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Messages by benimarucollider

    

Re: Ken Rereleased

 August 27, 2011, 12:38:35 am View in topic context
 Posted by benimarucollider  in Ken Rereleased (Started by Lost_Avenger August 24, 2011, 02:02:49 am
 Board: Your Releases, Mugen 1.0 +

Does modifying posts make them "like new" again, like you just posted them, so they show up on the board as newer, more recent posts? If not, that's why I triple posted; to make sure you saw each additional piece of feedback as soon as possible. If so, however, I'll keep this in mind.

So, about the guard breaking thing: if you supercancel a Hadouken into Shoryureppa when close enough for the first hit of Shoryureppa to combo from the Hadouken, the Shoryureppa will hit even if the opponent was BLOCKING the Hadouken. Basically, despite being in blockstun, the Shoryureppa will hit ANYWAY, making it unblockable AND un-dodgeable (unless you can cancel your guard with something INVINCIBLE; an ability that not every character has).

About the air recovery, I don't know what you're talking about. You obviously modified how it works from the default MUGEN air recovery, and I like it. It seems inspired by GG/MB (I don't know why I initially thought it was more like SFA3), but less extreme. I don't like how MUGEN's default air recovery works, either; shit sux. Better than nothing, though.
    

Re: Ken Rereleased

 August 26, 2011, 03:55:08 pm View in topic context
 Posted by benimarucollider  in Ken Rereleased (Started by Lost_Avenger August 24, 2011, 02:02:49 am
 Board: Your Releases, Mugen 1.0 +

Okay, thanks for the parry fix, but sorry about the misunderstanding about air recovery. I could have sworn I was doing it right on an attack that should be air recoverable.

Oh, one more thing: Tatsumaki is an infinite by itself in the corner. It seems to be a one-frame link, but it's possible, so if you just make the start-up one frame slower, it should prevent the infinite. Either that, or tweak the falling velocity so that Ken lands 1 frame later.



AND, the first hit of his Shoryureppa breaks the opponent's guard when supercanceled from a Hadouken. Pretty messed up, huh?

Seriously, though, I don't expect to find any more critical flaws, so if you just fix these two things, we will have TWO perfect Kens in mugen.

Also, I like how your air recovery works. Inspired by SFA3 I presume?
    

Re: Ken Rereleased

 August 25, 2011, 10:25:13 pm View in topic context
 Posted by benimarucollider  in Ken Rereleased (Started by Lost_Avenger August 24, 2011, 02:02:49 am
 Board: Your Releases, Mugen 1.0 +

This is really good, but...

 - Parry is NOT supposed to regain life. Seriously, that's bullshit.

 - If you're not going to allow him to air recover, you need to defend him from illegitimate juggles (juggles you could have avoided if you had air recovery). Copy and paste this block of code into the fall state:

[State 5050, juggle defense/whatever]
type = NotHitBy
value = SCA
triggerall = vel y > -1
trigger1 = CanRecover

This will prevent him from being hit by juggles that other characters have to air recover to avoid, making him play as he should while preventing him from being super-handicapped versus characters that can JUGGLE YOU FOREVER if you have no air recovery. GDT does this with his ST work; I would strongly suggest that you do the same.

As I said before, though, this is a very good character otherwise. Good job.
    

Re: Shiki Tohno

 June 30, 2011, 11:04:19 am View in topic context
 Posted by benimarucollider  in Shiki Tohno (Started by Rajaa June 22, 2011, 09:25:38 pm
 Board: Your Releases, Mugen 1.0 +

This is great, but there's something you should know about fall recovery times. They count down during hitpauses, so if an attack has a hitpause of 12 and a fall.recovertime value of 30, it's only untechable for 18 frames of actual moving gameplay. Sound familiar? It should, because you gave those two properties to your fwd+HP move, yet the move takes 24 frames to recover, and it's not cancelable OR jump-cancelable, so it technically has frame disadvantage on hit. Why isn't it jump-cancelable anyway? It really looks like it should be, if you're going to give your character other jump cancels. You said yourself (so I assume you would know) that it's jump cancelable in source, and from the looks of it, it's probably even high jump-cancelable. If you really don't want the move to be jump-cancelable, then fix the recovery time.

Other than that, pretty nice.
    

Re: Blaze released, Leona and King updated

 May 24, 2011, 08:43:41 pm View in topic context

- The Instant Kill activation command, "c", is completely unsafe and has no effects. I would suggest imitating source game here (stop the match while it's triggering and use the blackout and that red thing effect).

Dude, if IK activation stopped the match, the IK WOULD be broken. That's why they DON'T stop the match and ARE totally unsafe. I know my Guilty Gear. It only makes sense anyway.
    

Re: Beta Mai / Updated Iori

 May 24, 2011, 06:50:26 pm View in topic context
 Posted by benimarucollider  in Mai Released / Updated Iori and God Rugal (Started by Hero May 23, 2011, 10:15:03 pm
 Board: Your Releases, Mugen 1.0 +

NICE job fixing Iori, and once again, you've seriously humbled yourself by calling this Mai a beta. The only thing I can say is even a little off is that the Hana Arashi move always fully connected if the first hit was successful in KOF. I know she's a custom/CvS-styled Mai, but that move was only in KOF, so its properties from that game should be respected. Basically, the hitbox on the last part of the move needs to be a little taller.

On a more general note, I suppose I could say that your grabs still need a little tweaking. A little more recovery time would make sense, as well as a little more startup on whichever grab is more damaging. The hard kick grabs in CvS2 actually took five frames to come out, since they were all more damaging than the hard punch grabs (except for Sagat's stupid knee kick hold which could easily be escaped before doing even as much damage as his actual throw).

*EDIT*

Sorry, your Mai has COMPLETELY invincible rolls. Like, you can't even grab her. I'm going to give you a little info on Hitby and Nothitby controllers: If you actually type in SCA as the first value for a Nothitby, it ignores any following parameters and just assumes you want EVERYTHING to not hit the character. In order to get a Nothitby to work properly with SCA as that value, you have to NOT put anything there except a comma. You have to do the exact opposite with Hitby controllers (always type in SCA if you want it, NEVER omit it), or THEY will assume you don't want ANYTHING to hit the character.

You should only be using Hitby controllers with Rolls/Dodges, anyway. Less coding. Just use SCA, AT as the value.

Actually, there is one more thing I should mention. Rolls in both KOF and CvS always had a fully vunerable period at the end. It should be at least 2 frames, if not more, so the trigger should be time = 0 and the time parameter should be at least 2 frames less than the duration of the animation.

Example:

[State 910, hb]
type=hitby
trigger1= time = 0
value=SCA,AT
time=24

Other than that, nice job. Keep up the good work.
    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - (Updated 05/10/11)

 May 11, 2011, 09:27:04 am View in topic context

Okay, cool, but I noticed another problem: he lacks clsn2 during the last 13-ish frames of recovery on his Archie Flamethrower. Also, is he supposed to be able to jump cancel his launcher on block? Speaking of which, I just now remembered after all this testing that the first thing I noticed about it is that you absolutely cannot tech it unless you jump very high and land on it when it's fully extended. Still using too high of a fall.recovertime, I see. You know, you can test these by making a character of your choosing tech automatically whenever possible as soon as it is, by commenting out the line "trigger1 = command = recovery" and changing the triggerall in "triggerall = canrecover" to trigger1. I'll still suggest that you use the old value of 50, since I have another couple of suggestions for your characters in general:

Now that they are 1.0 only, they wouldn't need fall recover times on any attacks besides those you actually want to cause falls if you added the line "forcenofall = 1" to every one of them. This may be tedious, and you'd still have to give the air heavy normals long fall recover times PLUS make them knock down air opponents (add the line "air.fall = 1"), but it would make your characters more fun to combo with. A skilled player with good timing (like me) could continue air combos with ground combos, which is currently limited by the ability of some opponents to quickly air recover from attacks with no fall recover times such as your ground normals. It wouldn't break the characters because the launchers are (eventually techable) knockdowns which activate the juggle counter, and even with forcenofall, the non-knockdown attacks would count against it.

Alternatively, you could lighten up on that damage dampener (use .95 then .9 for the first two values). You'd have to re-do the damage for a lot of moves, but it would allow us to actually make a combo more damaging by throwing in a light attack here and there. Actually, you might want to do both, but to a lesser extent on the damage dampener (.925 and .85).

By the way, I must STRONGLY suggest that you set MUGEN's super defense multiplier to 1 in Shades 2, because your characters don't need it when they already have custom damage dampening. Currently, the supers in your fullgame suffer horribly from having not just one, but TWO forms of damage dampening applied to them. I hated that about Shades 1. I could come up with these really long combos into supers, but they'd deal less damage than the super itself.

I know this post is a massive wall of text, but please bear with me.
    

Re: Squall Leonhart by SeanAltly (w/AI by Kamekaze)

 May 10, 2011, 10:56:12 pm View in topic context
 Posted by benimarucollider  in Squall Leonhart by SeanAltly (w/AI by Kamekaze) (Started by Sean Altly May 01, 2011, 09:57:15 pm
 Board: Your Releases, Mugen 1.0 +

He can connect his grab during blockstun. I'm going to update my grab coding advice here and say that not only should you always use either "triggerall = p2movetype != H" (no combos) or "triggerall = p2stateno != [150,153]", but ALWAYS add "triggerall = p2stateno != 40 && p2stateno != 52", so that the grabs do not hit the jump start or landing states. I noticed that when I tried to use p2movetype != H as a triggerall for your Rorschach's L3, it could still register as a combo except against my more modern fighting game characters, who actually have grab invulnerability coded into their jump start and land states, which I think is such a good idea that I might suggest to Elecbyte that it be part of common1.cns.
    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - Massive Update

 May 10, 2011, 09:36:03 pm View in topic context

Okay, advice noted, and I respect your decision to leave him without an L2. However, I think you should be aware that fixing the backdash might be difficult, because I tried changing it's statetype and physics to A, and it didn't work, so even I have no idea how to actually fix it. It still needs fixing, though, so be sure to test it to see if it's actually fixed.
    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - Massive Update

 May 10, 2011, 09:00:05 am View in topic context

Okay, two more problems:

The whole backstep's statetype and physics should be A. Currently, it's coded as S for both. Wrong. Messed up shit happens when you hit him out of it, worse than the usual standing on air effect; it's hard to describe. Just... try it for yourself (backdash while cornered to make it easy) and see what happens. Use various moves to see how weird it is.

Also, "Who killed Edward Blake?" can hit people out of blockstun as well. Your characters seem to have this problem a lot on grabs that aren't normal ones.  --; I would leave it able to connect during hitstun (add "triggerall = p2stateno != [150,153]" instead of "triggerall = p2movetype != H"), however, since it's so weak for a level 3 and he has no DM, and I like unorthodox combos such as into grabs like that (one of the reasons I got into Melty Blood). It could also stand to do more damage (I'd suggest around 450). Finally, the lifebar disabling during the move (which is cool; don't change that) prevents the several small lifeadds from having the effect of making the first 11 "hits" look weaker, because you can't see the damage while it's being done. Therefore, it is unnecessary and inefficient to use more than one big lifeadd at the end, unless you want them to be affected by P.o.t.S.'s damage dampener since they aren't technically attacks (in which case you'll have to multiply them by the variable(s) that control(s) the attackmulset, which can be difficult).

I also think it's kind of dumb that he doesn't have any level 2 supers now. If you really want Archie Flamethrower to be level 1, then "A Pretty Butterfly" should be level 2 and more damaging (around 300).
    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - Massive Update

 May 10, 2011, 06:50:31 am View in topic context

Indeed it is.  :)
    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - Massive Update

 May 09, 2011, 10:52:54 pm View in topic context

    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - Massive Update

 May 09, 2011, 11:46:02 am View in topic context

Hey, I don't mean any disrespect towards you, and I did say to Kamekaze I was sorry about my accusation of intentionally creating cheating AIs and withdrew it after I read about what was really behind that. I suppose I'll try to keep my temper in check, though I really don't get why he would say something so dumb as that he doesn't have control over a particular function of his AI that is really quite easy to control. That honestly has to be the dumbest thing I have ever read from him. I fixed his AI myself; it wasn't impossible.

Aaaand I just now noticed that I mistakenly took those lines of code from the super tackle instead of the special one, which is fine to combo into on hit, just not on block. The sliding tackle still needs fixing. Should not be able to combo into it at all.
    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - Massive Update

 May 09, 2011, 10:07:23 am View in topic context

So let me understand this, because the grab is able to hit at any time and the AI is doing this it's automatically my fault? I have no control over when the AI chooses to cancel out of his own moves as his only guideline is movecontact.

What the fuck?! The solution to this problem is as simple as omimtting these lines of code:

trigger2 = stateno = 220
trigger2 = movecontact
trigger3 = stateno = 1005
trigger3 = movecontact
trigger4 = stateno = 1000
trigger4 = movecontact
trigger5 = stateno = 400
trigger5 = movecontact
trigger6 = stateno = 410
trigger6 = movecontact

Because you're not supposed to be able to cancel into the sliding tackle in the first place, and if you wanted to, you could add the line

trigger6 = time =/>/< x, where x is a a number of frames, or

trigger6 = AnimElem = x, where x is the animation emelent

to control WHEN it cancels the crouching MP (I can see that you didn't, though; I guess it really was just canceling normally).

So YES, actually, it IS your fault, because you DO have control over when and how your AI combos, among other things.

The stuff about the other characters seems legit, though. Sorry about that. I guess you two need to stay in touch better.
    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - Massive Update

 May 09, 2011, 05:36:23 am View in topic context

Okay, I've had it up to here with Kamekaze's glitchy, cheating AI. If you block any of his combo attempts, he will cancel crouching MP into sliding tackle (and he's a devious little fuck about it, too, making sure the cancel is LATE so it looks like a link/tick throw), because you forgot to make sliding tackle unable to hit people who are blocking. Oh, yeah, and on your wakeup, he'll DO IT AGAIN, and the only defense for it is an invincible attack. If you do a guard cancel, the sliding tackle will go through it and hit you anyway, unless it has 100% invincibility to EVERYTHING or is a very fast crouching attack, and guard cancels of these types are rare and usually go beyond this and allow for combos afterward, so they're broken.

So please, don't just fix the move, ditch Kamekaze's broken AI and find someone else to do it. It cheats with your other characters too. Here's what your characters can do under AI control:

 - Thirteen chains his QCF+MP move into his QCFx2+P move (human players cannot do this)

 - Byrne throws out another flare as soon as the current one hits or is blocked (human players have to wait until the current one's hitstun/blockstun ends OR until it goes off the screen)

 - Various characters cancel the launcher into whatever move is convenient, which is usually CROUCHING LK (sound familiar? also the stupid thing is that I actually can't figure out how the fuck he manages to do this; I looked all over the AI coding for stuff that's triggered by the launcher hitting, but couldn't find anything)

So as you can see, Kamekaze is a cheating bastard. In fact, I'm almost CERTAIN that if you just fix the move, but allow Kamekaze to update the AI, he'll just make him cheat in a DIFFERENT WAY. If you can't get anyone else to make the AI, I'LL do it.
    

Re: Rorschach by SeanAltly (w/AI by Kamekaze) - Massive Update

 May 09, 2011, 03:32:13 am View in topic context

He can connect his "A pretty butterfly" DURING THE OPPONENT'S BLOCKSTUN. Please fix this. It's stupidly broken. Otherwise, nice job, especially fixing the gun (that thing was MAD broken), and upgrading the comboability.
    

Re: Iori

 May 07, 2011, 08:30:08 pm View in topic context
 Posted by benimarucollider  in Iori (Started by Hero April 28, 2011, 04:51:07 am
 Board: Your Releases, Mugen 1.0 +

He really doesn't have any AI? That's strange, because MUGEN's default AI should throw out at least some normals, specials, and/or hypers, and when in control of your Iori, it never attacks with anything but his grab. Oh well. That could be the fault of my computer getting fucked up.
    

Re: Iori

 May 07, 2011, 02:56:37 am View in topic context
 Posted by benimarucollider  in Iori (Started by Hero April 28, 2011, 04:51:07 am
 Board: Your Releases, Mugen 1.0 +

Alright, my computer is experiencing technical difficulties (using another right now), but the last thing I discovered was that his falling CLSN is fucked up. Seriously, take a look at it, and have some mercy on those of us who use juggle combos alot. He's also MISSING CLSN when bouncing off the ground, so no one can OTG him without putting him in a CUSTOM liedown state. That's bullshit. I know it may have been a lazy mistake, but it makes him a real pain to fight if your character has good combo opportunities after certain knockdowns, but you can't use them.

... Actually, he's a total pushover despite this, because his AI does not ever attack except with grabs, and rarely at that.
    

Re: Iori

 May 02, 2011, 01:18:37 am View in topic context
 Posted by benimarucollider  in Iori (Started by Hero April 28, 2011, 04:51:07 am
 Board: Your Releases, Mugen 1.0 +

Just noticed that his EX Yami Barai is techable. Also, it only hits once unless you are either right up next to the opponent or they are in the corner (or both). You might want to make it so that the projectile has no hitpause for p1. Also, air.fall = 1 is redundant when you have fall = 1, and there is no such parameter as air.fall.recover (MUGEN will ignore it). There is only fall.recover.
    

Re: D-Rugal by Ahuron released 25/04/11

 May 01, 2011, 03:21:16 pm View in topic context
 Posted by benimarucollider  in D-Rugal by Ahuron released 25/04/11 (Started by Phantom Blood April 25, 2011, 09:14:13 pm
 Board: Found Releases

They're not invincibility frames. Just because you see cyan CLSN doesn't mean "invincible". Now, if the text at the bottom says "MUTEKI" (Japanese for invincible), THEN they're invincible. But if you look at the text and it says something else, that will tell you what the character can't be hit by, because he's only invulnerable to those types of moves. S stands for Standing, C stands for Crouching, A stands for Air, and you'll see one or two of these letters at the left edge if they're not all positive. N stands for Normal, S stands for Special, and H stands for Hyper (super), and you'll see these letters in different areas of the bottom depending on what movetypes the character can't be hit by: the first area to the left of the SCA group is for attack type moves (movetype = A), second from the left is grabs (movetype = T), and the furthest right is projectiles (movetype = P).

Now, let's say you make a move invulnerable to only



FUCK THEY ARE INVINCIBLE BECAUSE HE SCREWED THEM UP!  --;