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Messages by benimarucollider

    

Re: Ryuzaki by Ryuzaki-sama(BETA)

 December 01, 2010, 12:02:01 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

Um, about the evades being vulnerable to grabs, let me just explain it: rolls always have and always will be intended to be vulnerable to grabs, because if they're 100% invincible, they're just too fucking hard to punish, making them very cheap. Hell, the way your evades work currently, they're actually IMPOSSIBLE to punish, which is plain broken. So no, you're not going to think about it, you're going to do it, or this character will be rejected by anyone with an even HALFWAY decent sense of balance.

Don't listen to Gill about the attacks, though. They're fine. Really, they are.
    

Re: Ryuzaki by Ryuzaki-sama(BETA)

 November 27, 2010, 11:33:30 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

The character needs more specials and Super Moves.
Umm.. Thats not feedback, its more like ur requesting him to add more moves
Plus, its a beta

Actually, it is feedback, because it's constructive criticism, and "it's a beta" is not an excuse for a character being so incomplete. 9's betas are far more complete than this, move-wise: they have all but a couple of the character's moves.

While I'm at it, here's some feedback I forgot:

The grabs need hitsparks, and the rolls need to be vulnerable to grabs. Use hitby controllers with the value "SCA, AT". They also need to be FULLY vulnerable for at least the last 5 frames, but I would recommend 7 or 8, so tone the time value down.

Still, a lot of stuff about this character is very well-refined.
    

Re: Ryo Sakazaki updated(11/27/2010)

 November 27, 2010, 03:54:26 pm View in topic context
 Posted by benimarucollider  in Ryo Sakazaki updated(11/27/2010) (Started by mouser November 12, 2010, 07:17:25 pm
 Board: Your Releases, older Mugen

The A version of Zan Retsu Ken is still air recoverable. It shouldn't even be ground recoverable. If you're not going to code the groundslide state or find one you can borrow, just set the fall.recover flag to 0. That's not hard.

I also tested your Kim, and his air SDM Hou'ou Kyaku needs to have a fall.recover flag set to zero for all the hits with the fall flag set to 1. It's currently possible to air recover before the last hit connects.

I think you need to make your default training dummy an alternate .cns whose falling state is modified so that if it can recover, it will, except out of custom states that allow it. You do this by taking the changestate controllers that point to recovery states and take out the command triggers, making the "canrecover" triggerall into trigger1. Set up an alternate .def file, too, and have it point to the modified .cns file, so you can just put ;/recovery.def (or whatever you want to call it) after the character's folder name, and delete the semicolon when you want to test a character.
    

Re: Ryuzaki by Ryuzaki-sama(BETA)

 November 27, 2010, 07:50:52 am 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

He needs startup frames for jumping weak kick, because if you make an attack come out instantly, there's no way to block unless you're already in blockstun.

In exchange for that, his knockdown attacks could use some fall recovery times. Either that, or just make them not recoverable. Jin seems to be able to get away with that. His jumping attacks need to hit overhead (guardflag = HA) as well.

Also, he could use some more specials and supers. Like, maybe a level 2 version of one of his level 1 supers, and a level 3 version of the other. I know you'll probably have to make more sprites, but he could use that anyway.

Otherwise, good job. I like how his moves work, and he's well-balanced (aside from the frame zero unblockable jumping light kick, which is easily fixable).
    

Re: Release - Sabotage (SHADEs of Manhattan 2) by SeanAltly (UPDATED NOV 21st)

 November 26, 2010, 09:19:09 am View in topic context

Awesome. I can hardly wait for the next update. Really, they need an easy way to get in because they don't deal very much damage. Turtling may take some skill (you have to be ready to react the right way) but it's boring, and S.H.A.D.E.S. characters in general tend to have no other choice, which contrasts sharply with their good comboability. They have good combos, but no remotely reliable way to land them.

In the mean time, I'll be using a version of Sabotage that I fixed myself and gave the dashing air normals back to. Look out for a video of me using him.
    

Re: Release - Sabotage (SHADEs of Manhattan 2) by SeanAltly (UPDATED NOV 21st)

 November 26, 2010, 07:37:16 am View in topic context

I just thought I'd use this thread to suggest something I recently thought of for your characters in general, because your characters seem to have difficulty getting in, having only normal jumps and uncontrollable forward dashes that take a while to complete. However, I recently thought of an easy way to give your characters some good rushdown potential without breaking them by allowing infinites, which would, in turn, make them more fun to play, and thus more widely appealing:

Make duplicate states for the air normals (just copy and paste the states and change the numbers), and code them differently in the .cmd file so that they aren't chainable into each other, but they can be done during the forward dash.

What do you think? Does that sound cool or what?
    

Re: Ryo Sakazaki updated(11/14/2010)

 November 25, 2010, 12:37:42 am View in topic context
 Posted by benimarucollider  in Ryo Sakazaki updated(11/27/2010) (Started by mouser November 12, 2010, 07:17:25 pm
 Board: Your Releases, older Mugen

C version of Zan Retsu Ken needs a fall.recovertime value, and A version needs the fall.recover value set to zero, or a custom state that actually mimics the KOF groundslide.

Also, Koh Ken could use some slightly longer fall.recovertime values.

Great job otherwise. I actually prefer this version to KoopaKoot's. Much more fun.
    

Re: Release - Sabotage (SHADEs of Manhattan 2) by SeanAltly (UPDATED NOV 21st)

 November 24, 2010, 07:23:19 am View in topic context

I can see from the coding of the forward dash straights that they were only intended to go through projectiles. That's perfectly fine. It's just being able to go through actual attacks makes them stupid hard to just stuff if a Sabotage player were to spam them, essentially forcing his opponent to just keep blocking and try to guess when he's just suddenly going to double german his ass and start the whole damn process over again. Fortunately, with my fix, they should be perfectly stuffable if you see them coming, like in a spam-fest.

I sort of do create, just not full characters. Unlike some people, I'm willing to adimt that as much as I do know, I'm still learning. I've actually made a really good edit of IronMugen's Kula, and I'm working on one of Dragon Claw. I've got a video where I show off a late version of my DC edit, and I'm planning to further improve my edited version of Iron's King, as well as several other projects, now that I've gained some real confidence in my coding abilities. I think I'll release my Kula soon, and my Dragon Claw soon after.

You should really check out my last three videos. I'm quite proud of them, myself.
    

Re: Release - Sabotage (SHADEs of Manhattan 2) by SeanAltly (UPDATED NOV 21st)

 November 24, 2010, 06:24:10 am View in topic context

Thank you so much. I cannot express how happy it makes me that I've finally managed to communicate with another coder on a level that has allowed them to improve this much. I mean, really, you've shown me SO much progress since S.H.A.D.E.S. 1 that I can hardly believe I'm seeing this right now.

Well, about the invulnerability controllers, I guess I need to clarify this further. The other values besides the first define what movetypes to include invulnerability (or vulnerability) to, but if you put SCA as the first in a NotHitBy, it assumes you want the other values in the same string to be defined as the following: AA, AT, AP, meaning it gives invulnerability to EVERYTHING, which is as good as completely lacking any CLSN boxes. It has nothing to do with the length; that is defined by the time value the point at which it is triggered. Conversely, if you omit SCA in a HitBy, it ignores the following values and somehow assumes that you're not defining any further values in the string, which also makes the controller cause invulnerability to everything.

Hope that makes enough sense for you.
    

Re: Nariyuki by keyi thunemathu released

 November 24, 2010, 04:19:30 am View in topic context
 Posted by benimarucollider  in Nariyuki by keyi thunemathu released (Started by i_oVo_i November 23, 2010, 05:17:01 am
 Board: Found Releases

That Wolfwood looks amazing. Is he any good?
    

Re: Release - Sabotage (SHADEs of Manhattan 2) by SeanAltly (UPDATED NOV 21st)

 November 24, 2010, 02:56:31 am View in topic context

Wow. I was going to say something about the block damage being overkill when the fullgame already has a guard crush system, and how "it's a personal preference" doesn't hold water as an argument for something you coded into your custom MUGEN character, but you came to the realization on your own. Plus, you fixed the launcher problem, got Kamekaze to fix the AI to match, and addressed all but one issue I brought up. You're better at this game than I thought.  :sugoi:

Unfortunately, you're not done fixing him yet, because you failed to completely fix his biggest problem, more problems came to my attention after my first post, and you didn't really say anything in response to my feedback on his air normals.

First of all, you didn't really fix the double and triple suplexes, because they can still be done during the opponent's blockstun, and they can connect just as they recover, which makes them technically combo even from blockstun because MUGEN is stupid like that. I told you how to fix this, but you didn't do it: he needs the same limiter from the normal grab that makes it impossible to do during the opponent's hitstun or blockstun, basically meaning "p2movetype != H" needs to be a triggerALL for the move (including the AI coding for it, so Kamekaze needs to know this, too). While you're at it, grabs also need to not be active (being able to hit) for more than one frame, the double suplex needs just a little bit of start-up time, and all the grabs need sufficiently long whiff animations that they're actually punishable by most characters if you avoid them by jumping. The clsn needs work as well; it should NOT have a SLIVER of infinite priority (in fact, the CLSN1 should be well inside the CLSN2), unless you want to put a range limiter on it ("p2bodydist X < n", where n is the range, as a trigger).

Before I address the other problem I found, I must tell you that MUGEN is weird when it comes to handling HitBy and NotHitBy controllers, particularly when you want their first values to be SCA. Thanks to elecbyte's stupidity, the way they actually work is that if you input SCA as the first value of a NotHitby controller, it ignores the following values and assumes you want full-blown, 100% invincibility for the duration of the controller. However, if you omit the value altogether (leaving a comma), it defaults to SCA without causing the controller to ignore the other values. HitBy controllers work in the exact opposite way: you canNOT omit the first value, or it will ignore the following values and give you full-blown, 100% invincibility for the duration of the controller. They're both useful, though, because if you want fewer types of invulnerability than types of vulnerability, a HitBy controller needs fewer values to make that happen, whereas if you want more types of invulnerability than types of vulnerability, a NotHitBy controller needs fewer values.

Naturally, the reason this affects your Sabotage is that all of his partially vulnerable moves besides the light version of Ascension use the NotHitBy controller with SCA as the first value, and 100% invulnerability on his dashing straights is particularly broken, making them quite spammable because not only are they safe on block, but you can't stuff them, which in turn makes them a stupid good tick setup for his double suplex, even if you were to fix that move like I said. I know it's silly how they work, but you have to make them work correctly, because the shit he's capable of now is just wrong.

One more thing I want you to take into account, with all these balance fixes, is something that I can only tell you after I explain the air recovery threshold and fall recovertimes. The threshold is something that probably doesn't actually exist in any fighting game with air recovery, which prevents air recovery until you've passed a certain y velocity. Normally, it's zero (meaning you can only air recover when you're moving downward, or after you've reached the apex of being launched even slightly), but some people lower it to -1 for accuracy's sake.

Now, let me tell you something: the air recovery threshold is the only way that anyone besides some characters with really messed up fall states can air recover any sooner than other characters can from the same attack. The fall.recovertime parameter is in NO way able to be bypassed. The only problem with it, however, is that it counts down during the p2 pausetime, and it can pass before that value has passed (especially because fall.recovertime defaults to a measly four), making the attack instantly air recoverable if it doesn't hit them upward, or doesn't hit them up high enough if their air recovery threshold is lowered. All this means is that you need to set some fall recover times on all your air normals if you want them to actually be able to combo versus characters with lowered air recovery thresholds. I promise you that characters with normal air recovery thresholds will still be able to recover from them at the same times. I would suggest making the values for light and medium attacks come out to the same time as the air.hittime values. I noticed that you put large ones on the jumping heavy attacks. That's cool.

Hope you can handle all this. I know it's a wall of text, but every bit of this information is extremely useful.
    

Re: Dante DMC3 β

 October 17, 2010, 02:17:29 am View in topic context
 Posted by benimarucollider  in Dante DMC3 update 120321 (Started by bugya October 10, 2010, 05:07:13 pm
 Board: Your Releases, older Mugen

His crouch A is actually unblockable. Bugya, I don't know where your head was at when you made the guardflag a C. That's not a guardflag. L, however, is.
    

Re: Kula by DaNaru250 Updated 10/08/2010

 October 09, 2010, 06:31:25 pm View in topic context
 Posted by benimarucollider  in Kula by DaNaru250 Updated 10/08/2010 (Started by Left4Dead April 11, 2010, 04:16:15 am
 Board: Found Releases

MC2 might need to play XI more. Because she CAN do three light kicks in a row in that game AND 2002. Granted, she has to be close, but, yeah.
    

Re: Release - Sabotage (SHADEs of Manhattan 2) by SeanAltly

 October 09, 2010, 04:07:16 pm View in topic context

Somewhat decent, but still a lot of problems, and some major flaws.

Specifically:

- Special/Super suplex grabs have no limiter, allowing them to combo from blockstun
- Backwards dodge has no collision boxes at any time at all

General system gripes:

- Your newer characters still tend to lack ANY low hitting normals (like this one)
- Air combos aren't technically "combos" due to lack of fall recover times
- Sweeps need to either take all juggle points or have frame data that doesn't allow you to JUGGLE after them
- Launchers still cancel into the LANDING state instead of a jump when you tap (not hold) UF, even on BLOCK
- You STILL have your NORMALS doing BLOCK DAMAGE?
- Launcher glitch + normal move block damage = BLOCK DAMAGE RAPE (Kaze's AI abuses pretty extensively, though I'm not sure it's intentional)

For an example of the last one, most of your characters actually have a BLOCK INFINITE that does damage, that goes: some medium normal>launcher>UF>walk F a bit, repeat. To fix this, changestate controller needs to point to state 40, not state 50. State 50 is MID jump, not the jump START, and because your Y position is already 0, you land instantly.

Otherwise, I'm quite pleased with your improvement overall so far.
    

Re: Axel, Cyclpos, Haggar and Yang Released, other chars updated

 August 22, 2010, 06:04:38 am View in topic context
 Posted by benimarucollider  in Axel, Cyclpos, Haggar and Yang Released, other chars updated (Started by A$AP Buckus August 15, 2010, 07:02:15 am
 Board: Your Releases, older Mugen

Cyclops has a corner infinite. s.LP/LK>s.MP>B+HP>Rushing Punches, repeat (s.LP only once they're in the air). IMO, the second hit of Rushing Punches should knock down. Aside from this and the other problems already mentioned, nice job on these two (I'm not interested in Haggar or Axel).
    

Re: Iori; V. Ken, Ken and Kyo updates

 May 15, 2010, 08:23:26 am View in topic context
 Posted by benimarucollider  in Iori; V. Ken, Ken and Kyo updates (Started by Hero May 12, 2010, 04:50:36 am
 Board: Your Releases, older Mugen

These characters have some very basic problems.

First of all, you simply don't give a normal attack only ONE frame of startup, regardless of what kind of move it is. Supers or grabs, maybe, but for a normal move, that is simply too damn fast. The bare minimum is two. Three would be preferable.

More importantly, your rolls and dodges are coded plain out wrong. They are supposed to be vulnerable to grabs, and the rolls are supposed to be fully vulnerable at the end for at least 5 frames. If you need proof that they are actually FULLY INVINCIBLE as they stand, turn on the collision vision and look at the text under your character when you roll or dodge: it says MUTEKI. The way to code rolls and dodges properly is to use a HitBy controller, and use the value SCA, AT. The trigger also needs to be time = 0, so you can actually set a time value (using "1" as a trigger makes the controller last for 1 frame LONGER than the state is active for). Under the type, trigger, and value, enter the line "time = x", where x is a value that is at least 5 LESS than the total number of frames in the animation for the rolls, and the exact number of frames in the animation of the dodge.

Finally, I personally feel that the chain combos do not need to be there, but I suppose that's your call.

I hope this helps.
    

Re: Piccolo B3- Update 2.1

 May 13, 2010, 09:10:59 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

I was quite pleasantly surprised by how good this character is, but he has a crippling weakness: no air recovery. I've said it before, and I'll say it again: I don't care how retarded it looks; I don't care if the character disappears; the ability to do so needs to be there, because if it isn't, characters with Guilty Gear's juggle system can EASILY perform infinite juggles (or at least way bigger combos than normal) on you, because the only thing preventing them from juggling you infinitely is your ability to air recover from most of their moves that launch and recover in time for another attack to connect.

The ground recovery sprites would probably work just fine.
    

Re: Apollo and EX Apollo by SeanAltly w/AI by Kamekaze

 April 19, 2010, 04:55:38 am View in topic context
 Posted by benimarucollider  in Apollo and EX Apollo by SeanAltly w/AI by Kamekaze (Started by Sean Altly April 16, 2010, 11:34:57 pm
 Board: Your Releases, older Mugen

Wait, what do you mean, you're "not going to rush to update it"? Update what? And does it mean you will, you won't, or you're thinking about it? I'm quite puzzled by this statement.
    

Re: Apollo and EX Apollo by SeanAltly w/AI by Kamekaze

 April 18, 2010, 11:11:07 pm View in topic context
 Posted by benimarucollider  in Apollo and EX Apollo by SeanAltly w/AI by Kamekaze (Started by Sean Altly April 16, 2010, 11:34:57 pm
 Board: Your Releases, older Mugen

Um, you didn't seem to acknowledge that Waru's Ryu has low hitting crouch kicks of all three strengths/speeds, invalidating your claim that you are "upholding Waru's standards".
    

Re: Apollo and EX Apollo by SeanAltly w/AI by Kamekaze

 April 18, 2010, 09:10:29 pm View in topic context
 Posted by benimarucollider  in Apollo and EX Apollo by SeanAltly w/AI by Kamekaze (Started by Sean Altly April 16, 2010, 11:34:57 pm
 Board: Your Releases, older Mugen

I just tried to post here, but it didn't show up... why?