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Lie Meiling and Hong Meiling updated (04/27/13) (Read 6505 times)

Started by Ricepigeon, March 31, 2013, 10:18:02 pm
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Lie Meiling and Hong Meiling updated (04/27/13)
#1  March 31, 2013, 10:18:02 pm
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04/27/13: Meiling Duo updated.

Changelog:

Lie Meiling:
Spoiler, click to toggle visibilty

Hong Meiling:
Spoiler, click to toggle visibilty



<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: April 27, 2013, 08:31:09 am by Ricepigeon
Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#2  April 01, 2013, 08:59:43 am
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Oh god, yes!
RicePigeon finally released a Touhou character again, albeit with the help of DarkFlare.
Any plans on what you gonna do next?
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#3  April 01, 2013, 09:34:26 am
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Aside from fixing every stupid oversight and detail we may have missed?

He's probably going to finally work on a non touhou related thing.

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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#4  April 01, 2013, 10:09:57 am
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Hmm, so I should better NOT bother him with finally giving me the Spell Card Name template he once wanted to send me?
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#5  April 02, 2013, 06:07:46 am
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Still reworking on that, had to redo it from scratch.

And since April 1st is over, the joke is that the character wasn't a joke.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#6  April 04, 2013, 07:19:19 am
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Not sure who left the feedback in the survey, but:

Quote
Infinites:

- dash 5A x N
- j.A j.B j.236C x N (tested on KFM, tried A+B recovery but couldn't recover)
- 5A is +3 and 2A is +2 on block. Either make dashes not cancelable frame 1, or reduce frame advantage on block.

Will look into it

Quote
- I like that there's frame data for specials, since it shows that you've analyzed moves on hit and on block, unlike 99.9999...% of creations. It'd be good if you had them for normals, too.

Could have sworn I added those but I'll make sure they're in the next update.

Quote
- Crouching normals shouldn't be air-unblockable.

Thought I resolved that? Will fix in next update

Quote
- 6B is way too fast for a comboable anime overhead (again, depends on how powerful you want your character to be, I can't comment on that). Anime overheads are about 20-25 frames.

After some discussion with DF and others I made the decision to remove the overhead's ability to cancel into other normals (so it'll only be able to cancel into specials). As far as startup goes, that will be addressed.

Quote
- 5A 5B 5C doesn't connect outside point-blank range, which is really annoying. Maybe reduce pushback on hit?

- Noted

Quote
- j.C(1) has a huge hitbox and has the same startup as j.B. I'd make it a few frames slower.
- I feel like j.C(1) should have another CLSN that covers some range vertically, but it shouldn't be too ridiculous.

Move was intended for crossups, but I'll see what can be done.

Quote
- I'd like a shortcut for instant air dashes. Something like 96/74 (BB/GG), or two button shortcuts (Marvel/Melty Blood) would be good.
- Add a counterhit system/combos where you hit the opponent out of the air. I dunno :s

Ill consider it. She already has her recovery frames flagged anyway, so might as well do something with them.

Quote
- I have a pet peeve against projectiles that you can't fire again until the explosion effects are completely gone, but it might just be me. I'd rebalance it so that it has more recovery or something.

It was mostly done so Mugen's combo system wouldnt act so wonky (the combo counter resets if opponent is hit with helper projectile that destroys itself). Besides, the move was too good without some kind of drawback due to the amount of projectiles it fires.

Quote
- Throw should be techable. I haven't tested it enough, but you don't want it to end up something like Talbain's HK option select.

Will look into it

Quote
- 4B feels really weak. There aren't any followups on a successful anti-air attempt and the opponent just recovers in the air (waiting to be punched by 4B again, if they have no options - in that case make it induce fall or a reset like SF4).

A little bit ahead of you, the fall flag was set for the attack as well as a command remapping to Fwd+Z, along with the aforementioned change to Fwd+Y.


Also noticed some people felt unhappy about some of the CLSNs. Anyone care to cite a few examples that need looking into?

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#7  April 04, 2013, 10:02:19 am
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Heya, I left the feedback.

Grabs don't check for state 40/140, so stuff like blocked 5C > raging demon is guaranteed to hit. I took a glance at POTS's code and he defines a variable specifically for unthrowable enemy states, if you want to look at that.
The jump attacks' red CLSN are pretty huge for what the sprite looks like.
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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#8  April 04, 2013, 03:09:23 pm
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The jump attack CLSN could be reduced in size, but they were like that for functionality.

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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#9  April 05, 2013, 03:21:52 am
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Quote
- Crouching normals shouldn't be air-unblockable.

Yea, we're not changing this. SFA3, GG and Melty Blood said we were right.

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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#10  April 05, 2013, 03:27:25 am
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Yea, we're not changing this. SFA3, GG and Melty Blood said we were right.

I don't know about SFA3, but if you're basing your character off GG/Melty Blood, all ground normals should be air unblockable. There's an inconsistency where standing normals are air-blockable but crouching normals are not.

And from the README, I got the impression that normals were generally supposed to be air blockable, since the anti-air punch made it explicit that it was air unblockable...
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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#11  April 05, 2013, 08:51:53 am
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I don't know about SFA3, but if you're basing your character off GG/Melty Blood, all ground normals should be air unblockable. There's an inconsistency where standing normals are air-blockable but crouching normals are not.

Why didn't you say this from the beginning? Would have saved us a lot of trouble.

It's like that in SFA3 btw, I checked.

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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#12  April 05, 2013, 11:09:14 am
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Why didn't you say this from the beginning? Would have saved us a lot of trouble.

It's like that in SFA3 btw, I checked.

Cool, and sorry about that.

(jump forward j.A j.2B) x N is an infinite on standing characters. Tested on KFM.
j.C's effect screws up if you hit j.C(1) meaty. pic
I guess j.A and j.B's hitboxes are okay. To be more specific, it's j.C(1) that I really don't like; it's active in 7 frames, has 7 active frames, crosses up, is great for air-to-air and air-to-ground, and is just plain superior than whatever else she has normals-wise. It's really abusable. I'd increase the startup by a few frames, shrink the red hitbox in front of her/below her, make it less active, or any combination of these.
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Last Edit: April 05, 2013, 11:12:40 am by Coloness
Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#13  April 05, 2013, 03:46:26 pm
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The Dash -> 5A infinite you reported has been resolved in two ways. The range on her 5A has been decreased (mostly as a result of swapping the animations for her 5A and 5B moves) and she can only cancel the dash after frame 4 now instead of frame 1.

j.5A, j.5B, j.236C has also been resolved so that j.236C now knocks her back a bit when using. We havent been able to replicate the infinite using j236A or j236B so we only put it on C for now.

(jump forward j.A j.2B) x N is an infinite on standing characters. Tested on KFM.
j.C's effect screws up if you hit j.C(1) meaty. pic

Will look into it.

Quote
I guess j.A and j.B's hitboxes are okay. To be more specific, it's j.C(1) that I really don't like; it's active in 7 frames, has 7 active frames, crosses up, is great for air-to-air and air-to-ground, and is just plain superior than whatever else she has normals-wise. It's really abusable. I'd increase the startup by a few frames, shrink the red hitbox in front of her/below her, make it less active, or any combination of these.

We already adjusted the startup time of this attack by 2 frames and reduced the horizontal hitbox size. Considering we're now looking into the alignment issues we'll adjust this move further.

EDIT: regarding her j.C, her equivalent attack in IaMP had this move with 12 frame startup (then again, the fastest normal move Meiling has in this game has 5 frame startup, whereas here her fastest normal right now has 3, just for reference).

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: April 05, 2013, 04:02:41 pm by Ricepigeon
Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#14  April 05, 2013, 07:51:32 pm
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(jump forward j.A j.2B) x N is an infinite on standing characters. Tested on KFM.

This could be a matter of the height restriction for her dive kick not being high enough. Possibly may have to reduce the hitstun if it's not enough.

Quote
I guess j.A and j.B's hitboxes are okay.

We'll probably end up reducing the hitboxes for this anyway. I've been looking at hitboxes on certain other characters and Lie should really have to deal with her stubby limbs like everyone else.

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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#15  April 06, 2013, 06:53:46 am
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Awesome, the changes sound good.

More infinites:
(something) xx 236A, (5C 236A) x N, tested on KFM in the corner. I couldn't tech in the air.
Against herself: (sweep) j.2B x N. Dive kick resets the getup time and I couldn't tech.
About the j.A j.B j.236C infinite, I could replicate it using the B version (note that this was in the corner against KFM). I'd apply a fix to all versions just to be sure.

Mugen combo counter glitch:
point-blank 236A in corner, then combo into something else - The combo display resets to 1. Damage is still properly scaled.

Can't wait to see the updated character!
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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#16  April 06, 2013, 08:14:28 am
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Awesome, the changes sound good.

More infinites:
(something) xx 236A, (5C 236A) x N, tested on KFM in the corner. I couldn't tech in the air.
Against herself: (sweep) j.2B x N. Dive kick resets the getup time and I couldn't tech.
At least I can replicate these.
That first one, you're not running out of juggle points? And if so, how many times can you repeat it?
The one against herself could be another problem itself, we'll look into it.

Quote
About the j.A j.B j.236C infinite, I could replicate it using the B version (note that this was in the corner against KFM). I'd apply a fix to all versions just to be sure.

Could we get a video of this? Looks like the timing is pretty strict to pull this off.

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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#17  April 06, 2013, 10:42:54 am
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i hate fighting games
Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#18  April 06, 2013, 11:11:41 am
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I see now. It doesn't look like our little fix will help with that second infinite.

And those particular moves should be reducing juggle points. Rice told me he's switching up the juggling system to be more akin to SSF4/SFxT so hopefully that should fix the infinites problem.

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Re: Lie Meiling by Ricepigeon & Darkflare updated/re-released (03/31/13)
#19  April 06, 2013, 09:56:48 pm
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Since DF mentioned upcoming changes to the juggle system, I just tested those three infinites out myself and the new system seems to have resolved them.



<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: April 27, 2013, 08:32:08 am by Ricepigeon
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#20  April 27, 2013, 08:32:32 am
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Meiling duo (Hong & Lie) updated. Check first post.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#21  April 27, 2013, 09:06:12 am
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You removed Crescent Kick? :'(
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#22  April 27, 2013, 03:44:50 pm
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Oh, you updated Meiling. That's unexpected. So you are back in action? I guess I can leave updating the remaining characters to you in that case.
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#23  April 27, 2013, 09:05:00 pm
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Oh, you updated Meiling.

Which one? :p

Quote
That's unexpected. So you are back in action? I guess I can leave updating the remaining characters to you in that case.

I don't particularly plan on updating all of them per se. If you want to branch off from the older versions, I don't mind, especially considering you want to keep their spellcard system whereas I scrapped it. Besides, its not like I'm going to be updating Yukari any time soon if that's what you were thinking.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#24  April 27, 2013, 09:51:18 pm
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Quote
Besides, its not like I'm going to be updating Yukari any time soon if that's what you were thinking
No, I was thinking about the remaining ones, namely Mokou, Hina, Sanae, Kanako, Komachi. Yukari is pretty much complete now, and I don't think I'll change anything further except for maybe minor adjustments and fixing bugs if there are any left.
I was starting to update Mokou_RP today then I noticed this topic and decided to stop until I know your plans.
I would rather focus on making my own characters, There are plenty of them remaining to do, Marisa, Kaguya, Satori, Orin, Sakuya, and Mokou just to name the most important ones I would want to make.  Of course if you are completely removing the whole system, the branching would make sense, question is, is there demand for the old spellcard system versions, or do people prefer the spellcard-less ones you are (will be) making.

Fortunately I've finished the ones I considered the most important for myself (Yuyuko_RP, Flandre_RP, Mima_RP and Yukari_RP), so I don't mind stopping here if there is no demand for others, and even if I do continue, I want to work on a new Marisa or Kaguya first.
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#25  April 27, 2013, 10:12:04 pm
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I don't mind, especially considering you want to keep their spellcard system whereas I scrapped it.
But...that spell card system made your characters unique. And that even in a good way.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#26  April 28, 2013, 12:17:58 am
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I don't mind, especially considering you want to keep their spellcard system whereas I scrapped it.
But...that spell card system made your characters unique. And that even in a good way.

Was contemplating keeping that system in a way, but heavily limited to only choosing between 2 level 3 supers, ala Ultra select in SSF4. Decided against it though, 3/4 supers is enough imo.

No, I was thinking about the remaining ones, namely Mokou, Hina, Sanae, Kanako, Komachi. Yukari is pretty much complete now, and I don't think I'll change anything further except for maybe minor adjustments and fixing bugs if there are any left.
I was starting to update Mokou_RP today then I noticed this topic and decided to stop until I know your plans.
I would rather focus on making my own characters, There are plenty of them remaining to do, Marisa, Kaguya, Satori, Orin, Sakuya, and Mokou just to name the most important ones I would want to make.  Of course if you are completely removing the whole system, the branching would make sense, question is, is there demand for the old spellcard system versions, or do people prefer the spellcard-less ones you are (will be) making.

Just to give ya a fair warning, Minoo's stuff was a pain to work with (even though I know you worked with his Nitori). I thought I could pull it off but it wasn't until after Hina that I decided to just avoid them entirely. And to be honest, I'd rather focus on some new stuff than updating my old ones. I may revisit updating them in the future, but I'll deal with it then.

If you want to continue editing them, go ahead, I won't stop you.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#27  April 28, 2013, 01:09:59 am
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Quote
Just to give ya a fair warning, Minoo's stuff was a pain to work with (even though I know you worked with his Nitori).
Yeah, I was kinda hesitating when I was about to start Mokou because I was like...meh, there are better Mokou sprites around already. The only thing that was convincing me to start was that I already did the system changes to all characters, so basically the "only" thing left is checking the individual moves one by one.
I think I'm also going for the "would rather focus on new stuff" decision in the end. Might update Mokou and maybe Hina between 2 new characters later, not sure, Minoo sprites are demotivating, but I'll definitely skip Sanae, Kanako and Komachi as I'm not particularly interested in those 3.
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#28  April 28, 2013, 07:37:02 am
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I don't mind, especially considering you want to keep their spellcard system whereas I scrapped it.
But...that spell card system made your characters unique. And that even in a good way.
Was contemplating keeping that system in a way, but heavily limited to only choosing between 2 level 3 supers, ala Ultra select in SSF4. Decided against it though, 3/4 supers is enough imo.
I actually liked the old system. Preferences, I guess...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#29  April 28, 2013, 09:49:10 am
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An update! I haven't tested Hong yet.

Feedback:
- I like the change to j.236A/B/C since it doesn't make her approach completely braindead.
- (41236C 6C) x n is an infinite in the corner.
- Outside that infinite, you can perform some stupid loops with Lie's axe kick like 5A 5B 2C (41236C j.2B) x 3. It's not an infinite since the opponent will automatically wake up after some time.
- This was an attempt to find an infinite in the corner: (IAD j.A j.236A) x n. j.A whiffs on the second rep even though Lie’s red CLSN overlaps Training’s blue CLSN. Even a dash 5A after a rep whiffs. I’m guessing this has to do with the juggling system.
- j.236A was +20-25 on hit when performed at a low height (as above). The blockstun and hitstun should be toned down a bit.
- Any blockstring or grounded combo > Raging Demon hits even if the opponent tries to jump it, which it shouldn't. IIRC, it should be not jumpable after super flash if and only if the opponent is in a neutral state (refer to Akuma's raging demon in any game). Don't make grabs hit on state 40, state 0’s first frame (neutral), and every other state where the opponent should be invincible to grabs.
- j.2B is pretty damn overpowered. It's a high attack that you can execute as soon as you leave the ground, which means that it can be used as a ~18-frame overhead. Even if it's blocked it's still +9, which is ridiculous; it discourages the other person from ever pressing a button, especially since you're right next to them. The best they can do is press a jab if they expect a slow move (e.g. another dive kick for a second overhead). It's also got good priority, so even if the opponent expects a dive kick and retaliates with a jab, it’ll most likely trade or get stuffed.

Other dive kicks for comparison:
- Cammy's dive kick has a height restriction. EX dive kick doesn't and is ridiculously + on block. They don't hit overhead but we all know how stupid those two moves are.
- F-Nanaya's dive kick is a few frames + on block, hits overhead and has a nice hitbox, but has a height restriction -- at the apex of his jump. It’s stupid but not too stupid.
- Yu's dive kick is neutral or negative on block, doesn't hit overhead and has a fairly slow startup. It doesn't have a height restriction. Even with these meh properties, it’s still good for throw baits and altering his jump arc to bait anti-airs. The hitbox is actually reasonable. http://www.dustloop.com/guides/p4arena/hitbox/Narukami/j.2A.html
- Dive’s dive kick is instantaneous, unblockable, and does ONE BILLI- let’s not get into that

- This is honestly personal preference, but I don’t like how she slides after she lands from a jump :-\
- Landing recovery should be cancelable into normals and specials. This makes the character feel less stiff and enables empty jump mixups.
- 5A 5B 5C still doesn’t combo outside of point-blank range. I don’t know if this is feasible, since the pushback on her moves look pretty good.
- The 22 motion overlaps with 2C 41236C, so I usually get sweep > demon flip when I meant to do sweep > axe kick. ArcSys had that same exact problem with Rachel, but they changed Sword Iris to 214C lol

This is looking pretty good.
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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#30  April 28, 2013, 08:20:15 pm
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- (41236C 6C) x n is an infinite in the corner.

Really? I can get like 3 reps with it before the next attack misses.
But it is kinda overpowered even if you miss out on a lot of damage starting it with a sweep.

Quote
- Outside that infinite, you can perform some stupid loops with Lie's axe kick like 5A 5B 2C (41236C j.2B) x 3. It's not an infinite since the opponent will automatically wake up after some time.

I think this one can be fixed by altering her dive kick(see below).

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- This was an attempt to find an infinite in the corner: (IAD j.A j.236A) x n. j.A whiffs on the second rep even though Lie’s red CLSN overlaps Training’s blue CLSN. Even a dash 5A after a rep whiffs. I’m guessing this has to do with the juggling system.

Pretty much.

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- j.236A was +20-25 on hit when performed at a low height (as above). The blockstun and hitstun should be toned down a bit.

Will be looked at.

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- Any blockstring or grounded combo > Raging Demon hits even if the opponent tries to jump it, which it shouldn't. IIRC, it should be not jumpable after super flash if and only if the opponent is in a neutral state (refer to Akuma's raging demon in any game). Don't make grabs hit on state 40, state 0’s first frame (neutral), and every other state where the opponent should be invincible to grabs.

Damn, this is our bad. We actually talked about this on the last feedback you gave and it must have slipped our minds later. We'll try to remember it this time.

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- j.2B is pretty damn overpowered. It's a high attack that you can execute as soon as you leave the ground, which means that it can be used as a ~18-frame overhead. Even if it's blocked it's still +9, which is ridiculous; it discourages the other person from ever pressing a button, especially since you're right next to them. The best they can do is press a jab if they expect a slow move (e.g. another dive kick for a second overhead). It's also got good priority, so even if the opponent expects a dive kick and retaliates with a jab, it’ll most likely trade or get stuffed.

Just DP/High Counter it.
I could have sworn I talked to Rice about this one. I think giving it a height restriction could take care of most of the problem. Besides, Akuma had a height restriction for his as well.

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- This is honestly personal preference, but I don’t like how she slides after she lands from a jump :-\

REAL LIFE PHYSICS
You know, that slide is so minor I never noticed it until you mentioned it.

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- Landing recovery should be cancelable into normals and specials. This makes the character feel less stiff and enables empty jump mixups.

This is a bit tricky since we could accidently make it too safe for her. But then again, she doesn't have good reversals without meter except for maybe trying to Ashura out.

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- 5A 5B 5C still doesn’t combo outside of point-blank range. I don’t know if this is feasible, since the pushback on her moves look pretty good.

Tempting to tone the pushback a bit, but then again Touhou characters have stubby limbs.

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- The 22 motion overlaps with 2C 41236C, so I usually get sweep > demon flip when I meant to do sweep > axe kick. ArcSys had that same exact problem with Rachel, but they changed Sword Iris to 214C lol

Well, we've pretty much ran out of space to put moves in...
It might be better to get used to slowing down the axe kick input. You do get some time to do it from the sweep.

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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#31  April 28, 2013, 09:47:54 pm
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One more thing, she can't do a dash 5B, and most of her standing normals don't carry momentum from the dash.

- (41236C 6C) x n is an infinite in the corner.

Really? I can get like 3 reps with it before the next attack misses.
But it is kinda overpowered even if you miss out on a lot of damage starting it with a sweep.


If you land the axe kick before the opponent hits the ground, then it's an infinite.

Quote
- This was an attempt to find an infinite in the corner: (IAD j.A j.236A) x n. j.A whiffs on the second rep even though Lie’s red CLSN overlaps Training’s blue CLSN. Even a dash 5A after a rep whiffs. I’m guessing this has to do with the juggling system.

Pretty much.

I forgot to say that the opponent was standing, i.e. not being juggled. Is that expected?

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Just DP/High Counter it.
I could have sworn I talked to Rice about this one. I think giving it a height restriction could take care of most of the problem. Besides, Akuma had a height restriction for his as well.

but I don't wanna be baited and punished for 6k damage... wait she only does like 250
Yeah, a height restriction would solve the problem.

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This is a bit tricky since we could accidently make it too safe for her. But then again, she doesn't have good reversals without meter except for maybe trying to Ashura out.

Sorry, I was being vague here. I was talking about state 47 (when she lands from a jump)... unless you're talking about that, too? I'm a bit confused about "making it too safe" :-\

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Well, we've pretty much ran out of space to put moves in...
It might be better to get used to slowing down the axe kick input. You do get some time to do it from the sweep.

Could you make 41236X inputs higher priority than 22X inputs? You wouldn't get accidental 41236X inputs from trying a 22X motion.

Quote
REAL LIFE PHYSICS
You know, that slide is so minor I never noticed it until you mentioned it.

Yeah, it's a combination of her having a long jump arc and her sliding that makes it feel... weird.
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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#32  April 28, 2013, 09:52:21 pm
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- (41236C 6C) x n is an infinite in the corner.

Same as Darkflare, I'm unable to reproduce this. However, the jugle potential for this move has been reduced, so you should only be able to use it max 2 times in a row now.

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- Outside that infinite, you can perform some stupid loops with Lie's axe kick like 5A 5B 2C (41236C j.2B) x 3. It's not an infinite since the opponent will automatically wake up after some time.

Divekick had a bug. See below

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- This was an attempt to find an infinite in the corner: (IAD j.A j.236A) x n. j.A whiffs on the second rep even though Lie’s red CLSN overlaps Training’s blue CLSN. Even a dash 5A after a rep whiffs. I’m guessing this has to do with the juggling system.

Yeah, its the juggle system at work.

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- j.236A was +20-25 on hit when performed at a low height (as above). The blockstun and hitstun should be toned down a bit.

Can only be done right before landing from a jump. Managed to get as high as +27. Reduced it so it shouldnt go over +17 now.

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- Any blockstring or grounded combo > Raging Demon hits even if the opponent tries to jump it, which it shouldn't. IIRC, it should be not jumpable after super flash if and only if the opponent is in a neutral state (refer to Akuma's raging demon in any game). Don't make grabs hit on state 40, state 0’s first frame (neutral), and every other state where the opponent should be invincible to grabs.

Thought we fixed this, but had to add an extra safety measure to make sure it wouldnt happen. So far it looks like it works.

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- j.2B is pretty damn overpowered. It's a high attack that you can execute as soon as you leave the ground, which means that it can be used as a ~18-frame overhead. Even if it's blocked it's still +9, which is ridiculous; it discourages the other person from ever pressing a button, especially since you're right next to them. The best they can do is press a jab if they expect a slow move (e.g. another dive kick for a second overhead). It's also got good priority, so even if the opponent expects a dive kick and retaliates with a jab, it’ll most likely trade or get stuffed.

Bug was it was dependent solely on horizontal velocity when it should have been dependent on both X and Y vels. Issue fixed in next update.

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- This is honestly personal preference, but I don’t like how she slides after she lands from a jump :-\

What DF said.

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- Landing recovery should be cancelable into normals and specials. This makes the character feel less stiff and enables empty jump mixups.

She should be able to it, at least for her specials.

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- 5A 5B 5C still doesn’t combo outside of point-blank range. I don’t know if this is feasible, since the pushback on her moves look pretty good.

gonna talk this over with DF about what can be done.

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- The 22 motion overlaps with 2C 41236C, so I usually get sweep > demon flip when I meant to do sweep > axe kick. ArcSys had that same exact problem with Rachel, but they changed Sword Iris to 214C lol

Problem was the placement of the command in the CMA file. It should be resolved in the next update now.

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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#33  April 28, 2013, 11:48:37 pm
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If you land the axe kick before the opponent hits the ground, then it's an infinite.

All right, I've taken the liberty to do some quick debugging and I see it now. It looks incredibly strict though, having to input the axe kick command nearly the instant you're able to do anything else. Do you have any idea how many frames do you have before the opponent touches the ground from 6C?

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Sorry, I was being vague here. I was talking about state 47 (when she lands from a jump)... unless you're talking about that, too? I'm a bit confused about "making it too safe" :-\

That's what I meant, but I think I was thinking about CvS2 where characters couldn't block for a brief moment after landing, but I'm pretty sure Lie doesn't have this.

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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#34  April 29, 2013, 01:24:26 am
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All right, I've taken the liberty to do some quick debugging and I see it now. It looks incredibly strict though, having to input the axe kick command nearly the instant you're able to do anything else. Do you have any idea how many frames do you have before the opponent touches the ground from 6C?

You need to cancel 6C into 41236C about 6-8 frames after it hits.

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That's what I meant, but I think I was thinking about CvS2 where characters couldn't block for a brief moment after landing, but I'm pretty sure Lie doesn't have this.

IIRC most games have tripguard, SF2 being an exception, so blocking upon landing might be worth implementing. I don't think she has tripguard.

She should be able to cancel state 52 (not state 47, whoops) into normals and specials on the first frame. From looking at her code, she always regains ctrl at frame 3. During the time when she loses ctrl, she can cancel state 52 into any of her specials, but not any of her normals.

This is crucial to the universal airdasher mixup where upon your jump's descent, you either
1) air dash j.X (overhead)
2) empty jump 2A (low)

Not having the ability to cancel the landing recovery into a normal means that you're essentially adding 4 frames of startup to the low attack, making it a lot easier to react to. Also, all airdasher games implement this, so not having it feels stiff and out of place. Not to mention it eats away at my inputs D:
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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#35  April 29, 2013, 02:56:41 am
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IIRC most games have tripguard, SF2 being an exception, so blocking upon landing might be worth implementing. I don't think she has tripguard.

She should be able to cancel state 52 (not state 47, whoops) into normals and specials on the first frame. From looking at her code, she always regains ctrl at frame 3. During the time when she loses ctrl, she can cancel state 52 into any of her specials, but not any of her normals.

In her CMA file, she has it set up so she can perform her specials from state 52 regardless of whether she has control or not. Normals however, is a different story and I'll get around to that.

      Posted: April 29, 2013, 03:33:41 pm
After seeing DF's vid on the Axe Kick loop, it dawned on me that this was being caused by the Z version's ground bounce resetting the juggle points. It also danwed on me that I forgot to implement a ground bounce limiter. Hopefully this should resolve the issue in the next update.

Note to self: A similar thing happens with Hong's Tremor Kick Z after testing, which I'll look into as well.

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Last Edit: April 29, 2013, 03:34:02 pm by Ricepigeon
Re: Lie Meiling and Hong Meiling updated (04/27/13)
#36  April 30, 2013, 05:25:28 am
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Tested Hong quickly.

Infinite in corner: 5A 5A 2C 236C [(623A x a lot) 236236A] x n
(623A x a lot) isn't an infinite, but can be looped like 10 times in a row if you link them well enough. It builds enough meter for 236236A, which relaunches the opponent.

The following isn't a big issue since you don't have a counterhit system in place, but it's good to know if you ever implement one. HitDefs are only "calculated" once when the red CLSN appears, and are never "recalculated" again for the duration of the state. Makes stuff like a counterhit system inaccurate, since the opponent may have already recovered when the attack actually hits; the HitDef was created when the opponent was in a counterhit state and thus the opponent gets countered.

In your case damage scaling gets screwed up occasionally.
For example, take 236A - it does 70 damage by itself.
Then take 2B 236A - 2B does 55 damage and 236A does 56 damage scaled.
Then take 2B (max range), 236A, but delay the 236A so that it barely doesn't combo - 2B does 55 damage and 236A does 56 damage...
That's because 236A hit meaty, and the HitDef was created when the opponent was still being combo'd. Even though AttackMulSet is being updated frame-by-frame, the multiplier gets applied to the HitDef's damage when the HitDef is created. The engine then forgets about it.

A solution to this would be to "recalculate" the HitDef once every frame, i.e. something like this:
Code:
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0

and to have some way of telling the HitDef to stop creating itself when the attack has already hit.
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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#37  April 30, 2013, 06:18:40 am
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Tested Hong quickly.

Infinite in corner: 5A 5A 2C 236C [(623A x a lot) 236236A] x n
(623A x a lot) isn't an infinite, but can be looped like 10 times in a row if you link them well enough. It builds enough meter for 236236A, which relaunches the opponent.

Screwup on my part. 623A was still using remnants of the old juggle system in addition to the new one, so it was causing it to subtract juggle points instead. So far it looks like this was the only move that had this.

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The following isn't a big issue since you don't have a counterhit system in place, but it's good to know if you ever implement one. HitDefs are only "calculated" once when the red CLSN appears, and are never "recalculated" again for the duration of the state. Makes stuff like a counterhit system inaccurate, since the opponent may have already recovered when the attack actually hits; the HitDef was created when the opponent was in a counterhit state and thus the opponent gets countered.

I may take advantage of it one day, so I'll take it into mind.

Quote
In your case damage scaling gets screwed up occasionally.
For example, take 236A - it does 70 damage by itself.
Then take 2B 236A - 2B does 55 damage and 236A does 56 damage scaled.
Then take 2B (max range), 236A, but delay the 236A so that it barely doesn't combo - 2B does 55 damage and 236A does 56 damage...
That's because 236A hit meaty, and the HitDef was created when the opponent was still being combo'd. Even though AttackMulSet is being updated frame-by-frame, the multiplier gets applied to the HitDef's damage when the HitDef is created. The engine then forgets about it.

A solution to this would be to "recalculate" the HitDef once every frame, i.e. something like this:
Code:
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0

and to have some way of telling the HitDef to stop creating itself when the attack has already hit.

The last part can be resolved by altering the recovery frame flag controllers, so I'll look into that.

Also, didnt know that about attackmulset. I was always under the impression that it would scale no matter what, never knew hitdefs created before the controller is applied would ignore it.

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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#38  May 02, 2013, 02:08:32 am
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Edit: regarding what you said about the damage scaling improperly, were there any other specific examples with Hong or Lie I should take note of?

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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#39  May 02, 2013, 05:16:04 am
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Edit: regarding what you said about the damage scaling improperly, were there any other specific examples with Hong or Lie I should take note of?

Lie's jump j.A j.2B against KFM. Dive kick does 45 damage when uncombo'd rather than the 60 damage it normally deals. I can't think of anything else, but I'm sure that there are a bunch more examples out there if you test out some meaty moves and uncombo them.

More Hong stuff:
- 5B x 3 => I noticed that 5B didn't cause fall when you hit the 5B low enough, and traced it back to this code:
Code:
[State -2, P2 Recovery]; Notice how ID 200 is being used. ID must match those Hitdefs
type= targetstate
trigger1= numtarget(555)
trigger1 = var(7)<=0
trigger1= target,pos y>=-20 && target,vel y>0 // This line here
trigger1= (target(555), stateno=5020) && (target(555), alive) && (target(555), hitfall)
ID= 555
value= 5085

Is there a reason for that line? It seems pretty arbitrary to me.

- 5A is air blockable.
- She snaps back oddly to the left when doing j.3C.
- What are her chaining rules supposed to be? I can't chain 5A 2B, which is kinda weird when I can do 5A 2C.
- Are her air normals supposed to automatically turn her around? All of them do that, including her command normals, with the exception of j.C.
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Re: Lie Meiling and Hong Meiling updated (04/27/13)
#40  May 02, 2013, 03:29:07 pm
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Lie's jump j.A j.2B against KFM. Dive kick does 45 damage when uncombo'd rather than the 60 damage it normally deals. I can't think of anything else, but I'm sure that there are a bunch more examples out there if you test out some meaty moves and uncombo them.

I think I may have already addressed that one while looking over some of the meatier moves a few hours ago (moves with 2-4 active frames were left alone for now, I dont think those will cause an issue and the problem seems more prevalent in Hong due to certain moves hitting twice during Fierce Tiger Strength)


Quote
More Hong stuff:
- 5B x 3 => I noticed that 5B didn't cause fall when you hit the 5B low enough, and traced it back to this code:
Code:
[State -2, P2 Recovery]; Notice how ID 200 is being used. ID must match those Hitdefs
type= targetstate
trigger1= numtarget(555)
trigger1 = var(7)<=0
trigger1= target,pos y>=-20 && target,vel y>0 // This line here
trigger1= (target(555), stateno=5020) && (target(555), alive) && (target(555), hitfall)
ID= 555
value= 5085

Is there a reason for that line? It seems pretty arbitrary to me.

Part of that problem was resolved, I had to remove the trigger line referring to pos y and vel y. Basically the purpose was to allow for resets on her normals, but if 5B is affected then it may have been an oversight on my end.

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- 5A is air blockable.

Addressed

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- She snaps back oddly to the left when doing j.3C.

Is this in the corner? It may have to do with the width controller in that case. I'll take a look.

Quote
- What are her chaining rules supposed to be? I can't chain 5A 2B, which is kinda weird when I can do 5A 2C.

Should be same as Lie's but this might have been an oversight. Prior to the update, she couldn't chain standing into crouching normals. I must have overlooked her 2B. I'll take a look at it.

Quote
- Are her air normals supposed to automatically turn her around? All of them do that, including her command normals, with the exception of j.C.

They shouldn't. Not anymore at least (another pre-overhaul relic). Will address.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.