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Strider Hiryu (Read 134886 times)

Started by DW, September 11, 2017, 03:03:46 am
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DW

Strider Hiryu
#1  September 11, 2017, 03:03:46 am
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I figure I've sat on him long enough. As always, special thanks to everyone who helped me out with him. Get him in my folder at TM. All the pals made for him, the MB, etc. isn't compatible with this current SFF. You'll see in the "Extra" folder everything is there though. When/If  @Moon Girard:  finishes it, I'll apply it all asap. I didn't forget. :P

Updates

=9/12/2017=
-Reduced the duration of Ouroboros

=9/29/2017=
-Fixed super finish delay on warp Legion
-Tweaked clsns on Gram(all versions)

=11/17/2017=
-Misc clsn tweaks
-Misc dmg tweaks
-Ground normals now have different properties based on whether he chained into them or not(will probably do the same for Psylocke soon)
-(EX)Gram all versions dmg increased
-(EX)Ame no Murakumo dmg increased
-PSX slash sounds added
-OTG -> Nagnarok -> Ouroboros bug fixed.
Last Edit: November 17, 2017, 06:09:57 pm by DW

lui

Re: Strider Hiryu
#2  September 11, 2017, 03:06:48 am
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YESSSSSSSSSSSSSSSSSSSSSSSSSSS
Re: Strider Hiryu
#3  September 11, 2017, 03:27:34 am
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YOOOO HERE WE GO
Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time
Re: Strider Hiryu
#4  September 11, 2017, 03:31:35 am
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FUCK YEAH
Re: Strider Hiryu
#5  September 11, 2017, 03:37:14 am
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Re: Strider Hiryu
#6  September 11, 2017, 03:46:31 am
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Show me the money!.lol
Re: Strider Hiryu
#7  September 11, 2017, 04:05:08 am
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Also the colliding projectiles from Ouroboros lack hitsparks.

DW

Re: Strider Hiryu
#8  September 11, 2017, 04:14:26 am
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https://streamable.com/qlntn Vajra
https://streamable.com/c97oj Ouroboros

These videos are both for stuff I think might not be intentional regarding strider.

-I'm not seeing an issue with Vajra... ??? What are you referring to?

-This...I'm not really sure. And tbh, I actually never thought to use it against itself. Does it stop hitting p2 if they both hit one another? If that be the case, then it would be a problem, and I'll have to look it over. As for the screen shaking, it's supposed to do that every time it hits. They kept hitting each other, so it kept doing it till they were done.

Also the colliding projectiles from Ouroboros lack hitsparks.

Colliding into what exactly? If it's another projectile/helper, then it's not supposed to. Pretty sure a hitspark will show if it actually hits a player though. I can double check.
Re: Strider Hiryu
#9  September 11, 2017, 04:16:45 am
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What a great surprise. Let's test! Thanks DW. :)
Re: Strider Hiryu
#10  September 11, 2017, 04:24:34 am
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Fucking beautiful can't wait to try this
Re: Strider Hiryu
#11  September 11, 2017, 04:28:45 am
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With Vajra I mean the whole pulling the opponent with you when used while you're at the edge of the screen.
With the Ouroboros projectiles I should've typed that I meant when they collide with eachother.
Also so far he's a good character from what i've played and is pretty fun.
Re: Strider Hiryu
#12  September 11, 2017, 04:34:12 am
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Double post my man, fix that up Mr. Memes. lol In other news, Dw so far I notice his sprites jumping up and down around center of his chest. I don't know if it's a palette issue or the sprites themselves. Going back to test out, loving the supers indeed.

MCX

Re: Strider Hiryu
#13  September 11, 2017, 04:52:00 am
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FUCK YES
Re: Strider Hiryu
#14  September 11, 2017, 05:23:11 am
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Wolf, can you please upload it to MF? I can't download from TM

Re: Strider Hiryu
#15  September 11, 2017, 05:42:53 am
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Gonna say it right now, the crispiest Hiryu in MUGEN yet. Just a couple things to mention feedback wise, as well as a couple of suggestions.

- First hit of Nagrarok doesn't do any damage.
- The attacking portion of Ragnarok could be a bit slower. Not exactly being able to register every hit causes the move to lose some of its impact, imo.
- I don't think the robot companions should use the projectile sound effect.
- Probably shouldn't be able to super cancel into Ouroboros or lower the damage on it afterwards. I think you can do too much damage too quickly.

Also, I have the sound that Cypher makes when you hit an enemy with it from Strider 2, if you wanna use it. Don't remember how I got my hands on it, but here it is lol http://www.mediafire.com/file/i4b7w8vll7gmol8/Strider+PSX+Slash.wav

I love seeing Hiryu get some love. Great work as always DW.

Edit: Adding additional feedback cause there were some things I missed [particularly due to marking out lol]

- Some animations are somewhat off. In Hiryu's Mission Accomplished winpose he isn't animated properly, his forward walk is missing a frame and his scarf "flickers" a bit during his walk back.
- Rainbow Drop does less damage than Izuna Driver and Guillotine Toss.
- Techniques like Vajra and Warp shouldn't change when you're on a different side. The corresponding buttons are which side of the screen you move to  after performing the technique, regardless of which side you're facing.
- Not sure if this was an intentional omission, but he's missing his anti-gravity winpose.
- Another bit of a suggestion thing, but I feel like the robot panther in his Mission Accomplished winpose should have a heavier landing sound.
Last Edit: September 11, 2017, 03:12:30 pm by Project.13

MCX

Re: Strider Hiryu
#16  September 11, 2017, 07:16:58 am
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I don't have any feedback that already was gievn to you, but I update my palette and made 2 more.

Default
Alt Default
Dark Cuatom Shit
Re: Strider Hiryu
#17  September 11, 2017, 12:25:32 pm
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My congratulations, DW. This Hiryu is quite good. But I have one thing to notice you because I think this one is pretty serious:
-Ragnarok. I suggest you apply FX to Hiryu, because... Well, his shortened sword can be seen here for good.

And just sayin', maybe I'll PM you about some special parts later...

DW

Re: Strider Hiryu
#18  September 11, 2017, 04:03:34 pm
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Double post my man, fix that up Mr. Memes. lol In other news, Dw so far I notice his sprites jumping up and down around center of his chest. I don't know if it's a palette issue or the sprites themselves. Going back to test out, loving the supers indeed.

It's a CS issue. I'm aware of them, just not concerned as this isn't his finalized SFF anyway.

Wolf, can you please upload it to MF? I can't download from TM

That's...odd. As I have no trouble, and I haven't heard this from anyone else. Still, I'll get around to it.

- First hit of Nagrarok doesn't do any damage.
- The attacking portion of Ragnarok could be a bit slower. Not exactly being able to register every hit causes the move to lose some of its impact, imo.
- I don't think the robot companions should use the projectile sound effect.
- Probably shouldn't be able to super cancel into Ouroboros or lower the damage on it afterwards. I think you can do too much damage too quickly.

-It's not supposed to.
-I know about the fine tuning and polishing for Ragnarok. I mention this in the ReadMe. I'll get around to it some time in the foreseeable future. As it stands now though, it functions as it should with no bugs, and I need to move on from Hiryu with other projects.
-I don't see what else they'd use.
-Ouroboros is meant to be powerful. My version of it is a fair amount nerfed from official/various other Mugen versions. If you manage to catch p2 with it, you should be rewarded.

- Some animations are somewhat off. In Hiryu's Mission Accomplished winpose he isn't animated properly, his forward walk is missing a frame and his scarf "flickers" a bit during his walk back.
- Rainbow Drop does less damage than Izuna Driver and Guillotine Toss.
- Techniques like Vajra and Warp shouldn't change when you're on a different side. The corresponding buttons are which side of the screen you move to  after performing the technique, regardless of which side you're facing.
- Not sure if this was an intentional omission, but he's missing his anti-gravity winpose.
- Another bit of a suggestion thing, but I feel like the robot panther in his Mission Accomplished winpose should have a heavier landing sound.

-What? He doesn't walk at all during any of his winposes. This doesn't make any sense. Also, I'd assume "flicker" is apart of the CS mistakes in this current set. As mentioned earlier, I'm banking on the updated SFF, so I'm not worried about it.
-That's because you can perform OTG follow ups from it.
-They don't actually. They're absolute. HK will always send Hiryu furthest away from him with Varja, despite which way you're facing. Warp always send you toward/behind p2. What you're suggesting is that it changes depending on what way you're facing, w/o actually realizing it. Well, I suppose it's based on your POV. I see it as absolute, though you see it as it should send you to the same spot, regardless of which way you're facing. I like it as is.
-Yes, this is mentioned in the ReadMe as well. I'll be adding the rest of his intros/winposes at a later date.
-Meh...

Thanks for the feedback/support.

I don't have any feedback that already was gievn to you, but I update my palette and made 2 more.


Thank you.

My congratulations, DW. This Hiryu is quite good. But I have one thing to notice you because I think this one is pretty serious:

And just sayin', maybe I'll PM you about some special parts later...

See my response to Project 13 regarding it. Along with the ReadMe notation. Thanks for the feedback/support.

Last Edit: September 11, 2017, 04:09:29 pm by DW
Re: Strider Hiryu
#19  September 11, 2017, 05:01:37 pm
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Ah, the confusion with the animations was a result of a grammar mistake on my part. The feedback on walking animations are their own thing and not CS related.





Can you see what I mean?

DW

Re: Strider Hiryu
#20  September 11, 2017, 05:26:11 pm
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With Vajra I mean the whole pulling the opponent with you when used while you're at the edge of the screen.
With the Ouroboros projectiles I should've typed that I meant when they collide with eachother.
Also so far he's a good character from what i've played and is pretty fun.

Forgot to respond to this:

-The Vajra pull is a screenbound thing. I'll see if I can get it to perform a bit more smoothly.
-About Ouroboros, it's not supposed to spawn hitsparks unless it comes in contact with an actual player. I tested that, and it doesn't causes any problems in terms of it functionality, when colliding with one another. Thanks for bringing that to my attention though.

Thanks for the support.

Ah, the confusion with the animations was a result of a grammar mistake on my part. The feedback on walking animations are their own thing and not CS related.

Can you see what I mean?

Yeah, I gotcha. I'll look it over. Thanks.
Re: Strider Hiryu
#21  September 12, 2017, 12:26:40 am
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Oh yes, ive been patiently waiting for this.
I haven't been excited for a mugen char
release in a LOOONG time like I am now.

I'll let you know I I find anything funny.
Re: Strider Hiryu
#22  September 12, 2017, 08:35:12 pm
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Actually, I think I wanna add two palettes of my own, if that's alright. They're reference palettes and I did them over other palettes because I'm no good at effects, lol:

Red Shadow - Bushido Blade

Nightstalker - Bushido Blade II
Re: Strider Hiryu
#23  September 13, 2017, 12:34:45 am
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This is the most beautiful Strider I've seen in mugen, like, wow!
I've only found one weird issue, maybe it's just on my end tho:
-I can't cancel any basic attack into specials or supers

Re: Strider Hiryu
#24  September 13, 2017, 02:17:26 am
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This is the most beautiful Strider I've seen in mugen, like, wow!
I've only found one weird issue, maybe it's just on my end tho:
-I can't cancel any basic attack into specials or supers

That's on purpose

DW

Re: Strider Hiryu
#25  September 13, 2017, 02:20:43 am
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Actually, I think I wanna add two palettes of my own, if that's alright. They're reference palettes and I did them over other palettes because I'm no good at effects, lol:


Thanks. I'll add these so I don't forget them.

This is the most beautiful Strider I've seen in mugen, like, wow!
I've only found one weird issue, maybe it's just on my end tho:
-I can't cancel any basic attack into specials or supers

As Memo said, it was purposely done. Though that's only if you chain prior to super/special cancelling. Strider handles the same way my Morrigan does. If he normal chains, then super/special cancelling is restricted. Thanks for the support, I appreciate it.

Edit:

Also, sorry about not providing an alt download for you. It completely slipped my mind. I see that you were able to get him though, so it's all good. :P
Re: Strider Hiryu
#26  September 13, 2017, 02:23:19 am
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Yeeaah, he plays coo but I had to change that, I feel like he has to chain normals and specials
 he don't feel right (to me) without it
Re: Strider Hiryu
#27  September 13, 2017, 02:51:46 am
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My Main Question is this
Is the Ouroboros still Broken with the Add004 Tag Patch

DW

Re: Strider Hiryu
#28  September 13, 2017, 04:53:18 am
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^You ask that like I've ever used that, or even considered that when making him. If you're using add ons and what not with your Mugen, it's not my obligation to accommodate those functions/edits. That falls on you to customize things the way you need them to be.



On the note of Ouro though: Project, you're kinda right. I don't want to make it a Lv3, but it is a tad too powerful as is. Still, this all boils down to application of the move. It's one thing to do stuff in practice mode, it's another when you're actually fighting. Whether it be an actual person or AI. I've reduced the time Ouro lasts, to the lowest duration I'm willing to nerf it. I've already reduced it during beta testing, along with it's dmg output from what I had originally done. Nerfing it anymore makes it not even worth using. There's nothing wrong with his walk cycles. I've check the AIR and Girard's CS sprite set. IDK what gives you the impression the fwd walk is missing a frame. When I said "I gotcha", I didn't mean I saw anything wrong. I meant I get what you're trying to say and there was no more confusion.

At any rate:

=9/12/2017=

-Reduced the duration of Ouroboros
Re: Strider Hiryu
#29  September 13, 2017, 08:42:36 am
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That sounds fair enough and as far as the walk cycles go, what gave me that impression is that in the AIR files the forward walk has 9 frames while the back walk has 10. Seemed a bit odd to me, but if you say there's no issue there, then there's no issue. It is your character after all. Another thing I forgot to answer was about the robot animal companion hitsounds, they could use one of the heavy hitsounds rather than the projectile ones. They aren't really made of energy but again, it's all your call.

Also, two more reference palettes from me for the moment because creation struck and I actually love making palettes for ridiculously extensive CS lol

Spoiler, click to toggle visibilty

Edit: Another minor thing I just noticed, the super finish effects for Legion -Warp- come in a bit late if the first animal is what KOs the opponent. I usually use the standard Legion version, so that's why I didn't notice it until just now.
Last Edit: September 13, 2017, 09:41:24 am by Project.13
Re: Strider Hiryu
#30  September 14, 2017, 03:20:48 am
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Here's my demonstration of him. Absolutely great DW, thanks! :)
Re: Strider Hiryu
#31  September 14, 2017, 09:41:40 am
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Daaamn, this Strider looks dope! Thanks DivineWolf and congrats on the 21st release :)
Re: Strider Hiryu
#32  September 14, 2017, 01:56:46 pm
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I finally found time to sit down and play with him, he is SICK, good job man, you smashed it.
Re: Strider Hiryu
#33  September 14, 2017, 03:51:12 pm
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Alright, last batch of palettes from me for the moment lol. Having too much fun and satisfaction with what I'm doing here, so I'll end it with some original ones, for once.

Spoiler, click to toggle visibilty

Edit: I lied.

Spoiler, click to toggle visibilty
Last Edit: September 15, 2017, 09:00:07 pm by Project.13
Re: Strider Hiryu
#34  September 16, 2017, 06:22:03 am
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Alway love your chars. Here's my vid for this awesome ninja.

Re: Strider Hiryu
#35  September 17, 2017, 03:04:09 pm
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I made more palettes... I might have a problem lol

Spoiler, click to toggle visibilty

Re: Strider Hiryu
#36  September 17, 2017, 06:47:49 pm
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I made more palettes... I might have a problem lol

Spoiler, click to toggle visibilty



How about a pal like this :P
Spoiler, click to toggle visibilty
Re: Strider Hiryu
#37  September 18, 2017, 02:13:58 pm
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can't wait to kick tha tires in on this 1! lookin' good D Dubbya! btw, while you're finishin' those intros, at least 1 of'em should have his intro theme playin', sped up a bit of course, durin' it [preferably tha 1 from 2014's Strider :mlol:], just sayin'. if you want/need me to kut it for ya to hear how it'll sound/fit, let me know & i gotcha faded.

btw Project 13, dem some smexy pals you done kreated, i'll definitely be usin'em as soon as i'm able!  :mthumbs:
Spoiler, click to toggle visibilty
Re: Strider Hiryu
#38  September 18, 2017, 11:29:10 pm
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...Project 13, dem some smexy pals you done kreated, i'll definitely be usin'em as soon as i'm able!  :mthumbs:

Thanks. I'm glad people like them so much ^^


How about a pal like this :P
Spoiler, click to toggle visibilty


I didn't do Shiny Greninja because I felt it was a bit too monotone in color scheme. I did just finish a basic Greninja palette though.

Spoiler, click to toggle visibilty

Edit: Also a bit of additional feedback now that I'm remembering it again lol - I highly suggest tweaking both variations of Gram. The sword slash shouldn't have it's own hitbox that can damage Hiryu, nor should it cause him to be grabbed through it.

Edit 2: Added more palettes because of course I did.
Last Edit: September 20, 2017, 06:37:38 am by Project.13
Re: Strider Hiryu
#39  September 20, 2017, 05:49:46 pm
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The future trunks one is a great idea!

DW

Re: Strider Hiryu
#40  September 26, 2017, 04:46:12 am
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That sounds fair enough and as far as the walk cycles go, what gave me that impression is that in the AIR files the forward walk has 9 frames while the back walk has 10. Seemed a bit odd to me, but if you say there's no issue there, then there's no issue. It is your character after all. Another thing I forgot to answer was about the robot animal companion hitsounds, they could use one of the heavy hitsounds rather than the projectile ones. They aren't really made of energy but again, it's all your call.

Also, two more reference palettes from me for the moment because creation struck and I actually love making palettes for ridiculously extensive CS lol

Spoiler, click to toggle visibilty

Edit: Another minor thing I just noticed, the super finish effects for Legion -Warp- come in a bit late if the first animal is what KOs the opponent. I usually use the standard Legion version, so that's why I didn't notice it until just now.

-It's not about whether it's my char or not... That's how his sprite set was made. As for the hitsounds... Meh... I'll consider it.

-Ah shit... Forgot about fixing that for the warp version. I'll fix it.

Thanks for the pals.

Here's my demonstration of him. Absolutely great DW, thanks! :)


You're welcome, thanks for the support.

Daaamn, this Strider looks dope! Thanks DivineWolf and congrats on the 21st release :)

Thanks, I appreciate it.

I finally found time to sit down and play with him, he is SICK, good job man, you smashed it.

Thanks.

Alright, last batch of palettes from me for the moment lol. Having too much fun and satisfaction with what I'm doing here, so I'll end it with some original ones, for once.



Thanks for the pals. My PC is acting up again though, and I can't see any of them. I'll try to do the work around I did last time.

Alway love your chars. Here's my vid for this awesome ninja.


Thank you.

can't wait to kick tha tires in on this 1! lookin' good D Dubbya! btw, while you're finishin' those intros, at least 1 of'em should have his intro theme playin', sped up a bit of course, durin' it [preferably tha 1 from 2014's Strider :mlol:], just sayin'. if you want/need me to kut it for ya to hear how it'll sound/fit, let me know & i gotcha faded.


Sure man, send it my way whenever. Thanks for the support.


Edit: Also a bit of additional feedback now that I'm remembering it again lol - I highly suggest tweaking both variations of Gram. The sword slash shouldn't have it's own hitbox that can damage Hiryu, nor should it cause him to be grabbed through it.


-Actually, yes it should. It's called "priority" sir. Sword attack or not, that doesn't mean you don't give it any trade hit ability. I could prolly move it back a bit, as I had it originally. We'll see.
Re: Strider Hiryu
#41  September 26, 2017, 08:14:49 am
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-Actually, yes it should. It's called "priority" sir. Sword attack or not, that doesn't mean you don't give it any trade hit ability. I could prolly move it back a bit, as I had it originally. We'll see.

On that note, is there any way to prevent getting grabbed via sword range, at least? It's only happened twice but it's pretty weird and kind of jarring to see Hiryu be on one end of the screen and then just suddenly zhoop to the opponent because of the sword being susceptible to throws.
Re: Strider Hiryu
#42  September 27, 2017, 10:17:53 am
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Two things about Ragnarok.
-I think it should pause when he starts the attack, that way you could get some pretty good combos out of it.
-No guard spark on block?

DW

Re: Strider Hiryu
#43  September 29, 2017, 05:24:01 pm
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On that note, is there any way to prevent getting grabbed via sword range, at least? It's only happened twice but it's pretty weird and kind of jarring to see Hiryu be on one end of the screen and then just suddenly zhoop to the opponent because of the sword being susceptible to throws.

IDK who you have that's grabbing him out of it, but if they can, that's quite a feat. I tweaked the clsns on them a bit regardless.

Two things about Ragnarok.
-I think it should pause when he starts the attack, that way you could get some pretty good combos out of it.
-No guard spark on block?

-No
-Prior to my exclusion of hitsparks for that state, if you combo into Ragnarok, it'll spawn a hitspark from the previous atk state you were in on hit. Even though it's not supposed to. By excluding the the hitsparks, I inadvertently excluded the guard spark as well, as they're linked. Spent a few minutes trying to figure it out, though couldn't. As it stands now, I'd rather keep it as is, as the missing guard spark for it isn't a big deal. I'll keep looking into it to come up with a solution though.

=9/29/2017=

-Fixed super finish delay on warp Legion
-Tweaked clsns on Gram(all versions)
Last Edit: September 29, 2017, 05:27:07 pm by DW
Re: Strider Hiryu
#44  September 30, 2017, 04:46:15 am
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-Prior to my exclusion of hitsparks for that state, if you combo into Ragnarok, it'll spawn a hitspark from the previous atk state you were in on hit. Even though it's not supposed to. By excluding the the hitsparks, I inadvertently excluded the guard spark as well, as they're linked. Spent a few minutes trying to figure it out, though couldn't. As it stands now, I'd rather keep it as is, as the missing guard spark for it isn't a big deal. I'll keep looking into it to come up with a solution though.

When I moved the "&& !(StateNo=3400)" in the Hit Sparks state to the slash fx triggers (trigger3) and removed the comments that were on sparkNo, the move is able to create a guard spark and not create a hit spark when used in a combo.
So the Hit Sparks state looks like this:
Spoiler, click to toggle visibilty

Does it work?
Current Project: ????? ???
Projects
Last Edit: September 30, 2017, 05:07:10 am by Cruz
Re: Strider Hiryu
#45  September 30, 2017, 06:08:31 am
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This is just a minor problem, but whenever I'm defending and I want to dodge/roll forward, instead, I end up doing either of the charge special moves instead, which has been happening way too often.

Shit

DW

Re: Strider Hiryu
#46  September 30, 2017, 04:19:22 pm
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When I moved the "&& !(StateNo=3400)" in the Hit Sparks state to the slash fx triggers (trigger3) and removed the comments that were on sparkNo, the move is able to create a guard spark and not create a hit spark when used in a combo.
So the Hit Sparks state looks like this:
Spoiler, click to toggle visibilty

Does it work?

Hmm... I'll remember to keep this in mind for future projects. Just moving it only solves it halfway. As what I did was only half the solution. I gotta put that restriction there for both the physical and slash hitsparks. Thanks.

This is just a minor problem, but whenever I'm defending and I want to dodge/roll forward, instead, I end up doing either of the charge special moves instead, which has been happening way too often.

I'll move some things around and see if I can fix this.
Re: Strider Hiryu
#47  October 01, 2017, 12:34:11 am
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I take some time to say I'm really glad to see you're still rocking with awesome characters.
One more masterpiece since your debuts with Mai :)
Re: Strider Hiryu
#48  October 20, 2017, 03:13:19 pm
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DW said:

can't wait to kick tha tires in on this 1! lookin' good D Dubbya! btw, while you're finishin' those intros, at least 1 of'em should have his intro theme playin', sped up a bit of course, durin' it [preferably tha 1 from 2014's Strider :mlol:], just sayin'. if you want/need me to kut it for ya to hear how it'll sound/fit, let me know & i gotcha faded.

Sure man, send it my way whenever. Thanks for the support.

ahh crud, i'm late as phukk seein' this. i'll run that to ya tomorrow, if not by day's end. sorry for tha slack-off my dude.
Spoiler, click to toggle visibilty
Last Edit: October 20, 2017, 03:22:23 pm by Sir Lord Alpyne
Re: Strider Hiryu
#49  October 30, 2017, 11:06:35 pm
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I'm mad late but word got to me that someone made another Strider Hiryu, so yeah here I am lol.
He is fun! and I like the extras you gave him.
Also thanks for the mention in the readme.

-SyN-
Re: Strider Hiryu
#50  November 01, 2017, 10:36:28 am
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SyN! sup brotha!
Spoiler, click to toggle visibilty
Re: Strider Hiryu
#51  November 01, 2017, 01:46:54 pm
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Re: Strider Hiryu
#52  November 01, 2017, 02:46:57 pm
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sup syn.
stop by newagemugen some time & i'll make u a VIP member lol.
We rebuilding things and me & Gen were gonna pick your brains on some stuff.
u still gotta show me some close up pics of them badass custom art posters u made i wanted 2 see.

Re: Strider Hiryu
#53  November 02, 2017, 05:43:35 am
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We have a new Strider and he is fun to play with. Syn is retired and good luck with picking his brains.lol
Re: Strider Hiryu
#54  November 04, 2017, 11:11:42 am
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Great job on releasing your new character. Solid gameplay. Couldn't expect any less from you :)

DW

Re: Strider Hiryu
#55  November 07, 2017, 03:05:54 am
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I take some time to say I'm really glad to see you're still rocking with awesome characters.
One more masterpiece since your debuts with Mai :)

Thanks.

I'm mad late but word got to me that someone made another Strider Hiryu, so yeah here I am lol.
He is fun! and I like the extras you gave him.
Also thanks for the mention in the readme.

-SyN-

Thanks, though I credit you in all my works, cuz of the timer bar. It isn't Strider specific.

Great job on releasing your new character. Solid gameplay. Couldn't expect any less from you :)

Thanks.



@MotorRoach:

I tweaked the cmd long ago, though didn't say anything about it. Let me know if it feels better in that regard now.
Re: Strider Hiryu
#56  November 09, 2017, 12:36:44 pm
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Something I just managed to catch while playing, canceling Nagrarok into Ouroboros after a ground bounce Ame-no-Murakumo causes the opponent to be invulnerable, so they aren't hurt by Ouroboros.

Video: https://vid.me/HdmBF

DW

Re: Strider Hiryu
#57  November 09, 2017, 04:20:52 pm
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Yeah... It's because I gave Ouro the OTG restriction, but for the life of me, can't remember why....? As it already has the base juggle restrict. Maybe I was just being over paranoid about Ouro breaking? Maybe I was over-thinking it? Whatever the case, I'll fix it soon by just removing the restriction now. However, I'm going to test it out for awhile just to be sure. 82% of the time, I do things for a reason, even if I can't remember the reason down the road. :P Though a quick glance initially just shows I'm too constricting... :-\
Re: Strider Hiryu
#58  November 11, 2017, 01:41:31 pm
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Fair enough, can never be too sure with that kind of thing. Also went through and updated my default Hiryu palette. Changed the effect colors, and did some fixing with his hair.



Edit: Updating this to show that thing I told you about way back when about Hiryu getting grabbed out of Gram: https://vid.me/7lwr5

In source, I'm pretty sure that the point of Hiryu having this attack is to give him something of a zoning/anti-zoning tool and giving him another safe ranged attack. While I can get the whole priority thing behind it, this shouldn't be happening. It's mainly why Hiryu has a fairly long start-up to compensate in the source games.
Last Edit: November 11, 2017, 11:59:59 pm by Project.13
Re: Strider Hiryu
#59  November 14, 2017, 06:42:49 pm
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Oh, I was gone for too long. Really nice work DivineWolf.

DW

Re: Strider Hiryu
#60  November 17, 2017, 06:06:45 pm
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I know the utility of the move. Vids from that site never load up for me, no matter what device I'm using. Though I see it's Sodom you're doing it with? I've recently just tweaked him as a whole, though try this out with other chars. Let me know the result. No one I trust has ever made a Sodom in a similar format. Also, thanks for the pal.

Oh, I was gone for too long. Really nice work DivineWolf.

Thank you.



=11/17/2017=

-Misc clsn tweaks
-Misc dmg tweaks
-Ground normals now have different properties based on whether he chained into them or not(will probably do the same for Psylocke soon)
-(EX)Gram all versions dmg increased
-(EX)Ame no Murakumo dmg increased
-PSX slash sounds added
-OTG -> Nagnarok -> Ouroboros bug fixed.
Re: Strider Hiryu
#61  November 17, 2017, 07:47:25 pm
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great update and thanks,  as for Sodom, I think its Varo_Hades's Sodom
Re: Strider Hiryu
#62  November 17, 2017, 08:50:40 pm
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great update and thanks,  as for Sodom, I think its Varo_Hades's Sodom

Yeah, it is. It also might be disqualifying considering it's his command grab, but I still thought it was worth mentioning again since it came up again.
Re: Strider Hiryu
#63  November 18, 2017, 06:02:11 pm
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-Misc dmg tweaks
-Ground normals now have different properties based on whether he chained into them or not(will probably do the same for Psylocke soon)
- I'll assume that characters that can normal chain can now do around the same air normal damage as characters without normal chaining?
- So a chained normal:
   - Will do less damage:
      Medium: 14 less
      Heavy: 28 less
   - Give less meter
   - Have less knockback (Sometimes?)
Is that right?
Current Project: ????? ???
Projects

DW

Re: Strider Hiryu
#64  November 18, 2017, 08:41:10 pm
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It's more of a "at your discretion" sort of thing. I felt this was something Hiryu should have, as with all chars taken from the Marvel vs series of games. I'll probably never make another Marvel char(at least not in this format), though if I did, I'd apply these new changes to them. I didn't have any predetermined formula when making these changes, it just turned out that way. :P In terms of the dmg mitigation between chained and performed raw.

The hitvels were reduced in some attacks, so that chaining would be more reliable, yes. I don't plan to do this for Morrigan or Lilith however, because they are fine as is. Though I do need to tweak their close med/heavy normals to do less dmg than the far variants. That was just an oversight on my part. Hiryu is meant to be a faster, stronger char like Akuma, though I was too restricting on his dmg output initially. The variation on normals was something I had thought of recently, so that chars like this would be able to cause good dmg. While not going crazy with chains. That's the main thing to keep in mind.

The air attacks, yeah, they're fine causing raw dmg. It's only the normals that chain that need splitting. I have faith in you that you can handle it as you see fit.
Re: Strider Hiryu
#65  November 19, 2017, 06:12:28 am
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Got more some more palettes done.

Spoiler, click to toggle visibilty