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Capcom Fighting Jam 2 (Read 168032 times)

Started by Lost_Avenger, February 28, 2012, 04:37:54 pm
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Poll

Pick a couple darkstalkers characters?

Lilith
16 (13%)
Bulleta(B.B.Hood)
11 (8.9%)
Bishamon
30 (24.4%)
(Lei-Lei)Hsien-ko
14 (11.4%)
Zabel
10 (8.1%)
Gallon(Talbain)
33 (26.8%)
none of the above
9 (7.3%)

Total Members Voted: 67

Voting closed: April 28, 2013, 09:56:45 pm

Re: Capcom Fighting Jam 2
#121  June 11, 2012, 05:54:51 am
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Re: Capcom Fighting Jam 2
#122  June 11, 2012, 07:20:21 am
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I guess I could port my discontinued Akuma as dlc? We'll see. He only had 1 special and ex special left to code.

I think the first post has the updated roster, but I could be wrong. I'll double check it later. I cant remember if I actually decided on Guile vs T.Hawk. It got pushed back with the beta releases.

Edit: its not fully updated. I'll fix it tomorrow?

And I dont remember if I fixed it or not tbh. Edit: I'll check it tomorrow.
 

Im off to bed for now lol. The poll is closing up(except for poor Sakura)!

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: June 11, 2012, 07:32:09 am by Lost_Avenger
Re: Capcom Fighting Jam 2
#123  June 13, 2012, 03:45:34 am
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I updated the first post roster. Ken was originally going to be hidden(beat the game with Ryu)
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So Ive got a question on Sakura for you guys. Do you want the charge-able projectile or cvs style for her hadouken? Or both with the burst being a half circle command?

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#124  June 13, 2012, 04:09:26 am
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Make the EX the burst style hado.

Introducing LIGHTNING LOOPS! If you are looking for salt, there is alot of it! :D
Re: Capcom Fighting Jam 2
#125  June 13, 2012, 04:20:51 am
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No Hauzer,or Even Blanka ? your so Mean
Re: Capcom Fighting Jam 2
#126  June 13, 2012, 04:34:32 am
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Gotta say, this is looking good. Added to my Mugen watch list.

Re: Capcom Fighting Jam 2
#127  June 13, 2012, 06:10:34 am
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Id rather have one or both, but not sharing the same command. I split Jill's commands so it seemed like a decent solution here as well.
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Side note: Ken and Ryu tatsu's work better now. If you ducked under them and stood up as they passed over you, the hits would drag you behind them(except Ryu's would knock you down).
-Ken's air tatsu can juggle if it catches p2 in the air. It can also net more than one hit now(forgot to fix the juggle)

Blanka was in my SF game so he is a dlc possibility. Same for Dhalsim, Yun, Cammy, Guile, Remy, etc. That way I can keep the official SF count down.
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Edit:
Ryu:
-stun system works now. I forgot to give him the new one before.
-C.hp was only supposed to be one hit. I forgot the limiter on accident.
-Ex tatsu and all forms of shinkuu tatsu have reduced hits. Damage is the same for the super. Forgot what it was for ex
-Ex shoryuken was adjusted
-CC specials dont inflict stun damage
-Fwd+hp is a +5 now(so you can link it into shoryuken). It was a +4 in SF4 iirc, but his shoryuken was a 3 tick start up(iirc). The first hit will stand a crouching opponent.
-AI was slightly improved
Chun-Li:
-Ex spinning bird kick now works when pushed into a corner.
-Tenshou hit animation adjusted.
-2qcf+k super only free juggles if you jump cancel now. Hit animation was changed.
Karin:
-AI is a lot better now
Ken:
-Slight tatsu adjustments
-Might reduce a damage value here and there
Everyone:
-AI guards less. It was guarding as much as Phantom's AI does, but I got some complaints about it.

Megaman is on slight hold till Jz gets back. In the meantime, Im going to add character specific quotes and work on Cody and maybe Haggar.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: June 17, 2012, 06:47:50 pm by Lost_Avenger
Re: Capcom Fighting Jam 2
#128  June 20, 2012, 12:22:46 am
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I cant believe I left a test thing in Jill. Her counters have been fixed/nerfed(active time reduced by 10 ticks each version)

I started working on Shin Akuma a bit more and did a lot of victoryquote and AI stuff.
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I need palettes for Chun-Li and Jill if anyone is interested. Those red/green colors in Jill's palette are for her assist. Time to get back to work.
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Edit:
Ken:
-C.hp problem fixed(same problem as Ryu)
-AI improved. Spams shoryuken a lot less and has my newer style AI system.
-Ex tatsu is a -1 on hit now(down from +0)
-Hp shoryuken invincibility reduced a couple ticks
-Ex shoryuken does 7 less damage and now has more invincibility than hp shoryuken. Stun damage fixed. Some guard damages increased.
-Ex ryusenkyaku has an altered vel(much faster)
-Ex kick combo can be air guarded. Stun was fixed on the last hit.
-Maybe more to come
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Edit(the more to come):
-Cody's knife has been coded. There is only 1 knife allowed per fight so a mirror match will have the two Cody's fighting for it. This only works with my Cody. Any other Cody and the knife will spawn as usual.
-a couple normals done. Dust fx grouping had to be renumbered.
-im using AE frame data for reference if anyone was curious.
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Update log done for now, off to bed.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Last Edit: June 21, 2012, 01:15:11 pm by Lost_Avenger
Re: Capcom Fighting Jam 2
#129  June 28, 2012, 12:40:01 am
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Stuff:
Kyosuke:
-cl.lp can be used from further away than before
-DF+hk has more range
-Air SCK has more downward range, but a little less priority overall
-Ex shadow breaker is projectile immune for most of the move
-Shadow cut kick/ex gained an extra invincible frame
-AI is better
-Shadow breaker/ex had the clsn extended back slightly
-Lightning upper, SCK clsn adjusted(didnt like them)
-Super cross cutter will have adjusted clsn also

Ken:
-Hadouken in all forms gained more start up time, but recovers faster
-AI links better. He has some character specific AI now. Countering Chun-Li's senei and projectile spam(he could do this before, but would also try it against the wrong people(Like Karin and Yun(SF game))
-Forgot the other thing

Cody's normals are done.

I still suck at AI coding

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#130  June 28, 2012, 04:13:31 am
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Come on, Lost Avenger. Please don't say that.
Re: Capcom Fighting Jam 2
#131  June 28, 2012, 08:10:21 am
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Kyosuke didnt need the buffs? Or the AI thing? Some people get wrecked by my AI which kinda tells me how they play lol.

It tries to counter poke you, counters specific things(that I do. Like jump too much, throw a projectile or two too many, wiff important specials/randomly throw high priority moves). So basically, it is built specifically to beat the crap out of me. Karin especially. Her new AI can be brutal(actually utilizing her deadly ex combos now).

Buuut, Im slowly getting a little better at it. Plus its something to do when I get bored/test. Im trying to get a mix of strategy and combos for my AI.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#132  June 28, 2012, 01:00:17 pm
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have you removed rose from your game now then ? :'(
Re: Capcom Fighting Jam 2
#133  June 28, 2012, 06:13:21 pm
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I almost did, but I changed my mind. She will be one of the last characters I do since I will need a shared sff for her reflect.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#134  June 28, 2012, 07:19:10 pm
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I actually love your AI, its just challenging enough without being cheap. And it covers beating most attack patterns that a player would repeat, i like it.

And yeah, Karin's corner pressure is something fierce.
Re: Capcom Fighting Jam 2
#135  June 29, 2012, 12:44:14 am
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I almost did, but I changed my mind. She will be one of the last characters I do since I will need a shared sff for her reflect.

Oh good ! glad your keeping her she's my fave street fighter alpha character next to karin and r.mika.
Re: Capcom Fighting Jam 2
#136  June 29, 2012, 09:21:18 am
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Stuff:
Jill:
-Rocket launcher super works better now. Its a lot less safe on block.
-Kintetsu vel was adjusted
-C.mk has 2 extra ticks of recovery(iirc)
-c.hp more start up time
-AI is muuuuch better.
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Kyosuke:
-DF+hk range extended down sightly. It was missing a lot of characters up close. Im a little worried about Megaman being able to possibly walk under it. It sometimes misses Jill too. Eh....
-AI tweaked.

Im liking my newer style waaay more and Im going to update everyone's AI. Jill turned out much better than I expected. Its actually becoming kinda fun.

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Capcom Fighting Jam 2
#137  June 29, 2012, 02:25:17 pm
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Cool progress, i look forward to this.
Re: Capcom Fighting Jam 2
#138  June 30, 2012, 12:42:10 am
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Awesome :)
mugen or nothin

Re: Capcom Fighting Jam 2
#139  June 30, 2012, 04:39:39 am
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Re: Capcom Fighting Jam 2
#140  June 30, 2012, 05:48:35 am
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That's parrying it though. If you blocked it, you would take multiple rocket hits. Now you dont. You can guard a rocket and then parry the next. Or jump over the first or whatever.

Im having to redo Karin's AI again. She combos a lot better, but she's too defensive(Jill's new AI is super aggresive). Back to work

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!