Fist, Vector Drain, etc. As for questionable breast size, might have carried over from earlier frames, which are not exactly consistent at all times either; crouch animation is getting some tweaks for sure though. Also reminding of the fact that I did already address effects in an earlier post.- Yes the Air soul fist fall is slow. I actually had it faster before, but JZ pointed out that it moved at this glacial pace in reality. Can't say it was my favorite change, but it is technically correct.- Command file issues will be sorted out... I swear I didn't have nearly as many problems when I had set up this thing in its pre-CVS2 state.- Lvl 2 Valkyrie Turn may really be that useless upon further testing. Yeah, I am not a fan of coding in this system. Once I fix up Morrigan and Guy, probably will abandon it for further projects.
Fantastic job bro, I'm glad you stayed with this one, she's needed an upgrade like this for 15+ years.Offtopic:Love the synopsis on the "Nests Conclusion" project, I couldn't agree with you more.
This CVS2 Morrigan is awesome. But you forgot the anim when Morrigan sits on the bats and twist her arm (pd: like she does in her standing anim) and When I attempt to do Soul Fist with two buttons the Soul Fist suddenly dissappears.
Animations from 6620 to 6642 are duplicating, so something wrong with "counter" or other signs when FVar(20) is 1.
I thought I mentioned this earlier, but I don't see my post.She can do this with her airborne soul fist and cvscammy can't hooligan throw her at all.