The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: RΣDDBRIПK on August 25, 2017, 03:30:15 am

Title: Kazuya Mishima
Post by: RΣDDBRIПK on August 25, 2017, 03:30:15 am
Just started this.
(http://i.imgur.com/PJhJozm.png)
(http://i.imgur.com/XFixaih.png)
Title: Re: Kazuya Mishima
Post by: -Ash- on August 25, 2017, 03:34:23 am
That's some good news, good luck.
Title: Re: Kazuya Mishima
Post by: Aldo on August 25, 2017, 04:01:25 am
This looks like it could be interesting, the sprites are rather decent so it is nice they are getting a potentially better use.

Good luck
Title: Re: Kazuya Mishima
Post by: MCX on August 25, 2017, 04:01:55 am
Nice, good luck on this project
Title: Re: Kazuya Mishima
Post by: drewski90 on August 25, 2017, 04:11:24 am
yes we need a pots style tekken character

here are the win quotes from him i want you to add:

"Pathetic."

"Get lost!"

"Die!"

that's all i got, you can add more on your own if you can
Title: Re: Kazuya Mishima
Post by: lui on August 25, 2017, 06:24:24 am
are you gonna add his attack strings from either tekken or sfxt? him having the whole cvs-esque strict combo system does not feel right at all with a tekken character
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on August 25, 2017, 07:53:40 am
are you gonna add his attack strings from either tekken or sfxt? him having the whole cvs-esque strict combo system does not feel right at all with a tekken character

Yes he will have some of his combo strings. mainly based off of street fighter x tekken.
Title: Re: Kazuya Mishima
Post by: SOLIDUS SNAKE on August 25, 2017, 08:01:34 am
I always thought street fighter x tekken, was pretty cool. I love the design for the tekken fighters. I wish you well for this one, nice and steady and we shall have another gem for our rosters. Keep it rocking, just another one of your fan's.
Title: Re: Kazuya Mishima
Post by: lui on August 25, 2017, 08:06:01 am
are you gonna add his attack strings from either tekken or sfxt? him having the whole cvs-esque strict combo system does not feel right at all with a tekken character

Yes he will have some of his combo strings. mainly based off of street fighter x tekken.

nice. as someone who is very critical when it comes to spritework, I must say, kazuya is one of the better chuchoryu ones and is a good one to use from him, good luck with what you use from it!
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on August 25, 2017, 08:11:48 am
are you gonna add his attack strings from either tekken or sfxt? him having the whole cvs-esque strict combo system does not feel right at all with a tekken character

Yes he will have some of his combo strings. mainly based off of street fighter x tekken.

nice. as someone who is very critical when it comes to spritework, I must say, kazuya is one of the better chuchoryu ones and is a good one to use from him, good luck with what you use from it!

Thanks man, I will do my best to bring you guys another awesome creation.
Title: Re: Kazuya Mishima
Post by: Ryu From Streets™ on August 25, 2017, 09:56:54 am
Definitely interested. Good luck.
Title: Re: Kazuya Mishima
Post by: ,mem on August 25, 2017, 05:26:41 pm
Are you gonna use Byakko's Jin to get an idea of how chains could work for a character like this?
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on August 25, 2017, 10:57:04 pm
Are you gonna use Byakko's Jin to get an idea of how chains could work for a character like this?

i never even thought about it but that's a good idea. might help me in the long run.
Title: Re: Kazuya Mishima
Post by: Prime SC on August 26, 2017, 10:56:38 pm
this is very welcoming cant wait to see what u come up with
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on September 07, 2017, 05:49:01 am
Almost done with the basics then i can move on to the hard stuff. Im gonna have so much fun making him though :)

Here is a move list idea. its mainly based of tekken 4 and street fighter x tekken

<COMMAND MOVES/COMBO STRINGS>

.Double Face Kick                  F/B, 2k            (Near Opponent)
.Soul Thrust                            F, y   
.Right Splits Kick                    F, b
.Oni Stomp                            D, c                 (While Opponent is downed)
.Abolishing Fist                      DF, y
.Entrails Smash                      DF, x
.Roundhouse                         B, c
.Heel Drop                             DF, b, b
.Rising Sun                             UF, b, b
.Spinnig Backfist                     B, B, z
.Glorius Demon God Fist        F, F, z
.Leaping Side Kick                  F, F, F, c
.Left Right Combo                  x, y
.Flash Punch Combo              x, x, y
.Demon Slayer                        x, y, y
.Devastator                             DF, x, F, y
.Twin Pistons                          DF, X, y
.Slaughter Hook                     DF, x, D, y
.Slaughter Hook Kick             DF, x, D, c
.Demons Wrath                      B, a, x, b, y


<SPECIAL>

.Demon God Fist(EX)          D, DF, F, p
.Spinning Demon(EX)             D, DB, B, k
.Mist Step                               D, N, D, DF
   .Dragon Uppercut(EX)             x
   .Dragon Uppercut to Middle Kick     a
   .Dragon Uppercut to Spinning Demon  b
   .Rising Uppercut(EX)                y
   .E.W.G.F                                    y           (Just Frame Input)
.Hell Lancer(EX)                            F, D, DF, k

<SUPERS>

.NONE YET

<Lv3 SUPERS>

.NONE YET         

Still trying to come up with super ideas based on what sprites i have. Also 2 Questions.

1: Should Devil Beam be a level 1 or level 3?
2: Should 10 hit combos be a super input or a classic tekken input?
Title: Re: Kazuya Mishima
Post by: lui on September 07, 2017, 06:55:21 am
classic tekken. that's the whole point of a tekken character in the first place, making it simplified just doesn't make it feel like kazuya anymore :p

his level 3 should be his rage art. there's enough sprites for it iirc, whenever in doubt there's also additional sprites in that tosix edit of kazuya
Title: Re: Kazuya Mishima
Post by: likiji123 on September 07, 2017, 07:25:43 am
Here is a move list idea. its mainly based of tekken 4
ALL OF MY YES!

also the 10 hit combo should definitely be classic tekken input.
Cant wait to see it finished :) if only it had better sprites doe
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on September 07, 2017, 08:15:41 am
classic tekken. that's the whole point of a tekken character in the first place, making it simplified just doesn't make it feel like kazuya anymore :p

his level 3 should be his rage art. there's enough sprites for it iirc, whenever in doubt there's also additional sprites in that tosix edit of kazuya

Alright noted. i will be sure to look for the tosix edit of kazuya. thanks for the pointers walrus.
Title: Re: Kazuya Mishima
Post by: Snakebyte on September 15, 2017, 06:46:35 am
If you're making a Kazuya, I suggest you take a look at Sdot_Thadon's version: https://www.mediafire.com/file/dab51n7n0snb1sx/kazuya.rar

It didn't get a lot of attention when it was released, and hasn't been touched since like 2009, but I feel like it has more potential than Chucho's work.
Title: Re: Kazuya Mishima
Post by: EveryonesKouhai on September 15, 2017, 07:22:16 am
This is probably the only time I'll say this, but I prefer chucho's sprites over sdot's
Title: Re: Kazuya Mishima
Post by: Snakebyte on September 15, 2017, 07:28:40 am
It's definitely a close call. But I don't think many people remember Sdot's version, so I wanted to at least make sure he knew he had a choice.
Title: Re: Kazuya Mishima
Post by: Prime SC on September 16, 2017, 04:33:25 am
Sprites and gameplay wise
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on September 17, 2017, 03:57:41 am
Thanks for the suggestions guys, but im gonna stick with chuchoryu's sprites. Had to put the project on hold because of hurricane irma knocking my power out for couple days, but im back to continue work on kazuya.

Also one question. Are just frame inputs possible?
Title: Re: Kazuya Mishima
Post by: ,mem on September 17, 2017, 04:01:43 am
I'd probably make a backup after a power outage or something just to be extra careful.
Though that's me
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on September 17, 2017, 04:03:59 am
I'd probably make a backup after a power outage or something just to be extra careful.
Though that's me

Got 2 usb sticks for backups. im good :)
Title: Re: Kazuya Mishima
Post by: ,mem on September 17, 2017, 04:07:21 am
All right that's cool.
Good luck with Kazuya.
Title: Re: Kazuya Mishima
Post by: Cruz on September 17, 2017, 05:20:41 am
Also one question. Are just frame inputs possible?
- You probably can since the just frame window for EWGF in Tekken is I think 2 frames, a trigger like Time <= 2 would work.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on September 17, 2017, 06:04:21 am
Also one question. Are just frame inputs possible?
- You probably can since the just frame window for EWGF in Tekken is I think 2 frames, a trigger like Time <= 2 would work.

this will definitely help cause i want to make the EWGF as accurate as possible. Thanks cruz.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on October 02, 2017, 11:54:33 pm
basics are done. just gotta finish coding one throw, come up with another one and then re-align all the hit sparks. after that i get to move on to special moves and combos. (the fun part :))

how would you guys feel about me adding the wave dash system?

Title: Re: Kazuya Mishima
Post by: R565 on October 03, 2017, 02:09:42 am
I wouldn't mind, since he's going to be more Tekken based anyway, add all you can to make him feel authentic and fitting for this style.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on October 03, 2017, 03:30:46 am
Alrighty will do. Thanks for the input!
Title: Re: Kazuya Mishima
Post by: Kingxroyo on October 03, 2017, 11:31:01 am
Same with me as well bro. Also, it be the first time i see Wave Dash implemented into a POTS Style Char (he is pots yes? And probably be the first tekken char with Wave Dash? Idk if Byakko Jin has it)
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on October 10, 2017, 06:38:11 am
Here is a more refined move list idea

Spoiler, click to toggle visibilty

Devil beam will possibly be based off of his tekken 7 rage art.

Sorry but no Flash Punch Combo as the Last hit looks.... strange.
Spoiler, click to toggle visibilty
First one is at normal speed while the second shows you each frame at 10 ticks each.

also for 10 Hit Combo i'm going to make it more like Geese/rock's Deadly rave. Reason being is that the 10 Hit Combo was very powerful in the source game. so it makes sense for it to use super meter IMO. Commands and details to possibly change at a later date.

any opinions on this?
Title: Re: Kazuya Mishima
Post by: NDSilva on October 10, 2017, 10:59:36 pm
Sorry but no Flash Punch Combo as the Last hit looks.... strange.
Spoiler, click to toggle visibilty

But... that's still a cool move... Having it even if it has a wonky animation right now is better than not including the combo at all.
And agreed for the 10-hit combo costing super meter. Even if I rarely get those damn Howard motions right :|

Just my 2 cents; keep rocking it, man! :D
Title: Re: Kazuya Mishima
Post by: ParanormalParanoia on October 10, 2017, 11:11:23 pm
You could remove the last frame of animation.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on October 11, 2017, 12:07:33 am
But... that's still a cool move... Having it even if it has a wonky animation right now is better than not including the combo at all.
And agreed for the 10-hit combo costing super meter. Even if I rarely get those damn Howard motions right :|

Just my 2 cents; keep rocking it, man! :D

alright i will add the flash punch combo. cause it really wouldn't be kazuya without it
He's gonna have at least five different variants of the 10 hit combo so it will be fun to pull all of them off.

Title: Re: Kazuya Mishima
Post by: lui on October 11, 2017, 12:10:05 am
you can tweak with the anim timings to give the impact more weight.
Title: Re: Kazuya Mishima (Small Progress Video added)
Post by: RΣDDBRIПK on October 17, 2017, 05:20:07 am
Here is what i have done so far. been slowly but surely working on kazuya.


There is still ALOT to do like realign hit sparks, fix the timing/positioning of combos, fix bugs, etc....
Overall im having a lot of fun making him and cant wait to finish him in the future! Stay tuned for more kazuya goodness! :)

PS: Any suggestions/Ideas you guys wanna throw my way?
Title: Re: Kazuya Mishima
Post by: NDSilva on October 17, 2017, 07:40:12 pm
Looking interesting. Some nitpicks based on the video [that maybe you're aware of already but anyway]:

• Adding a PosAdd on the end of Flash Punch combo shall make it looking more natural;
• You gotta play a bit with the P2 animation during the thrown state. Either implement both low and high gethit sprites, or make enemy turn sides during one of the kicks, etc.
Title: Re: Kazuya Mishima
Post by: Flowrellik on October 17, 2017, 08:56:42 pm
Looking good but I always wondered about kazuya's stand pose. I remember chuchoryu did an older sprite version that had an accurate tekken stance.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on October 17, 2017, 09:48:54 pm
Looking good but I always wondered about kazuya's stand pose. I remember chuchoryu did an older sprite version that had an accurate tekken stance.

(https://i.imgur.com/fXAU2g3.gif)
this one?
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on October 24, 2017, 05:32:06 am
Wave Dashing Lol! I gotta change the animation for it.

Currently working out the kinks right now.
Title: Re: Kazuya Mishima
Post by: Akito on October 25, 2017, 07:10:08 am
The new stange is better, but, the left arm is a bit strang to me.

PS: I sended a PM to you.
Title: Re: Kazuya Mishima
Post by: Flowrellik on October 25, 2017, 09:07:55 am
https://orig00.deviantart.net/2241/f/2012/142/4/2/kazuya_mishima_by_yevan91-d50ot9m.png
eeeh like the left sprite. for a While Chuch did Kazuya right.....then was being messed up overtime.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on October 25, 2017, 09:59:42 am
https://orig00.deviantart.net/2241/f/2012/142/4/2/kazuya_mishima_by_yevan91-d50ot9m.png
eeeh like the left sprite. for a While Chuch did Kazuya right.....then was being messed up overtime.

(https://i.imgur.com/vrV1ak3.gif)
Edited the timing on it to make it accurate to how he breathes in tekken 5.
Title: Re: Kazuya Mishima
Post by: ReduxMercenaryT on October 25, 2017, 10:56:38 pm
Awesome stance update ReddBrink. The hands need to be stable and then its perfect.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on October 26, 2017, 01:07:32 am
Awesome stance update ReddBrink. The hands need to be stable and then its perfect.

(https://i.imgur.com/H87t5jZ.gif)
Better?
Title: Re: Kazuya Mishima
Post by: MCX on October 26, 2017, 02:14:41 am
Definitely better
Title: Re: Kazuya Mishima
Post by: ReduxMercenaryT on October 26, 2017, 06:16:54 am
Much better adjustment. The left hand seems kinda jittery. Maybe have the left hand open up more like this: (https://orig00.deviantart.net/1b6b/f/2012/144/1/8/kazuya_stance_by_yevan91-d50x8sn.gif)
His right hand should stay as a fist so that can stay. The left hand could use some expression. 
Title: Re: Kazuya Mishima
Post by: lui on October 26, 2017, 07:09:13 am
that edit is not good at all tbh redux.

feedback:
Spoiler, click to toggle visibilty

try looking at cvs ryu for a better example on how an idle should animate. keep practicing till you get it right but i would not recommend that type of hand movement at all.



Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on November 17, 2017, 04:36:41 am
Small but some progress. next is dragon uppercut.


PS. I need some ideas for another throw. the only official throw he has sprite wise is double face kick.
Title: Re: Kazuya Mishima
Post by: ReduxMercenaryT on November 18, 2017, 07:30:36 am
I like the electricity throw 30 seconds into this vid.https://www.youtube.com/watch?v=IvcZYreMNn4 but if thats hard to do I would either go for a headbutt attack or the grab at 2:59 in the video below. I can see that with electricity sparks. There is a lot of cool stuff there for reference if you want to challenge yourself to make something real special:
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on November 28, 2017, 11:12:40 am
Rising Upper, EX Rising Upper & Electric Wind God Fist finished. Dragon Uppercut W.I.P around the end of the video.


Gotta modify the volume for the voice a bit.
Title: Re: Kazuya Mishima
Post by: Prime SC on November 28, 2017, 04:33:05 pm
Lookin good
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on December 01, 2017, 02:40:59 am
Hell Lancer W.I.P
Title: Re: Kazuya Mishima
Post by: NDSilva on December 01, 2017, 03:51:48 am
The best Kazuya move of all times!

It's looking cool. :)
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on December 07, 2017, 11:33:04 pm
Hell Lancer & Spinning Demon Finished + Soul Annihilator W.I.P


Whats left for mist step is spinning hook fist, Dragon uppercut to middle kick & Dragon uppercut to sweeping low.
Title: Re: Kazuya Mishima
Post by: Prime SC on December 08, 2017, 12:14:22 am
man looookkkiinn gooood
Title: Re: Kazuya Mishima
Post by: Akuma on December 08, 2017, 12:45:13 am
This looks great!
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on December 10, 2017, 08:47:18 am
Acute pain throw W.I.P
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on December 27, 2017, 04:04:00 am
Some More Kazuya Progress.


PS: I forgot to show demon god fist in this video. so i will show it in the next video when rising sun is finished.
Title: Re: Kazuya Mishima
Post by: Prime SC on December 27, 2017, 04:35:50 am
Man llloookkkinnn goodd
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on January 10, 2018, 09:19:35 am
Slaughter hook, Slaughter High Kick & Devastator are next.

Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on January 16, 2018, 09:07:59 am

Middle kick bonus at the end. yep re-coded it again. tweaked the velocities and activation timings to make it more accurate to tekken 5.
Next are the Ex variants and that will finish the special moves.

Also quick question, Can i use a pos trigger for playsnd? I'm trying to get the swing sound to play for middle kick right before kazuya lands.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on January 19, 2018, 06:22:03 am
All specials are finished! now to refine all of it and next will be the supers.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on January 25, 2018, 02:48:47 am
I have a question, should i use hit & block advantages from the SFxT Frame data sheet for the pause times of kazuya's move set? or should i stick with divinewolfs default pause times?
Title: Re: Kazuya Mishima
Post by: hatter on January 25, 2018, 02:53:38 am
I guess if you want to differentiate from DW's default pause times, then go with SFxT frame data.

Or you can play around with the default DW pause times and find something that feels suitable for a 2D Kazuya.
Title: Re: Kazuya Mishima
Post by: Memo on January 25, 2018, 02:55:46 am
You can keep the pausetimes to keep the pots style feel
 but config the ground hit times to match the frame data
Title: Re: Kazuya Mishima
Post by: Prime SC on January 25, 2018, 02:59:36 am
i say try sfxt
Title: Re: Kazuya Mishima
Post by: Cruz on January 25, 2018, 02:59:43 am
I'd keep the default pausetimes and adjust the frame advantage with the recovery of moves
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on January 25, 2018, 05:10:35 am
I guess if you want to differentiate from DW's default pause times, then go with SFxT frame data.

Or you can play around with the default DW pause times and find something that feels suitable for a 2D Kazuya.

You can keep the pausetimes to keep the pots style feel
 but config the ground hit times to match the frame data

i say try sfxt

I'd keep the default pausetimes and adjust the frame advantage with the recovery of moves

thanks for the suggestions guys. i really appreciate the help.

PS: The block advantage for attacks wont go past +1 advantage no matter what number i set guard.hittime to. is there somthing else i need in the hitdef?
Title: Re: Kazuya Mishima
Post by: Memo on January 25, 2018, 05:21:43 am
Even if you put =99?

Hopefully this will give you an idea of how to figure out
what values you'll need for ground.hittime, guard.hittime
To match the frame data

(https://image.ibb.co/mPmDob/C_Data_Users_Def_Apps_App_Data_INTERNETEXPLORER_Temp_Saved_Images_hqdefault_1.jpg) (https://imgbb.com/)
Title: Re: Kazuya Mishima
Post by: Prime SC on January 25, 2018, 05:42:40 am
Thats def strange, i just upped the guardtime on gabriella to see if it would work and it did, are u using divine kfm template? can u post the hitdef?
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on January 26, 2018, 04:21:05 am
Even if you put =99?

Hopefully this will give you an idea of how to figure out
what values you'll need for ground.hittime, guard.hittime
To match the frame data

(https://image.ibb.co/mPmDob/C_Data_Users_Def_Apps_App_Data_INTERNETEXPLORER_Temp_Saved_Images_hqdefault_1.jpg) (https://imgbb.com/)

Yes even at 99 still wont go past +1.

Thats def strange, i just upped the guardtime on gabriella to see if it would work and it did, are u using divine kfm template? can u post the hitdef?

Yes i'm using the Divine kfm template.
Here is the hitdef
Code:
[State 200, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, NA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 8, 8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36):=-82
hitsound = S2, 0
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime  = 17 + 2 * var(9)
guard.hittime = 12
ground.velocity = -5.5
guard.velocity = -5.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
Title: Re: Kazuya Mishima
Post by: Memo on January 26, 2018, 04:49:37 am
That's weird as fuck, how many ticks of recovery are available
after the active frames and is there another statedef 200 somewhere
by accident?

If anything, start a help topic this is pretty weird shit lol

Ground.hittime = 17 + 2 *var(9)

To be clear, your changing the value that's in bold correct?
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on January 26, 2018, 05:59:42 am
That's weird as fuck, how many ticks of recovery are available
after the active frames and is there another statedef 200 somewhere
by accident?

If anything, start a help topic this is pretty weird shit lol

Standing LP's startup is 4 ticks, it's active for 4 tick & has 8 recovery ticks just like on the frame data sheet. its a +6 on hit & +2 on block.

Ground.hittime = 17 + 2 *var(9)

To be clear, your changing the value that's in bold correct?
No. its the value for guard.hittime i'm trying to change

guard.hittime = 12 <-- any thing lower than 11 puts it at a -block advantage like it normally would, but anything past 11 wont even get it past +1 block advantage.

Edit: i will try and add a guard.ctrltime and see if that helps.
Edit2: yep adding guard.ctrltime fixed it. thanks for your help guys.
Title: Re: Kazuya Mishima
Post by: Memo on January 26, 2018, 07:36:46 am
Cool, i forgot about that guard.ctrl parameter i rarely use it.
Guesse it comes in handy in certain situations.

I wonder if its the animation times for the get hit states
The anim 5000 and above, are those anim sharing the same
times a the ones included in DW's chars or are you just using
what chichi already had? I'm not sure if his shit is correct or not.

Edit* lol I ment chucho and auto correct changed it.
Title: Re: Kazuya Mishima
Post by: RΣDDBRIПK on January 27, 2018, 03:51:46 am
Cool, i forgot about that guard.ctrl parameter i rarely use it.
Guesse it comes in handy in certain situations.

I wonder if its the animation times for the get hit states
The anim 5000 and above, are those anim sharing the same
times a the ones included in DW's chars or are you just using
what chichi already had? I'm not sure if his shit is correct or not.

Edit* lol I ment chucho and auto correct changed it.

im using DW's time's for the animations. i dont use any of chuchoryu's animation data.
Title: Re: Kazuya Mishima
Post by: thatdude on January 31, 2018, 06:20:55 pm
1. love that you're using these sprites
2. +1 for using DW animation times
3. Thanks for doing the character justice
4. How about Tekkens King next, I believe chucur made one with missing hypers and throw animations but other than that was close to beta?