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Messages by benimarucollider

    

Re: Iori

 May 01, 2011, 01:41:08 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 +

Um, did you get the part about the range limiter? It's supposed to be hitdef-based, not collision-based. The hitbox can be extended forward just a bit so it can actually hit people who are within the intended range of the grab, but the hitdef should make it so he cannot grab extended limbs.

Otherwise, nice job.
    

Re: Iori

 May 01, 2011, 04:22:22 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 +

Is my feedback just taking longer to implement, or are you ignoring me?
    

Re: Iori

 April 30, 2011, 03:41:16 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 +

I am not suggesting a range limiter on where he can do the grab, just how close it will connect from, so you can't just grab an opponent from half a screen away by their collision boxes being extended from an attack. That's why I said to put it in the hitdef. I know how they are intended to work, but they have the unintended ability to grab extended limbs like that because they lack the range limiter.
    

Re: Iori

 April 29, 2011, 09:00:15 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 +

HIS GRAB IS ALL WRONG:

 - Hits jumping opponents; hitflag should ONLY be M (same with your other characters, too)

 - No start up and way too little cooldown (should be punishable by jump/also applies to other characters)

 - Hitdef needs a range limiter like your close normals (same with your other characters)

 - Lower edge of hitbox is too far up from the ground (grabs should never miss simply because the opponent is CROUCHING unless it's that LK+HK grab from HnK/FotNS)

Aside from that, Tsumagushi is supposed to be an overhead that either chains into Aoi Hana (KOF), or has autoguard frames (SvC). Your version has NONE of these properties, and it isn't even safe on hit.

Otherwise, this is a nice Iori. Love the KOF moves. Unfortunately, the Tsumagushi is little more than eye candy, and his grab is so stupid that I don't want him on my roster. If you'd fix him, that would be AWESOME.
    

Re: Mira by goshu released 16/04/11

 April 21, 2011, 02:19:11 pm View in topic context
 Posted by benimarucollider  in Mira by goshu released 16/04/11 (Started by Phantom Blood April 16, 2011, 10:22:14 pm
 Board: Found Releases

    

Re: Kyo Kusanagi (updated 01/05/11)

 January 16, 2011, 05:49:39 am View in topic context
 Posted by benimarucollider  in Kyo Kusanagi (updated 01/16/11) (Started by Jmorphman January 02, 2011, 09:53:38 am
 Board: Your Releases, older Mugen

Absolutely amazing. Love your work.

Just a few minor issues I have with this one, though:

 - No matter how well you time it, chaining Aragami from EX Dokugami doesn't actually combo. Aragami in this instance needs to come out faster.

 - The HP Oniyaki really should be able to get both hits on an aerial/juggled opponent, like in CvS(2). It's kind of stupid how currently, the MP Oniyaki not only leads to better oki, but does MUCH more damage in that situation.

 - He has a bug where the landing sound in his standing far HK cuts off the hitsound that the attack makes.

 - Kusanagi mode's Kiri Honoo super seems kind of useless since it has no invulnerability, the autoguard starts too late and lasts too short for it to be remotely useful, and you absolutely cannot combo into it, even from his Aoki moves. I think the autoguard should start when the superpause ends, and stop where it currently starts, rather than starting shortly before the active frames and lasting until the attack comes out.

Fix these, and your Kyo will truly be faultless. Well, the first three, at least. I suppose it's still your call on the super.
    

Re: SHADEs 2 - Fray Released, all other SHADEs characters Updated by SeanAltly

 December 30, 2010, 05:22:39 am View in topic context

I haven't actually downloaded this yet, so I'm going to go slightly offtopic here and prep Snow's update release by notifying you of an infinite I found with him when I first downloaded his 2009 release, which I saw no one else point out: s.LP>fwd+MK>j.HK, repeat. I would make the fwd+MK normal a knockdown attack. Simple fix, and it leaves the move still potent rather than making it near-useless by simply messing with the timing or frame data.

Now I'll test Fray myself, see if I can catch anything else wrong with her. Given the progress you've made, though, I doubt it. I'm downloading her more out of curiosity than for bug-hunting.
    

Re: SHADEs 2 - Fray Released, all other SHADEs characters Updated by SeanAltly

 December 29, 2010, 07:46:21 pm View in topic context

Feedback:
* Dash > HP > repeat, dash > HK > repeat, and dash > HP > dash > HK > repeat is an infinite. The timing is really strict though. The max I was able to get was 7 hits with dash > HP:

Spoiler, click to toggle visibilty

I would recommend checking through your other characters too, as Snow has [a much easier] one with dash > HP:

Spoiler, click to toggle visibilty

I think all you would need to do is adjust P2's pausetime a tad for those attacks, and the barely-infinites would vanish. :)

*facepalm* I should have known something like this would happen. Maybe I shouldn't have suggested that ability.
    

Re: Cyborg T-8P released, Wolf hosted, Jango's Ren Idagawa updated and hosted

 December 26, 2010, 02:48:44 pm View in topic context

HORY SHITTO DA ZE! :o

I haven't been THIS impressed with a release in a LONG time. I am loving both of these characters SO MUCH.  ;D

I don't even have any feedback, other than EVERYTHING is just too damn good to express in words.

Merry Christmas, man. Don't EVER stop being this awesome :sugoi:
    

Re: *Alpha* God Rugal

 December 12, 2010, 08:43:25 am View in topic context
 Posted by benimarucollider  in *Alpha* God Rugal (Started by Hero December 05, 2010, 08:27:48 pm
 Board: Your Releases, older Mugen

-Maybe a damage damperer

I just thought I'd point out to you that he actually does have a damage dampener; it's just a new type of dampener than the one he used for his earlier characters, which is a good thing, considering how it worked: It only even worked on normals, it only dropped their attack power twice, it only kicked in when you chained standing normals into stronger standing normals (repeating light attacks didn't dampen them any), and the lowered damage didn't wear off unless and until you knocked your opponent down.  --;

The kind he has now will always kick in after the third hit of a combo (like in MvC2, which is kind of unique in how it dampens combo damage), and it will make any attack after that drop your current attack power, but will reset if your combo ends (you don't have to knock your opponent down anymore).

Although, if Hero actually intends this character to at least not be overpowered (he's also already quite cheap, with his fast moves and invincible teleports with no recovery; I'm not complaining though), the dampener could probably be just a little bit stronger (or perhaps kick in after the first hit), considering the damage I was capable of doing with him:

 - j. HK, s.LPx2>s.MP>s.HP>HP God Press>walk forward>OTG cr.MK>HP God Press for 41.3% damage,

 - j. HK, s.LP>s.MP>s.HP>HP God Press>Gigantic Pressure>walk forward>OTG cr.MK>HP God Press for 59.5% damage,

 - the above combo plus another Gigantic Pressure for 70.3% damage, and...

 -  the above combo plus Destruction Omega, followed by an HK Genocide Cutter juggle for 80.4% damage.

But after all, this is GOD Rugal we're talking about here; a character that was intended by its original creators (Capcom) to be cheap and overpowered so he's a real challenge to defeat with normal characters.

Plus, the combos above are the most damaging you can do for the meter required (none, 1 stock, 2 stocks, and full power) unless you are somehow able to start them with his LP Reppuken (possible, but VERY unlikely to work in a real fight). Also, if his opponent is crouching, you will most likely have to substitute his less damaging light and medium kicks for the light and medium punches respectively because the punches will miss, and you might only be able to do one standing LK for the meterless combo because a second would make the God Press blockable after the s. HP. Also, he may be able to do more OTG crouching MKs to extend the combos and make them more damaging, but after you do the first one, OTGs become (easily) escapable because the opponent can just mash directional inputs as they hit the ground to become invincible during the following bounce and make it transition directly into the (also invincible) getting up animation, so they wouldn't technically be combos.

So actually, the damage seems perfectly reasonable to me. Hero's REALLY outdone himself here. By the way, Scorpion Deathlock and Scorpion Deathblow are actually his grabs (2P and 2K respectively). He just mistakenly labeled them in the readme as command normals.
    

Re: Release - Det. Garret Laurel (SHADEs 2) by SeanAltly (w/AI by Kamekaze)

 December 08, 2010, 06:28:06 pm View in topic context

I almost forgot to mention this, but the AI sometimes uses Lethal Weapon as a juggle after EX Die Hard in the corner. This is impractical not only because Lethal Weapon is techable long before the gunshots can hit, but the gunshots don't even connect in the corner, since they appear too far in front of Garret. It also jump cancels the launcher on block. It probably shouldn't be doing the former, and definitely shouldn't be doing the latter.
    

Re: Alfred

 December 06, 2010, 11:20:29 pm View in topic context
 Posted by benimarucollider  in Alfred (Started by Vans December 05, 2010, 08:16:18 am
 Board: Your Releases, older Mugen

I apologize for my rudeness earlier, as I was indeed bitter about having perfectly good advice getting shat on. But I did some experimenting, and I found something brilliant that leads me to suggest this compromise. Copy and paste this block of code into your falling state:

[State 5050, no juggle]
type = NotHitBy
trigger1 = canrecover && Vel Y > 0
value = SCA

I also realize that I could have handled my response to the air blocking thing much better. Here's what I SHOULD have said:

Handling air blocking as the attacker is not broken unless you do it wrong. There's nothing wrong with the method of implementation I suggested. It just means you can't get away with trying to play air footsies with them, forcing you to mix up your game a bit. Only GG-styled and similar characters need to compromise in that area and have all their attacks air blockable.

Handling air blocking as the ATTACKED, though, IS broken beyond belief. What the hell do you think of the matchup versus Marvel-style opponents? You think it's not going to make a difference in THAT match up whether you can air block or not?
    

Re: Alfred

 December 06, 2010, 08:06:29 pm View in topic context
 Posted by benimarucollider  in Alfred (Started by Vans December 05, 2010, 08:16:18 am
 Board: Your Releases, older Mugen

Is everyone going to disregard EVERYTHING else I said because I made one mistake in my fit of NERD RAGE? Because I have a VERY bad feeling that that's what's going to happen.
    

Re: Release - Det. Garret Laurel (SHADEs 2) by SeanAltly (w/AI by Kamekaze)

 December 06, 2010, 08:01:14 pm View in topic context

Sorry, I should have confirmed what damage the L3 one really does, but on my end, Magnum Force does 447 if the gun draw hits. This is because I have my mugen.cfg file changed so that the defense multiplier it applies to player 2 when hit by a super in a combo from player 1 is essentially nullified (it's set to 1.5 by default, but I set it to 1). The thing is, MUGEN only "knows when you've done a super" when a superpause happens. Set your mugen.cfg file the same way in your fullgame, because you already have universal damage dampening, and adjust this super accordingly. Take out the hitdef that has it doing 480 damage if used in a combo, and make the gun draw deal more damage. There's also a p2defmul that doesn't do anything. You should take it out.

Copland could be just a little more damaging, though.
    

Re: Alfred

 December 06, 2010, 07:20:55 pm View in topic context
 Posted by benimarucollider  in Alfred (Started by Vans December 05, 2010, 08:16:18 am
 Board: Your Releases, older Mugen

Everything you mention has been addressed in the readme already.

Fair enough.

Also, I am not adding an ability just so my KOF character can "work correctly" with "Guilty Gear" characters. The systems are so radically different they just can't mesh together well and feel right. In the hypothetical situation that I add air recover, then what? Alfred can't do 30+ hit combos or air dash through the screen, should I add this too?

Wow. Have you even played Guilty Gear, or anything remotely like it? I think not. Because if you did, you wouldn't make that gross exaggeration of its combos. The funny thing is, most characters with GG's juggle system DO have 30 hit combos AGAINST YOUR CHARACTERS. But they WOULDN'T if you would only give them these TWO ABILITIES. By the way, only Melty Blood has moving dodges like KOF does, and only TWO Guilty Gear characters have 50% plus damage supers, and they take 100% meter, just like your level 3 supers and some of your characters can even deal similar damage with level TWO supers. And must I mention the ability to short hop and hyper hop? They easily serve the same function as IADs, if not BETTER. Your characters don't NEED "30+ hit combos" or air dashing to contend with GG-style or similar characters, just air recovery and air blocking.

This is the same deal with the air block, handling air blocking as an attacker is broken beyond recognition, and every time I see someone suggest to do it like this I just think of how little consideration they have for the other coders, not only are you disrespecting whatever system the other coder was going for, you're creating an absurd standard that will end up not working even within your system itself.

You're a hypocrite. Every word in this quote goes DOUBLE for you. YOU are the one who is disrespecting the system that other coders are going for, and YOU are creating an absurd standard.

I could go on and on with reasons as to why this isn't a good idea at all, but it won't change my answer in the end, so no, I will not add either of these.

I'd like to see you try. Especially after the beatdown I just gave your shitty logic. Actually, what I'd like to see you do is learn to play fighting games that aren't KOF.
    

Re: Release - Det. Garret Laurel (SHADEs 2) by SeanAltly (w/AI by Kamekaze)

 December 06, 2010, 06:35:24 pm View in topic context

Well, I hate to be a stick in the mud here, but there are definitely some problems with him:

 - You seem to have forgotten that the fall.recovertime value counts down during the pausetime for p2. This means that if you set the p2 pausetime at 10, and the fall.recovertime value to 10 or lower, it's as good as not setting it at all. Anyone with a low fall recovery threshold will be able to escape any air combo you try with this guy. I would recommend using a value of 22 for air light and medium attacks, which brings their total untechable time to 12, same as the air.hittime. Good to see that you tried, though.

 - The damage values for his level 2, level 3, and DM are all mixed up. Copland does even less damage than Magnum Force, making Last Action Hero his most powerful move. Magnum force should be the least damaging of those three, while Copland should be the most damaging.

 - I must update my recommendation for grab limiters. The range limiter and "no combo" limiter need to be triggers in the hitdef, not the .cmd file. In all my gaming experience, two button grabs, special grabs, and super grabs can be performed at any range, any time, so the hitdef is definitely where the limitation needs to be. Also, you got the grab hitbox right on Sabotage, but definitely NOT on this guy. It needs to extend as far down as the ground so people can't duck under it, because that's just not supposed to happen. Plenty of cooldown is a must, also.

 - Not really a problem, but did you intend to make his launcher completely untechable? Because setting the fall.recovertime to 60 instead of 50 makes it do that, unless you hit someone out of the air with it, and if you did intend it, then you should probably do the same to your other characters.

Nice job otherwise, though.
    

Re: *Alpha* God Rugal

 December 06, 2010, 01:39:27 am View in topic context
 Posted by benimarucollider  in *Alpha* God Rugal (Started by Hero December 05, 2010, 08:27:48 pm
 Board: Your Releases, older Mugen

Holy shit. This is really an ALPHA release? As in, pre-BETA? You're humbling yourself, man. This thing is pretty much complete. In fact, this may very well be your best work yet. It's definitely the best God Rugal for MUGEN.

I do have one small criticism, though. This actually applies to all of your characters, to my knowledge. The normal grab attempt needs a LOT more cooldown (since the only way to avoid it if you're close is to jump, you need to be able to punish it with a normal jumping attack), and it needs a range limiter. Range limiters are easy. Just put P2bodydist x < n, where n is the range, as a trigger for the hitdef.

Damn this thing is fun, though!
    

Re: Alfred

 December 05, 2010, 02:47:42 pm View in topic context
 Posted by benimarucollider  in Alfred (Started by Vans December 05, 2010, 08:16:18 am
 Board: Your Releases, older Mugen

I don't understand why super canceling into either of his air supers causes the super to be cut short, producing less damage in total than the super alone would do. Either super would serve the same purpose as Mayday! Mayday!, only BETTER. Also, Augmentor Wing and Wave Rider need longer fall recovery times. In fact, I'm just going to take this opportunity to tell you that your characters all need to be able to air recover, and here's why:

Too many balanced and accurate characters that use Guilty Gear's juggle system or some variant of it are just un-fight-able without this ability, because it's so integral to that juggle system that when it's not there, the system doesn't work. Anytime they are hit out of the air, the GG/MB/BB/HNK character gets a free combo, or worse, a loop, which might even be an infinite, and it's your fault because you took away that precious ability. All you need to do to prevent this is to just give it back. It's easy; you can just re-use the flipping sprites from the "getting hit into the air but not falling" state.

Now, I can see just a little more justification for not having the ability to air block, but if you're up against a VS-styled opponent, I have one word for you: LAUNCHERS. Now, this might be more difficult than restoring the air recovery, as you'll need to either settle for crouch-blocking sprites with a different axis, or edit new ones, but it's worth it. If you want to compromise, make your characters' ground attacks not air blockable. After all, KOF only had air blocking in '96, '97, and '98.

Please take this into consideration.
    

Re: Ryuzaki by Ryuzaki-sama(BETA)

 December 04, 2010, 11:42:28 pm View in topic context
 Posted by benimarucollider  in Ryuzaki by Ryuzaki-sama(BETA) (Started by Ryuzaki-sama November 25, 2010, 06:52:28 am
 Board: Your Releases, older Mugen

There are few ways to piss me off, one being telling someone to ignore any feedback, including mine.

Don't do it goddammit

Fine. If you've got a beef with me essentially saying SOME of your feedback is bogus, then here's WHY (aka my feedback on your feedback):

 - QCF+X only has one measly frame of advantage on hit, and I didn't even bother to calculate how many frames of DISADVANTAGE it has on BLOCK, because it's PLENTY. It DOES have cooldown. You can easily sweep him if you block this move, and there's nothing he can combo after if it hits except supers, which knock down and end your combo, and ONLY if the move HITS.

 - QCF+Y has TONS of shit going against it as a special, like, being too slow to combo from, not moving him at all, and not having that much range. It's also just slightly safe on hit, and very unsafe on block, just like the other move. If anything, it could stand to do MORE damage, it's such a sucky move. It's like Ryo's weak double hand thrust in XI, but less damaging. Really, how often do you see any decent opponent getting hit by this move OR Ryo's? Like 15% damage is such a ZOMG OVERPOWERED amount of damage for a special.

 - DP+K has shit range until he's in the air, where it will only really have that much priority versus JUMPING attacks (which is sort of the idea with anti-airs), and it's easily punishable on block. Same goes for his super variant. Both of these more than balance out the high priority and damage. It's not even that much priority. Quite average for an anti-air move, actually.



It seems I have to clarify on the rolls, though, Ryuzaki. When I say "partial" and "complete" invulnerability, I do not mean anything to do with timing. I mean complete, as in nothing can hit it, and partial, as in some attacks can. You can tell if invulnerability is partial or complete in this way by turning on the collision boxes and looking for the word "muteki" (Japanese for invincible) to the left of the character's axis. If it's not there, it'll have code letters for what it is still vulnerable to. I think you should be able to figure out how they work if you look at them.

Do this with Warusaki's characters, for example, and you'll see that their rolling and dodging show the letters "NSH" in the grab area. The timing is also an issue, though, because they do need fully vulnerable recovery frames. I never said they should have fully vulnerable frames on startup.
    

Re: Piccolo B3- Update 4.7 || 28/11/2010

 December 02, 2010, 06:53:23 pm View in topic context
 Posted by benimarucollider  in Piccolo B3- Update 4.8 (Started by +Kramer+ April 29, 2010, 12:00:57 am
 Board: Your Releases, older Mugen

His F+A>F+A>F+B chain links back into itself, and can be looped until you reach the corner, which will take at least long enough for some very serious damage to be done. Fix this, please. Also, ground recovery is missing sprites.