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SF3 Q - Umihei, Edit by Violin Ken (Read 3882 times)

Started by Violin Ken, October 31, 2018, 06:06:39 am
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SF3 Q - Umihei, Edit by Violin Ken
#1  October 31, 2018, 06:06:39 am
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Edit2: 12/8/18 - Tripping anim fixed and back edge cornerpush issue fixed.

https://www.4shared.com/zip/sxIiafUWgm/SF3_Q__Umihei_.html

Edit: Updated 12/6/18
I tried to fix things based on Mr. I's feedback.  Enjoy.



Original post below.

Made a bunch of fixes to make him more accurate to sf3.
 
Some changes i remember off the top of my head.  probably more that i can't rmeember

-added missing sounds to basics
-changed some envshakes in basics
-added missing envshakes and sounds to specials/hypers
-fixed after images on his dash special attacks
-changed jump vel
-made combos more accurate to sf3.
-changed hit anims for some attacks
-power bar corrections in mugen 1.1
-fixed negative edge for dash punches
-added sounds for wall bounce
-added envshake for wall bounce
-ex dash punch, opponent vel is more accurate to sf3.
-fixed intro positions
-fixed pausetimes
-removed stun selection
-removed outtro winquote
-fixed trips

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Last Edit: December 08, 2018, 06:58:44 pm by Violin Ken
Re: SF3 Q - Umihei, Edit by Violin Ken
#2  October 31, 2018, 06:39:20 am
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I am assuming you converted him to mugen 1.0 and 1.1? I remember that none of Umihei characters didn't work correctly on the newer versions of mugen.
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Re: SF3 Q - Umihei, Edit by Violin Ken
#3  December 04, 2018, 04:34:53 am
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There is a glitch in Q:

when will this personal crises ends? it just won't stop!
Re: SF3 Q - Umihei, Edit by Violin Ken
#4  December 04, 2018, 12:17:07 pm
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Is it really Q's fault?  How exactly does Dudley's custom state work there, and why is it malfunctioning with Q?
Re: SF3 Q - Umihei, Edit by Violin Ken
#5  December 04, 2018, 12:24:44 pm
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That's Kame's Dudley right? @Kamekaze:
Re: SF3 Q - Umihei, Edit by Violin Ken
#6  December 04, 2018, 07:52:45 pm
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Is it really Q's fault?  How exactly does Dudley's custom state work there, and why is it malfunctioning with Q?
Because this q is missing a standard get hit animation or said standard animation had its time altered to be out of step. the timing of hitting the ground or falling to it from a trip is one that you  would normally not alter time-wise. This is what happens when you do.
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Re: SF3 Q - Umihei, Edit by Violin Ken
#7  December 05, 2018, 11:53:49 am
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Hello.

Thank you for updating Q.

- Is it possible to update the sounds to arcade quality rips?
- https://www.sounds-resource.com/arcade/streetfighteriii3rdstrike/

- I feel most envshakes need slightly higher "freq", lower "time"
- It's generally a quicker and faster shake

- Almost all the frame data appears to be correct, however nearly every move should be given +1 more advantage
- Likely due to migration from pre-1.0 to 1.0+

- Stand HK should cause a knockdown on an air hit, not a reset.
- It should have more pushback on a grounded hit or block

- Opponent should fall faster during B+HK (1st hit).
- B+HK xx High Speed Barrage should not combo.

- Air Normals (not LP and LK) are missing hurtbox on the last falling frames

- Air to Air Jump HP should send the opponent much farther back (full screen almost)

- Jump HK should cause a knockdown on an air hit

- Camera should not pan vertically during Forward, Back and Neutral throws.
- Need a movecamera + screenbound on p2's custom state to lock the camera's Y position

- Pausetimes for High Speed Barrage feel a bit off - I feel they should be less such that the move completes faster
- Air Knockback also feels off. After LK Capture and Deadly Blow, you should be able to land a slightly delayed HP High Speed Barrage for 3 clean hits

- During Deadly Double Combination (SA2) the camera Y position should also be locked.

This character's hitboxes are actually good and everything functions properly. Though if you are feeling lucky, you can cross-reference them with the ones here: http://baston.esn3s.com/index.php?id=18

Keep in mind that the site does frame data different as their startup value is not the same as the 1st active frame.
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Re: SF3 Q - Umihei, Edit by Violin Ken
#8  December 05, 2018, 07:15:06 pm
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Thank you for the thorough feedback.  Most of these seem like simple fixes.  I barely learned q from playing g in sfv.

Not sure what you mean by +1 frame advantage for all moves.

Yeah, i checked some hitboxes in 3s using mame.  Overall, umihei came pretty close.  Indeed if im feeling lucky, ill make them more accurate.  However, super art 2 hit box is much smaller in 3s.  I brought that to the ground to hit any ridiculously short opponents.

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Re: SF3 Q - Umihei, Edit by Violin Ken
#9  December 07, 2018, 05:21:01 am
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Quote
- Is it possible to update the sounds to arcade quality rips?
- https://www.sounds-resource.com/arcade/streetfighteriii3rdstrike/
Done

Quote
- I feel most envshakes need slightly higher "freq", lower "time"
- It's generally a quicker and faster shake
Done

Quote
- Stand HK should cause a knockdown on an air hit, not a reset.
- It should have more pushback on a grounded hit or block
Done

Quote
- Opponent should fall faster during B+HK (1st hit).
- B+HK xx High Speed Barrage should not combo.
Done

Quote
- Air Normals (not LP and LK) are missing hurtbox on the last falling frames
Done

Quote
- Air to Air Jump HP should send the opponent much farther back (full screen almost)
Done

Quote
- Jump HK should cause a knockdown on an air hit
Done

Quote
-Camera should not pan vertically during Forward, Back and Neutral throws.
- Need a movecamera + screenbound on p2's custom state to lock the camera's Y position
Done

Quote
- Pausetimes for High Speed Barrage feel a bit off - I feel they should be less such that the move completes faster
- Air Knockback also feels off. After LK Capture and Deadly Blow, you should be able to land a slightly delayed HP High Speed Barrage for 3 clean hits[/s]
I shortened the pausetimes and adjusted the air hitdef vel.  Let me know if it still feels off.

Quote
- During Deadly Double Combination (SA2) the camera Y position should also be locked.
Done

I modified a few hitboxes to be more accurate. 

Q is updated in the first post. 
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Re: SF3 Q - Umihei, Edit by Violin Ken
#10  December 07, 2018, 07:33:46 am
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Nothing about his trip animation?
Re: SF3 Q - Umihei, Edit by Violin Ken
#11  December 08, 2018, 06:32:43 pm
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-Tripping anim fixed. 
-backedge corner push issue fixed
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Last Edit: December 08, 2018, 06:58:03 pm by Violin Ken