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(Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality (Read 179724 times)

Started by RagingRowen, May 09, 2019, 12:08:30 pm
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Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#641  January 26, 2020, 06:11:03 am
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All right, finally got the time to test him. Seems that you'll update Evil Ken with the Vic's new version so.
Last Edit: January 26, 2020, 06:15:05 am by 【MFG】gui0007
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#642  January 26, 2020, 06:21:48 am
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I was thinking since Victorys has released his Evil Ken that has Ex special moves, maybe I would like to suggest that if RagingRowan updates his Evil Ken, might as well have two types of Evil Kens like keeping this current Evil Ken and having another alternate Evil Ken that has EX special moves where player can hold start in the select screen to choose him or having alternate def such as ExEvilKen.def for instance.
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Last Edit: January 26, 2020, 06:31:52 am by hulkhogan
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#643  January 27, 2020, 07:53:27 pm
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I was thinking since Victorys has released his Evil Ken that has Ex special moves, maybe I would like to suggest that if RagingRowan updates his Evil Ken, might as well have two types of Evil Kens like keeping this current Evil Ken and having another alternate Evil Ken that has EX special moves where player can hold start in the select screen to choose him or having alternate def such as ExEvilKen.def for instance.

I completely agree, please... consider this suggestion mate.
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#644  January 27, 2020, 08:04:39 pm
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Well Victorys' EX moves feel kinda generic, unless I make up my own.
If I were to update him with EX moves I may have the EX Shoryuken like in SFV where it's a 2-DP Shoryureppa (I did the same thing for my (slow) WIP Kage).

I made this update mostly because I felt he needed an AI and a few buffs.
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#645  January 27, 2020, 09:10:33 pm
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Ever thought about making his EX version of Tatsumaki Senpukyaku like MvC2? It'll be raw as f***
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#646  January 28, 2020, 12:29:46 am
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Evil Ken does have the sprites for it, after all. I thought of something for the grounded EX Hadouken: Have him briefly charge up like it's a Shakunetsu Hadouken and fire it, except it explodes when it hits the opponent and knocks them back. You could do the same thing with EX Zanku Hadouken if you're not willing to switch the double Zanku for the EX.

My only real gripe with Evil Ken so far is that the Shoryukens launch the opponent before the third hit, but I think Vic had it like that too.
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#647  January 28, 2020, 01:22:11 am
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Yeah, that's how I had it since Shoryukens behaved like that in CvS2.

Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#648  January 28, 2020, 01:38:23 am
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You could have his EX Seoi Shoryuken become perform-able(Maybe by using 3 punches or changing it's command) outside of an EX Shoryu and act more like a mini shinryuken.
Also could have EX Tenma Kujinkyaku light his fight on fire and deal multiple hits instead of just one.
Edit: Also I like the other alternate EX move ideas here.
Last Edit: January 28, 2020, 01:46:57 am by Memes never die/Manby
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#649  January 28, 2020, 11:02:23 pm
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Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#650  January 28, 2020, 11:21:03 pm
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Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#651  February 02, 2020, 11:55:35 pm
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Alex updated, details in First Post.
A few issues still remain though.

For the Multi-Colored Hitsparks, which Alex now has. I plan to add them to Terry and Cammy, may do Goenitz aswell because he's missing Blue and Purple Slash sparks but has the rest.
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#652  February 03, 2020, 12:53:52 am
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Just curious, why go with Varo's Alex instead of editing JZ's or GM's ?
I feel they are coded better and are a more solid base to go from.

Just grabbed Alex some feedback.
He feels really floaty when moving around his jump takes ages to falldown.
His frame data is really weird as well.
Crouching low kick is -7 ?
standing low kick was -5 ?

When you stand and hit low punch alex will grunt every single time. If you spam LP it just is grading on your ears.

While im shite with alex and cant give you like gameplay feedback I suggest going over the frame data and making it a bit more standard.

Here is Alex's frame data from 3rd strike while it wont fit with CVS it would be way better then the current one.
You can also play and view the hitboxes from here and can port them over really quick if you want to, you can slow down every anim to a single tick with the hitboxes turned on.

I remember mugen being weird with frame data and that you had to convert it or your char will be slow and shit but fuck me if I remember how to do that.

http://ensabahnur.free.fr/BastonNew/index.php?id=1
Last Edit: February 03, 2020, 01:11:54 am by PeXXeR
Re: (Evil Ken by Victorys) Rowen's PotS/Infinite Edits of Varying Quality
#653  February 03, 2020, 08:10:06 am
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Just curious, why go with Varo's Alex instead of editing JZ's or GM's ?
I feel they are coded better and are a more solid base to go from.

Just grabbed Alex some feedback.
He feels really floaty when moving around his jump takes ages to falldown.
His frame data is really weird as well.
Crouching low kick is -7 ?
standing low kick was -5 ?

When you stand and hit low punch alex will grunt every single time. If you spam LP it just is grading on your ears.

While im shite with alex and cant give you like gameplay feedback I suggest going over the frame data and making it a bit more standard.

Here is Alex's frame data from 3rd strike while it wont fit with CVS it would be way better then the current one.
You can also play and view the hitboxes from here and can port them over really quick if you want to, you can slow down every anim to a single tick with the hitboxes turned on.

I remember mugen being weird with frame data and that you had to convert it or your char will be slow and shit but fuck me if I remember how to do that.

http://ensabahnur.free.fr/BastonNew/index.php?id=1


I used Varo's Alex because it was already PotS style. Trying to convert the mentioned characters would be a more complex process.

I'll be sure to attend to the frame data gripes and the grunt thing,