The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: ~Hale "R@CE" Caesar~ on February 12, 2014, 10:37:21 pm

Title: Batsu Ichimonji by R@CE AKIR@ Updated 7/15/14
Post by: ~Hale "R@CE" Caesar~ on February 12, 2014, 10:37:21 pm
Batsu Ichimonji

Get him here - http://www.mediafire.com/download/ugj1ixvq129imp9/Batsu.rar

Note 1: For Mugen 1.0 or Higher only

Note 2: This is not an accurate Batsu whatsoever, it is a custom version of him that takes some elements he had in previous games and also adds something new as well.

Note 3: Check the config file to see changes that can be made into the character.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Legendary DeMoNk@I on February 12, 2014, 10:39:24 pm
Show time folks! congrats on the release
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Snakebyte on February 12, 2014, 10:39:32 pm
LMFAO R@CE, perfect fucking timing man. My internet's been out for 3 days and I was sure I'd miss this release. I just checked the forums after getting it back and BAM!

*scurries off to test*
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Hyogo on February 12, 2014, 10:39:55 pm
Well damn, that was fast.

Can't wait to test all the effort you've put into him, Thanks for the release!
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: DJ_HANNIBALROYCE on February 12, 2014, 10:45:28 pm
that video solidifies this download. GOOD JOB!
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Cybaster on February 12, 2014, 10:55:33 pm
Indeed, that was fast. Pretty nice job on him. :)

- EX Guts Upper can be performed 6 times in a row on a cornered opponent for 515 damage. Dunno if this type of combo was intended.
- Ask somebody to make the small portrait compatible with the palette please. :)
- a.SP and a.SK don't seem to have very good hittimes, as it seems impossible to combo after them when landing, be it with a basic or a special.
- Any reason why Ichimonji Style Barrage has low damage compared to other supers ?
- Why the realignment/posadd when performing Super Ryuusei Kick ?
- Debug flood during Super Guts Upper : warning player batsu in state 3500: illegal posbindtime for explod
- P2 takes 400 damage when hit by Super Guts Upper, whether he takes all the hits (25 hits), or only the flame pillar (20 hits). This doesn't make much sense.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Memo on February 12, 2014, 10:57:39 pm
i hope you dont mind, but im gonna borrow fx from this.
Good job on giving him the pots/infinite style gameplay
he plays good.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Chazzanova on February 12, 2014, 10:59:49 pm
Cool! It looks great! Thanks for release.

Perhaps the Super Finish Fonts are somewhat weird at the edges, but otherwise great!
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Zer0degreez on February 12, 2014, 11:32:00 pm
Nice release bro! pretty much all the feedback i was gonna say God's Anger covered.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: 『レム-レム』 on February 12, 2014, 11:41:24 pm
thanks DOOOOOD 
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Websta on February 12, 2014, 11:45:25 pm
His throw should really be fixed.

It has 10 active frames, this is like double the amount of active frames your standing HP has.

Fighting games generally use 1 tick for throws, and barely have any reach. (Specials and Supers obviously don't follow this)
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: 2Dee4ever on February 12, 2014, 11:52:58 pm
Sickkk I've been waiting for this I still play project justice till this day now all we need is Roy and Akira ha
awesome character dude
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Vegaz_Parrelli on February 12, 2014, 11:57:17 pm
Dope! I see why my boy Alpyne digs your style. Cuz I do too...
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Infinite Intel. on February 13, 2014, 12:59:17 am
Hey this is quicker than I thought it would be. Good job on Batsu.

-Why is his S.HP and S.HK more safe then his S.MK?
-Run dust repeats during run, and run sounds are off.
-I think your specials need to be more distinguished for the different button presses. Why would someone use the LP version of the Kiai Dan if the HP version has the same starup time, better velocity, more damage, and goes farther?   
-Anim 255 -sprite group 300 woul,d be a great overhead, but it seems to not even used at all.
-Why does Gut's Upper have so many dust fx's?
-The sprites in your sff could be cropped, uncropped sprites can slow down your frame rate and give you smaller sff's.
-small jump anims are the same as regular jumps, also no small jump land anim causes a debug error.
-Super Guts Upper ground fiire fx stays on screen way after the move/hit has been removed when guarded.
Spoiler, click to toggle visibilty
-Super Guts Upper does 265 chip damage???
-Hitsparks on the Super Guts Upper Projectile are backwards.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: senorfro on February 13, 2014, 02:35:33 am
- Why are all versions of Guts Upper (except EX) the same range and damage?
- Something's weird in how 'Super Guts Upper' can be parried.  For the beginning Punch, characters from POTS, Ininfite, Warusaki3, Antagonist, GM, KojiroBadness, Kamikaze, and you can't parry it, while characters from DivineWolf, H', Jesuszilla, JMorphman, Vyn, Kohaku, Rajaa, and Hero can.
- I know you like Wall Bounces, put please look into juggle limitations.  You can do HP, Kiai Dan, Zenkai Kiai Dan, Guts Upper, Zenkai Kiai Dan, Guts Upper, Zenkai Kiai Dan, Guts Upper for 612 damage
- Speaking of juggles and damage, I can do Jump HK, Ryuusei Kick, Ryuusei Kick, EX Kiai Dan, EX Guts Upper, Guts, Upper, Lvl.2 Zenkai Kiai Dan for 672 damage.
- Damage during Custom Combos should be lowered.  I should not be able to do 9 Hard Punches and get 367 damage.

He's getting there.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Hien on February 13, 2014, 03:51:21 am
Awesome release! Only problem I have here is that the FX for Mikadzuki Kick doesn't appear at all and this is a personal one but IMO I think for his air combo states his C.HP should launch slightly higher perhaps -11 rather than -8. All the other feedback was already covered by those who posted before me.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: WatsonGrim69 on February 13, 2014, 04:26:19 am
Awesome, Just informed the besty. Hes going nuts & is most pleased!!!! He cant wait to try him. Thank you so much R@CE for the release & We'll enjoy..
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Lord Kain on February 13, 2014, 05:11:51 am
great release you did a good job with this one,  noticed that for the backdash uses the same jumping sprite, maybe you could use this?
(http://i46.tinypic.com/zn626p.gif)

found on Daeron's thread

http://mugenguild.com/forum/topics/batsu-ichimonji-148018.20.html
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 05:32:45 am
Everything listed mostly I am almost done fixing. Thanks for all the feedback

However some things I like the way they are, and I will keep. I will upload the update tomorrow when I get time.

Thanks for all your support guys!

Hey this is quicker than I thought it would be. Good job on Batsu.

-Why is his S.HP and S.HK more safe then his S.MK?
-Run dust repeats during run, and run sounds are off.
-I think your specials need to be more distinguished for the different button presses. Why would someone use the LP version of the Kiai Dan if the HP version has the same starup time, better velocity, more damage, and goes farther?   
-Anim 255 -sprite group 300 woul,d be a great overhead, but it seems to not even used at all.
-Why does Gut's Upper have so many dust fx's?
-The sprites in your sff could be cropped, uncropped sprites can slow down your frame rate and give you smaller sff's.
-small jump anims are the same as regular jumps, also no small jump land anim causes a debug error.
-Super Guts Upper ground fiire fx stays on screen way after the move/hit has been removed when guarded.
Spoiler, click to toggle visibilty
-Super Guts Upper does 265 chip damage???
-Hitsparks on the Super Guts Upper Projectile are backwards.

I saw most of what your saying Infinite and I', almost done fixing most of it. Good finds. Thanks for the feedback bro!

His throw should really be fixed.

It has 10 active frames, this is like double the amount of active frames your standing HP has.

Fighting games generally use 1 tick for throws, and barely have any reach. (Specials and Supers obviously don't follow this)

I will look into it.

Cool! It looks great! Thanks for release.

Perhaps the Super Finish Fonts are somewhat weird at the edges, but otherwise great!

Thanks man, I appreciate it.  About the Fonts never noticed this. They look fine the way I did them on Marco and I did them the same way.

i hope you dont mind, but im gonna borrow fx from this.
Good job on giving him the pots/infinite style gameplay
he plays good.

Glad you like what I did man.

And I don't mind if you use the FX or whatever, just please if you use whatever, please credit the right people is all. And whatever you make, I hope its good and not....well you kno..... lol Just make it good. Don't just copy and paste lol.

Indeed, that was fast. Pretty nice job on him. :)

- EX Guts Upper can be performed 6 times in a row on a cornered opponent for 515 damage. Dunno if this type of combo was intended.
- Ask somebody to make the small portrait compatible with the palette please. :)
- a.SP and a.SK don't seem to have very good hittimes, as it seems impossible to combo after them when landing, be it with a basic or a special.
- Any reason why Ichimonji Style Barrage has low damage compared to other supers ?
- Why the realignment/posadd when performing Super Ryuusei Kick ?
- Debug flood during Super Guts Upper : warning player batsu in state 3500: illegal posbindtime for explod
- P2 takes 400 damage when hit by Super Guts Upper, whether he takes all the hits (25 hits), or only the flame pillar (20 hits). This doesn't make much sense.

- Thanks for finding that, I just got done fixing that.
- I kno small portraits are the "New" thing that everybody loves alot, but I really dont care for them that much. Like I like them like the rest of the people here do. But I'm not so focused on them. Meaning I could get a character and I don't have to have it
-I can combo just Fine with the SP and the SK after hitting someone with them. I do it in my video so, I dont see how you cant too.
-I don't kno how the ichimonji barrage level 1 version got low damage. I must have tweaked somethin that caused this. I just fixed it now.
-I found the problem to that. I wasnt aware of that at first, thats hwy i ddint catch t. It was because i had a -2 bindtime on the explod and that was a mistake. I just fixed it too
-I like it like this because if it misses I still want p2 to get the full effect of being hit with a level 3 super. I might change it but i kinda like it the way it is.



- Why are all versions of Guts Upper (except EX) the same range and damage?
- Something's weird in how 'Super Guts Upper' can be parried.  For the beginning Punch, characters from POTS, Ininfite, Warusaki3, Antagonist, GM, KojiroBadness, Kamikaze, and you can't parry it, while characters from DivineWolf, H', Jesuszilla, JMorphman, Vyn, Kohaku, Rajaa, and Hero can.
- I know you like Wall Bounces, put please look into juggle limitations.  You can do HP, Kiai Dan, Zenkai Kiai Dan, Guts Upper, Zenkai Kiai Dan, Guts Upper, Zenkai Kiai Dan, Guts Upper for 612 damage
- Speaking of juggles and damage, I can do Jump HK, Ryuusei Kick, Ryuusei Kick, EX Kiai Dan, EX Guts Upper, Guts, Upper, Lvl.2 Zenkai Kiai Dan for 672 damage.
- Damage during Custom Combos should be lowered.  I should not be able to do 9 Hard Punches and get 367 damage.

He's getting there.

- You have a point about that, and I will fix it
- I think its fair because your doing 4 special moves, a hard punch, and 3 level 1 supers. I mean, that's a full fledge combo that should really take some damage. Same thing for the second combo because your doing 1 hard kick ,3 special moves 2 ex moves, and a level 2 super move.
I'm just saying, how much damage should it take if your doing a long string combo like that? It seems pretty fair to me
I dont want to do a long string combo and then after all that hard work, I get hardly that much damage taken. Dampering is there but its not harsh as some others like to do theirs. I think its fine. But thats for the input though. (Nice combo by the way)
- This happens because I dont have guardcorner push on Batsu enough to push him back because the position adds on him. So i will fix that.
- He's already there in my book. He just needs more tuning....

Awesome, Just informed the besty. Hes going nuts & is most pleased!!!! He cant wait to try him. Thank you so much R@CE for the release & We'll enjoy..

Thanks man but it shows up fine on my, end, I dont kno whats up with your copy.

great release you did a good job with this one,  noticed that for the backdash uses the same jumping sprite, maybe you could use this?
(http://i46.tinypic.com/zn626p.gif)

found on Daeron's thread

http://mugenguild.com/forum/topics/batsu-ichimonji-148018.20.html

I'm already aware he has this but I'm not as good as making other sprites match the palette. So I'll have to get help with adding those in. He has more stuff in there that I would like to add as well.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Aldo on February 13, 2014, 05:38:57 am
- I kno small portraits are the "New" thing that everybody loves alot, but I really dont care for them that much. Like I like them like the rest of the people here do. But I'm not so focused on them. Meaning I could get a character and I don't have to have it

*sigh* I´ll do that tomorrow for you. So you don´t mind what artwork I choose for that?? I plan to use any of these:

http://www.fightersgeneration.com/characters/batsu-dss.png
http://www.fightersgeneration.com/characters/batsu-tvc1.jpg
http://www.fightersgeneration.com/np7/char/batsu-project.png

Let´s see what others have to say. Other recommendations are good.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 05:50:50 am
- I kno small portraits are the "New" thing that everybody loves alot, but I really dont care for them that much. Like I like them like the rest of the people here do. But I'm not so focused on them. Meaning I could get a character and I don't have to have it

*sigh* I´ll do that tomorrow for you. So you don´t mind what artwork I choose for that?? I plan to use any of these:

http://www.fightersgeneration.com/characters/batsu-dss.png
http://www.fightersgeneration.com/characters/batsu-tvc1.jpg
http://www.fightersgeneration.com/np7/char/batsu-project.png

Let´s see what others have to say. Other recommendations are good.

Actually I dont man . Sorry man, but I just dont feel like its that important.  See I remember when people didnt really do it that much I got used to not having to have it. But if yo want to do it then by all means go for it.
You can do which ever one you want.  :)
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Lord Kain on February 13, 2014, 05:51:04 am
what about implementing the palettes on the one he already has? looks pretty good in my opinion
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 05:58:01 am
what about implementing the palettes on the one he has now? looks pretty good in my opinion

Because like I said, I don't really care as much to do it. Because I never paid attention to it and also because not everyone in mugen does it so you cant always expect people to do what everyone else is doing.

I do like them however. Really I do, but its not to the point where I just MUST have it done for a character when I download it and put it in my roster. Its all about the character itself and the gameplay that matters the most to me.

Only reason you guys got it for Marco is because someone else did it for me. Other than that, I'm not that into them where I just have to have it done.

Honestly I would be just be satisfied that we finally have a Batsu in this style but I can't be perfect with everything I guess lol.

Buts its all good man, if someone makes him one, then I'll use it. I suck at doing them anyway......

Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Thagr8test on February 13, 2014, 06:36:38 am
great release as always bro thanks
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: senorfro on February 13, 2014, 06:46:59 am

- a.SP and a.SK don't seem to have very good hittimes, as it seems impossible to combo after them when landing, be it with a basic or a
-I can combo just Fine with the SP and the SK after hitting someone with them. I do it in my video so, I dont see how you cant too.


Actually, I am also having a difficult time combo-ing off of Jump HP and Jump HK as well.  The thing though (and I'm guessing the same for God's Anger as well), is that combo chaining is turned off on my end.  In your videos, it's clear that it's turned on. 
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 07:04:15 am

- a.SP and a.SK don't seem to have very good hittimes, as it seems impossible to combo after them when landing, be it with a basic or a
-I can combo just Fine with the SP and the SK after hitting someone with them. I do it in my video so, I dont see how you cant too.


Actually, I am also having a difficult time combo-ing off of Jump HP and Jump HK as well.  The thing though (and I'm guessing the same for God's Anger as well), is that combo chaining is turned off on my end.  In your videos, it's clear that it's turned on.

I see what your talking about on the air punch and kick. But on the ground, I just turned the chain combos off and I still can combo the normal hits into most specials.

The problem with your combo set ups was because I didnt put enough groundhitime and etc on the jump punch or kick. thats for finding that  :)

As far as the special move go the only one I see that I cant do it on is the air kai dan. thats because I forgot to change the state numbers on the specials to the air normal attacks. Just now fixed it. Thanks for pointing that out as well

Other than that I fixed the problems to that, and will include it in the update.

Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Enso on February 13, 2014, 07:55:29 am
Damn! Badass, Race! Batsu fights excellently via Rival School! :D You did a great job there, man. ;)
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Cybaster on February 13, 2014, 08:44:21 am
I see what your talking about on the air punch and kick. But on the ground, I just turned the chain combos off and I still can combo the normal hits into most specials.
I was just talking about a.SP/a.SK > land > ground basic/special combos. ;)
Combos that start on the ground work just fine, no worries.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: senorfro on February 13, 2014, 08:54:09 am
Yeah, combo-ing air basics into ground basics seems real strict.  Combo-ing basics into specials is fine, so that's not the issue.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ZOZOXEAZEA on February 13, 2014, 10:04:07 am

COOLEEEEEEEEST  !!!!!!!!!!!!!!
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 01:06:51 pm
Yeah, combo-ing air basics into ground basics seems real strict.  Combo-ing basics into specials is fine, so that's not the issue.

Right now in the update coming I have it set up where you can start combos with a jump Mp,Sp,Mk and HK into a special

I think that's the only ones I'm gonna do as far as the air going to the ground

So right now you can do the classic "Jump Kick and swoop" just like Ryu does along with other things.

I never really paid that kind of thing attention, i guess I didnt see until now lol. Damn (Slaps Forehead)
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: mfdeath on February 13, 2014, 03:21:47 pm
my dream come true !!!!! rival school char very beautiful and very thx ;) i hope capcom will one day make a ps4 version !!!! this game not must die !!!!
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: 【MFG】gui0007 on February 13, 2014, 05:49:55 pm
Great! Awesome release R@CE!
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Mr.Karate JKA on February 13, 2014, 06:58:59 pm
Nice!!! Thanks for this release!!! Can i give an idea? At the team up level 3 super you can make appear Kyosuke, Hinata os Sakura in a randomic way! Also they should throw the fireball at the same time!!!
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: eliott on February 13, 2014, 07:08:11 pm
As always great work...thx a lot...i've already converted him HR...

just waiting now for yamazaki.

you're the one...thx again and for sure my roster will be complete in few weeks...

nice
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Flowrellik on February 13, 2014, 07:20:40 pm
All I need is a Kyosuke and I got a tag team XD. Thank you very much for the release Akira :3.
Now I await the Dojo breaking Hon Fu Spanking Snake Loving Chun-Li Peeping Knife Wielding Orochi Crazy Yamazaki XD
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: SuliOfTheNerdVaid Suli on February 13, 2014, 08:23:25 pm
Now I await the Dojo breaking Hon Fu Spanking Snake Loving Chun-Li Peeping Knife Wielding Orochi Crazy Yamazaki XD

how long did it take you to make up that lol

but im excited for Yamazaki as well just
like for Batsu
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 08:58:33 pm
I appreciate the love but some of these comments are just laughable....

I feel like some of you are going to have an orgasm lol Batsu hasnt even been updated yet lol

Ahhh well....Anywayz

Nice!!! Thanks for this release!!! Can i give an idea? At the team up level 3 super you can make appear Kyosuke, Hinata os Sakura in a randomic way! Also they should throw the fireball at the same time!!!

I'm glad you like Batsu dude. And that Idea of yours, I already thought of that. Thanks anyway, maybe I will do it later....(Maybe)

I did make them shoot it out at the same time but I wanted it so seems more like whom ever is helping him is only adding a smaller Guts Bullet to add to his own.

I like it like this.

All I need is a Kyosuke and I got a tag team XD. Thank you very much for the release Akira :3.

Thank you for the luv man but hey man....Dude..... Dude.......

Now I await the Dojo breaking Hon Fu Spanking Snake Loving Chun-Li Peeping Knife Wielding Orochi Crazy Yamazaki XD

LOL are you really that excited man?



Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Hyogo on February 13, 2014, 09:16:20 pm
Spoiler, click to toggle visibilty
Was this already mentioned? zzz
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Sinnesloschen on February 13, 2014, 09:20:28 pm
Lol that damage scaling.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Zer0degreez on February 13, 2014, 09:29:59 pm
Infinite style characters always get their level 3 supers scaled to hell for some reason lol.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Luis Alejandro on February 13, 2014, 09:36:03 pm
Yeah, combo-ing air basics into ground basics seems real strict.  Combo-ing basics into specials is fine, so that's not the issue.
you gotta be kidding , if anything there is to much time

he does to much damage, he can kill a character with only 2 combos. work on the damage dampener cuz it doesnt seem to be reducing enough damage when comboing
his heavy punch isnt an overhead
air ex kick doesnt work when close to ground yet normal version does
why does he instant hop after an air fireball super? you dont see that with pots shin gouki, and its really noticeable when you're trying to hit an opponent in the corner with it cuz it misses all the time. You can just do the hop after the fireball comes out so this isnt a problem
why is his uppercut completely invincible?????
his qcb punch super is an air unblockable
standing lvl2 fireball super is an air unblockable

Would be nice if he could combo after his punch throw, so you it could be a nice custom combo start up or something but right now you can only to otg supers after it which is lame.


Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 10:44:31 pm
[youtube]http://www.youtube.com/watch?v=jjrLYwzQvh4[/youtube]
Was this already mentioned? zzz

Where did I go wrong huh?.....

All of this was mentioned before so there was no need to do this but ummm ok

Lol that damage scaling.

Thanks, that's really going to help me  fix the character WOOT WOOT!

Laughing at me isnt going to help out at all.


Yeah, combo-ing air basics into ground basics seems real strict.  Combo-ing basics into specials is fine, so that's not the issue.
you gotta be kidding , if anything there is to much time

he does to much damage, he can kill a character with only 2 combos. work on the damage dampener cuz it doesnt seem to be reducing enough damage when comboing
his heavy punch isnt an overhead
air ex kick doesnt work when close to ground yet normal version does
why does he instant hop after an air fireball super? you dont see that with pots shin gouki, and its really noticeable when you're trying to hit an opponent in the corner with it cuz it misses all the time. You can just do the hop after the fireball comes out so this isnt a problem
why is his uppercut completely invincible?????
his qcb punch super is an air unblockable
standing lvl2 fireball super is an air unblockable

Would be nice if he could combo after his punch throw, so you it could be a nice custom combo start up or something but right now you can only to otg supers after it which is lame.

Now this is "REAL" Feedback.

Thanks Luis.... I have the pos add on the air fireball super so that he could pull it off on combos and also give him more of a blow back when he shoots the super move. I'm already aware of it not being able to hit in the corner and I'm working to fix it. His uppercut I shall adjust the not hit by on it. I don't why they are not blocking on your end with the air fireball, cus i could have sworn it does it on my end, But i will check that out. Thanks



Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Sinnesloschen on February 13, 2014, 11:11:40 pm
Thanks, that's really going to help me  fix the character WOOT WOOT!

Laughing at me isnt going to help out at all.
I wasn't laughing at you. :I Besides, I did bring up how the damage scaling seems really wrong (completely negating the super's damage is lol). Don't just dismiss what I said because it was preceded by a lol that wasn't even intended to be offensive in any way.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Luis Alejandro on February 13, 2014, 11:13:41 pm
(http://i.imgur.com/O5fbnRy.png)

custom combo>air kick special>cancel into any normal

this character is fun but hes too cheap cuz of the damage output he does. Might make a quick combo video so people can see his potential
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 11:16:55 pm
(http://i.imgur.com/O5fbnRy.png)

custom combo>air kick special>cancel into any normal

this character is fun but hes too cheap cuz of the damage output he does. Might make a quick combo video so people can see his potential

I've already fixed alot of the stuff listed here plus other stuff I have found inlcuding that what you just posted above. I just havent posted it yet because I am trying to do somethin else in him before I do.





      Posted: February 13, 2014, 11:28:20 pm
Thanks, that's really going to help me  fix the character WOOT WOOT!

Laughing at me isnt going to help out at all.
I wasn't laughing at you. :I Besides, I did bring up how the damage scaling seems really wrong (completely negating the super's damage is lol). Don't just dismiss what I said because it was preceded by a lol that wasn't even intended to be offensive in any way.

Well my bad, as I thought you were because of the "lol". Cool beans

I am working to fix the dampering so that everything will be ok....

I really want to make the character play good to his full potential. Its alot of work put into this so, just bare with me is all I ask...

This style is not a style that I'm use to, as I usually did Vs characters before, and this is my only second one in this style of game play

I've always had that judgement issue with dampering but I'm going to work on that.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Sinnesloschen on February 13, 2014, 11:30:55 pm
Not a problem, man. Just don't be so quick to assume something is an attack in the future and there won't be any issues in the future, k?
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 13, 2014, 11:33:19 pm
Not a problem, man. Just don't be so quick to assume something is an attack in the future and there won't be any issues in the future, k?

Check your PM and there was no way of me knowing what your intentions were if it ended with an lol

I'm just sayin but ok man. Its all good dude
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Cybaster on February 14, 2014, 01:21:17 am
To avoid having the character deal too much damage, I guess either the damage output of each attack, or the damage dampener should be modified depending on the style (chain combos or not) you want to use. Is it the case ?
Using a MVC styled dampener for chain combo mode and a CFJ/CVS type dampener in the other case would sound reasonable IMO.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 14, 2014, 01:24:29 am
To avoid having the character deal too much damage, I guess either the damage output of each attack, or the damage dampener should be modified depending on the style (chain combos or not) you want to use. Is it the case ?
Using a MVC styled dampener for chain combo mode and a CFJ/CVS type dampener in the other case would sound reasonable IMO.

Hey thanks man. I plan to do somethin I tell you that much lol

Dampenering has never been my highlight but I am going to get help with it to fix the problem.

Thanks for your support tho man. Really appreciate it
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Aldo on February 14, 2014, 02:50:24 am
Actually I dont man . Sorry man, but I just dont feel like its that important.  See I remember when people didnt really do it that much I got used to not having to have it. But if yo want to do it then by all means go for it.
You can do which ever one you want.  :)

Ok, have this one:

(http://i.imgur.com/9EhQUc9.png)

Adding in to the character in FF3 should be enough. Any problems, talk to me.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 14, 2014, 03:55:30 am
Actually I dont man . Sorry man, but I just dont feel like its that important.  See I remember when people didnt really do it that much I got used to not having to have it. But if yo want to do it then by all means go for it.
You can do which ever one you want.  :)

Ok, have this one:

(http://i.imgur.com/9EhQUc9.png)

Adding in to the character in FF3 should be enough. Any problems, talk to me.

Thanks alot Aldo! Its in his SFF right now.

Ok also guys, I think I have fixed the issue with the dampnering

It was set to about .75 and .8 on some things, and I just tweaked them down on his special and supers to be .45 and .5 It seems like this has taken care of the damage problem

I feel comfortable with it now, but if I find out that its too low or whatever I shall tweak it back up. But for the most part I think he's good now.

Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Luis Alejandro on February 14, 2014, 06:57:04 am
hmm for some reason after a back throw he is then able to come down with an attack after an air fireball which is a good thing, but normally he cant do anything when coming down. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 14, 2014, 07:11:31 am
hmm for some reason after a back throw he is then able to come down with an attack after an air fireball which is a good thing, but normally he cant do anything when coming down. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

Yeah I tried to not abide by everything that he had in the previous game. I like to kinda make up my own things.

I"ll admit, I love combos. I really do. So I try to put good set ups in my characters so that you can really kick some ass.

You'll be happy to kno I fixed his dampering and when i compared him to the older one..... Dude you were sooooooooo right! lol

Glad I got it fixed tho.... I really liked how he turned out. I can do some tight combos

I also fixed that iise where when he does his Air Zenkai Kiai Dan super move where during a combo it does not miss or even when not a combo it wont miss up close.

Now i can pull that combo i did in my vids off with ease now :-)
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: sabockee on February 14, 2014, 06:36:19 pm
IMO definitely the best Batsu so far R@ce! With few fixes mentioned in feedback it will be perfect. Thanks for great release man. Keep it up!
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Memo on February 15, 2014, 02:26:17 am
Batsu's ground recovery roll looks a little funky
he rolls 2 times, other chars only roll 1 time

(http://i.imgur.com/E9zsiJD.gif?1)

example ryu, 1 roll
(http://i.imgur.com/thhfFwr.gif)

my edit
(http://i.imgur.com/JH293aV.gif)
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/14
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 02:33:52 am
Batsu Updated!!! 2/14/14

Everything listed mostly I done fixing. Thanks for all the feedback

However some things I like the way they are, and I will keep.

Thanks for all your support guys!
Here is the list of the fixes I made
Spoiler, click to toggle visibilty
Other things I added/fixed
Spoiler, click to toggle visibilty

Anymore stuff that is found let me kno in a respectable manner and I will fix it.

This should be a good improvement over the original released version.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: Saikoro on February 15, 2014, 02:38:14 am
How dare you release an update the day after I downloaded him!! :doom:

Nice job man. He is a keeper for sure and I personally love what you did with him here. Thanks for the update!! :sugoi:
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 02:54:30 am
Batsu's ground recovery roll looks a little funky
he rolls 2 times, other chars only roll 1 time

-Fixed Go and redownload him once more

How dare you release an update the day after I downloaded him!! :doom:

Nice job man. He is a keeper for sure and I personally love what you did with him here. Thanks for the update!! :sugoi:

HAHAHA! Because it was an emergency that I do because of the state he was in. I clearly had alot to learn from this style of gameplay

That feedback really helped me out and I wanted to go ahead and give you all an updated version because people couldnt enjoy him like they wanted to because the damage and etc....

There will probably be one more update after this one....

(Sorry I had to reupload him again to fix that recovery animation, it was kinda messed up like Memo said)

Sorry guys but go redownload him again to fix that problem if you already have just now.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: SuliOfTheNerdVaid Suli on February 15, 2014, 02:57:22 am
now i have to re-tag patch him again :brood:

but it will be worth it!  :thumbsup:
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 02:59:59 am
now i have to re-tag patch him again :brood:

but it will be worth it!  :thumbsup:

Wow really?.....

I mean... I'm sure that's just sooooooo much hard work...

Don't mine me tho, I only coded the whole entire character... but that's nothing right? LOL

Just messing wit ya, but serious dude, sorry but I didnt catch that because I was in the process of typing out everything and etc.....

That's a small price to pay for me doing all this work. Don't you agree?.......
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Luis Alejandro on February 15, 2014, 03:00:30 am
Might make a quick combo video so people can see his potential


downloading update btw.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: SuliOfTheNerdVaid Suli on February 15, 2014, 03:01:46 am
now i have to re-tag patch him again :brood:

but it will be worth it!  :thumbsup:

Wow really?.....

I mean... I'm sure that's just sooooooo much hard work...

Don't mine me tho, I only coded the whole entire character... but that's nothing right? LOL

Just messing wit ya, but serious dude, sorry but I didnt catch that because I was in the process of typing out everything and etc.....

That's a small price to pay for me doing all this work. Don't you agree?.......

I agree
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: Luis Alejandro on February 15, 2014, 03:42:05 am
hmm for some reason after a back throw he is then able to come down with an attack after an air fireball which is a good thing, but normally he cant do anything when coming down. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

^still exists

Quote
-Fixed the issue with Guts upper being able to be done 6 times in a row in the corner

you mean ex right? welp you can still do 6 in the corner
low punch version doesnt launch the opponent anymore wth?
Quote
-Fixed the range, damage and added variation in the guts upper
ok nvm i guess? still looks weird
heavy still isnt an overhead
Quote
-Fixed issue with not being able to combo from air to ground.
lol what
Quote
-Fixed the Dampening to special moves, super moves, and custom combo (I saw what you all were talking about)
but not normal moves? in the corner he can still do half damage with out any meter and he still does ridiculous damage regardless(check video i posted above)
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 03:51:16 am
hmm for some reason after a back throw he is then able to come down with an attack after an air fireball which is a good thing, but normally he cant do anything when coming down. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

^still exists

Quote
-Fixed the issue with Guts upper being able to be done 6 times in a row in the corner

you mean ex right? welp you can still do 6 in the corner
low punch version doesnt launch the opponent anymore wth?
Quote
-Fixed the range, damage and added variation in the guts upper
ok nvm i guess? still looks weird
heavy still isnt an overhead
Quote
-Fixed issue with not being able to combo from air to ground.
lol what
Quote
-Fixed the Dampening to special moves, super moves, and custom combo (I saw what you all were talking about)
but not normal moves? in the corner he can still do half damage with out any meter and he still does ridiculous damage regardless(check video i posted above)

- The video you made is with the old version not the new

- I'm not changing that, i like it so it stays

- You cant do EX guts upper 6 times, you can only do it twice. I have it coded where you can only do it twice like the Ryuusei Kick

- I did tweak the damage like I'm not going to make it were he hardly does any damage when he does another supermove i mean how much could you possibly want him to do.... I'm just saying dude....

-I dont careful for overheads, which hence i didnt put it in.

- I tested it myself and it seems fair with the damage in the air. If your doing long strain combos then he's going to deal out some damage.

- Did I miss something here???

-I will look more into it but wow man, i just cant win with you with this damage thing....

Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: Luis Alejandro on February 15, 2014, 04:13:18 am
what do you mean i cant lol im doing it right now, check it yourself man and you probably tweaked the damage butt
Quote
he does to much damage, he can kill a character with only 2 combos. work on the damage dampener cuz it doesnt seem to be reducing enough damage when comboing
but probably didnt do this
 also what are you referring to with this
 
Quote
- The video you made is with the old version not the new
cuz ive mentioned this
Quote
hmm for some reason after a back throw he is then able to come down with an attack after an air fireball which is a good thing, but normally he cant do anything when coming down. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

several times now and you haven't addressed it yet.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 04:24:11 am
several times now and you haven't addressed it yet.

Dude hold on man..... I did address it. I told you i liked it how it was where you can come down with an air attack after the fire ball
You even said you liked it. So why do you keep saying i didnt address  when i did. I think you need to go back and read those comments

- I'm not changing that, i like it so it stays



Also dude come on man, now i dont work for nobody so sorry if i didnt respond pages ago to that response. I'm atleast trying to get this stuff fixed and even if I didnt address that thing immediately right after you first post it, i was too busy trying to do other things.....
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: Luis Alejandro on February 15, 2014, 04:26:34 am
:omg:

can you please read this carefully
 
Quote
hmm for some reason after a back throw he is then able to come down with an attack after an air fireball which is a good thing, but normally he cant do anything when coming down. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 04:30:06 am
:omg:

can you please read this carefully

 
Quote
after a back throw he is then able to come down with an attack after an air fireball which is a good thing. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

I did read it, but you said you liked it.......


Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: senorfro on February 15, 2014, 04:34:29 am
Just re-downloaded him and you can still do EX Guts Upper 6 times in a row

Also, it looks like you have damage dampener on longer than it should be for 'Zenkai Kiai Dan' and 'Ichimonji Style Barrage'.   Let me explain.  An example is if Zenkai Kiai Dan does 108 damage during combos, you can do HP and do the super just after the opponent recovers and the damage will be the dampener damage instead of the full amount
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: Luis Alejandro on February 15, 2014, 04:38:38 am
:omg:

can you please read this carefully

 
Quote
after a back throw he is then able to come down with an attack after an air fireball which is a good thing. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

I did read it, but you said you liked it.......
youre not getting it at all

he cant come down with a button at all after a fire ball ONLY AFTER backthrowing your opponent at any moment in a fight can you be able to come back down with a button after a fireball.

jesus
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 04:40:53 am
Just re-downloaded him and you can still do EX Guts Upper 6 times in a row

Also, it looks like you have damage dampener on longer than it should be for 'Zenkai Kiai Dan' and 'Ichimonji Style Barrage'.   Let me explain.  An example is if Zenkai Kiai Dan does 108 damage during combos, you can do HP and do the super just after the opponent recovers and the damage will be the dampener damage instead of the full amount

Fuck! I could have sworn i fixed that.... Oh well back to the drawing board on that.

-Ok i see what your talking about. I will try to fix that.  Good find dude!
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: senorfro on February 15, 2014, 04:44:37 am
:omg:

can you please read this carefully

 
Quote
after a back throw he is then able to come down with an attack after an air fireball which is a good thing. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

I did read it, but you said you liked it.......
youre not getting it at all

he cant come down with a button at all after a fire ball ONLY AFTER backthrowing your opponent at any moment in a fight can you be able to come back down with a button after a fireball.

jesus

I was confused by what Luis was saying, but now I get it.  After doing air Kiai Dan, Batsu cannot do anything on the way down from the air.  But, after doing a back throw, he is able to do a follow up after air Kiai Dan.  Basically, back throwing an opponent causes a trigger which allows you to follow do follow ups after doing air Kiai Dan
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 04:45:59 am
:omg:

can you please read this carefully

 
Quote
after a back throw he is then able to come down with an attack after an air fireball which is a good thing. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

I did read it, but you said you liked it.......
youre not getting it at all

he cant come down with a button at all after a fire ball ONLY AFTER backthrowing your opponent at any moment in a fight can you be able to come back down with a button after a fireball.

jesus

Listen man, now I understand what your saying now because you went into more detail and also if you take a look at your initial comment, you worded it differently

So in other words, thats what you should have said in the beginning. Dont get mad at me because you weren't clear on what you were saying.

Well anyway back to the char, I will see about that, cus now I understand

The original comment was worded like you were saying after he shoots a fireball he can hit someone with an air attack right afterwards

Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014
Post by: Luis Alejandro on February 15, 2014, 04:48:58 am
:omg:
Quote
The original comment was worded like you were saying after he shoots a fireball he can hit someone with an air attack right afterwards
he cant so you should have noticed this
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 08:51:04 am
Batsu updated again 2/15/14

I guess you like hitting yourself in the head huh? dude its not that serious, its obvious that no one understood what you were getting at with your first comment on the matter.

Even senorfro didnt understand what you were saying until after you went into more detail

Well anyway

I was confused by what Luis was saying, but now I get it.  After doing air Kiai Dan, Batsu cannot do anything on the way down from the air.  But, after doing a back throw, he is able to do a follow up after air Kiai Dan.  Basically, back throwing an opponent causes a trigger which allows you to follow do follow ups after doing air Kiai Dan

-Fixed

- I think I fixed the guts upper so that you cant hit it your opponent six times with it in the corner.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: GTA on February 15, 2014, 11:02:54 am
Thanks for making Batsu.
Truly epic.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: Hyogo on February 15, 2014, 04:15:47 pm
I said I wouldn't leave any more feedback but fuck it.

-Still has weird resets in the air with Air Combo + Chaining mode (Recall thoughts from the deleted video)
-If timed correctly in Air Combo + Chaining mode, Quick jump -> Air LP -> Air MP -> Air MK -> Air HK -> Land -> Repeat is an infinite.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: Sir Lord Alpyne on February 15, 2014, 05:44:35 pm
i'm likin' what i'm seein' here my dude. i'm just gonna wait out tha update path tho, til it's run its course. good chizz.

Dope! I see why my boy Alpyne digs your style. Cuz I do too...

yup yup!!
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 07:13:20 pm
I said I wouldn't leave any more feedback but fuck it.

-Still has weird resets in the air with Air Combo + Chaining mode (Recall thoughts from the deleted video)
-If timed correctly in Air Combo + Chaining mode, Quick jump -> Air LP -> Air MP -> Air MK -> Air HK -> Land -> Repeat is an infinite.

(Recalls that I never said that I fixed that)

And like I said in the pm, your welcome to leave feedback as much as you want. I welcome it because I want to make the character play better

I just prefer it without all the other unnecessary "jokes" or "smart" comments.

That was a good video because you showed me something that I wasnt aware of, I just didnt like the mockish title of it.

Anyway moving along, I will check more back into him today to see about fixing that
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: davismaximus on February 15, 2014, 08:00:44 pm
great release you did a good job with this one,  noticed that for the backdash uses the same jumping sprite, maybe you could use this?
(http://i46.tinypic.com/zn626p.gif)

found on Daeron's thread

http://mugenguild.com/forum/topics/batsu-ichimonji-148018.20.html

I'm already aware he has this but I'm not as good as making other sprites match the palette. So I'll have to get help with adding those in. He has more stuff in there that I would like to add as well.

I could probably help with this.  Do you have the .act file with the armbands and such separated?
Title: Re: Batsu Ichimonji by R@CE AKIR@
Post by: ~Hale "R@CE" Caesar~ on February 15, 2014, 08:16:25 pm
great release you did a good job with this one,  noticed that for the backdash uses the same jumping sprite, maybe you could use this?
(http://i46.tinypic.com/zn626p.gif)

found on Daeron's thread

http://mugenguild.com/forum/topics/batsu-ichimonji-148018.20.html

I'm already aware he has this but I'm not as good as making other sprites match the palette. So I'll have to get help with adding those in. He has more stuff in there that I would like to add as well.

I could probably help with this.  Do you have the .act file with the armbands and such separated?

Check PM
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: Lord Kain on February 16, 2014, 03:28:34 am
yeah those sprites look really good it would really be a great addition  too the character, that blocking animation also looks nice and fluid too:
(http://i48.tinypic.com/2eb9wtd.gif)
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: ~Hale "R@CE" Caesar~ on February 19, 2014, 03:03:33 am
Will load update tomorrow guys
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: Lord Kain on February 19, 2014, 11:05:16 pm
Awesome news! Thanks R@ce!
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: ~Hale "R@CE" Caesar~ on February 21, 2014, 01:21:52 am
Batsu updated again 2/20/14
-Added Kyosuke to the Double Zenkai Kiai Dan LV3 super, so now there is a randomization of whether Kyosuke or Hinata will come out.
-Added Electricity Effects on Batsu, Hinata, and Kyosuke's charging animations
-Fixed Guts Upper Projectile Upper Projectile so that now it will fade away correctly no matter if hit or not by it
-Made it so that now Zenkai Kiai Dan & Max version are now cancellable on the ground. Which will now allow more set ups
-Adjuted FX size on the Super Ryuusei Kick supers
-Tweaked Damage Dampener. I think I am really comfortable as to how it is set now.
-Added Backdash animation that DavidMaximus helped convert over to fit in with my sprites.
-Fixed Blocking animation so that now the correct number are frames are there.
-Fixed the amount of power lvls it takes to do certain supers that I forgot to change in the CMD, but fixed it.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: Memo on February 21, 2014, 01:41:04 am
Im excited to try this out and see kyosuke in his lvl 3, I will after
Im done cooking my bacon, yummy.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: ~Hale "R@CE" Caesar~ on February 21, 2014, 01:45:38 am
Im excited to try this out and see kyosuke in his lvl 3, I will after
Im done cooking my bacon, yummy.

I'm glad that you are! Thanks Memo!

I kno others wanted me to include him plus I had already thought about doing it in the update anyway so there you guys go.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: Memo on February 21, 2014, 01:47:43 am
dude you should update your topic title it still says it was released the 15th
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/15/2014
Post by: Lord Kain on February 21, 2014, 01:54:16 am
Best Batsu ever! thank you sir!
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: ~Hale "R@CE" Caesar~ on February 21, 2014, 02:46:53 am
dude you should update your topic title it still says it was released the 15th

Thanks, now everyone that didnt pay attention to that knows I made a Boo-Boo

Memoooooooooooooooooooooooo! lol
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: Memo on February 21, 2014, 03:00:21 am
I thought, O.o! peeps might not know from the jump that this is an update
by looking at the date. 

Also i wanted to say, the electric F.X's you added to the
LvL3 are some of the THEE best ive seen
in mugen.  Did you make those's? there freaking
amazing, they look official, not  mugen at all dude.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: Taybear on February 21, 2014, 04:55:01 am
Pretty cool to see updates, finally have time to actually try this out, pretty stoked.


(First post still says 2/15/2014  ;D)

Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: ~Hale "R@CE" Caesar~ on February 21, 2014, 04:56:45 am
Batsu updated again 2/20/14 10:55 P.M. on my time

Had to make a quick update to fix batsu's damage on his Max Ichimonji Super move

It was doing more than 290 worth of damage. So please redownload

Sorry but i didnt catch that

      Posted: February 21, 2014, 04:59:30 am
Pretty cool to see updates, finally have time to actually try this out, pretty stoked.


(First post still says 2/15/2014  ;D)
Thanks! I'm glad your liking him so far buuuuuut......

Seriously..... I guess I should choke you too lol.... I'm not perfect, i mean everything else says it, even in the new post.

No need to keep pointing stuff like that out. Just PM in the future and let me kno ok?

     Posted: February 21, 2014, 05:03:04 am
First Post date is fixed  ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

-________________- hahaha
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: Luis Alejandro on February 22, 2014, 12:49:00 am
In custom mode his air projectile knocks the opponent up for a second instead of just hitting normally
Why do you have corner push on projectiles? This is extremely noticeable when you do lvl2 air fireball suprr and the last hits dont connect
Why does his air fire kick send the opponent fullscreen distance when otging
He has an infinite in the corner if you link standing medium kick after llmmhh> light/medium fireball
Lvl2 fireball super is still unbloclable when jumping
Same with his qcb 2p super
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: ~Hale "R@CE" Caesar~ on February 22, 2014, 02:04:36 am
In custom mode his air projectile knocks the opponent up for a second instead of just hitting normally
Why do you have corner push on projectiles? This is extremely noticeable when you do lvl2 air fireball suprr and the last hits dont connect
Why does his air fire kick send the opponent fullscreen distance when otging
He has an infinite in the corner if you link standing medium kick after llmmhh> light/medium fireball
Lvl2 fireball super is still unbloclable when jumping
Same with his qcb 2p super

-Corner push will be taken, off. Some how I thought it was better but i guess not.
-Air kick, that must have been another mistake that I did while updating him, i didnt meant that to be there
-Yeah, i need to see you do that combo on a opponent that actually fights back, not just a idle person in the corner getting beat up in the corner
-Lvl2 super fireball is fine, i just tested it on the training character and it blocks it just fine.
-Same with the other one. It blocks it just fine.

Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: Luis Alejandro on February 22, 2014, 02:16:01 am
Lol you can do it midscreen to corner, doesn't matter if the opponent is fighting back or not. Its simple because of the chaning then into an easy link. Ill upload a video when I'm able to. Currently afk
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: ~Hale "R@CE" Caesar~ on February 22, 2014, 02:51:05 am
Lol you can do it midscreen to corner, doesn't matter if the opponent is fighting back or not. Its simple because of the chaning then into an easy link. Ill upload a video when I'm able to. Currently afk

Yea show me

Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: Project.13 on February 23, 2014, 12:36:58 am
So far the only thing I've managed to notice is when you super cancel Zenkai Kiai-Dan into anything, the projectile will continue to hit during the superpause. Loving this Batsu.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: ~Hale "R@CE" Caesar~ on February 23, 2014, 01:17:19 am
So far the only thing I've managed to notice is when you super cancel Zenkai Kiai-Dan into anything, the projectile will continue to hit during the superpause. Loving this Batsu.

Thanks man, I'm glad your enjoying him. I thought it was supposed to do that. I dont think there is anything wrong with it in my opinion

If not, i do know how to fix it to where it can't
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/20/2014
Post by: Cybaster on February 23, 2014, 02:14:41 pm
Nice update !

The winquote with "(opponent)" in it is LOL though. If you can't display the opponent's name, don't put a "(opponent)" instead. ;P
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: ~Hale "R@CE" Caesar~ on February 23, 2014, 06:36:20 pm
Batsu Updated 2/23/14

- Fixed some issues with his combos with his Lvl2 Blazing Mikadzuki Kick super going into his Zenkai Kiai Den.

- Fixed somethin on his winquote that I left in there that wasnt supposed to be there

- Tweaked the dampner again.

- Fixed pausetime issues on the projectiles
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: Saikoro on February 23, 2014, 09:32:10 pm
You are really on top of your shit!! Thanks for keeping him up to date as I appreciate all of your tweaks and fixes. My daily Mugen downloads are adding up over here!! :mmhmm:
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: ~Hale "R@CE" Caesar~ on February 23, 2014, 09:41:28 pm
You are really on top of your shit!! Thanks for keeping him up to date as I appreciate all of your tweaks and fixes. My daily Mugen downloads are adding up over here!! :mmhmm:

Thanks man.. I'm tying to be good at fixing what I can...

I plan to make him in my R@CE STYLE Gameplay, like I did with my turtles....
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: Lord Kain on February 24, 2014, 12:38:33 am
sooooo.... you added a superjump?.... is there anyway that I could change that?....

ps: nevermind I got that, I totally forgot about the config file.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: ~Hale "R@CE" Caesar~ on February 24, 2014, 01:03:25 am
sooooo.... you added a superjump?.... is there anyway that I could change that?....

ps: nevermind I got that, I totally forgot about the config file.

Yea I forgot to turn that off by default, I'm uploading that fix now. Thanks Lord Kain for letting me know that

For others who dont know, he has a config file. Make sure you check it to configure things how you want it.

I just fixed it back to where he doesn't superjump or have air combos by default
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: Sir Lord Alpyne on February 24, 2014, 03:33:37 am
I plan to make him in my R@CE STYLE Gameplay, like I did with my turtles....

PHUKK. YES!!!!
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: yaret on February 24, 2014, 04:26:54 pm
The character doesn't have double special with Hinata, like rival school, could you  add him?
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: Memo on February 24, 2014, 05:48:28 pm
The character doesn't have double special with Hinata, like rival school, could you  add him?

It does,  it has it with hinata or kyosuke,  its batsus lvl 3 super
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: ~Hale "R@CE" Caesar~ on February 24, 2014, 05:59:36 pm
The character doesn't have double special with Hinata, like rival school, could you  add him?

Dude..... ReallY?... You obviously didnt even bother to look at his video on the first post...If you did you'd kno that he has that already

And now its time for my HUGE blank face......

------                                                                                  ------
 
 _________________________________________________ _________
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: Hephaistos31 on February 24, 2014, 06:04:08 pm
And now its time for my HUGE blank face......

------                                                                                  ------
 
 _________________________________________________ _________

Bombastic. :)
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: Luis Alejandro on February 28, 2014, 12:41:21 am
Quote
He has an infinite in the corner if you link standing medium kick after llmmhh> light/medium fireball
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: ~Hale "R@CE" Caesar~ on February 28, 2014, 02:04:47 am
Quote
He has an infinite in the corner if you link standing medium kick after llmmhh> light/medium fireball
[youtube]XdAsEnt102g[/youtube]

I see, but I wanted you to do it with someone who is fighting back....

Oh well, I'll just fix it by upping the ground corner push on that punch and kick

Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: yaret on February 28, 2014, 07:10:25 pm
Excuse me jeje I watched a video of your Batsu.xD and I didn't watch that spacial :) well it's ok jeje for now, great realease and really thanks for this:
; Chain Combos/Air Combos
[State 5900, Chain Combos/Air Combos]
type = VarSet
trigger1 = 1
v = 55
value = 2
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/23/2014
Post by: ShinZankuro on February 28, 2014, 07:17:21 pm
This batsu IS FUCKING SICK! Awesome work! KEEP IT UP or I'll kill you >=D [Just kidding XD]
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 3/5/2014
Post by: ~Hale "R@CE" Caesar~ on March 05, 2014, 07:21:03 pm
Batsu Updated 3/5/14

- Fixed and adjusted Guard damage on special and super moves because he wasnt taking either any at all or not much.

This batsu IS FUCKING SICK! Awesome work! KEEP IT UP or I'll kill you >=D [Just kidding XD]

Thanks, glad you like him
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 3/5/2014
Post by: Zer0degreez on March 16, 2014, 02:54:52 am
Idk if this was brung up but his Batsu Upper has alot of invincibility frames. idk if you are aware but i feel like it should be toned down some.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 3/5/2014
Post by: ~Hale "R@CE" Caesar~ on March 16, 2014, 03:10:02 am
Idk if this was brung up but his Batsu Upper has alot of invincibility frames. idk if you are aware but i feel like it should be toned down some.

I think it was brought up already. I will see what I can do. Probably just need to adjust something small
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 3/5/2014
Post by: Zer0degreez on March 16, 2014, 03:10:56 am
Ok as long as you know.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 3/15/2014
Post by: ~Hale "R@CE" Caesar~ on March 16, 2014, 05:05:11 am
Batsu Updated 3/15/14

Please redownload if you just did because I had to fix the coding on his palettes because I forgot to update it after I added more palettes.

- Tweaked not hit by on Batsu's Guts Upper and also added more palettes made by UltimateBiospark.


Ok as long as you know.

Yeah its a not hit by left in him that I had to tweak.

I meant to tweak it so that only 1 frame would be where he would not be hittable to give him an advantage but I have tweaked it
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 3/15/2014
Post by: Lord Kain on March 16, 2014, 07:47:03 am
Great! downloading!
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 6/12/2014
Post by: ~Hale "R@CE" Caesar~ on June 12, 2014, 07:30:40 pm
BATSU UPDATED 6/12/14
 
-Tweaked Cheap K.O. animation
-Did some tweaks
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 6/12/2014
Post by: yaret on June 12, 2014, 11:07:15 pm
has he  already his separate color palettes_?
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 6/12/2014
Post by: R565 on June 12, 2014, 11:09:16 pm
I think not but it should be incoming or I might be missing info.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 6/12/2014
Post by: ~Hale "R@CE" Caesar~ on June 12, 2014, 11:15:47 pm
has he  already his separate color palettes_?

I think not but it should be incoming or I might be missing info.

Its coming but I have to get more palettes for him done and also tweak somethings.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 6/12/2014
Post by: yaret on June 12, 2014, 11:21:28 pm
I just want one of them.xD red and black :)
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/14/14
Post by: ~Hale "R@CE" Caesar~ on July 15, 2014, 12:55:01 am
BATSU UPDATED 7/14/14

-Fixed Turns Intro so that it plays the right way
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/14/14
Post by: Sir Lord Alpyne on July 15, 2014, 02:28:14 am
i'm not sweatin' ya to rush it out or nothin', just wanted you to know that i highly anticipate tha moment when Batsu goes 45, it'll be an awesome day indeed. besides that chizz tho, keep up tha good work my dude, your grindage truly shows in your work. glad i ran into ya, lol.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/14/14
Post by: senorfro on July 15, 2014, 04:18:06 am
- Batsu's hitbox for Zenkai Kiai Dan and Super Guts Upper, I think are too big.

- The pillar for Super Guts Upper stays out longer then it should if it hits late.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/14/14
Post by: ~Hale "R@CE" Caesar~ on July 15, 2014, 05:03:55 am
- Batsu's hitbox for Zenkai Kiai Dan and Super Guts Upper, I think are too big.

- The pillar for Super Guts Upper stays out longer then it should if it hits late.

I'm not trying to be rude so please don't take it like that at all when you read this

-You already gave me this feedback thru pm. No need to post it again. When I make adjustments or fixes I will list it if I fixed it

-I like the hitboxes like they are for my own reasons

-That is somethin I'm trying to resolve
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/14/14
Post by: senorfro on July 15, 2014, 05:48:53 am
My apologies, but when you updated it and I got no response from the PM, I assumed that you never saw it, so I posted it as such.

- I can't say I understand your reasons for wanting big hitboxes, and not making them more precise, but they are your reasons.

- Maybe look at DivineWolf's Mai or JMorphman's Joe and see what they did with their pillar supers
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/14/14
Post by: ~Hale "R@CE" Caesar~ on July 15, 2014, 05:51:37 am
My apologies, but when you updated it and I got no response from the PM, I assumed that you never saw it, so I posted it as such.

- I can't say I understand your reasons for wanting big hitboxes, and not making them more precise, but they are your reasons.

- Maybe look at DivineWolf's Mai or JMorphman's Joe and see what they did with their pillar supers

- Sorry you can't understand it, but I do, so I think I'll leave them as is.

-Will do
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/15/14
Post by: ~Hale "R@CE" Caesar~ on July 15, 2014, 06:04:02 am
BATSU UPDATED 7/15/14

-Tweaked Cheap K.O. animation
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/15/14
Post by: Odb718 on July 16, 2014, 10:39:37 pm
Just played Batsu a bit. Fantastic character ~Hale "R@CE" Caesar~

One thing I've noticed is your intros have hitboxes. Ive seen some semi-broken, but still playable chars be able to attack durring intros.
If the animation is used for taunts, maybe double the anim. One with boxes, one without. Intro 191 and Taunt 195 are very similar so idk.

Stand Medium Punch 210 leaves a giant air pocket where Batsu can be crossed up very easily for 12 frames.
Same for his Ultra, Zenkai Kiai Dan 3000. 36 frames, P2 should have to tag him, not the air. I know you like your hitboxes as is, but it's just something to think about.

I personally dont like throw attempts that have no open time when they wiff. I like how you have Batsu miss and is open for attack.

I do agree with Infinite Crisis about state 1000/specials. The light, medium, and fierce all use the same anim, so there's no benefit/risk trade off. The light should be a lot less open than the fierce. Medium should be the middle ground.

I love this character. He's got a permanent spot on the list.

 
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/15/14
Post by: ~Hale "R@CE" Caesar~ on July 17, 2014, 06:28:43 am
Thanks for the feedback man.

I actually havent took the time to update certain things in Batsu like for the start up times on specials and such. As my newer character I didnt make this same mistake but I will go back and fix that.


I was being lazy with the intro so I see what you mean about the hit boxes as Batsu was my second character in this style of gameplay so I'm sure things like that would be in him. I will make a note to fix that as well

Anyway thanks man, I'm glad you liked him
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/15/14
Post by: Odb718 on July 18, 2014, 02:17:52 am
Like? No, no, no. I love this character. If there's going to be an update in the future, the ONLY thing I'd really like to see is the Rival Schools dash attacks. Other than that this character is near perfect.
The dash attacks would be the flying death kick, the slide kick, and the shoulder. I keep expecting them to come out when I'm running. My friends are anxious to test this guy out. The 15th, we had a mugen battle. That night we were talking about finding a GOOD Batsu. I had to post on FB when I got it.

I'm not the best spriter, but if you think you'd like the dash attacks and need someone to chop some frames together let me know. I'm not familiar with where the sprites are from. I dont want to step on anyone's toes.
Title: Re: Batsu Ichimonji by R@CE AKIR@ Updated 7/15/14
Post by: Speedpreacher on July 18, 2014, 02:25:09 am
You can always donate them to the Spritesheet Expansion thread if R@CE doesn't want to use them.