My goal with this project is to take the original PotS Geese and give it properties and moves based on his Nightmare appearances in RBFFS and 2K2UM and etc. to make a true Nightmare version.The PotS version already has some Nightmare properties like the tall, cresent Reppukens and Double Shippukens.What I have done so far:Standing Nightmare Aura (Based on LordVader's version)No EX MovesFaster Reppukens (RBFFS (I think) and 2K2UM)Double Shippukens are D, DB, B, HPJaeiken is the EX version.Atemi Nage commands are now D, DF, F, KSuper Pause Afterimages (Inspired by Quickfist, Prime SC and Shinrei(Only ones I know used it))For the Punch Zero Counter, he now does the Fudou Sakkatsu Uraken.Raising Storm made into the Claw version with it's command changed to the XIV version.Rashoumon has a higher grab range and it's MAX version is made to replicate the 98UM version.Ashura Shippuken is Level 2 only.The Raising Storm Combination from FF3/2K2UM as a Level 3 Super.Make the Ashura Shippuken super more close to the original (Remove the Kyokuu Reppu Zan startup).To Do:More Palettes.Decide what to do with the Hishou Nichirin Zan (Move not used by his Nightmare forms, if I remember correctly.)Maybe add a choice between Custom Combo and Max Mode.The Kyokuu Reppu Zan HSDM from 2K2UM as a Level 3 Super replacing the Raising Dead End.The Screens:Spoiler, click to toggle visibiltyBeta Download: https://www.dropbox.com/s/7xc0kcpn99eslp9/GeeseTest.rar?dl=0Credits/Thanks:P.o.t.S. for starting it all.LordVader for Standing Aura code.The Sudden Rarity for the Double Shippuken voice.Hiram Yagami for the Claw Raising Storm and MAX Rashoumon code.Infinite for Super Pause Sounds.Quickfist for Super Pause Afterimages.Knuckles8864 for his Iori. I used his Kuzukaze as a base for the Ura Kumo In.Every other living entity on this forum for supporting this project.
Some feedback:-MAX Rashoumon have red afterimages.-LK and MK Jaeiken are absolutely identic. They move the same distance with the same speed and do the same amount of hits, dealing the same damage.-HK Jaeiken is strange. It IS far-going, but unlike LK and MK ones, his doesn't slow down. Dunno if that supposed to be at all. I suggest keeping this special with the fluidity of LK/MK Versions, but having various distance.-As far as I understood, you're trying to create a boss out of Geese through giving him better specials, but at cost of EX moves. Can't call this way incorrect, but Atemi Nage counters still have EX version.-And a little complaint... Somehow, this Nightmare Geese doesn't differ much from P.o.T.S.' Normal Geese. I do understand, you just getting started, but I really suggest you to consider making him more different in the way of handling Specials and Supers.All in all, good luck.
Trololo said, April 05, 2018, 11:52:12 amSome feedback:-MAX Rashoumon have red afterimages.-LK and MK Jaeiken are absolutely identic. They move the same distance with the same speed and do the same amount of hits, dealing the same damage.-HK Jaeiken is strange. It IS far-going, but unlike LK and MK ones, his doesn't slow down. Dunno if that supposed to be at all. I suggest keeping this special with the fluidity of LK/MK Versions, but having various distance.-As far as I understood, you're trying to create a boss out of Geese through giving him better specials, but at cost of EX moves. Can't call this way incorrect, but Atemi Nage counters still have EX version.-And a little complaint... Somehow, this Nightmare Geese doesn't differ much from P.o.T.S.' Normal Geese. I do understand, you just getting started, but I really suggest you to consider making him more different in the way of handling Specials and Supers.All in all, good luck.I don't know jack about the mid-super afterimages in all honesty.Also I hadn't done anything about the EX Atemi Nage before releasing the Beta, and I'm planning on making it into a throw separate from the normal counter moves.
drewski90 said, April 05, 2018, 03:36:20 pmthe ai's good even for a beta releaseWell it's mostly just the PotS A.I. but with the EX power requirements removed.
mete122 said, April 05, 2018, 06:08:27 pmflowrellik realesed a CS for Geese long time ago,try using it pal,I knew it existed but I was too late because I was already editing off of the original.
Updated: Now includes the Raising Combination replacing the Deadly Rave and removed the Kyokuu Reppu Zan startup from the Ashura Shippuken.https://www.dropbox.com/s/7xc0kcpn99eslp9/GeeseTest.rar?dl=0
His standing normal hard kick doesn't have the whoosh sound (which is also existent in PotS' original Geese).
kaczor787 said, May 09, 2018, 11:30:06 amand he should add new entrance intro like Nightmare Geese by Warusaki3. Then will be great.Agree
I like the darkened color of his clothes, but I think he should have purple effects and skin color with white hair. It would set him a little further apart from PotS' Geese. Oh wait, nevermind XD he has a Nightmare Geese palette.What could be interesting to do, though, is give him that pulsing after image that PotS' Rare Akuma has. N. Geese doesn't have to be completely source accurate.And, out of boredom, I altered his voice to be more ghostly.
Update:I have now added a couple more voice samples from KOF, one for his fall recovery and the other for his Raising Combination finish.I've also, as seen in the new beta, started the Deadly Rave supers (KOF 98 UM version). Lastly, I've tried to clean up the Raising Storm a bit (A color or two still comes from Geese himself but it's not as gross looking as before (I think)).
Still willing to edit his voices for you ^..^Also: you left in his D, DF, F, D, DB, B, P, which causes him to go all "my people need me" and float upward.
Alright kiddos, I am having trouble getting the Deadly Rave combo to hit.Only the attempt hits the opponent and he does the combo animation on loop.I'm basing it off of MEMO's Terry Bogard's Burning which is based off of Jmorphman's Ryo's Ryuko Ranbu is that helps with anything.
Another Update:I am deciding to discard the 98 UM Deadly Rave because that's more of a Normal Geese move and I am struggling to get it to hit properly.I'm going to stick to a more 2002 UM based moveset from now on.
Yet another update. The download link is in the first Post.1. Small portrait altered.2. Single Reppuken is released earlier.3. Shippuken physics altered and Double Shippuken voice updated.4. Ura Kumo In added.5. Thunder Break is now fully OTG.The next and probably Final Beta will include the Kyokuu Reppu Zan and the Hien Shikkyaku Normal from RB2 for sure.
Aight the new Beta has included the Hien Shikkyaku and Kyokuu Reppu Zan as promised, though the latter is still WIP and based off of Hiram Yagami's version.My current problem is getting the hitsparks into the correct position, and right now they just appear below Geese.Edit: I also replaced the current Raising Storm graphic with the one used in DivineWolf's Eliza.I feel like the leaving the hitsparks behind and adding shake effects to make up for it, plus it increases the cool factor IMO.
The woosh sound which has the ground and index of (7,8) is supposed to be (1,5). When you added it back, you did not have to change the coding of the sound fx as it was already there. Now the standing normal hard kick is the only one that have the woosh sound, while the crouching, jumping, and close hard kicks do not have it. I should have posted this two months ago when The Sudden Rarity mentioned it, but it's too late at the time and I didn't want to necrobump the topic.
SolidZone 26 said, July 11, 2018, 12:59:22 pmThe woosh sound which has the ground and index of (7,8) is supposed to be (1,5). When you added it back, you did not have to change the coding of the sound fx as it was already there. Now the standing normal hard kick is the only one that have the woosh sound, while the crouching, jumping, and close hard kicks do not have it. I should have posted this two months ago when The Sudden Rarity mentioned it, but it's too late at the time and I didn't want to necrobump the topic.K, thanks.I've just gotta get the Super Finish to appear on the Raising Combination.