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Lin updated [8/30/17] (Read 55065 times)

Started by RΣDDBRIПK, July 11, 2017, 06:26:24 am
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Lin updated [8/30/17]
#1  July 11, 2017, 06:26:24 am
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Alrighty guys here he is, Lin! I hope you enjoy him. C&C Welcome.





Link: http://www.mediafire.com/file/maqumj6wd73kls1/Lin.rar

[Known Bugs]
-None at the moment

[7/11/17]
Added poisoned effect for Hiada Ougi Dokushu Kou
Set poison time to 900 ticks (15 seconds)
added new level 3 portrait by 1.8.7
Added some winquotes

[7/12/17]
Fixed freezing in the air issue with recovery roll
changed velocities on jyatosuga
added an Easy CMD with a readme

[7/16/17]
Added new poison indicator (Heart beat sound every 60 ticks)
added close benpatsuken
added 1 intro and 1 win pose
Senju Rakan Satsu is now a level 2 super(thanks cruz :thumbsup:)
Adjusted some anims and velocities
(Hopefully fixed broken string infinite with strong and EX kasumi)

[8/14/17]
Added an Explodsive buffer system CMD (Haven't made one for easy commands yet)

[8/30/17]
Added the Easy Explodsive CMD
Added Readme detailing how to switch between default and easy CMD's
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Last Edit: August 30, 2017, 08:17:45 am by ReddBrink
Re: Lin Released
#2  July 11, 2017, 06:38:25 am
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I'll look for what bugs and other stuff that needs fixing that I can find.
Edit: Hiada Ougi Dokushu Kou needs an effect to show the enemy is poisoned
Also the move doesn't have a fixed time for the poison or anyway to stop it so it just keeps going.
Last Edit: July 11, 2017, 06:52:23 am by Memes never die
Re: Lin Released
#3  July 11, 2017, 07:35:00 am
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I forgot to update the lvl3 port so heres the new one
I didn't like the older one i made because it had alot of losses in the image

About his Hiada Ougi Dokushu Kou, is the poison supposed to be permanent for an entire round?
Last Edit: July 11, 2017, 07:41:29 am by 1.8.7
Re: Lin Released
#4  July 11, 2017, 07:51:42 am
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In KOF2k2um it isn't

lui

Re: Lin Released
#5  July 11, 2017, 07:53:48 am
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I'm guessing redbrink based it off of a different game
Re: Lin Released
#6  July 11, 2017, 08:01:36 am
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i mean, maybe not let poison work throughout the round that's pretty unfair, atleast make it so if lin gets hit the poison dies off or somethin like that
Re: Lin Released
#7  July 11, 2017, 08:02:30 am
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also special/super slash hitsparks are not colored (blue and purple). i do not know if it is intentional or not...so pardon me for complementing some stuff that are simply aesthetics
Re: Lin Released
#8  July 11, 2017, 08:33:39 am
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I'll look for what bugs and other stuff that needs fixing that I can find.
Edit: Hiada Ougi Dokushu Kou needs an effect to show the enemy is poisoned
Also the move doesn't have a fixed time for the poison or anyway to stop it so it just keeps going.

I will see what i can do about adding an effect that shows you are poisoned. also in source the poison continues until the opponent is at 10% life but i forgot to add the code in the destroyself. i'm fixing it now.


I forgot to update the lvl3 port so heres the new one
I didn't like the older one i made because it had alot of losses in the image

About his Hiada Ougi Dokushu Kou, is the poison supposed to be permanent for an entire round?

Alrighty i will add this new portrait to lin. thanks man much appreciated.

also special/super slash hitsparks are not colored (blue and purple). i do not know if it is intentional or not...so pardon me for complementing some stuff that are simply aesthetics

I guess i could change the color of the slash sparks. it would make more sense. thanks for the feedback guys!
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Re: Lin Updated [7/11/17]
#9  July 11, 2017, 10:01:04 am
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lin updated check first post!
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Re: Lin updated [7/11/17]
#10  July 11, 2017, 10:07:20 am
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Nice to see Lin get some love in a new style. Nicely done!
Re: Lin updated [7/11/17]
#11  July 11, 2017, 10:43:38 am
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Great release man, Lin is nice, what I would to though is change, around the CMD a bit, I dont feel the convoluted KOF commands, fit in with CVS style gameplay, also that EX spike thing,  I thought I was able to chain in to the fast hands. If you can, I guess I cant do it.


Edit. With the amount of air time  the op gets you would think this is possible, or if it is, then my bad.
https://vimeo.com/225065002
Last Edit: July 11, 2017, 10:52:39 am by PeXXeR
Re: Lin updated [7/11/17]
#12  July 11, 2017, 10:56:39 am
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Is MAX Yougou counter super? If it is, that wasn't said in Readme Move details. Also, Isn't the MAX ver. of Yougou supposed to grab the opponent even if the move wasn't countered?
Re: Lin updated [7/11/17]
#13  July 11, 2017, 11:57:33 am
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Is MAX Yougou counter super? If it is, that wasn't said in Readme Move details. Also, Isn't the MAX ver. of Yougou supposed to grab the opponent even if the move wasn't countered?

Yes yougou MAX is a counter super and no it only connects when lin is hit. I will update the readme with the info maybe tomorrow.

Great release man, Lin is nice, what I would to though is change, around the CMD a bit, I dont feel the convoluted KOF commands, fit in with CVS style gameplay, also that EX spike thing,  I thought I was able to chain in to the fast hands. If you can, I guess I cant do it.


Edit. With the amount of air time  the op gets you would think this is possible, or if it is, then my bad.
https://vimeo.com/225065002

Well i can take a look at the Spike move and change some vels. as for the CMD i will make another one with easier commands but i usually prefer traditional KOF commands. glad you enjoy him though! :thumbsup:
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Re: Lin updated [7/11/17]
#14  July 11, 2017, 12:08:27 pm
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It's a nice character so far.
Hopefully in the future someone makes a legit CVS sprite patch or something.
Until then the character can keep getting polished. Getting rid of bugs and oddities and all that.
Re: Lin updated [7/11/17]
#15  July 11, 2017, 05:15:03 pm
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Bro, keep in mind I am not a Lin player, its just that how the opponent flys after the move it makes me think I can follow up with something. I dunno how it is in source.
Re: Lin updated [7/11/17]
#16  July 11, 2017, 07:30:26 pm
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Found two bugs

-He freezes in place when doing what I think is a recovery roll. After that he can't be hit until I press F1 (Couldn't reproduce this by playing as him so it might be an AI thing.)
-This one is more rare, he walks on the air if he's hit during a jump.
Re: Lin updated [7/11/17]
#17  July 12, 2017, 04:28:18 am
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-He freezes in place when doing what I think is a recovery roll. After that he can't be hit until I press F1 (Couldn't reproduce this by playing as him so it might be an AI thing.)
it was an anim error as the last frame was set to -1 so he would just get stuck in the air. so i took care of that
-This one is more rare, he walks on the air if he's hit during a jump.
I cant seem to reproduce this issue but im going to keep trying and see about fixing it. thank you for your feedback!

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Re: Lin updated [7/11/17]
#18  July 12, 2017, 04:57:17 am
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-He freezes in place when doing what I think is a recovery roll. After that he can't be hit


It happends when i control Lin too.

Overall, good release once again ReddBrink, my vid's coming tomorrow. :)
Re: Lin updated [7/11/17]
#19  July 12, 2017, 05:17:52 am
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Re: Lin updated [7/11/17]
#20  July 12, 2017, 05:22:03 am
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i tried your lin and there's a typo in the readme

both level 3 supers can be performed with two punches not three
Re: Lin updated [7/11/17]
#21  July 12, 2017, 05:24:39 am
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i tried your lin and there's a typo in the readme

both level 3 supers can be performed with two punches not three

ooops! its supposed to be two punches in the readme. My bad. Fixed
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Re: Lin updated [7/12/17]
#22  July 12, 2017, 06:26:44 am
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Lin got a small update! check the first post to see whats been updated.
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Re: Lin updated [7/11/17]
#23  July 12, 2017, 05:10:27 pm
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Great release man, Lin is nice, what I would to though is change, around the CMD a bit, I dont feel the convoluted KOF commands, fit in with CVS style gameplay, also that EX spike thing,  I thought I was able to chain in to the fast hands. If you can, I guess I cant do it.


Edit. With the amount of air time  the op gets you would think this is possible, or if it is, then my bad.
https://vimeo.com/225065002

its just that how the opponent flys after the move it makes me think I can follow up with something. I dunno how it is in source.
You can actually follow up with that, i tried myself, the thing is that the room is too short, on KoF games is way easier to do that.

Lasagna
Re: Lin updated [7/11/17]
#24  July 12, 2017, 08:16:07 pm
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Good work, this is my vid.



I notice one thing, the Ex Muei Kou Sa Shu can not do a super cancel while the normal Muei Kou Sa Shu can do it.
Re: Lin updated [7/11/17]
#25  July 12, 2017, 11:23:10 pm
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Good work, this is my vid.

[youtube]https://youtu.be/j_SIBdA07WE[/youtube]

I notice one thing, the Ex Muei Kou Sa Shu can not do a super cancel while the normal Muei Kou Sa Shu can do it.

Thanks for the video jadeeye! as for the Ex Muei Kou Sa Shu not canceling, i will fix that right away.
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Re: Lin updated [7/11/17]
#26  July 13, 2017, 02:25:03 am
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Yeeeeeeeeeeeeeeeeeeeees!!! Thanks for release dude!!!

Re: Lin updated [7/11/17]
#27  July 13, 2017, 02:25:38 am
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Finally, my vid. :)
Re: Lin updated [7/11/17]
#28  July 13, 2017, 02:31:30 am
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Gui Lin isn't a Pots/Infinite styled character he's just a POTS styled one.
Re: Lin updated [7/11/17]
#29  July 13, 2017, 09:23:08 am
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Necessary for click-bait.
Re: Lin updated [7/11/17]
#30  July 14, 2017, 04:54:30 pm
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[Known Bugs]
-Its rare but if you hit lin in the air he will end up standing in the air. i have yet to replicate this bug to fix it.

- I found this happening during Hiten Kyaku. The move is in the air during its startup and still has "StateType = S" until he makes contact. Use "StateTypeSet" to change it to "StateType = A" when he leaves the ground.

More feedback later.
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Re: Lin updated [7/11/17]
#31  July 14, 2017, 07:58:17 pm
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Re: Lin updated [7/11/17]
#32  July 14, 2017, 08:01:29 pm
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Dude this isn't even the right thread.
Also you can find him easily by putting Mugen Kensou Rei Seiryuu in a search engine or something.
Re: Lin updated [7/11/17]
#33  July 14, 2017, 11:43:23 pm
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- I found this happening during Hiten Kyaku. The move is in the air during its startup and still has "StateType = S" until he makes contact. Use "StateTypeSet" to change it to "StateType = A" when he leaves the ground.

More feedback later.

Awesome! thank you bud for pointing that out. Fixed!

Finally, my vid. :)
[youtube]https://www.youtube.com/watch?v=I2KvTKOy2xk[/youtube]

Thank you for the video gui!  :thumbsup:
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Re: Lin updated [7/11/17]
#34  July 15, 2017, 02:50:11 am
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Re: Lin updated [7/11/17]
#35  July 16, 2017, 07:06:35 am
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Lin will be getting another update soon. should have it uploaded during the afternoon or later as i have to check to make sure that some things are working properly.
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Re: Lin updated [7/11/17]
#36  July 16, 2017, 05:35:23 pm
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More feedback:

- Some normals seem slow: s.MP, Far s.HP, c.MP, c.HK, Dodge Punch
- s.MP seems too safe? (+9 seems high for a medium)
- s.HP's animation looks odd
- No point in c.LK? (Outside of the rapid jab property, c.MK seems to be a better move overall)
- Grab is slow
- No guard spark during throw escape
- Benpatsuken and Low Benpatsuken could be a little faster overall (very slow startup and very unsafe)
- Block string infinite with Heavy and EX Kasumi
- Last hit of EX Hiten Kyaku can hit downed opponents (seems odd to me)
- increase the vertical size of the hitbox of Ranbu Dokuga (To make it more combo friendly)

Outside of that feedback, I think that Senju Rakan Satsu would make a good Lvl 2 if the damage is lowered.
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Re: Lin updated [7/11/17]
#37  July 16, 2017, 09:06:57 pm
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If he gets hit out of Hiten Kyaku he can stand on air.
Edit: fall Recovery close to the ground leaves him stuck in midair.
Last Edit: July 16, 2017, 09:15:00 pm by Memes never die
Re: Lin updated [7/11/17]
#38  July 16, 2017, 11:40:00 pm
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More feedback:
- Some normals seem slow: s.MP, Far s.HP, c.MP, c.HK, Dodge Punch
Standing MP is a tough one as it doesn't have many frames. as for the other attacks i modified some of the anim times so they shouldn't feel slow (i hope).
- s.MP seems too safe? (+9 seems high for a medium)
working on a fix for this now as it does seem atrocious.
- s.HP's animation looks odd
Which one are you referring to? the close SP or The far one?
- No point in c.LK? (Outside of the rapid jab property, c.MK seems to be a better move overall)
I see that their damage values are the same so i will fix that, unless there is more to this?
- Grab is slow
Fixed
- No guard spark during throw escape
Huh that's strange. i'm getting a guard spark on my end, i will take another look and see whats up.
- Benpatsuken and Low Benpatsuken could be a little faster overall (very slow startup and very unsafe)
guess i could tweak the starting frames a tad.
- Block string infinite with Heavy and EX Kasumi
Fixed
- Last hit of EX Hiten Kyaku can hit downed opponents (seems odd to me)
I thought i fixed that already? guess i didn't save fighter factory at that point. oh well. Fixed.
- increase the vertical size of the hitbox of Ranbu Dokuga (To make it more combo friendly)
Done.
Outside of that feedback, I think that Senju Rakan Satsu would make a good Lvl 2 if the damage is lowered.
I will think on this one as Senju Rakan Satsu was a level 3 in source game.

Thanks for your feedback cruz! much appreciated :thumbsup:

If he gets hit out of Hiten Kyaku he can stand on air.
Edit: fall Recovery close to the ground leaves him stuck in midair.

thanks for reminding me of this. Fixed
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Last Edit: July 17, 2017, 12:42:58 am by ReddBrink
Re: Lin updated [7/11/17]
#39  July 17, 2017, 02:51:25 am
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The recovery thing was fixed but the air walking but is still there.
Re: Lin updated [7/11/17]
#40  July 17, 2017, 03:02:41 am
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Re: Lin updated [7/11/17]
#41  July 17, 2017, 03:09:24 am
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Okay
Re: Lin updated [7/11/17]
#42  July 17, 2017, 03:19:39 am
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Standing MP is a tough one as it doesn't have many frames. as for the other attacks i modified some of the anim times so they shouldn't feel slow (i hope).
Which one are you referring to? the close SP or The far one?
I see that their damage values are the same so i will fix that, unless there is more to this?
Huh that's strange. i'm getting a guard spark on my end, i will take another look and see whats up.
I will think on this one as Senju Rakan Satsu was a level 3 in source game.

- I feel that a normal with around 10+ frames of startup is slow judging from DW's characters.
- Far version, close one is okay. (He sort of slides during the beginning with no leg movement.)
- Damage is okay. It's just that c.MK starts a frame earlier and has the same frame advantage when compared to c.LK
- My bad, didn't notice that the guard spark for throw escapes is supposed to be that small.
- I just thought about it since it was a Super DM in 2002UM and Hiada Ougi Dokushu Kou was his HSDM.

Thanks man!
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Last Edit: July 17, 2017, 03:37:49 am by Cruz
Re: Lin updated [7/11/17]
#43  July 17, 2017, 03:50:19 am
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- I feel that a normal with around 10+ frames of startup is slow judging from DW's characters.
- Far version, close one is okay. (He sort of slides during the beginning with no leg movement.)
- My bad, didn't notice that the guard spark for throw escapes is supposed to be that small.
- I just thought about it since it was a Super DM in 2002UM and Hiada Ougi Dokushu Kou was his HSDM.

Thanks man!
- i can try to fiddle with start up times, hopefully without making the animations look weird.
- he moves during the attack, i will just check the source on how he actually moves during it. cause honestly i think its a bit weird too.
- no problem brother, its all good!
- You know what? Why not i will go ahead and turn Senju Rakan Satsu into a level 2!
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Re: Lin updated [7/16/17]
#44  July 17, 2017, 05:45:55 am
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Lin has been updated! check first post to see whats been updated!
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Re: Lin updated [7/16/17]
#45  July 17, 2017, 05:57:37 am
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ay waay smoother now, I thought the same as Cruz pretty  much, but I could not word myself properly lol, his normals were slow, and I could not punish with him, now he seems better, tighter.
Re: Lin updated [7/22/17]
#46  July 23, 2017, 01:45:01 am
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lin got another update! Just some bug fixes in some moves.
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Re: Lin updated [7/16/17]
#47  July 23, 2017, 03:35:47 am
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I was just checking him out combo wise, and  check out them super cancels from level 1 to 2 first time it wiffed ( I have to force it as fuck to get it to work anyway Is he supposed to be able to cancel like that at all ?) 2nd time it hit and things got a bit weird, also the roll foreward sound misses the whoosh sound , I roll with terry right after just to show you what I mean.(he does step foreward so I dunno if its even worth adding)
Watch the whole thing its 1 minute of me testing out his stuff.

Either way, I like this dude alot great work dude.
One more thing, sometimes I having a hard time getting the 3rd LOO punch to appear, I am pressing the right buttons but he just stopst at the 2nd one.

As for normals collison boxes and stuff, I have a really basic understanding how it all works, my best advice is take a peek at DW's normals if need be.

Again, good job bro.

Edit, I was using the easy cmd cause I am a scrub.
Last Edit: July 23, 2017, 03:59:00 am by PeXXeR
Re: Lin updated [7/22/17]
#48  July 23, 2017, 06:06:44 am
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I was just checking him out combo wise, and  check out them super cancels from level 1 to 2 first time it wiffed ( I have to force it as fuck to get it to work anyway Is he supposed to be able to cancel like that at all ?) 2nd time it hit and things got a bit weird, also the roll foreward sound misses the whoosh sound , I roll with terry right after just to show you what I mean.(he does step foreward so I dunno if its even worth adding)
Watch the whole thing its 1 minute of me testing out his stuff.
[youtube]https://www.youtube.com/watch?v=fooWr_BkDuI[/youtube]
Either way, I like this dude alot great work dude.

As for normals collison boxes and stuff, I have a really basic understanding how it all works, my best advice is take a peek at DW's normals if need be.

Again, good job bro.
-Yeah there is some weirdness going on with the super canceling. i will fix that up right away!

One more thing, sometimes I having a hard time getting the 3rd LOO punch to appear, I am pressing the right buttons but he just stopst at the 2nd one.
-I Just noticed that close benpatsuken was not in the easy cmd. Fixed!

I was using the easy cmd cause I am a scrub.
there is no hate here, you're good  :thumbsup:

Thanks for the feedback man and glad you enjoy him!

EDIT: Lin updated check first post!
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Last Edit: July 23, 2017, 06:48:07 am by ReddBrink
Re: Lin updated [8/14/17]
#49  August 15, 2017, 01:41:48 am
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Lin got an EXPLODsive update! check the first post.
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lui

Re: Lin updated [7/22/17]
#50  August 15, 2017, 03:30:22 am
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nice! while I'm not really a huge pots style fan I like the fact you took your time adding in jnp/jmorph's buffering system, something which I hope to see more creators use in the future
Re: Lin updated [7/22/17]
#51  August 15, 2017, 03:54:43 am
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nice! while I'm not really a huge pots style fan I like the fact you took your time adding in jnp/jmorph's buffering system, something which I hope to see more creators use in the future

well its definitely going in any character i create that's for sure! Gotta update haggar with this eventually.
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Re: Lin updated [7/22/17]
#52  August 15, 2017, 04:32:12 am
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I really really like Lin man. He's quite fun to play and I just like ninjas nshit in general lol
Re: Lin updated [7/22/17]
#53  August 15, 2017, 04:51:23 am
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I really really like Lin man. He's quite fun to play and I just like ninjas nshit in general lol

hey Thanks man, glad you like him!

Lin got a small update. just some small things i missed in the explodsive cmd.
Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Last Edit: August 15, 2017, 08:00:28 am by ReddBrink
Re: Lin updated [8/30/17]
#54  August 30, 2017, 08:18:33 am
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Lin Updated! check the first post to see whats been updated!
Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Re: Lin updated [8/30/17]
#55  August 30, 2017, 10:52:29 am
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Good job bro,  and thanks.
Re: Lin updated [8/30/17]
#56  August 30, 2017, 11:44:30 am
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Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"