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Hyper DRAGONBALL Z EVO 2014 -RELEASED (Read 187387 times)

Started by Iced, July 10, 2014, 04:33:17 pm
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Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#101  July 14, 2014, 06:55:24 pm
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this will be epic when it´s done the Full game, I love it
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#102  July 14, 2014, 07:38:17 pm
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Oops, that would be my fault, I recorded those a bit low. Iced do you want me to tweak those?
Balthazar has already modified the voices to make the volume much higher, without losing too much quality. Dunno what to do at this point.


Hmm, I wonder if I could surgically reduce some of the sine waves that are peaking so that the overall audio could be raised without distorting too much. Worst case scenario, I could re-record the chosen files?

ROS

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#103  July 14, 2014, 07:56:51 pm
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Frieza has been a blast so far. I've been messing with Death Saw and tried to find ways to make it truly setup blockstrings and mixups. Only gripe about it is that it gradually rises making it crouchable towards the end, but that kind of makes it scarier because if it you crouch I can go for an overhead of some kind and get a free combo.

- Might want to change the properties of LK/MK Dashing Elbow. Being able to combo into it and after it leads to a basic infinite. I'd suggest increasing the startup a bit to avoid being able to combo into it.

EDIT: [st.LP>st.MP>far HP xx LK Dashing Elbow] x N  or [st.LP/st.LK>cl.HP, st.LK>st.MP>far HP xx MK Dashing Elbow] x N are examples.

- On certain characters, Frieza can followup his j.HK even after he uses his groundbounce with st.LP (intentional?).
Last Edit: July 14, 2014, 08:12:48 pm by Filthy Casual
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#104  July 14, 2014, 09:53:17 pm
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- On certain characters, Frieza can followup his j.HK even after he uses his groundbounce with st.LP (intentional?).

I didn't understand this part. I tried to do it but I can't replicate it. Perhaps I'm doing it wrong.

Also, for the infinite I believe it requieres strict timing. Hence I won't call it an infinite yet. Perhaps a potential infinite, since I believe not many players will use it.

Also, this is my "little contribution". Showing that it's possible to combo into Gekiretsu Ranbu.

https://www.youtube.com/watch?v=SuLwat0e0fk
Last Edit: July 14, 2014, 09:59:23 pm by gray_kaiser

ROS

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#105  July 14, 2014, 10:01:05 pm
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j.HK causes a hard knockdown due to the groundbounce limit. You can land and do st.LP before they hit the ground. And the infinite is very practical and can be used in a real match. The timing isn't hard once you get used to it.
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#106  July 14, 2014, 10:35:56 pm
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What I have found it's that Freeza it's capable of double ground bouncing.

For example: Launcher>jHK>Aerial Death Wave EX.

IDK if it was intentional. From what I can remember, ground bouncing should happen only once, even if you're using two different moves with that perk in the same combo.
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#107  July 14, 2014, 10:36:09 pm
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Anyway, that was an ambicious and awesome project. I really happy to see some foruns enjoying and commenting about the game. It's really make me and MUGEN people around the world joyful.

Keep it up guys!! That project brings MUGEN in other level!

I and my folks from Brazil been watching for everything works out! :sugoi:
Last Edit: July 14, 2014, 11:26:17 pm by 【MFG】gui0007
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#108  July 14, 2014, 10:55:25 pm
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@Balthazar:
@Websta:
I'll let you guys take notes and handle all the Freeza related feedback. ;)
I'll obviously take care of the rest.

1) Also, for the infinite I believe it requieres strict timing. Hence I won't call it an infinite yet. Perhaps a potential infinite, since I believe not many players will use it.

2) Also, this is my "little contribution". Showing that it's possible to combo into Gekiretsu Ranbu.
https://www.youtube.com/watch?v=SuLwat0e0fk
1) Well, whether it requires strict timing or not, an infinite is an infinite. Some require strict timing, others may have very hard setups, but all should be fixed.
2) Is this "feedback" or just a video showing the possibilities ? Because Emo Gekiretsu Ranbuu being comboable into is kind of the point of the move, as it's not a counter anymore. :P
Last Edit: July 14, 2014, 10:58:53 pm by Star Fucker
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#109  July 14, 2014, 11:08:34 pm
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2) Is this "feedback" or just a video showing the possibilities ? Because Emo Gekiretsu Ranbuu being comboable into is kind of the point of the move, as it's not a counter anymore. :P


Posibility. Let's say you have 3 power bars, activating Emo Mode requires 2. You need one more power bar to use Emo Gekiretsu Ranbu, and basically what I showed it's how to gain that extra power bar. Kind of bad that SSJ Goku it's the only one who can perform a combo leading to his Lv3 finisher now.
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#110  July 14, 2014, 11:26:11 pm
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Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#111  July 14, 2014, 11:34:46 pm
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Well, actually, if you have mad skills (unlike me, the coder, LOL), a big part of this can still be performed :
https://www.youtube.com/watch?v=exF3R_qppEQ&feature=youtu.be

LOL.

I'm not that skilled, sir. I'm just a casual "combo maker." I was talking about combos like this

https://www.youtube.com/watch?v=-1XFQIhm378
https://www.youtube.com/watch?v=m47kdpSgIvU
https://www.youtube.com/watch?v=vjxVy9D-TLA

You know, since you removed Vegeta's Sliding Kick infinite, he isn't able to perform a combo into his Lv3 finisher anymore.
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#112  July 15, 2014, 03:21:36 am
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Huge congrats to all of you guys who worked on this project. This is really damn cool how the game is getting some serious shine from those sites. Its good The mugen Community gets some exposure on what it can do together......

major props folks
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#113  July 16, 2014, 06:31:44 pm
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Last Edit: July 16, 2014, 06:37:46 pm by yaret
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#114  July 16, 2014, 06:47:14 pm
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Yikes, you're right, I forgot to add the link to the .rar in the html. Fixed now!
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#115  July 17, 2014, 07:14:08 pm
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Apperantly the p2 lifebar disappears when going into Survival Mode (which I admit, haven't tried at all). Feedback off Facebook.
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#116  July 17, 2014, 07:58:06 pm
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Yep, this is caused because lifebars for Simul/Turns mode have not been configured and still use Elecbyte's default content.
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Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#117  July 17, 2014, 08:02:16 pm
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Same happens in 2 v 2 as well.

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#118  July 17, 2014, 08:59:01 pm
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Because NoZ said the lifebars were only coded for 1v1 mode for now.
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#119  July 18, 2014, 05:34:47 am
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http://youtu.be/3qQEyUzCZ5Y

That's the closest I've seen to a 'real match' so far. It'll be nice to see what develops from seeing those two play with SSJ Goku. I hope they record more.
Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED
#120  July 18, 2014, 06:09:11 am
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Here two combos i did with freeza