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"PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19]) (Read 17440 times)

Started by Jmorphman, November 20, 2018, 01:12:28 am
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"PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#1  November 20, 2018, 01:12:28 am
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preview video #1
preview video #2

 Finally, the update is done! It only took, uh, 6 years........ :pwn:

CHANGE LIST:
 - Total revamp/recode. Overhauled sprites, damage levels, animations, hitboxes, and coding. Now (mostly) uses frame data/velocities/timings from CvS2.
 - Hit sparks reduced 65% in size
 - Added EXPLODsive Buffering system, projectile reflection, and compatibility with the Reigi no Ishizue super from Vans's Chizuru.
 - Color separation has been touched up and overhauled.
 - Normal mode gained a new angled jumping heavy kick, from SFIII. Shadow Lady mode retains the original kick.
 - Added Kintekishu, and the associated Tenkukyaku -> Tenshokyaku target combo from SFIV.
 - Hyakuretsukyaku damage and hit velocities reduced, so that Chun-Li is now able to do a few more hits, but still does the same amount of damage as before.
 - EX Hyakuretsukyaku juggle behavior is now more like SFIV.
 - Hazanshu effects (both sound and visual) revamped.
 - Revamped Hosenka to bring it more in line with SFIV.
 - Number of Kikosho hits adjusted: level one version now does 6 hits; level two version does 12. Damage is unchanged.
 - Fixed an erroneous guard flag in crouching heavy punch (previously, opponents couldn't block it while standing).
 - Shadow Lady mode given more distinct normals: close HK, neutral jumping HK are based on SFA, and Kohokaitenkyaku was also added.
 - Shadow Lady mode's Kikoken is based on SFA: the projectiles travel much further than normal mode.
 - Removed bug where Chun-Li couldn't wall jump if jumping forward.
 - Removed bug where ocasionally, super jump cancelling standing close heavy kick made the super finish text appear.
 - Removed bug where super jump cancelling would prevent custom combo activation in the air.

EDIT:
an update! but nothing all that major:
 - Chudanrenshu can now be canceled out of
 - Added MvC Hyakuretsukyaku effects to Shadow Lady mode, courtesy of Hoshi
 - Removed bug that occured during Koshuto, where EnvShake would activate before the opponent hit the ground
 - Corrected an issue with the implementation of charge moves in the buffering system where—when cancelling into a charge special or
   super (during custom combo or when cancelling into a super in general)—a new, full charge was required; an unintended requirement   
   that was not originally present in older versions of this character.
 - All hits now will be able to connect during Tenshokyaku if performed custom combo will
Last Edit: June 21, 2019, 05:07:24 am by Jmorphman
Re: "PotS style" Chun-Li (MEGA update)
#2  November 20, 2018, 01:36:15 am
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I fucking love you
I swear there was something cool here!!
Re: "PotS style" Chun-Li (MEGA update)
#3  November 20, 2018, 01:38:46 am
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Pack it up guys, it's over. The best Chun-Li is finally here.
Re: "PotS style" Chun-Li (MEGA update)
#4  November 20, 2018, 01:39:39 am
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Whoa this is unexpected! Does this mean your other older characters are finally getting updated eventually too?
To play or not to play: That is the question...
Re: "PotS style" Chun-Li (MEGA update)
#5  November 20, 2018, 02:16:20 am
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Well worth the wait. Nice job Jmorphman.
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Last Edit: November 20, 2018, 03:38:26 am by ReddBrink
Re: "PotS style" Chun-Li (MEGA update)
#6  November 20, 2018, 02:45:22 am
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Re: "PotS style" Chun-Li (MEGA update)
#7  November 20, 2018, 02:50:39 am
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super COOL … YESSSSSS nice job !! buddy :lol: :angel: :nuttrox:
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Re: "PotS style" Chun-Li (MEGA update)
#8  November 20, 2018, 03:34:04 am
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That's a lot of effort, congrats.
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Re: "PotS style" Chun-Li (MEGA update)
#9  November 20, 2018, 03:35:50 am
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Thanks for the worth waited update! Hope to see more from you. :)
I will still do detail and aesthetic feedback for the rest.
Re: "PotS style" Chun-Li (MEGA update)
#10  November 20, 2018, 03:44:32 am
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Just in time ! Thanks Jman !
Re: "PotS style" Chun-Li (MEGA update)
#11  November 20, 2018, 06:02:06 am
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Looks like we found the Nov. CotM's winner.
Re: "PotS style" Chun-Li (MEGA update)
#12  November 20, 2018, 08:32:47 am
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when will this personal crises ends? it just won't stop!
Re: "PotS style" Chun-Li (MEGA update)
#13  November 20, 2018, 10:59:36 am
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Perfect ! Great job Jman!
Re: "PotS style" Chun-Li (MEGA update)
#14  November 20, 2018, 11:59:00 am
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Thanks for the release.

As the .sff file is not downsized from the huge number of palettes from Mystique, I still have slowdown issues on my end for Kikosho and Final Mission. I wonder if you have made any diet .sff files that remove the Mystique palettes for this release like the ones you posted months ago on your WIP thread?
Last Edit: November 20, 2018, 01:03:18 pm by Gogngos
Re: "PotS style" Chun-Li (MEGA update)
#15  November 20, 2018, 10:01:28 pm
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Re: "PotS style" Chun-Li (MEGA update)
#16  November 21, 2018, 12:46:31 am
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I can't activate Custom Combo with Shadow Lady on my end.  A bug, only on my end, accidental oversight, or intentional?
Re: "PotS style" Chun-Li (MEGA update)
#17  November 21, 2018, 01:24:02 am
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really cool man you always know how to do it big
Re: "PotS style" Chun-Li (MEGA update)
#18  November 21, 2018, 06:10:12 pm
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Re: "PotS style" Chun-Li (MEGA update)
#19  November 22, 2018, 12:55:18 am
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The diet sff is up. Sorry for the delay!

I can't activate Custom Combo with Shadow Lady on my end.  A bug, only on my end, accidental oversight, or intentional?
Oops, must've been leftover from testing or something. It's fixed now, and I've uploaded said fix to the site already because this is so minor that it doesn't count as a real update!

Diet SFFs?
see
Thanks for the release.

As the .sff file is not downsized from the huge number of palettes from Mystique, I still have slowdown issues on my end for Kikosho and Final Mission. I wonder if you have made any diet .sff files that remove the Mystique palettes for this release like the ones you posted months ago on your WIP thread?
Some people experience slowdown at certain points because of the humongous amount of palettes that are in the sff; the unique color shifting Mystique palette requires them to work. So I'm providing a smaller sprite file with all of those extra Mystique palettes, for anyone who experiences the slowdown.
Re: "PotS style" Chun-Li (MEGA update)
#20  November 22, 2018, 02:30:42 am
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Notwithstanding her/my inability to use power charge (in either mode), your take on Chun-Li is phenomenal, JMorphman. :megusta:
Latest Release: Here / Current Projects: The Penguin & Stage Rectifications (2nd Set)
Re: "PotS style" Chun-Li (MEGA update)
#21  November 22, 2018, 03:57:40 am
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Ah, whoops, I forgot to add separate download links for the diet sffs; I'll get on that ASAP!

Whoa this is unexpected! Does this mean your other older characters are finally getting updated eventually too?
Yes, everyone who I made before King is getting a similar major update, and a beta version of the Kyo update is out now!

That's excellent to hear! Looking forward to seeing what new things Ken and Guile in particular will get in their updates.
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Re: "PotS style" Chun-Li (MEGA update)
#22  November 22, 2018, 05:15:59 am
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Notwithstanding her/my inability to use power charge (in either mode), your take on Chun-Li is phenomenal, JMorphman. :megusta:
Huh, that's weird; I'm able to perform it in both modes, with no problems. Do dodge/roll and custom combo not work either?
Re: "PotS style" Chun-Li (MEGA update)
#23  November 22, 2018, 09:13:54 am
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Very good, my friend, work like this, I'll test hug
Spoiler: Kubikiri Basara (click to see content)
Re: "PotS style" Chun-Li (MEGA update)
#24  November 22, 2018, 10:10:41 pm
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So, I just downloaded Chun-Li, and I noticed that when I use the Shadow Lady-only DEF file, her second color is the exact same as the first color.

Spoiler, click to toggle visibilty

The one on the left was selected with X, while the one on the right was selected with Y. All the other colors work properly. If I remember correctly, the Mystique color was under Y. Seems like it's missing, at least in my download.
Re: "PotS style" Chun-Li (MEGA update)
#25  November 23, 2018, 05:00:22 pm
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@Jmorphman:
My apologies.  At the time, it hadn't dawned on me to test Chun-Li in a run apart from practice. :omg:  The remaining techniques work as they should.
Latest Release: Here / Current Projects: The Penguin & Stage Rectifications (2nd Set)
Last Edit: December 01, 2018, 08:10:04 am by Mature4evr
Re: "PotS style" Chun-Li (MEGA update)
#26  November 23, 2018, 11:28:54 pm
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So, I just downloaded Chun-Li, and I noticed that when I use the Shadow Lady-only DEF file, her second color is the exact same as the first color.

Spoiler, click to toggle visibilty

The one on the left was selected with X, while the one on the right was selected with Y. All the other colors work properly. If I remember correctly, the Mystique color was under Y. Seems like it's missing, at least in my download.
Whoops, that was something left in during testing; it's fixed now. This doesn't count as an update either!!!
Re: "PotS style" Chun-Li (MEGA update)
#27  November 24, 2018, 05:35:11 am
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gg, Jmorph.

I kid, of course, awesome release. <3
Re: "PotS style" Chun-Li (MEGA update)
#28  November 26, 2018, 08:22:25 am
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Very nice :)
There are just some things I found:
  • Sometimes, normal Chun-Li's AI will get confused and use Tenshokyaku instead of Spinning Bird Kick (only tested it with the regular chun-li.def).
  • Her standing punch grab makes the stage shake long before the opponent hits the ground. It looks weird.
Re: "PotS style" Chun-Li (MEGA update)
#29  November 26, 2018, 05:43:32 pm
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Literally just popping in to say the fact you're still updating characters this old is amazing. YOU BETTER DO THAT QUALITY 'TING  :sleepygoi:
Re: "PotS style" Chun-Li (MEGA update)
#30  November 27, 2018, 03:01:51 am
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Sometimes, normal Chun-Li's AI will get confused and use Tenshokyaku instead of Spinning Bird Kick (only tested it with the regular chun-li.def).[/li][/list]
Are you sure it isn't the target combo variant? Normal mode can now perform Tenshokyaku, but only at the end of a target combo, like in SFIV.

Her standing punch grab makes the stage shake long before the opponent hits the ground. It looks weird.
fixed
Re: "PotS style" Chun-Li (MEGA update)
#31  November 27, 2018, 03:03:05 am
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Re: "PotS style" Chun-Li (MEGA update)
#32  November 27, 2018, 04:49:57 am
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Re: "PotS style" Chun-Li (MEGA update)
#33  November 27, 2018, 09:27:55 am
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Are you sure it isn't the target combo variant? Normal mode can now perform Tenshokyaku, but only at the end of a target combo, like in SFIV.
Whoops, I completely missed that. But now that you mention it, yeah, I think that may have been it. Sorry.  :sweatdrop:
Re: "PotS style" Chun-Li (MEGA update)
#34  November 27, 2018, 10:49:01 am
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Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Re: "PotS style" Chun-Li (MEGA update)
#35  November 27, 2018, 05:45:17 pm
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Its also irrelevant to this thread. Lets cut the chatter on on other Chun-lis.
Re: "PotS style" Chun-Li (MEGA update)
#36  November 30, 2018, 02:10:52 am
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LOVE IT! Thanks for this awesome update!
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#37  June 21, 2019, 05:04:56 am
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Chun-Li has a small update! I dredged up this old thread because said update really does not deserve a new topic:
 - Chudanrenshu can now be canceled out of
 - Added MvC Hyakuretsukyaku effects to Shadow Lady mode, courtesy of Hoshi
 - Removed bug that occured during Koshuto, where EnvShake would activate before the opponent hit the ground
 - Corrected an issue with the implementation of charge moves in the buffering system where—when cancelling into a charge special or
   super (during custom combo or when cancelling into a super in general)—a new, full charge was required; an unintended requirement   
   that was not originally present in older versions of this character.
 - All hits now will be able to connect during Tenshokyaku if performed custom combo will

Here's what the amazing new FX looks like, courtesy of Hoshi:


Now, a classic Jmorphman Move™ would be if I updated the sprite file in the regualr Chun-Li download with the new effects, but if I also completely forgot to update the smaller, less palette heavy "Diet" sff file patch. BUT FEAR NOT! I updated that one too!

I've actually had the effects and everything updated months ago, but I kept being lazy and didn't push out an update... until KarmaChameleon alerted me to some issues with how charge moves were implemented, and I hopefully have that all sorted out. It should be a little easier to perform the delta input (what Hazan Tenshokyaku uses); personally, I still can barely manage it, and I'm sure others will feel the same, so I'm still keeping the alternate command for said delta input that was introduced in SSFIITHDR. That alt command should've been used elsewhere too!

Also, once I fixed the charge move stuff, I discovered that this... thing existed, as a result of said fix:

http://network.mugenguild.com/jmorphman/images/wipthread/GrooveRushNumberChun.mp4

I have made sure that this unsightly thing that I won't even deign to call a combo is no longer possible. I will speak no further of the abomination.
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#38  June 21, 2019, 05:21:49 am
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Should she actually be just more than a sprite file? Because when I downloaded her, all I got was a sprite file.
Last Edit: June 21, 2019, 05:28:45 am by USTLER GOD
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#39  June 21, 2019, 05:29:38 am
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I DON'T KNOW WHAT YOU'RE TALKING ABOUT I DEFINITELY DID NOT ACCIDENTALLY UPLOAD THE DIET SFF FILE AS THE REGULAR CHUN-LI DOWNLOAD
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#40  June 21, 2019, 06:05:55 am
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Except you did
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#41  June 21, 2019, 06:53:14 am
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Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#42  June 21, 2019, 07:05:32 am
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I'm going to try her later.
Also, really offtopic (sorry about this, I don't know where else I should post this)
Spoiler, click to toggle visibilty
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#43  June 21, 2019, 07:33:54 am
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Which super? I just tried all the level 1's and didn't see anything out of the ordinary; the damage levels all looked completely normal. :S
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#44  June 21, 2019, 08:16:26 am
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Spoiler, click to toggle visibilty

It may be confusing, I went in Simul against 2 Joe, one of them used the super and took out my partner's entire health.
Edit: Oh, damn, I forgot F12 don't capture debug. it's state 3250. I said lvl1, it's a lvl2, my bad.
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#45  June 21, 2019, 08:18:15 am
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I had that issue, but only in the simultaneous tag mode (it was Golden Tiger Kick).  Kyo, POTS' Nash I believe, and I think a couple other characters from different creators had this issue.  But, since it was simultaneous mode, and with the tag uno set-up, I figured it was just being unstable and stopped using it. 
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#46  June 21, 2019, 08:22:48 am
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Yes, I had this problem with Kyo too, but after the last update it didn't happen anymore. I guess simul mode is broken then.
Ok, sorry about this and back to the purpose of the thread. ;)
Last Edit: June 21, 2019, 08:55:25 am by DeathScythe
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#47  June 21, 2019, 08:32:38 am
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It's due to the characters's damage scaling system using enemynear-related trigger, which screwed up hard in Simul Mode. Tbf, coding for Simul is pretty different to Single matches and there aren't a lot of authors actually care about this mode (which is understandable, seeing how stupid and flawed that mode is).
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#48  June 21, 2019, 12:49:52 pm
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GJ!!!thanks nice char !!!!!
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#49  June 21, 2019, 08:36:51 pm
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Thanks for the updates !
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#50  June 21, 2019, 08:49:40 pm
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Nitpick time:
I know Shadow Lady's supposed to replicate her Alpha Appearance, but she just feels more like an EX version than an Evil Mode.
I'd rather see "Shadow Lady" reminiscent of her MvC appearance but maybe it's just a "no sprites" thing or it would be too cheap.
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The next Street Fighter All-Stars update
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#51  June 22, 2019, 06:38:00 am
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This Joe issue is pertinent to the thread! It probably applies to all of my characters!

Spoiler, click to toggle visibilty

It may be confusing, I went in Simul against 2 Joe, one of them used the super and took out my partner's entire health.
Edit: Oh, damn, I forgot F12 don't capture debug. it's state 3250. I said lvl1, it's a lvl2, my bad.
I've tried everything I can think of: I've tried team versus matches with all Joe's, I had teams of AI Joe's with infinite supers, and still never ran into this issue at all. I'm totally stumped. :S

It's due to the characters's damage scaling system using enemynear-related trigger, which screwed up hard in Simul Mode. Tbf, coding for Simul is pretty different to Single matches and there aren't a lot of authors actually care about this mode (which is understandable, seeing how stupid and flawed that mode is).
That doesn't really make any sense; the dampener shouldn't really have much of any impact on the damage levels: if the dampener wasn't present at all, the supers would do the same damage as they normally do, there just wouldn't be any reduction if cancelled into from a special. And even then, EnemyNear isn't really used in the dampener itself—that's all calculated based on number of hits. The dampener might get indirectly affected by the EnemyNear issue (because EnemyNear is used as a trigger various VarSet/VarAdds used for the hit count variable, and I don't remember if it's been coded to take the simul issue into account), but that wouldn't cause the damage to drastically increase at all either.

Maybe I'm missing something but I can't imagine the EnemyNear issue is the problem here?

Nitpick time:
I know Shadow Lady's supposed to replicate her Alpha Appearance, but she just feels more like an EX version than an Evil Mode.
I'd rather see "Shadow Lady" reminiscent of her MvC appearance but maybe it's just a "no sprites" thing or it would be too cheap.
Well, the truth is, it is in fact "just" an EX mode, it's really not at all trying to be an actual mode/adaptation of Shadow Lady from MvC. I just wanted to make a SFA moveset alt mode, but slapping on a SFA palette and calling it a day was too underwhelming. That kickass Shadow Lady palette effect was too good to pass up! And like, jeez... Shadow Lady's moveset stinks (except Final Mission, but even that's just stolen from Shadow)! With this version of Shadow Lady, you're getting the best of both worlds!
Last Edit: June 22, 2019, 06:41:43 am by Jmorphman
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#52  June 22, 2019, 07:06:56 am
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First off, Shadow Lady's moveset is hype, and you're wrong :V

On the note of the Joe issue, it happened with the older versions of your characters, but the only characters I know of it happening were Joe and and all of the forms of Kyo in Simul Mode, with both versions of the Golden Tiger Kick and Level 1 Orochinagi respectively. With Joe it just happened any time he used Golden Tiger Kick on either opponent, one or both, but with Kyo it would happen in cases of Orochinagi hitting both opponents straight-on, one character blocking while the other character just taking the whole thing, or with certain characters with super-armor, Sentinel and Onslaught by XsLaught, for example.

With Orochinagi, the hits would just happen very rapidly, with each hit doing the same amount of damage each time and not stopping until the move itself stopped. With GTK, on the other hand, it would function almost as normal but the hits on the move pretty much just wouldn't stop until the move ends or the opponent gets KO'ed. It hasn't happened since both characters' updates on my end, so all I can suggest is to just fresh install the characters.
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#53  June 22, 2019, 07:11:22 am
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First off, Shadow Lady's moveset is hype, and you're wrong :V

On the note of the Joe issue, it happened with the older versions of your characters, but the only characters I know of it happening were Joe and and all of the forms of Kyo in Simul Mode, with both versions of the Golden Tiger Kick and Level 1 Orochinagi respectively. With Joe it just happened any time he used Golden Tiger Kick on either opponent, one or both, but with Kyo it would happen in cases of Orochinagi hitting both opponents straight-on, one character blocking while the other character just taking the whole thing, or with certain characters with super-armor, Sentinel and Onslaught by XsLaught, for example.

With Orochinagi, the hits would just happen very rapidly, with each hit doing the same amount of damage each time and not stopping until the move itself stopped. With GTK, on the other hand, it would function almost as normal but the hits on the move pretty much just wouldn't stop until the move ends or the opponent gets KO'ed. It hasn't happened since both characters' updates on my end, so all I can suggest is to just fresh install the characters.

Yesterday I went to Jmorph's site and noticed the version of Joe I had was outdated. I downloaded the new one. I have not tested yet but since the issue with Kyo was fixed I suppose is the same with Joe.
Re: "PotS style" Chun-Li (MEGA update... and also a minor update [06/20/19])
#54  June 22, 2019, 11:50:31 pm
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With Orochinagi, the hits would just happen very rapidly, with each hit doing the same amount of damage each time and not stopping until the move itself stopped. With GTK, on the other hand, it would function almost as normal but the hits on the move pretty much just wouldn't stop until the move ends or the opponent gets KO'ed. It hasn't happened since both characters' updates on my end, so all I can suggest is to just fresh install the characters.
Ahhhhhhhh, now I know what's happening. Those old versions relied entirely on the juggle variable to ensure that the move did only the specific number of hits it was supposed to do. And those old versions also had the early, simul-unfriendly version of the juggle variable code, which behaved very poorly during simul. So moves like GTK and Orochinagi would do a hit every single possible opportunity they could, even if they were supposed to be limited to only one or three.

I could've sworn those were solved a long, long time ago. Like, did that old version of Joe still have the vanilla 2002 style of GTK, with the horizontal movement? I have to assume that I got rid of the simul bug when I switched it to 2002UM style, regardless as to whether the simul juggle fix was applied at the same time.

This is all your guy's fault for not updating! >:[