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All Character update (7/11/16) (Read 55052 times)

Started by eken55, April 04, 2013, 07:14:27 pm
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Re: All Character update (11/8/13)
#21  November 11, 2013, 09:55:04 pm
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Some universal things from your characters:
add more command time to moves!!
air mobility/movement is kinda floaty for all the characters.
No super or special canceling make these characters really boring
no back throws
characters with only 1-2 variations of a move(for example, sonic boom only has one variation and its to slow)
barely any combos


King:
combo#1 in your combo list doesnt work, i think you ment to put x,a,z,
iirc, illusion dance and silent flash should force stand your opponent

guile:
combo#1 is actually a 6 hit combo
impossible to do his lvl3 super, idk how im able to do it sometimes
sonic boom is to slow
why does his grab to so long??

kim:
iirc Hangetsu Zan knocks the opponent down
he should be able to be grabbed out of his cartwheel dodge(its also to slow and doesnt move far enough, doesnt even pass through opponents)
iirc Hishou Kyaku doesnt knock the opponent down and allows you to combo after it
Hien Zan low is an unblockable when close to the opponent, and honestly it doesnt look right. re code it so its actually looks like a dp or something
Hien Zan Frenzy looks like it should be a super..
his back stance is a nice mechanic, but since you cant combo immediately after activating the stance its pretty useless
cant do Hou'ou Hiten Kyaku setup, his charge super or his lv2 lv3 hypers
speaking of hypers, whats up with his lvl3 hyper? it doesnt connect at all and the input for it is idiotic

Deejay:
Rolling sobat does not look right, it should be a move where he sorta jumps/skips, lands then does kick. In your version he just slides awkwardly then kick, also irrc all versions of his sobat kick should be 2 kicks, or atleast make his 1 kick version a knockdown
cant do Climax Break
Theme of sunrise doesn't connect thoroughly in the corner

haohmaru:
Ougi Senpu Retsu Zan should send the opponent in to a custom spiral state



Honestly, your characters are really boring but very unique in there own way. Nothing wrong coding or fx wise(for now) its just there is no appeal to these characters at all. Right now a person who downloads these characters wouldnt know how to do a special/super move at all if it weren't for the movelist you provided. Like i said before its becuae you barely add any command time to your characters super/special moves.
Re: All Character update (11/8/13)
#22  November 17, 2013, 02:44:25 am
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To be honest I thought I was being to lenient on the timing. I guess I can add a few more seconds on to each special and super.

downloading guile update, feedback either tonight or late tomorrow

some pre feedback though, still noticed you haven't fixed the problem that you had with your character from years back, that you dont put enough command time in special/super moves.

     Posted: November 17, 2013, 02:48:22 am
Man, thats a lot of stuff Luis, I'll have to do another update soon. So I can address these issues.

Some universal things from your characters:
add more command time to moves!!
air mobility/movement is kinda floaty for all the characters.
No super or special canceling make these characters really boring
no back throws
characters with only 1-2 variations of a move(for example, sonic boom only has one variation and its to slow)
barely any combos


King:
combo#1 in your combo list doesnt work, i think you ment to put x,a,z,
iirc, illusion dance and silent flash should force stand your opponent

guile:
combo#1 is actually a 6 hit combo
impossible to do his lvl3 super, idk how im able to do it sometimes
sonic boom is to slow
why does his grab to so long??

kim:
iirc Hangetsu Zan knocks the opponent down
he should be able to be grabbed out of his cartwheel dodge(its also to slow and doesnt move far enough, doesnt even pass through opponents)
iirc Hishou Kyaku doesnt knock the opponent down and allows you to combo after it
Hien Zan low is an unblockable when close to the opponent, and honestly it doesnt look right. re code it so its actually looks like a dp or something
Hien Zan Frenzy looks like it should be a super..
his back stance is a nice mechanic, but since you cant combo immediately after activating the stance its pretty useless
cant do Hou'ou Hiten Kyaku setup, his charge super or his lv2 lv3 hypers
speaking of hypers, whats up with his lvl3 hyper? it doesnt connect at all and the input for it is idiotic

Deejay:
Rolling sobat does not look right, it should be a move where he sorta jumps/skips, lands then does kick. In your version he just slides awkwardly then kick, also irrc all versions of his sobat kick should be 2 kicks, or atleast make his 1 kick version a knockdown
cant do Climax Break
Theme of sunrise doesn't connect thoroughly in the corner

haohmaru:
Ougi Senpu Retsu Zan should send the opponent in to a custom spiral state



Honestly, your characters are really boring but very unique in there own way. Nothing wrong coding or fx wise(for now) its just there is no appeal to these characters at all. Right now a person who downloads these characters wouldnt know how to do a special/super move at all if it weren't for the movelist you provided. Like i said before its becuae you barely add any command time to your characters super/special moves.
Re: All Character update (11/16/13)
#23  November 17, 2013, 02:49:56 am
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Nice, Downloading !!!
Re: All Character update (4/28/14)
#24  April 28, 2014, 10:17:33 am
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More updates were made for Dee Jay on 4/28/14. Please see the topic for more info.
Re: All Character update (4/28/14)
#25  May 08, 2014, 02:53:34 am
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Feedback:

- Kim
 Feels pretty floaty ... may want to adjust some velocities.
 Most attacks are missing "Whiff" sounds
 QCF + 3P move misses half the time I use it
 DPM + K move seems to be repeatable, and just feels pretty funky
 Hitsounds don't seem to make sense,
   LP/LK makes LP sound, MP/MK sound is LK sound, HP/HK is MP sound

- Dee Jay
Similar sound and whiff issues as Kim
Supers don't seem to connect properly
Charge motion attacks are impossible to pull off properly
When pulled off light punch projectile knocks down

- Guile
sonic boom knocks down, and the transparency is kinda messed up on it ...
flash kick is dragon punch motion but sonic boom motion is charge ... :-S

haven't tested king yet ...





Re: All Character update (12/6/15)
#26  December 07, 2015, 01:29:21 am
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More updates were made for all characters on 12/6/15. Please see the topic for more details.
Re: All Character update (12/7/15)
#27  December 08, 2015, 05:15:30 am
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More updates were made on 12/7/15. Please see the topic for more info.