1. 9000,0 appears twice in the sff file.ok
2. His Purification command in the files is F,D,DF, "P" instead of "K".ok
3. His HK has a Kick Sound even though it's essentially a projectile.fixed
4. His Liberation Desrtution Lv.3 could have smoother FX, maybe.maybe, offer one...
5. His Dark Dimension finish could be a bit better. (https://i.imgur.com/3P4wKg8.png)tweaked
Is it intentional that his Light Attacks can't be comboed from one another?lights can only cancel into to lights combo modes off now, this will be for everyone future and updates.
I forgot to mention that his Dark Matter is very spammable due to its range and wall-bounce.tweaked
Finally there is no sound now when the HK hits.fixed
Also the problem with the LVL3 Liberation Desrtution is the way the flame animates.added, the animation was missing frames.
I changed it if you don't mind:Spoiler, click to toggle visibilty
When flying he can't move in these directions you should add these commands to flight direction same with dr.doom.Added
holdupfwd
holdupback
holddownback
holddownfwd
Normally, you'd do D,DB,B,HP in midair to teleport back to the ground to perform the Liberation. Could you make so you can do it with any Punch button if fully charged like you would on the ground?added
When in flight mode he goes holddownfwd while pressing holddownback.fixed
-Liberation Destruction has no special guard spark.fixed
Liberation Creation Lv.1 hits 3 times when there's only 1 hit.it hits 3 times
-Liberation Creation Lv.2 hits 9 times when there's only 3 hits.it hits 9 times
-Liberation Creation Lv.3 has no envshake when blocked and the vines don't disappear by frames.-Liberation Destruction + Creation Lv.3 doesn't have a special guard spark on the Inferno part.fixed-The Dark Spell orbs keep flickering during his stance (Not sure if it's intentional or a 1.0 issue).flicker is intentional-The effect during EX Flight disappears temporary when doing a basic attack.ok-Dark Dimension doesn't have a hit spark if it connects successfully (Although MvC3 had one, not MvCI though. Up to you if you want to change it).no hitspark because the start of the move doesn't count as a hit if connected.
I'm not sure if it's just a coincidence, but I am absolutely loving the recent comic book characters getting brought into this style. Dormammu and Taskmaster play amazing and it's extremely cool to see Marvel (and DC by Mr. Giang mostly) characters get made in a new fun style that's different than what everyone is used to seeing, and it's for characters that have not been overused. That said, I'm not opposed to a Spider-Man or Wolverine in this style either, so there's nothing wrong with the more overused characters either. I hope this string continues, but regardless, these last comic characters are extremely cool and fun to play. Thank you very very much.
unrelated and unimportantSpoiler, click to toggle visibilty
unrelated and unimportantSpoiler, click to toggle visibilty
I'm glad you are enjoying the characters. It makes the request feel worth it but as for Spawn... He's going to need a lot more than just coding to make him worth sacrificing a week worth of gas for. I'd stick with MK11's Spawn if I were you until someone has the time to sprite some more animations for him.It's really good to see that when you request a commission for Infinite, you actually thought it through instead of asking the character at random. You consider what character is best for that style and make sure the required amount of sprites exist for it. And seeing you do palettes for them is also great as you contribute for Infinite some way. I wish they were more people like you.
So after some more testing, there's no more bugs to report gameplay's wise. However, I feel like some of the quotes he has are kinda off. victory13 quote should be separated as there are two different quotes merged into it and some of the character specific quotes are actually intro dialogue against those characters. It doesn't make sense to say you shall strike down Dante when you beat him already. Please replace the current quotes with these ones:added
;Vs.Dante
victory17 = "As you can see, not all demons are created equal. Stick to fighting Mundus, boy."
;Vs.Trish
victory18 = "Ha-ha-ha-ha! You are but a demon's toy and do not deserve the freedom you have."
;Vs.Shuma-Gorath
victory19 = "Fair warning… I’m coming for the Chaos Dimension next."
;Vs.Strange
victory22 = "You were nothing to me when you were the Sorcerer Supreme. You are even less to me now."
He doesn't have a quote for Dr. Doom (Which you made one years ago) and Vergil, so here's one for each of them from UMvC3:
;Vs.Doom
victory25 = "Your crude understanding of the rudimentary Black Arts is infantile."
;Vs.Vergil
victory26 = "I see much more potential in you than in your brother."
Another thing off-topic and don't want to bump your previous character's release topic, but did you got around updating Shingo yet? I posted feedback on him, but not sure if you missed it.just now seeing but updated
- He is still moving while attacking during flight, when he's not supposed to
- HK can be combo-ed into itself during flight (got 517 damage off 11 hits)
- S.LP and S.LK are still too fast, being able to combo 5/4 hits
- Still needs better damage dampener, as he can get good damage with all his toys. It is not hard to get 500+ with 1 meter of super and 600 damage and higher with 2+meters.
-- (highest combo I've found) J.HK -> S.MK -> S.HP -> LK Purification -> MP Dark Hole -> Liberation Destruction Lv.3 -> Dark Dimension = 807 (If the opponent can air recover, take out Purification and it still does 755 damage).
- He is still moving while attacking during flight, when he's not supposed tohe that is velocity of the flight states I can tweak but air attacks have no velocity on them so that's how I know the vels are from you actually being back in the flight state.
- HK can be combo-ed into itself during flight (got 517 damage off 11 hits)fixed
- S.LP and S.LK are still too fast, being able to combo 5/4 hitsmade slower
- Still needs better damage dampener, as he can get good damage with all his toys. It is not hard to get 500+ with 1 meter of super and 600 damage and higher with 2+meters.tweaked dampener
-- (highest combo I've found) J.HK -> S.MK -> S.HP -> LK Purification -> MP Dark Hole -> Liberation Destruction Lv.3 -> Dark Dimension = 807 (If the opponent can air recover, take out Purification and it still does 755 damage).
For some reason, the quote I gave you for Shuma-Gorath's victory quote is acting weird. I think I may have accidentally pasted special symbols and I didn't realize it as it used ’ instead of ' and the 3 periods are together, which caused Mugen not to read them correctly. Also even though these are outro quotes, I thought this would sound better as victory quotes instead. So replace again:added
;Vs.Thor
victory16 = "Now Asgard will fall to me."
;Vs.Shuma-Gorath
victory19 = "Fair warning... I'm coming for the Chaos Dimension next."
;Vs.Ghost Rider
victory21 = "Now your soul is mine, Blaze."
- He is still moving while attacking during flight, when he's not supposed tohe that is velocity of the flight states I can tweak but air attacks have no velocity on them so that's how I know the vels are from you actually being back in the flight state.
Ok, I forgot that air states use the previous state vels usually the jumping vels so I added a velset of 0 while in flight mode. I'll update this in Doom when I update him along with the better version of flight that Dormammu has.- He is still moving while attacking during flight, when he's not supposed tohe that is velocity of the flight states I can tweak but air attacks have no velocity on them so that's how I know the vels are from you actually being back in the flight state.
Just to make sure I understand this, is this a Mugen limitation? Is It not be be possible to be like the source game, and not have someone stop in place while attacking during flight? If that's the case, that also explains your Doom as well, and I won't worry about it going forward with flight characters.
there's a single problem to using dark dimension while in simul mode, if the opponent gets caught by dark dimension but a team member attacks opponent who got caught in it, not only can the opponent move freely, but it doesn't take damageThis shouldn't be possible but I changed the hitdef to be more responsive., Neither opponent nor Dormammu should be hittable once Dark Dimension hits
Your A.i. is missing triggerall=(enemynear,stateno!=[120,155]) on Chaotic Flame,Stalking Flare, and Dark Dimension.That is just for chip damage on projectiles not needed.
I didn't know where to post this so i posted on your latest character topic.Tested but couldn't recreate on my end does the opponent (Juggy) have proper clsn? because I tested on a few different opponents and had no problems. test in with clsn showing (ctrl+C) if you can recreate.
Deadpool grenade sometimes passes through opponent instead of hitting on contact.
Same with Dr. dooms PlasmaBeam sometimes it hits sometimes it don't.
Pictures
https://imgur.com/a/neemlat
https://imgur.com/a/c1STTlE
I didn't know where to post this so i posted on your latest character topic.Tested but couldn't recreate on my end does the opponent (Juggy) have proper clsn? because I tested on a few different opponents and had no problems. test in with clsn showing (ctrl+C) if you can recreate.
Deadpool grenade sometimes passes through opponent instead of hitting on contact.
Same with Dr. dooms PlasmaBeam sometimes it hits sometimes it don't.
Pictures
https://imgur.com/a/neemlat
https://imgur.com/a/c1STTlE
I was playing with Dormammu the other day against K' by Chazzanova & Dampir's and K's A.I. was able to escape from the Dark Dimension ball and attack. I don't know if certain characters are compatible with that super or maybe some code that needs tweaking.OK, I think I know what the problem was that I didn't have a safety changestate in case that there was no target. and I think maybe K' and Juggy might have had super armor or maybe there AI is messed up either way if you do the attack now and there is no target Dormammu should not continue with move.