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Messages by benimarucollider

    

Re: CVS2 Robert

 February 19, 2013, 04:00:32 pm View in topic context
 Posted by benimarucollider  in CVS2 Robert UPDATED 2-08-2014 (Started by DGO February 08, 2013, 04:30:13 am
 Board: Your Releases, older Mugen

    

Re: CVS2 Robert

 February 19, 2013, 11:02:53 am View in topic context
 Posted by benimarucollider  in CVS2 Robert UPDATED 2-08-2014 (Started by DGO February 08, 2013, 04:30:13 am
 Board: Your Releases, older Mugen

Great. Now upload him somewhere that isn't 4shared.

Seriously, fuck those guys. I am not giving them my fucking e-mail just so I can download shit.
    

Re: CVS2 Robert

 February 18, 2013, 04:31:31 pm View in topic context
 Posted by benimarucollider  in CVS2 Robert UPDATED 2-08-2014 (Started by DGO February 08, 2013, 04:30:13 am
 Board: Your Releases, older Mugen

Awesome job.  Just a few things are a bit off, though:

 - HP grab does more damage than HK grab, despite the start-up times being accurate to CvS2 (3-frame for HP, 5-frame for HK), which means the HP is faster and does more damage (and on top of that, you get way better oki), while the HK grab is slower and weaker

 - close HP is not cancelable, despite using the animation of a move that is cancelable in source

 - ditto for standing HK and crouching HP

 - crouching HP does less damage than a medium attack; should do heavy damage, at least on the first set of active frames (49 is acceptable for when he fully extends his arm)

 - crouching LK should be repeatable, not close LK (seems as though the character follows CvS2 Ryo's canceling rules, except for crouching HP which is not cancelable while Ryo's was)

 - fwd+MK is supposed to be an overhead and +1 frame on hit, so you might have to adjust the trajectory and/or animation timing

Other than that, really nice job. I like the normal attack layout; makes good sense. I do wish there was an edit of Rob's 2002 jump CD animation to have his NGBC outfit, though, because it would make a nice vertical jumping HK animation. If there is, I heartily recommend implementing this idea.

Keep up the good work!
    

Re: Heavyarms released, All other Gundams updated, Condor (1/21/13)

 January 24, 2013, 02:08:03 pm View in topic context
 Posted by benimarucollider  in All Gundams updated(1/24/13), Condor (1/21/13) (Started by Kamekaze January 21, 2013, 11:18:36 pm
 Board: Your Releases, Mugen 1.0 +

Okay, I can see that a great deal of effort went into this. However (as usual), you missed a lot of important details.

In source:

 - Grabs play a sound when you connect with them (even Heavyarms' special grab)

 - Repeatable normals are whiff cancelable into specials/supers/boosts/blockdashes and do less damage every time you repeat them

 - Non-repeatable normals are not cancelable into anything (even other normals) except boosts/blockdashes/supers unless they hit clean

 - Weapon attacks deal block damage (makes sense, there aren't that many specials that don't require meter and they tend to suck, plus, you can't cancel them into one another on block, so the most block damage you can get without using meter is three hits' worth)

 - Boosts and supers (but not blockdashes) are usable as guard cancels

 - Deathscythe's dashes are like JoJo's dodges (IE, no grab invulnerability, but no fully vulnerable recovery period, either) except for the ability to cancel the forward one at any time

 - Heavyarms' jumping weak weapon normal hits LOW (his combo damage sucks, so 50/50 high/low mixup on knockdown isn't too broken)

 - You DO recover from non-knockdown normals when hit out of the air after some time (the hitstun is just really long)

On a character related note, you need to make Deathscythe's EX projectile a launcher or knockdown on the last hit and remove the teleport on hit. Source accuracy should NEVER be an excuse for LOL easy-mode infinites like this character's (cr. X>cr. A>s. B>qcf+Y/B)xn nonsense.

Also, starting with FULL power is absolute BULLSHIT. I don't fucking care if it's soruce accurate, you get rid of that shit NOW. Sepp was kind enough not to make his otherwise accurate-to-SFA3 Adon start with 100% gauge even though you do so in source, and that game doesn't give you power back for connecting with a super, let alone enough to do ANOTHER if it hit clean. Also, 9 was kind enough to leave out the movement options before the round starts even though it's source accurate.

On the other hand, I would like to see the 1-hit juggles after certain grabs. You could easily do this by giving all your characters juggle limit of 1, separating the thrown custom state into falling and bouncing/liedown states and giving every attack besides the grabs a fall.recover value of 0, and a juggle value of ifelse(p2stateno=*the custom falling state*,0,1)

Your site also has problems; I had to enter the URL manually for Deathscythe and Shenlong because the links just don't appear for me on your site. The link for Wing extends into Deathscythe's pic.

All in all though, good try. I look forward to your next update of the characters.
    

Re: Kazu, Fangore released, Giygas and Kaf Ka updated

 January 23, 2013, 10:00:33 am View in topic context
 Posted by benimarucollider  in Kazu, Fangore released, Giygas and Kaf Ka updated (Started by The_None December 23, 2012, 08:59:32 pm
 Board: Your Releases, older Mugen

How do you pull out the arrows you get shot by in the shooting minigame?
    

Re: Ares (Jin Kisaragi Modified) Updated (Jan. 6, 2013)

 January 21, 2013, 09:54:06 am View in topic context
 Posted by benimarucollider  in Ares (Jin Kisaragi Modified) Updated (Jan. 6, 2013) (Started by Seraphs Ares December 26, 2012, 12:31:15 am
 Board: Your Releases, older Mugen

Is the other character in the screenshot something you're working on?
    

Re: Psychopath Kyo

 January 21, 2012, 08:58:48 pm View in topic context
 Posted by benimarucollider  in Psychopath Kyo (Started by DrKelexo January 17, 2012, 06:56:53 pm
 Board: Your Releases, Mugen 1.0 +

Wow. This is so good, I'm actually going to give feedback. Basically, everything about this character is totally awesome as usual, but I have a few suggestions.

First of all, his jumping B sucks. Might I recommend changing the animation to one of Kyo's jumping strong attacks? I would even use the jumping C one, because another suggestion I have is to change the animation of his air grab to the current animation of jumping B, because using the animation of a commonly used jump-in ATTACK for an air GRAB, which will quickly and safely whiff, is just pure EVIL.

I mean FUCK, talk about fucking MINDGAEMS, man! You can short jump in with something that looks like an attack, which they would have to block standing; then, before they can POSSIBLY realize what's REALLY going on, you can hit them low or grab them! And if they just attack you on reaction to a short jump in, you can just use an actual ATTACK instead!

Anyway, the next thing I would suggest is to switch the commands for his 88 Shiki and his KOF crouching C, because you can't chain either one into the other anyway, so rather than having the potential to confuse people, it would make more sense, because people are used to the 88 Shiki being a command normal performed with the DF/3 direction. It is also easier to cancel a normal crouching C into his Oniyaki thanks to the input you gave it (clever reference to the source gameplay mechanics AND convenient, I must say).

*UPDATE*
One more thing: because you're already using his Naraku Otoshi (the double hammer fist smash) animation for a jumping normal (which makes sense), you might want to change the attacking animation of his air grab to his KOF jump CD, if only because that move is fucking awesome (it would also make slightly more sense given the trajectory of the opponent when they are hit).
*END UPDATE*

So, aside from being pretty easy to combo with to a surprising degree, as others have said, that's all I have to say. Thanks a TON for this totally AWESOME release! No kidding.
    

Re: Ingrid

 December 19, 2011, 12:04:34 am View in topic context
 Posted by benimarucollider  in Ingrid (Started by CrazyKyubey December 04, 2011, 06:43:18 am
 Board: Your Releases, Mugen 1.0 +

I know A3 well enough to tell you that you're wrong. This character can throw out grab attempts about twice as fast as you can in A3. And YES I was playing on turbo.

    

Re: Ingrid

 December 18, 2011, 05:40:09 pm View in topic context
 Posted by benimarucollider  in Ingrid (Started by CrazyKyubey December 04, 2011, 06:43:18 am
 Board: Your Releases, Mugen 1.0 +

Hey! It's me again. I like this character, but I think a thing or two didn't turn out quite like you wanted them to.

Your readme implies (with the statement, "Sunbright can be canceled into special or super attacks if you combo into it") that you can chain cancel into it from normal attacks. However, this is not the case. You can only combo into Sunbright with your Ingrid by throwing out a Sun Shot at a cornered opponent, walking forward, and hitting them with Sunbright just after the Sun Shot hits them, and that sure as hell doesn't allow her to cancel from it with a special or super.

Also, as was stated earlier, is Sunbright really supposed to do such shitty damage? 13 is only 1.3%. That's crap for a move that takes so damn long to come out and isn't even really safe on hit.

Actually, I have some more important info on character-making: whiffed grab attempts should take quite a while to recover from, and if one grab is more powerful than the other, it should be slower to come out. This is so that jumping to escape one also allows you to punish it in most cases. Being able to SPAM them is bullshit. No existing fighting game allows you to do that, and for good reason.
    

Re: Weiβ released, Petra and Zenia by Bey updated 10/07/11

 October 16, 2011, 02:31:40 am View in topic context
 Posted by benimarucollider  in Weiβ released, Petra and Zenia by Bey updated 10/07/11 (Started by Phantom Blood October 10, 2011, 05:50:52 pm
 Board: Found Releases

I can't believe this argument is still going. You're ALL wrong.

THIS is how you prevent black beat, invalid, or otherwise ILLEGITIMATE juggles when your character can't air recover, taking the example of the Japanese (even GDT does this):

(somewhere in statedef 5050, which defines falling)

[State 5050, some number or description/whatever]
type = nothitby
value = SCA
triggerall = vel y > -1 (this is the standard "fall recovery threshold" which most characters respect)
trigger1 = canrecover

This ONLY works on ILLEGITIMATE juggles. Any juggles that legitimately COMBO from the previous hit cannot be avoided with this. This doesn't affect people who are simply being hit into or out of the air, without entering the fall state to begin with. This is NOT a broken mechanic. It just puts the pressure on old-fashioned character makers to properly code their knockdown attacks, and it might give you a pretty serious edge over characters that have tech-trap bullshit, though. I would seriously recommend this coding if you don't want to code a custom air recovery state for your character, because the default air recovery system really does suck. On the other hand, I would like to point out that if you ARE going to code custom air recovery into your character, you should probably be aware of exactly how it works in the character's source game. Just as an example, most air recovery states in real fighting games are vulnerable to grabs.

Now, about air blocking: IT IS HARD CODED INTO MUGEN for a GOOD REASON. Elecbyte intended for it to be UNIVERSAL, and for individual ATTACKS to define whether or not they can be air-blocked (this is also how air blocking works in any fighting game that has it, even Marvel, where every attack is air blockable EXCEPT AIR GRABS). There is no excuse for removing it, other than the inclusion of a (perhaps better?) defensive mechanic that works in the air, such as parrying, shielding, just defense, or faultless defense. If your character doesn't have anything like that, THEY NEED TO BE ABLE TO AIR BLOCK. END OF DISCUSSION. I DON'T CARE IF IT LOOKS STUPID DUE TO LACK OF SPRITES. IT SHOULDN'T UNLESS THE CHARACTER HAS WEIRD CROUCH-BLOCKING SPRITES. IF SO, FUCKING MAKE SOME OR REQUEST THEIR CREATION.

Now, about the character:

Wow. Bey is really stupid. Grabs do not work that way. Look at the hitbox of any real 2D fighting game's grabs and they TOUCH THE FLOOR. You should NEVER be able to avoid grabs with COLLISION-based invulnerability, or by DUCKING (if you're short enough). That is FUCKING RETARDED.

To make matters worse, he codes many attacks so that they send the opponent to a fall state, but do not have any fall recovery times set (SOME do, but with such a juggle-heavy combo system, they ALL should), and others so that they just simply can't be recovered from at all. It's just lazy and inconsistent.

But the icing on the cake is Weiss's anti-airs. THE FLYING HITS ARE AIR UNBLOCKABLE (even in the super version and the MID-AIR version). This means that the attacks are ONLY fair if you have that anti-bullshit-juggle system described above, because if you just air recover, you have to have some kind of air attack with godlike priority, or some other means of air defense (like parrying, shielding, faultless defense, or just defense) to avoid being hit by it again, which not every character has, and you REALLY can't expect every character to have them. And if you DON'T air recover, she can just keep doing the damn move ad infinitum.

Oh, and she doesn't have any real damage dampening. Although I saw some stuff in her coding that looked like it was supposed to be damage dampening, her combo damage says otherwise, so it must simply not work. I did a SEVEN hit combo and not a single hit did any less than full damage. Because of this, her attacks are quite weak UNLESS YOU DO COMBOS.

Well, I hope this was worth SOMEONE's time, at least.
    

Re: All Melty Blood Characters Updated

 September 18, 2011, 12:59:03 am View in topic context
 Posted by benimarucollider  in All Melty Blood Characters Patched (Started by Rajaa September 13, 2011, 01:20:37 am
 Board: Your Releases, Mugen 1.0 +

Oh, I found another infinite, myself (although it might possibly be corner-only; it's hard to do): (QCB+LP>short hop forward, j.HK, s.LP>s.HP) repeat. Can replace HP with cr. MK if they block it to make it harder to block.

You might want to slow down her j. HK just a bit, or give the short hop just a few frames of landing recovery like in CvS2. Actually, I'd recommend doing both, because her j. HK is WAY too fast. Seriously? It comes out in only FOUR frames? Her jumping HP takes more than 3 times as long to come out even if you don't charge it! PLUS it can cross up. That thing really does need a serious nerf.

By the way, another normal of hers that I think needs nerfing is cr. MK. It has far too much frame advantage for a normal that moves her forward so much and doesn't hit them back very hard. As a result, she can link it into itself once outside the corner, and up to FOUR times in the corner, and THEN link into a standing MK. Or you could link just three, then do LP>HP for even MORE damage. This is too much.
    

Re: All Melty Blood Characters Updated

 September 18, 2011, 12:14:41 am View in topic context
 Posted by benimarucollider  in All Melty Blood Characters Patched (Started by Rajaa September 13, 2011, 01:20:37 am
 Board: Your Releases, Mugen 1.0 +

Then you simply haven't discovered it yet. Seriously, go into training mode with a human-controlled dummy, turn on the CLSN display, pick any character with an OTG, and any opponent. Hit your opponent with an OTG, then mash directional inputs on the p2 side. Pause. You will see MUTEKI on p2's cyan collision boxes, indicating invincibility.

EDIT: Okay, while this OTG infinite prevention system DOES exist, I have since discovered that it doesn't apply to Satsuki's infinite because the HP Arm Chaser puts the opponent in a custom state. Sorry.

    

Re: All Melty Blood Characters Updated

 September 17, 2011, 11:56:37 pm View in topic context
 Posted by benimarucollider  in All Melty Blood Characters Patched (Started by Rajaa September 13, 2011, 01:20:37 am
 Board: Your Releases, Mugen 1.0 +

- Since Satsuki's h.P Arm Chasing can slam people into the ground and then OTG with anything, I found that OTG m.K into h.P Arm Chasing can be done over and over again and the opponent can't tech out of it.

Just one problem with that... MUGEN has a built-in system that limits you to only 1 LEGIT OTG per combo. Once you are hit by an OTG, the next time you are knocked down by anything that combos, directly or indirectly from that OTG, you can make yourself completely invincible by hitting any directional input as you bounce off the ground, and it's very easy to mash directional inputs no matter what type of input you're using so that you become invincible before the opponent can possibly OTG you a second time.
    

Re: Jin Kazama by SeanAltly (w/sprites by CVSNB) (Updated 9/5!!!)

 September 16, 2011, 10:55:36 pm View in topic context
 Posted by benimarucollider  in Jin Kazama by SeanAltly (w/sprites by CVSNB) (Updated 9/5!!!) (Started by Sean Altly September 05, 2011, 01:09:26 am
 Board: Your Releases, older Mugen

Thank you. Just... thank you. Words cannot express how grateful I am to you for accepting my apology. I was so scared that you wouldn't believe me, and that we'd just end up falling apart.

Well, I didn't mean to be so arrogant, either. Silly me. ::)

Alright, then. Looking forward to the next update, and to the release of your other WIPs, especially Mr. X, since I always did like his main base in 3S. MMMMMMMMH!
    

Re: Jin Kazama by SeanAltly (w/sprites by CVSNB) (Updated 9/5!!!)

 September 16, 2011, 06:01:59 pm View in topic context
 Posted by benimarucollider  in Jin Kazama by SeanAltly (w/sprites by CVSNB) (Updated 9/5!!!) (Started by Sean Altly September 05, 2011, 01:09:26 am
 Board: Your Releases, older Mugen

I did NOT say that you should stop creating because you're not Daigo or Justin Wong. Plus, I am not that surprised that you're actually pretty good at fighting games. I suspected that my timing was just that good.

You have misinterpreted my words again. I don't even know what to think at this point. All I know is that I'm sick of being misunderstood, because I feel like I've been misunderstood for my whole life, after you accused me of insulting your ability to play fighting games.

I am not criticizing your ability to play fighting games (and I apologize again for doing so in my first post), and I'm not criticizing your ability to code. On top of this, I finally understand now how pushy and rude the end of my first post was, and I really am sorry.

Now can we stop fighting? PLEASE?!
    

Re: Jin Kazama by SeanAltly (w/sprites by CVSNB) (Updated 9/5!!!)

 September 16, 2011, 03:31:03 pm View in topic context
 Posted by benimarucollider  in Jin Kazama by SeanAltly (w/sprites by CVSNB) (Updated 9/5!!!) (Started by Sean Altly September 05, 2011, 01:09:26 am
 Board: Your Releases, older Mugen

Oh, I didn't feel like reading TEN PAGES of comments before giving my feedback, so I reported something someone else already did and that you planned to fix anyway. BIG DEAL. You could have told me in a civil manner that it was already reported and kindly reminded me to read the whole character release thread next time I want to give feedback, since, in retrospect, it was a bit careless of me not to do so.

But you took SO much offense to the comment about you "slipping" and about not leaving this to your beta testers that I simply cannot overlook it. I only criticized your testing ability because not being able to replicate such an easy infinite shows me that your timing is probably not good enough to actually play fighting games well, and I thought you might have improved your ability to play fighting games along with your ability to code MUGEN characters. I guess it's unreasonable of me to expect tournament-level fighting game skill from character authors who know MUGEN code well enough, because, as you said, that's what beta testers are there for, which is good teamwork. Very well; I suppose I could behave differently the next time I see a problem like this in your work.

You severely overreacted, calling me names when I was trying my hardest to be civil, and insulting me for being what you perceived as being arrogant because I didn't go into great detail about why I expected you to catch that infinite. And if I had gone into detail about it, you would have found THAT insulting, would you have not? By the way, I know I already did go into detail about it just now, and I apologize, but it was necessary to explain. I might even be wrong about your timing; maybe mine's just that good.

I did NOT mean ANY offense by my post, not in the slightest. I was TOO just trying to help. Please understand this; I believe I've explained it well enough.
    

Re: Jin Kazama by SeanAltly (w/sprites by CVSNB) (Updated 9/5!!!)

 September 16, 2011, 10:49:01 am View in topic context
 Posted by benimarucollider  in Jin Kazama by SeanAltly (w/sprites by CVSNB) (Updated 9/5!!!) (Started by Sean Altly September 05, 2011, 01:09:26 am
 Board: Your Releases, older Mugen

Okay, I finally decided to try this guy out, and... his QCF+HP move has too much frame advantage. It gives him an infinite (not even corner-only) consisting of LP>HP/HK/whatever/practically any combination of strong normals>QCF+HP, repeat. Very damaging as it only needs one light attack, and all the rest of the infinite's components are strong.

Seriously, now, this is the sort of thing you should NOT be leaving to your beta-testers, or early normal testers of your releases, man. You're slipping. This is REALLY bad.

Also, DP+LP takes far few too juggle points for something that allows you to juggle with anything afterwards, even another DP+LP. Or another 5-6 of them.

Didn't bother to test him further after finding this stuff. Fix him, then I'll give you my final verdict.
    

Re: Murakumo by Mikita released 09/04/11

 September 07, 2011, 04:39:48 am View in topic context
 Posted by benimarucollider  in Murakumo by Mikita released 09/04/11 (Started by Phantom Blood September 04, 2011, 06:26:24 pm
 Board: Found Releases

Cool, but where did you get that Shuu?
    

Re: Kyo and Ken updated

 September 07, 2011, 03:11:06 am View in topic context
 Posted by benimarucollider  in Joe, Kyo, and Ken updated (09/05/11) (Started by Jmorphman August 27, 2011, 03:02:55 am
 Board: Your Releases, Mugen 1.0 +

The problem I have with the air recoverable Hadouken is that it's inconsistent. Consistency is good, as it makes the character easier to figure out on one's own, since you'll have less reason to test for oddities/exceptions. How many people are going to be able to remember this one little exception to the common fighting game rule of knockdowns being techable only on the ground? And if you're going to let this slide, what next?

I see that since the time of starting this post you've decided to update the Oniyaki. Good.

About the grabs, though: if you're going to defend the start-up time with "they're sfa3 based", they need to be slower to recover and equally damaging (except for holds) like in that game.

I seriously hope you will consider this.
    

Re: Kyo and Ken updated

 September 03, 2011, 06:39:14 am View in topic context
 Posted by benimarucollider  in Joe, Kyo, and Ken updated (09/05/11) (Started by Jmorphman August 27, 2011, 03:02:55 am
 Board: Your Releases, Mugen 1.0 +

You can air recover if you are hit by this Ken's Hadouken while in the air. Other than that, nice Ken.

Kyo, however, still has some silly things about him that I think you should fix.

First of all, there is no reason to make his HP Oniyaki hit only once just because the opponent is technically airborne, especially with even recent KOF games using the CvS2 rule of the first hit of HP Oniyaki practically guaranteeing that the second hit will connect.

Secondly, his close HK should have only a 4 frame startup while crouching HP should have a 5 or 6 frame start-up, as both attacks are cancelable, but crouching HP has better range.

Actually, there are also three general system-related issues I have.

 - Both grabs WAY too safe if they miss

 - There is practically no reason to use the 2P ones because the 2K ones are invariably more damaging, usually offer better oki, BUT in CvS2, the invariably more damaging HK grabs CAME OUT SLOWER. 3 frames slower, to be precise. HP grabs had a 2-frame startup while HK grabs had a 5-frame startup. Aside from the fact that your characters are CvS2-based, this made perfect sense and is necessary to balance your 2K grabs

 - Your holds are seriously fucked up, and give your AI yet another way to CHEAT. The best that my pitiful human effort is capable of adding/subtracting to their damage is by only TWO hits. Meanwhile, your AI is capable of adding TWICE that amount of hits to the hold. The AI should only be able to extend them by 1 or 2 hits, while the PLAYER should be able to extend them by about 4.

I would be most grateful if you would fix any of these grab-related problems. Just so you know, I'm not going to hate you if you don't. I just thought I'd let you know how I suffer 5 out of every 10 times your stupid AI grabs me. Or SPAMS grab attempts as I get up AND SUCCEEDS. And how boring it is to have one grab CLEARLY better than the other, making the other grab practically useless.

Anyway, I still appreciate your work, despite its flaws. Keep up the good work.