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Jin Kazama 1.0 Update by SeanAltly & CVSNB (Read 25790 times)

Started by Sean Altly, September 24, 2011, 11:38:33 am
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Re: Jin Kazama 1.0 Update by SeanAltly
#21  September 25, 2011, 05:31:46 am
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No need to post your track record. I'm just saying that to me they have some limited use, and that there's better options than to use them. I know you know what you're doing, but I think they are throwaway moves, there's never a time where using them can open up a whole new world of options for Jin, which is typical of EX moves in SF games. In many fighting games a character that is pretty meh turns into a monster when they have meter, and that's something Jin can't do. I'm not calling you incompetent, I just think it was a missed opportunity, no need to get upset.

There really isn't a lot I could do with his moveset. I explained that there is more to them than just extra damage, and yes, I needed to post my track record because you worded it like I had never made EX moves before and that I didn't know how to do it (the whole "in the future" thing). Using EX moves, as far as I've been told, was always meant to be an alternative to supers. I main Alex on SF3:TSO, and I use the Boomerang Raid simply because I can use more EX moves that way. I win way more matches withth the EX Air Raid Stomp than the actual SA. How about you suggest something instead of just saying it was a missed opportunity? How could these moves have been altered for EX to make them better? Aside from the juggle suggestion for the EX Lift Kick, because I'm not going to do that, which I explained already. You'll see that there wasn't much I could do outside of things like invul frames and faster start-up/recovery, which is what I did.

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Re: Jin Kazama 1.0 Update by SeanAltly
#22  September 25, 2011, 05:46:07 am
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I have yet to test this version of Jin (DLed but still didn't test it) so if you're searching for EX move ideas I suggest you to make one of them totally invulnerable to projectiles. It's a common practice in SFIV for rush moves to have that property on their EX versions and from what I read Jin needs more tools against projectile users. Dunno if it sounds fine for you :).
Re: Jin Kazama 1.0 Update by SeanAltly
#23  September 25, 2011, 11:23:08 am
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Well, if you get a chance to test it, let me know which move you'd suggest, since that isn't a bad idea. I would assume Demon's Paw would be best for it, but I'd like a second opinion on it.

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Re: Jin Kazama 1.0 Update by SeanAltly
#24  September 25, 2011, 03:54:52 pm
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Nah I didn't mean it like you didn't know how they worked, but whatever. If you want suggestions, then I'll toss them out. Demon's Paw would be a good move to use to get through projectiles unharmed, via complete invincibility to projectiles or super armor and if it works as well as I have it pictured in my head, it'll really make it feel that meter is a way to get over his difficulties. I don't know if Jin already uses stun, since I've never stunned anyone with him, but EX Savage Sword would be a good attack for generating plenty stun, but that might not be an option, so I can see it working better as an armor breaking attack (Because I do have some annoying super armor characters, like Juggernaut.) EX Lift Kick is fine how it is though, I guess. Projectile-invincible Demon's Paw would be all you need though, it's a good idea.
Re: Jin Kazama 1.0 Update by SeanAltly
#25  September 25, 2011, 07:51:51 pm
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It seems red navi read what i said yesterday that jin needs a move goes through projectiles and yes demon paw will be best suited cause has more range. Kind of agree with cazaki about ex savage sword maybe option armor breaking attack or wall bounce but that's up to you.
Re: Jin Kazama 1.0 Update by SeanAltly
#26  September 26, 2011, 07:29:16 am
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Re: Jin Kazama 1.0 Update by SeanAltly
#27  September 26, 2011, 07:40:12 am
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Forgot about him, I'll have one up shortly.

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Re: Jin Kazama 1.0 Update by SeanAltly
#28  September 26, 2011, 08:31:49 am
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squals ai is pretty decent so there's no reason to change it..... in fact I hope people realize the more they ask you to do on old projects the longer it takes for mr.x and sub-zero to come out  ;D
Re: Jin Kazama 1.0 Update by SeanAltly
#29  September 26, 2011, 09:50:11 am
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Updated Jin again, just a couple but important changes:

-EX Demon's Paw is completely invulnerable to projectiles
-EX Demon's Paw no longer knocks down, meaning you can use it in combos instead of as a combo finisher

That should give him a decent tool to get past projectiles now. Unless there are some major or critical bugs found, I won't be updating Jin for a bit, I want to focus on finishing Sub-Zero and the endings for SHADEs of Manhattan 2.

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Re: Jin Kazama 1.0 Update by SeanAltly
#30  September 26, 2011, 08:34:04 pm
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squals ai is pretty decent so there's no reason to change it..... in fact I hope people realize the more they ask you to do on old projects the longer it takes for mr.x and sub-zero to come out  ;D

Well it'd be nice for the other CvTW characters to be updated to the status quo early, and have them perfected now, because if not we'll just end up having to wait for them to be updated later on down the road. After they're both released it might be ideal for Sean to go back and update Rorschach, Squall and CM Punk's gameplay to the standard that Jin is at (Not to mention utilizing the not so harsh damage dampener that Jin also uses.), as well as make CvTW iterations of Solid Snake, Det. Garret Laurel and those other characters that don't require new sprites, like Doom, Bison, Goku Z2, Captain America, etc. I just think if we get the more "boring" stuff out of the way now it'll keep us more hype later on when all the brand new characters come out.
Re: Jin Kazama 1.0 Update by SeanAltly
#31  September 27, 2011, 03:22:02 am
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So had anyone had a chance to see if the changes to EX Demon's Paw work out well? I'm interested to know if it helps him get around projectiles and if the lack of knockdown makes it good for combos.

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Re: Jin Kazama 1.0 Update by SeanAltly
#32  September 27, 2011, 03:46:15 am
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tried it and it worked fine, you can go through projectiles with it but i dont know if you can do a combo with it because it pushes the opponent a bit.. i think you can use demon paw to finish a combo instead of being part of it
Last Edit: September 27, 2011, 03:51:39 am by TonyN.T
Re: Jin Kazama 1.0 Update by SeanAltly
#33  September 27, 2011, 05:39:22 am
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On a unrelated note Squall's info and Jin's, will be trying out the new changes to the Demon's paw asap though.
Re: Jin Kazama 1.0 Update by SeanAltly
#34  September 27, 2011, 10:59:04 am
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hey.
i really like your jin but i think he could use a few more supermoves.
i mean act. he has 3 and i think you could use the ''ex-combo'' (sry im not good at english) as supermove f.eg.

beside that i really like this char. pls keep up making these great chars for mugen :)
Re: Jin Kazama 1.0 Update by SeanAltly
#35  September 28, 2011, 06:21:27 am
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yeah goes through and you can combo with the super, its good. :)
Re: Jin Kazama 1.0 Update by SeanAltly
#36  September 28, 2011, 07:07:33 am
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Sean, you might have saw my comment about Sub Zero on You Tube, but I honestly forgot about Jin.

I wasn't disappointed. You do awesome work. I'd like tutoring about coding AI from you if you don't mind. (yes, I do know there are tutorials out there already, but not everyone is good at showing someone how to do something.)


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Re: Jin Kazama 1.0 Update by SeanAltly
#37  October 03, 2011, 01:48:36 pm
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I loooove how you actually made this! BUT.. One question I haven't seen in this thread..

What basicly happened with Squall. No win-mugen version? I know, I've seen your view on this, but I still want to ask! Because not everyone wants to use mugen 1.0. I just don't like it, and find win-mugen to work better on my computer.

So therefore. No chance for a win-mugen version of Jin? It could be amaaaazing.
Re: Jin Kazama 1.0 Update by SeanAltly
#38  October 03, 2011, 02:05:07 pm
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dont complain here

and lol there's a win version of jin there (before he update it on 1.0)
Re: Jin Kazama 1.0 Update by SeanAltly
#39  October 03, 2011, 05:11:48 pm
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There's also a patch under the edits and add-ons by 2OS, for squall
Re: Jin Kazama 1.0 Update by SeanAltly
#40  October 03, 2011, 05:24:10 pm
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I loooove how you actually made this! BUT.. One question I haven't seen in this thread..

What basicly happened with Squall. No win-mugen version? I know, I've seen your view on this, but I still want to ask! Because not everyone wants to use mugen 1.0. I just don't like it, and find win-mugen to work better on my computer.

So therefore. No chance for a win-mugen version of Jin? It could be amaaaazing.

Not to go off topic, but what dont you like about 1.0??
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