By the way, i absolutely love his level 3.
- Sword Master feels too strong, as you're basically going to get hit by it no matter what. Whether it's by the sword itself, or the counter-block strings due to how long the stun on the initial hit lasts.Sword Master acts just like it does in MVC3/UMVC3. Thats why its such a dangerous move. Best way to avoid it is to either roll or parry or if you have the meter, Zero/Alpha Counter it.
- His counter super is way too strong. The fact that it can counter grab-type attacks [including normal grabs and the Shun Goku Satsu] makes it very hard to deal with, as that means the only way to do so is with projectiles or by just waiting it out.I actually half disagree with this one. Supers is fine, but by making it uncounterable to normal grabs, it makes the counter super even more useless and makes Taskmaster more vulnerable. For example, Sennou-Room's Yukina originally had a counter super as well before it was replaced with a completely different super. I told Sennou how useless the super is for normal grabs and other supers as she sits still for 3 seconds, making her wide open for those type of moves. It was a good thing it was replaced over being changed, but I kinda don't want to see Taskmaster nerfed this way.
Something about Taskmaster in this style does feel right, I have to admit. Though, while he does feel great for the most part, there are a few things I feel should be pointed out.It is supposed to be like that but it does also have like +9 frames with +20 time on move start noinvincibility
- Sword Master feels too strong, as you're basically going to get hit by it no matter what. Whether it's by the sword itself, or the counter-block strings due to how long the stun on the initial hit lasts.
- On the note of Sword Master, I think Taskmaster's AI can actually perform the strings without even using the initial attack, but that might be me mixing up the headbutt command normal with the strings.fixed
- His counter super is way too strong. The fact that it can counter grab-type attacks [including normal grabs and the Shun Goku Satsu] makes it very hard to deal with, as that means the only way to do so is with projectiles or by just waiting it out"Aegis Counter counters ALL physical attacks, including all physical Cptr.png moves and Unblockable.png moves! Throw.png moves, however, cannot be countered."
.Yes, he also has a few others
- Might have been intentional, but you can chain both standing medium attacks into their respective standing heavy attacks, even with chain combos turned off.
His wall jump makes him float to the top of the screen.he doesn't have a wall jump?
perform a wall jump and you'll see the error.
Loving it so far. Best version of taskmaster in mugen.Fixed
just to nitpick a little, but you have my username spelt wrong in the readme.
After doing some more extensive testing, I still see the same problems I mentioned before. Also a few more things I noticed right after:What are the problems that you mentioned earlier, I looked and didn't see anything?
-Sword swing sounds sound lower during standing MP, standing HP, crouching WP, and crouching MP (They sound fine during the basic jumping attacks and the normal swing sounds are louder too).Fixed
-The voice clips are too low and hard to hear during some moves.If you can get me some better Taskmaster voice clips I will use them. I have his volumescale on his voice set to 500 that's the best I can do with his voice clips right now.
-Jumping MP causes M.U.G.E.N to lag for a second if it connects to the opponent whether it hits or blocked (Probably an issue when using 1.0).I tested in 1.0 didn't have lag on my end, you might want to check your 1.0 cfg file and edit numhelpers allowed or explods or increase the buffer time because I checked in my 1.0 and 1.1 and didn't see lag on my laptop.
-A dash effect should appear when doing Sting Master.I originally had a dash fx on his sting master but it didn't look good... probably because his animation he doesn't step off the ground and barely moves his legs. I added a dash end anim and sound to it to give it a sense of velocity.
-Sting Master also lags during the animation when the opponent is hit (Another 1.0 issue).same thing as I said for JMP.
-Counter effect appears after the parry during Guard Master (You can hear the sound when the counter was successful, but the effect doesn't appear until after).I had a pausetime on it to make the counter seem more dramatic but I'll take it off so the block sound and counter fx match up more.
In one of the Intros, he swings his sword three times as he says something. In the second swing, the cover stays static in the air, it is strange because it is clearly seen that the movement is not natural because it should rock even when it is stopped (as I mentioned before, this is due to the number of sprites it has, I know).I tweaked the fx on that and animation, I think that is what you are talking about.
Maybe if you make him swing his sword quickly 3 times, all at once, does not the movement become more natural? In my view this is not only an aesthetic error, but it is also a physical error (the cover should move).
PS: I do not know if they have reported this, but this is a detail that needs to be fixed.
EDIT: I might be able to help with the voice clips.cool
EDIT2: EX Sword Master has an interrupted EX Sound.fixed
Final Edit: Why is the Level 3 Pause Sound muffled?probably because it has a voice sound with a 500 volumescale playing at the same time so i changed his voice clip to animelem=2
Grand Final Edit: The Arrow FX could use with a disappear effect, it snapping could work.What?
It appears you missed my Definitive edit.The arrows shrink and and fade out upon collision, don't have a impact fx for the arrow sprites, but I can make the fade in the shrinking quicker, I guess.
For the Grand Final, I was talking about when the Arrows just disappear upon collision without any Animations.
https://mega.nz/#!G6AQDADB!vxYHjIoiFjsBO4jLxdUFmsvyTZlxJOHU-hCk5_1FojI Here's the new SND file, amplified the voice samples and changed the muffled SFX.Thanks RagingRowen, Added.
Aegis Counter can still stop grab-type moves, even though the Shoryuken page you linked to says it can't.fixed
Final Injustice's pacing is unchanged too, but I guess that's how you want it, which is fine.I guess it was kind of taking a little to long when I went through the whole animation time, so I just sped up the whole thing.
Not bad, I must say. A little more on the fun side... Had some cool ideas with him (may or may not work, lmao) but here's some stuff. Hope you like it I suppose :/
Combos n stuff:
https://streamable.com/rb37b
https://streamable.com/ljb9b
https://streamable.com/lppbo
https://streamable.com/r74zs
What are the problems that you mentioned earlier, I looked and didn't see anything?No, no, the voice and the sword swings sounds were it. I mentioned it before on this topic and was missed when I was quoting Project.13 regarding the counter super. That's all, nothing else.
I tested in 1.0 didn't have lag on my end, you might want to check your 1.0 cfg file and edit numhelpers allowed or explods or increase the buffer time because I checked in my 1.0 and 1.1 and didn't see lag on my laptop.I kept mine on the default settings on whatever Akito and OldGamer's Capcom vs. SNK Mugen screenpack was set on and didn't want to mess with it if something goes wrong. I had a similar issue like that where sound effects cuts off until OHMSBY asked me to change the wavchannels to a higher number than what it's supposed to be. Which now works fine and no longer have sound issues. Should I do the same with the numhelpers and explods? I just find it weird when a simple basic attack causes lag when some characters doesn't and some of their moves have rapid hits and don't lag at all. Even tried it on 1.1 and doesn't have that issue at all. That's why it's either a 1.0 thing or could be my computer.
Those last two combos are sick. This is why I'm glad Infinite accepted my commission for this character. Taskmaster be dirty with the combos. If only the A.I can implement something like those.And thank you for asking that commission from him. PotS style Taskmaster wouldn't have happened if it wasn't for you. I'm grateful for that. :)
OkWhat are the problems that you mentioned earlier, I looked and didn't see anything?No, no, the voice and the sword swings sounds were it. I mentioned it before on this topic and was missed when I was quoting Project.13 regarding the counter super. That's all, nothing else.
Yes you might also want to increase the LayeredSpriteMax, SpriteDecompressionBufferSize, ExplodMax , SysExplodMax, PlayerProjectileMax, the more powerful your PC is the more you can increase them. I always edit my mugen.cfg when I get a new mugen screenpack because it might limit the graphics depending on who put together the cfg file and what kind of machine they were using.I tested in 1.0 didn't have lag on my end, you might want to check your 1.0 cfg file and edit numhelpers allowed or explods or increase the buffer time because I checked in my 1.0 and 1.1 and didn't see lag on my laptop.I kept mine on the default settings on whatever Akito and OldGamer's Capcom vs. SNK Mugen screenpack was set on and didn't want to mess with it if something goes wrong. I had a similar issue like that where sound effects cuts off until OHMSBY asked me to change the wavchannels to a higher number than what it's supposed to be. Which now works fine and no longer have sound issues. Should I do the same with the numhelpers and explods? I just find it weird when a simple basic attack causes lag when some characters doesn't and some of their moves have rapid hits and don't lag at all. Even tried it on 1.1 and doesn't have that issue at all. That's why it's either a 1.0 thing or could be my computer.
Edit: While I was playing, I found a bug:FixedSpoiler, click to toggle visibiltyThis happened when I used his crouching HP during Custom Combo and he's frozen like this until the opponent hits him. Also, I should mention that his 3rd slash swing during his 1st intro and the one with Marvel characters still sounds low. I didn't find these bugs until now.
Yes you might also want to increase the LayeredSpriteMax, SpriteDecompressionBufferSize, ExplodMax , SysExplodMax, PlayerProjectileMax, the more powerful your PC is the more you can increase them. I always edit my mugen.cfg when I get a new mugen screenpack because it might limit the graphics depending on who put together the cfg file and what kind of machine they were using.I see. Never knew it's possible to change that probably because I never touch it. Although, the cfg doesn't mention anything about a maximum limit and what number should I put them on. Then again if it does, OHMSBY tells me to ignore it and just put the highest number I can think of. Feels like I'm still learning something new about M.U.G.E.N even though it's been there for years. 1.1 uses the GPU which is why there's little to no lag. But if it's possible to make 1.0 run similar just by changing a few things on the cfg, it's makes me want to use 1.1 less.
Not bad, I must say. A little more on the fun side... Had some cool ideas with him (may or may not work, lmao) but here's some stuff. Hope you like it I suppose :/Nice combos, I might need to tweak his EX arrow damage.Spoiler, click to toggle visibilty
Fixed, it was the dash canceling that I added to Jotaro and Task, I had forgot to put a ctrl trigger and a roundstate trigger.
So, I may have encountered another bug by accident. Taskmaster can forward dash before the round starts. He can perform any attacks and can do supers right after, but they stop automatically when the fight animation appears. A lot of messy things can happen just because of the dash. I tested on Jotaro as well and he did the same thing. Luckily, Leona and Blue Mary doesn't have those bugs because they have running animations.
Speaking about Jotaro, I forgot to mention he switches back automatically while being hit during Platinum Light without the revert animation playing. Figured I posted that here instead of bumping his topic again.If the return animation doesn't play a star platinum fx will come up for the return even in hit state. I slowed it down a little to make it more visible.
After winning match he takes a long time to do win poses.Fixed
On the topic of animations, I think you should tweak Judo Throw a bit. Taskmaster seems to shoot just a second too early, so it makes it look like the opponent is actually landing on the gun's muzzle flash.Tweaked the Judo Throw to be more somooth
There is a strange charging (power up) glitch I've been noticing with the A.I. It just sits there and charges without moving. I've seen Krauser do it first months ago but now that I see Taskmaster doing it I thought I'd bring it to notice. It happens when they charge at the same time I think:Yeah, it most likely is the patch you put on because there first trigger is
[youtube]https://www.youtube.com/watch?v=FEY8UkbKx24&feature=youtu.be[/youtube]
Could it be add004 that's causing it?
trigger1 = power >= const(data.power) || power >= powermax || roundstate != 2which should changestate if the power reaches the max set in the constant or wherever there power is set, I don't know if Krauser has his powerset in his constant but I know Task does so that should be almost impossible.
Just tested Gouken:What... or is this supposed to be a riddle?Spoiler, click to toggle visibilty1. The MAX Denjin Laser has a curious hitbox.
2. The Kongoshin can be done in Normal mode and has a strange delay between the FX and the hit.It always could. removed the pause which is similar to how the move actually feels but ok.
3. Can't seem to perform the Air Shinkuu Tatsumaki in Normal mode.fixed
4. Maybe add an option to have one mode (Not Start+# for another)?added
It's just that the hitbox isn't centered.The beam hitobx is ok.
1. Isn't there supposed to be a wind effect during his charge intro?Didn't link that fx. but gave him ground dust fx's in which he didn't have.
2. There's a large delay between the swing sound and blast sound during the Majin Haten Dan (Both normal and MAX versions).
Majin Haten swing and Blast sound are the same sound fx which doesn't start till the projectile start, you don't want a sfx playing in case he is hit out of the state.Do you have a stronger better sfx for it?3. I feel like there should be stronger sounds on the Ankoku Basuto-ha.
Gonna test Gouken. You can add an intro against my Akuma too if you want.Fixed
Edit: the intro is triggered against any character named Akuma and any character by DivineWolf, because you used "||" instead of "&&".
- Could use some EnvShake when the opponent hit the ground after Amaroshi, it looks weird falling like this without EnvShake.added
- EX Joudan Sokutu Geri does not have a slam sound when opponent hit the edge?fixed
- I can't connect most of the Hyakkishu variants, IDK if I'm doing something wrong but feels hard to hit the opponent using it.Fixed, I had screwed them up a little with the AI triggers.
1. Isn't there supposed to be a wind effect during his charge intro?added, Thanks to Mr.Ansatsuken for the FX,
-Gouken's default palette is no longer the SF4 one (It's a green karate gi and not the similar color used on his new portrait).fixed
-POT's Style Hitsparks are still multi-colored even if the value is set on 1 (I checked on 0 and it's now red, means the old option to not have POT's Style Hitsparks longer exists).fixed, I forgot I updated his hitspark coding but not his config.
This is such a great character, nicely done Infinite. I've been here since you first started and I've been a fan ever since, but holy shit you've come a long ways lol. It's pretty damn impressive, at least to me. I've never seen anyone bang out updates the way you do either. Just think if a real game company with their massive amounts of money, employees, and resources, updated their games this fast. Or if everyone just put this much effort into whatever they're doing in life period. We'd probably all be living in the Meet the Robinsons world. Again, this is such a great character. I hope to see more comic book characters from you in the future. I love the KoF/SNK chars too, but they're always to be expected. When I see a release like this, it reignites that Mugen fire.What's going on Shulbocka, I still have some of your portrait packs from back in the day. I'm glad that you like what I'm most of the characters that I have been releasing are commissions, I was working on releasing a full game with a full roster of these characters will help me with that.
These aren't requests, I just always like throwing out "would be cools", but some others to consider:
Rorschach, Batman by Alucard, Joker by Sic-1, pretty much any other of Zvitor's chars, Iceman, and some or all if you're in an amazing mood of the Spider-man villian crew. Also, Snake Eyes by Acey would be dope as hell. Sorry dude, it's hard not to throw em' out.
I don't bother with bug related feedback because I don't know how to code, but from a player's standpoint, your characters are some of the best and most fun to use, and Taskmaster is pretty damn high on my top favorites. He's tied with all of them.
Thats probably an AI vs AI phenomenon. It will charge while you or another AI charges. When a move is made, he will leave the charging state and perform an attack or defend.