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Alfred (Read 7057 times)

Started by Vans, December 05, 2010, 08:16:18 am
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Alfred
#1  December 05, 2010, 08:16:18 am
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I release Alfred.


TrinityMUGEN → Downloads → Vans

Make sure to check out the readme for additional notes and info on this particular char.
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Re: Alfred
#2  December 05, 2010, 08:40:15 am
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cool char, but by kof style, you mean..?
Re: Alfred
#3  December 05, 2010, 08:46:17 am
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An adaptation mostly, I had to change a lot of things for him to actually feel like a KOF char, this includes move properties, velocities and timings mostly (a lot of these were made from scratch too, based on how other similar moves work in KOF).

Basically what it means is that he's not a straight Real Bout port with a KOF system, I tried to make him feel like if he genuinely appeared in a KOF game.

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amazon, pls
Re: Alfred
#4  December 05, 2010, 11:12:28 am
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This is fun. Will try.


I made this sig. :ninja:

Props to a friend for my avvie
Re: Alfred
#5  December 05, 2010, 12:06:08 pm
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are his sprites from Mugen CHina ?>because those suck big time . i remember Thedge saying that hes fixing them ...  anyway testing :P
Re: Alfred
#6  December 05, 2010, 01:00:42 pm
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I'm liking this character, especially the move 'Vapor Trail'.  Alfred's under-appreciated.
Re: Alfred
#7  December 05, 2010, 02:47:42 pm
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I don't understand why super canceling into either of his air supers causes the super to be cut short, producing less damage in total than the super alone would do. Either super would serve the same purpose as Mayday! Mayday!, only BETTER. Also, Augmentor Wing and Wave Rider need longer fall recovery times. In fact, I'm just going to take this opportunity to tell you that your characters all need to be able to air recover, and here's why:

Too many balanced and accurate characters that use Guilty Gear's juggle system or some variant of it are just un-fight-able without this ability, because it's so integral to that juggle system that when it's not there, the system doesn't work. Anytime they are hit out of the air, the GG/MB/BB/HNK character gets a free combo, or worse, a loop, which might even be an infinite, and it's your fault because you took away that precious ability. All you need to do to prevent this is to just give it back. It's easy; you can just re-use the flipping sprites from the "getting hit into the air but not falling" state.

Now, I can see just a little more justification for not having the ability to air block, but if you're up against a VS-styled opponent, I have one word for you: LAUNCHERS. Now, this might be more difficult than restoring the air recovery, as you'll need to either settle for crouch-blocking sprites with a different axis, or edit new ones, but it's worth it. If you want to compromise, make your characters' ground attacks not air blockable. After all, KOF only had air blocking in '96, '97, and '98.

Please take this into consideration.
"I'll change MY direction! Yeah." - Benimaru
Re: Alfred
#8  December 05, 2010, 04:13:05 pm
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Oh I thought it was Batman's Buttler. :P
Re: Alfred
#9  December 05, 2010, 04:21:12 pm
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yes :')
where there is a will,there is a way。
Sounds like you're just jealous that Duke Nukem has a bigger dick and gets ALL the bitches.
Re: Alfred
#10  December 05, 2010, 05:16:28 pm
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That was so fast man but already know it's a good job just like your other creations, thanks  :sugoi:
Re: Alfred
#11  December 05, 2010, 05:26:05 pm
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I love you.  :)
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: Alfred
#12  December 05, 2010, 06:25:14 pm
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Harmony is harmony is harmony is not with us, harmony is not with us. Living hell is coming.

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Re: Alfred
#13  December 05, 2010, 09:28:01 pm
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I don't understand why super canceling into either of his air supers causes the super to be cut short, producing less damage in total than the super alone would do. Either super would serve the same purpose as Mayday! Mayday!, only BETTER. Also, Augmentor Wing and Wave Rider need longer fall recovery times. In fact, I'm just going to take this opportunity to tell you that your characters all need to be able to air recover, and here's why:

Too many balanced and accurate characters that use Guilty Gear's juggle system or some variant of it are just un-fight-able without this ability, because it's so integral to that juggle system that when it's not there, the system doesn't work. Anytime they are hit out of the air, the GG/MB/BB/HNK character gets a free combo, or worse, a loop, which might even be an infinite, and it's your fault because you took away that precious ability. All you need to do to prevent this is to just give it back. It's easy; you can just re-use the flipping sprites from the "getting hit into the air but not falling" state.

Now, I can see just a little more justification for not having the ability to air block, but if you're up against a VS-styled opponent, I have one word for you: LAUNCHERS. Now, this might be more difficult than restoring the air recovery, as you'll need to either settle for crouch-blocking sprites with a different axis, or edit new ones, but it's worth it. If you want to compromise, make your characters' ground attacks not air blockable. After all, KOF only had air blocking in '96, '97, and '98.

Please take this into consideration.

Everything you mention has been addressed in the readme already.

Also, I am not adding an ability just so my KOF character can "work correctly" with "Guilty Gear" characters. The systems are so radically different they just can't mesh together well and feel right. In the hypothetical situation that I add air recover, then what? Alfred can't do 30+ hit combos or air dash through the screen, should I add this too?

This is the same deal with the air block, handling air blocking as an attacker is broken beyond recognition, and every time I see someone suggest to do it like this I just think of how little consideration they have for the other coders, not only are you disrespecting whatever system the other coder was going for, you're creating an absurd standard that will end up not working even within your system itself.

I could go on and on with reasons as to why this isn't a good idea at all, but it won't change my answer in the end, so no, I will not add either of these.
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amazon, pls
Last Edit: December 05, 2010, 09:38:13 pm by Vans
Re: Alfred
#14  December 05, 2010, 10:19:37 pm
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Um...what happened to Alfred's God Press-ish move?
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Re: Alfred
#15  December 05, 2010, 10:30:26 pm
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IIRC He said it would make the character too broken with it in.
Re: Alfred
#16  December 05, 2010, 10:47:40 pm
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it needs and orochi mode .... or some ZOMG LAZER  :sugoi:

anyway , awesome character , another one in my kof roster  :sugoi:
Re: Alfred
#17  December 05, 2010, 11:16:49 pm
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Wow
Very good your creations Vans!  :)
Excellent!  :sugoi:
Spoiler, click to toggle visibilty
LOL Elzee is very funny! XD

DMK

Re: Alfred
#18  December 05, 2010, 11:31:11 pm
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More fantastic stuff as I'd come to expect from you Vans, thanks for another great character.  :)
Re: Alfred
#19  December 06, 2010, 12:14:37 am
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Something strange happened  when i was testing him out. He did some sort of "vanishing dash hit" when close to the opponent. Here is the only way i got this to happen... F,D,DF, HK. has to be close, if opponent is down he just dashes and reappears.  Other than that, this is a very good Alfred. :sugoi:
Re: Alfred
#20  December 06, 2010, 03:29:52 am
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Amazing work as always  :)

Just one thing:


tested with Hero God Rugal

maybe it's a gethit?  :P
Re: Alfred
#21  December 06, 2010, 03:37:39 am
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IDGI
Re: Alfred
#22  December 06, 2010, 03:50:51 am
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Vans forgot to add credits to the people who submitted their palettes for Alfred (Cyan Paul, Crazy Koopa, myself, etc).
Last Edit: December 06, 2010, 04:24:31 am by Kirishima

DTK

Re: Alfred
#23  December 06, 2010, 04:19:23 am
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they're just palettes. big whoop de fucking doo.
Re: Alfred
#24  December 06, 2010, 04:32:08 am
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lol
Re: Alfred
#25  December 06, 2010, 05:02:56 am
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Amazing work as always  :)

Just one thing:

tested with Hero God Rugal

maybe it's a gethit?  :P

Aw damn. I knew I forgot to do something (this happened because I worked based on a pre-existing SFF).

Vans forgot to add credits to the people who submitted their palettes for Alfred (Cyan Paul, Crazy Koopa, myself, etc).

:X

My bad on both accounts. I have fixed the gethit problem and corrected the readme.
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amazon, pls
Re: Alfred
#26  December 06, 2010, 05:27:08 am
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Hmm...a shame...I never thought his God Press-ish move made him broken...it was slow and didn't even cover the entire screen.
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Re: Alfred
#27  December 06, 2010, 05:29:05 am
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Indeed. this is why I saved the god press for Rugal98_WLS
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amazon, pls
Re: Alfred
#28  December 06, 2010, 05:32:15 am
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Re: Alfred
#29  December 06, 2010, 05:47:05 am
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But you know what I'm talking about right? The move's name is 'S.TOL'. It had a funky command in RB2/RBSDM: f,u+f,u+B
- lulz, NeoGeoPocketColor Adel.
~~~~
GF202020 a.k.a. gamefreak202020
Re: Alfred
#30  December 06, 2010, 05:57:51 am
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Yeah, I know what it is. I did remove it on purpose.

That move would've made Alfred overpowered with the current gameplay model I made for him. In the original game, he didn't even need it because he was already too powerful.

Instead, the move got turned into his kick throw (the later part anyway).

Rugal98_WLS
Which hopefully will be released AFTER Robert_WLS, right? .... RIGHT?!



;) ;) ;)
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amazon, pls
Last Edit: December 06, 2010, 06:28:20 am by Vans
Re: Alfred
#31  December 06, 2010, 07:20:55 pm
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Everything you mention has been addressed in the readme already.

Fair enough.

Also, I am not adding an ability just so my KOF character can "work correctly" with "Guilty Gear" characters. The systems are so radically different they just can't mesh together well and feel right. In the hypothetical situation that I add air recover, then what? Alfred can't do 30+ hit combos or air dash through the screen, should I add this too?

Wow. Have you even played Guilty Gear, or anything remotely like it? I think not. Because if you did, you wouldn't make that gross exaggeration of its combos. The funny thing is, most characters with GG's juggle system DO have 30 hit combos AGAINST YOUR CHARACTERS. But they WOULDN'T if you would only give them these TWO ABILITIES. By the way, only Melty Blood has moving dodges like KOF does, and only TWO Guilty Gear characters have 50% plus damage supers, and they take 100% meter, just like your level 3 supers and some of your characters can even deal similar damage with level TWO supers. And must I mention the ability to short hop and hyper hop? They easily serve the same function as IADs, if not BETTER. Your characters don't NEED "30+ hit combos" or air dashing to contend with GG-style or similar characters, just air recovery and air blocking.

This is the same deal with the air block, handling air blocking as an attacker is broken beyond recognition, and every time I see someone suggest to do it like this I just think of how little consideration they have for the other coders, not only are you disrespecting whatever system the other coder was going for, you're creating an absurd standard that will end up not working even within your system itself.

You're a hypocrite. Every word in this quote goes DOUBLE for you. YOU are the one who is disrespecting the system that other coders are going for, and YOU are creating an absurd standard.

I could go on and on with reasons as to why this isn't a good idea at all, but it won't change my answer in the end, so no, I will not add either of these.

I'd like to see you try. Especially after the beatdown I just gave your shitty logic. Actually, what I'd like to see you do is learn to play fighting games that aren't KOF.
"I'll change MY direction! Yeah." - Benimaru
Re: Alfred
#32  December 06, 2010, 07:32:40 pm
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Send me a PM if you decide to add me on PSN, so I don't mistake you for a random Friend whore.
Re: Alfred
#33  December 06, 2010, 07:55:31 pm
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I'd like to see you try. Especially after the beatdown I just gave your shitty logic. Actually, what I'd like to see you do is learn to play fighting games that aren't KOF.

Tough words coming from someone who's never been on the receiving end of a Vans beatdown in Blazblue.
Re: Alfred
#34  December 06, 2010, 08:01:58 pm
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its funny how BMC can start a stupid fight over prettymuch anything

Yeah, that works.

No witty quotes though.
Re: Alfred
#35  December 06, 2010, 08:06:29 pm
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Is everyone going to disregard EVERYTHING else I said because I made one mistake in my fit of NERD RAGE? Because I have a VERY bad feeling that that's what's going to happen.
"I'll change MY direction! Yeah." - Benimaru
Re: Alfred
#36  December 06, 2010, 08:09:21 pm
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HAHAHAHAHAHAHAHA
Re: Alfred
#37  December 06, 2010, 08:09:35 pm
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Is everyone going to disregard EVERYTHING else I said because I made one mistake in my fit of NERD RAGE? Because I have a VERY bad feeling that that's what's going to happen.
i guess Vans just did not read your new post yet :V

Yeah, that works.

No witty quotes though.
Re: Alfred
#38  December 06, 2010, 08:11:09 pm
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Is everyone going to disregard EVERYTHING else I said because I made one mistake in my fit of NERD RAGE? Because I have a VERY bad feeling that that's what's going to happen.

Why don't you just calm down? That's the best thing you can do right now.
Re: Alfred
#39  December 06, 2010, 08:18:09 pm
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Is everyone going to disregard EVERYTHING else I said because I made one mistake in my fit of NERD RAGE? Because I have a VERY bad feeling that that's what's going to happen.

Probably because you fucked the thread over?
Re: Alfred
#40  December 06, 2010, 08:18:47 pm
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Everybody point and laugh at bmc!

DTK

Re: Alfred
#41  December 06, 2010, 08:23:07 pm
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I'd like to see you try. Especially after the beatdown I just gave your shitty logic. Actually, what I'd like to see you do is learn to play fighting games that aren't KOF.
The simple matter of the fact is Vans has created the character the way he wanted, and he's sharing it with the public. If you want to implement whatever system you feel would be fit for your mugen roster, shouldn't you do it yourself?

U MAD? DEAL WITH IT.
Re: Alfred
#42  December 06, 2010, 08:30:21 pm
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Wow, awesome release!! At last a working KOF Alfred for MUGEN, congrats vans ;)

Hmmmm, maybe I should make the palette set I made for RB Alfred with this Alfred :P
Re: Alfred
#43  December 06, 2010, 11:20:29 pm
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I apologize for my rudeness earlier, as I was indeed bitter about having perfectly good advice getting shat on. But I did some experimenting, and I found something brilliant that leads me to suggest this compromise. Copy and paste this block of code into your falling state:

[State 5050, no juggle]
type = NotHitBy
trigger1 = canrecover && Vel Y > 0
value = SCA

I also realize that I could have handled my response to the air blocking thing much better. Here's what I SHOULD have said:

Handling air blocking as the attacker is not broken unless you do it wrong. There's nothing wrong with the method of implementation I suggested. It just means you can't get away with trying to play air footsies with them, forcing you to mix up your game a bit. Only GG-styled and similar characters need to compromise in that area and have all their attacks air blockable.

Handling air blocking as the ATTACKED, though, IS broken beyond belief. What the hell do you think of the matchup versus Marvel-style opponents? You think it's not going to make a difference in THAT match up whether you can air block or not?
"I'll change MY direction! Yeah." - Benimaru
Last Edit: December 06, 2010, 11:30:40 pm by benimarucollider
Re: Alfred
#44  December 07, 2010, 05:30:28 am
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Dear benimarucollider,

I believe I have already exposed enough reasons as to why I do not wish to do what you're asking me to do and quite frankly I never offended you and insulted you in any way or form while you've been doing just that in the past few posts.

Furthermore, I have studied fighting games for over 5 years and play many of them at a fairly competitive level, so I believe I know what I'm talking about.

I already answered your inquiry and will kindly ask you to either to stop bringing up the topic or kindly get off my thread.

Thanks.
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amazon, pls
Re: Alfred
#45  December 07, 2010, 05:59:16 am
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So what's better to recommend , this alfred or the RB alfred for a roster?
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Alfred
#46  December 07, 2010, 06:03:58 am
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don't use this it will hurt you in the stomach
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Re: Alfred
#47  December 07, 2010, 06:05:26 am
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... it depends if you have a KoF roster I guess...? I dunno, it's the best Alfred out there.
Re: Alfred
#48  December 07, 2010, 06:22:13 am
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Get this Alfred, Vans is a high tier creator.

Also, I agree with the way he handled Alfred's gameplay system. It's the same way I do things too when I program characters; who cares how he does against other characters that have different combo systems? That's their problem.

Even if he did it the other way it's obviously his right to do so. Love the Alfred, Vans. ;D
Re: Alfred
#49  December 07, 2010, 06:30:32 am
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Ok the reason I'm asking is cause I want an alfred in my roster but don't know wich one the RB has great animations  :twisted:as far as I'm concerned there are 3 alfreds the RB, there is one kof version I have aswell but don't know the creator and now this one so I'mhard deciding between this 3, the kof version that came before looks exactly like this one...
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Alfred
#50  December 07, 2010, 06:32:09 am
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Vans does it better. There are no exceptions!

Plus it's kind of rude to ask right in the release thread?
Re: Alfred
#51  December 07, 2010, 06:33:57 am
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rude as hell tbh

just use vans'





wait a minute who cares use who you want its your choice what the fuck
i cant count the reasons i should stay

one by one they all just fade away...


http://nero-blanco.deviantart.com/
Re: Alfred
#52  December 07, 2010, 06:34:11 am
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this should be for feedback and not some bullshit about which one you should keep in your roster
Re: Alfred
#53  December 07, 2010, 06:40:49 am
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Well sorry about that
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Alfred
#54  December 07, 2010, 08:40:24 am
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Hmm... Alfred huh?

I've been wanting to try this dude out for years but never got around to it. I know your characters have a good reputation (I loved Oswald), so I'm gonna give this a go.

EDIT: Not bad at all. He's pretty much what I expected him to be. I wish he had a wider skill set though, but that's just me. Another great release, Vans!

And if I have any say, please deliver us a good Vanessa or Yamazaki. How I've been longing a new Yamazaki. :P
Last Edit: December 07, 2010, 08:52:36 am by KojiroBADNESS
Re: Alfred
#55  December 07, 2010, 02:47:25 pm
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Koopakoot is making Vanessa, I think...
Re: Alfred
#56  December 07, 2010, 04:14:26 pm
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I apologize for my rudeness earlier, as I was indeed bitter about having perfectly good advice getting shat on. But I did some experimenting, and I found something brilliant that leads me to suggest this compromise. Copy and paste this block of code into your falling state:

[State 5050, no juggle]
type = NotHitBy
trigger1 = canrecover && Vel Y > 0
value = SCA


that would break it as a kof character.

we ahve had countless talks about those points you mentioned earlier ever since before sanders joined the mugen scene even if vans was not there at the moment he has received the info of those talks so he is well informed to do whatever he finds more apropiate. in your case you want to make the character more balanced against marvel/gg charcter but doing it the way you said would break it as a kof  character.
Re: Alfred
#57  December 07, 2010, 05:19:24 pm
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Re: Alfred
#58  December 07, 2010, 06:21:36 pm
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Poor H' too.
Re: Alfred
#59  December 07, 2010, 06:22:51 pm
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lol h"


outdated everything.
Re: Alfred
#60  December 07, 2010, 10:47:38 pm
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Re: Alfred
#61  December 09, 2010, 02:17:54 am
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-In movelist, Fokker command move doesn't specify that it should be done in the air
-Hexadrive (SDM) makes 410 of damage and Vapor Trail (MAX) makes 450... too little diference between a lvl2 and a lvl3 super
-Why almost all supers have QCB,HCF + 2 kicks?? I understand maybe Shock with Hexadrive (I guess the last one is a super version of Shock), but Vapor Trail?? (maybe change kicks with punches)

As you can see, there're only minor stuff I found. Playing with your Alfred remembers me the first time I played with K.O.D.'s Freeman, another awesome character adapted a la KOF. Oh god, I want more than before to make a new EX character and fix/add stuff to existing ones :D

Thanks for making him, as a Alfred player this is a MUST in my roster since now :D
Re: Alfred
#62  December 09, 2010, 03:39:11 am
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Because "normally" you'd only need 2 stocks to use it.
Re: Alfred
#63  December 09, 2010, 03:49:43 am
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You mean this, right??
-Why almost all supers have QCB,HCF + 2 kicks?? I understand maybe Shock with Hexadrive (I guess the last one is a super version of Shock), but Vapor Trail?? (maybe change kicks with punches)
I refer to use exactly the same command for the 3 moves (but Shock, that uses just 1 kick), I mean he could change the command and/or the buttons, like punches for Kicks, QCF+HCB instead QCB+HCF or even QCB/Fx2, etc
Re: Alfred
#64  December 09, 2010, 03:55:13 am
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Eh no, I was talking about the damage differences Hexadrive and Vapor Trail. Normally you would only be able to use it with 2 stocks* like a sdm, but only with low life. Vans removed the health limitation at the cost of one extra stock. Not all the hsdm did notoriously more damage than sdm in KOF.

*With the MAX Activation stock included.
Last Edit: December 09, 2010, 04:05:17 am by Cyan Paul
Re: Alfred
#65  December 09, 2010, 04:34:23 am
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Yeah, but the difference is so few between lvl2 and 3, it's like to make Vapor Trail for eye candy only, since if I use Hexadrive I made almost the same damage and only uses 2 stocks instead 3. More specially if the super can be performed with low life it supposed to rest more life...

Maybe Hexadrive could make 300-350 and leave intact damage in Vapor Trail, or the last one make 500-600 of damage. I mean, to be a difference between those 2 apart of power they used
Re: Alfred
#66  December 09, 2010, 05:20:23 am
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It's actually intentional.

The thing about Vapor Trail is that you can easily connect it from a combo. For example, if you were to go into his MAX mode BnB (Augmentor => Mayday x4) then you have two options to finish it off, either you instant jump DM to achieve maximum damage or you use Vapor Trail to catch them with a juggle. Vapor Trail is pretty much a safer option than using Hexadrive, and you get almost the same damage with it. So the trade-off is pretty much "which option is less risky for me to execute".

I hope this makes sense. :P

As for the commands themselves, I believe I explained it in the readme. The aerial moves are way easier to execute as a TK command with a Ranbu motion, Alfred's aerial mixups were very important to me while designing his gameplay model, so this command definitely makes his game stronger in the air.

As for Vapor Trail itself, it was just a natural joystick transition after landing from a Mayday, pretty much.
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Last Edit: December 09, 2010, 05:25:14 am by Vans
Re: Alfred
#67  December 09, 2010, 05:32:57 am
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OK, that makes sense then :D
As I said before, those are just minor stuff, in general your Alfred is superb and I'm very glad of being downloaded and played, I must say :P

Also, when you'll make a serious KOF Rock Howard?? ;D
Re: Alfred
#68  December 09, 2010, 05:35:23 am
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I've kinda always wanted to make Rock (hell I did one already :ninja:), the only thing that's stopping me really is that getting the sprites aligned is a bit of a pain, it's very time consuming and sometimes exhausting.

I definitely have him considered though. :)
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Re: Alfred
#69  December 10, 2010, 07:23:50 am
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Before you say anything, what the hell are you doing?


EDIT: That's what I thought.
Re: Alfred
#70  December 10, 2010, 07:26:25 am
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as a Alfred player this is a MUST in my roster since now :D

How are you an Alfred player? Alfred was only playable in RBSDM and nobody plays that game, and Alfred is SSS god-tier and banned in RB2.

And why does Alfred have a full screen projectile. He never had one of those. Most characters that were adapted to KOF from FF had their fireballs nerfed (lol Andy).
Re: Alfred
#71  December 11, 2010, 01:59:44 am
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Simple. A friend had Dominated Minds the time he got PSX, even I remember the anime intro (made by the same guys from FF movie/OVAS where Terry and Andy fought in the desert and they avoid Alfred's plane) and I had the chance of played with him. Not mentioning I play a lot with the both Alfred versions for MUGEN (Luvly Angel and Taruse)

About FF->KOF merfed, it's not in all cases. Also, this is a free-but-accurate adaptation of Alfred, if you didn't read what's changed in the readme :P
Re: Alfred
#72  December 11, 2010, 06:34:15 am
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He was just being a fuckass for the sake of it, no need for explanation.
Re: Alfred
#73  December 12, 2010, 03:23:23 am
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I Downloaded and tested Alfred this morning and he play quite nicely, as to be expected!!
I love all of your other creations, but I have updated to Mugen 1.0 and was just wondering if they will play fine with no problems on it?

I haven't spotted anything so far, but it's best to know if their is anything I should change?
Or if they are all fine to use :)
Re: Alfred
#74  December 12, 2010, 03:50:46 am
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They work fine without any problems.