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Dr. H

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Messages by Dr. H

    

Re: KoopaKoot's W.I.P like thread (Current: Shiki)

 January 19, 2010, 06:23:13 pm View in topic context
 Posted by Dr. H  in KoopaKoot's W.I.P like thread (Current: Ryo Sakazaki) (Started by Koop February 06, 2009, 05:49:42 pm
 Board: Projects

Under extreme cases (like Chang and Choi), they usually do...
    

Re: Greetings from South Town ^.^

 January 16, 2010, 04:04:21 pm View in topic context
 Posted by Dr. H  in Greetings from South Town ^.^ (Started by Bastard Walt January 16, 2010, 01:43:07 am
 Board: Fighting Games

Southtown really got destroyed after 2000? I though it only happens as a bad ending for edit teams, as Cannon Zero hits Zero, not the town in any other ending. ???

Oh, I see, my bad, in both main teams it does looks damaged.
    

Re: Street Fighter vs Darkstalkers

 January 16, 2010, 05:35:58 am View in topic context
 Posted by Dr. H  in Street Fighter vs Darkstalkers (Started by PotS January 15, 2010, 11:19:19 am
 Board: Projects

SF: Bison, Rolento, Eagle, Karin
DS: Bulleta, Anita, Jedah, Sasquatch
Guest: Strider 8)
    

Re: Naruto Discussion [Spoilers! Enter at your own risk]

 January 16, 2010, 02:41:38 am View in topic context
 Posted by Dr. H  in Naruto Discussion [Spoilers! Enter at your own risk] (Started by Animugen September 08, 2007, 07:42:04 am
 Board: Entertainment

He, I just saw the anime and realized I never understood his design until now.
    

Re: SUPER Street Fighter IV

 January 14, 2010, 11:57:38 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

Well, that's an elaborate way of explaining things indeed, one little thing I'd add is that focus absorving is, to a much lesser extent, an option as well. It's a bit of character specific, but Rufus dive kicks and air cross ups tatsu can be absoverved and properly dashed with most characters (as long as their dash doesn't suck, hi Gouken). You can even release it too against cross ups with a bit of ground recovery, like Cammy's dive kick.
Just throwing it right here.

Quote
Throws in this game should always be late teched,  wait a little until after the throw would come in if they were to do one then press throw tech. This A techs throws, B does not throw animate or crouch short animate if you're in block stun, but will tech if they attempt to throw you, learn people's patterns.

Shotos still can counter this option select with late dps. If you see Ryu/Ken/Sagat/Cammy with bar and/or ultra suspiciously walking torward you, they'll probably do it. It's a bit of high level only though, I guess, don't know if people use that online to be relevant info.
    

Re: SUPER Street Fighter IV

 January 14, 2010, 08:39:53 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

I don't own the game so I could only afford to test it with Gen (and other players confirmation on this, including top player Jibbo, made sure I wasn't daydreaming), but I'm dead sure I put this feature at use with Bison as well. It's very likely to be a universal thing, but some are better than others.
 
Make sure you create a topic on SRK about this with results for instant godship and rep. :sugoi:
    

Re: SUPER Street Fighter IV

 January 14, 2010, 08:26:05 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

Nope, it's actually a feature. Everybody uses it all the the time even without knowing it actually exists. ;P
More info can be found somewhere in the dephts of SRK Gen's subforum.
    

Re: SUPER Street Fighter IV

 January 14, 2010, 08:11:38 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

I see you were mading a point based on Gen's situation, it's just that you also started making a point out of a hyperbole (got sweeped, instant loss) that ranged into the whole system.

Quote
Characters in SF4 are throwable the instant they become vulnerable again I think, but the rest of your post is still entirely valid.

Yeah, but not quite, there is a feature that makes you interrupt your wake up anim with any action, which gets you vulnerable early, but also make it trickier to land a throw. Very noticeable with Gen, let's say (numbers are straight out from my ass), that his wake up last 50 ticks. He can take actions from the 40th.
    

Re: SUPER Street Fighter IV

 January 14, 2010, 07:58:12 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

Tech? Back Dash? Jump? Use a throw invincible move? Ultra? In fact there is no such a thing as grab right in the moment we wake up, but a couple or two of frames later.
I think it's really hard to understand your point until you clarify POTS's quote.

Also, never said that Gen's losing his Ex oga property isn't really a bad thing, quite the opposite.

Spoiler, click to toggle visibilty

It won't be, however, if he turns out to be such a good character that he needs this handicap.
    

Re: SUPER Street Fighter IV

 January 14, 2010, 07:41:40 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

But... that's pretty much it. Outside the system stuff (FA, backdash, option select throw, they help alot), with DP users you DP, Bison Teleports or picks the most coeherent ex move, Viper uses a Ex move or... has nothing really special going for her, more or less the same for Boxer... you're putting something as a problem when it really isn't, if you got knocked with a character with poor wakeup (a character who is, general rule, pretty good at not getting knocked) you're either being punished for a bad decision and should loose health or you're playing Vega.

Not being a smartass or anything, it's just how SF aways worked.
    

Re: SUPER Street Fighter IV

 January 14, 2010, 07:16:47 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

My point is that many characters have good enough tools to prevent them from being knocked in the first place, in this cases it's only fair that they have this hole in their gameplay.

Viper is the momentum type. She has great offense, with tools for getting in, keep the pressure, knock people down and exploit their wake ups. It's only fair that her own wake up game is exploitable as well.
    

Re: SUPER Street Fighter IV

 January 14, 2010, 06:48:05 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

The solution is to not get sweeped. Not easy, but is simple. Generally a character that has crappy wakeup game is above average in either defense (Dhalsin) or offense (Viper), so your opponent deserves the advantage once he gets you on the ground.
    

Re: SUPER Street Fighter IV

 January 13, 2010, 02:19:39 pm View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

Actually, Ryu's shoryuken sounds nerfed to me. If the first hit doesn't knockdown, then it probably doesn't send the opponent to high on air hit for advantageous trade juggle afterward, + if he wants to dp fadc into ultra 1 he'll have to use medium shoryuken, which does less damage. It's possible to react a back dash after a absoving the first hit from a FA so it's to early to say it's a reliable armor breaker.

Of Gen's chains, it's very unlikely that it was a link because c.mp would have to have it's startup extremely improved + chunbelivable (SRK) has stated that he could do lots of chains except anything into roundhouse.
Also, not a fan of high velocity for mantis jump. No invincible Ex Oga also scaries the crap out of me.
    

Re: SUPER Street Fighter IV

 January 12, 2010, 04:44:49 am View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

Good stuff for both.
    

Re: SUPER Street Fighter IV

 January 11, 2010, 02:41:04 am View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

Quote
Unless those counter ultras ignore the armor breakers too.

They don't. :( There is a "only work against some moves" warning below the counters commands at their command list. That's pure lazyness (so far) from the staff that won't code a specific system for counters and keep borrowing codes from the focus system instead. Kinda like the previous discussion of not lethal damage from focus hits, it's fair that a character don't die when countering, but plain weird for focus, but they are one system so there's no helping it.
    

Re: SUPER Street Fighter IV

 January 11, 2010, 02:02:11 am View in topic context
 Posted by Dr. H  in SUPER Street Fighter IV (Started by SNT September 21, 2009, 04:34:15 am
 Board: Fighting Games

Using counter to counter ultras are generally a bad idea because most ultras are armor breaker. Psycho punisher is reported to act like Elf's ultra, hence how he got out. There's a vid of him missing it too, exactly like Fuerte.
    

Re: Stuff in progress (Full Game and more) (Poll Finished)

 January 10, 2010, 06:46:05 pm View in topic context
 Posted by Dr. H  in Stuff in progress (Full Game and more) (Poll Finished) (Started by Dr. H December 28, 2009, 12:51:18 am
 Board: Projects

Thanks.

The jacket should actually help hiding parts that are harder to sprite, as well as hide the many inconsistencies a sprite work of many parts could cause, so it's strategic part of her design.
Let's see if I can get hyped enough to try, definitely not the hardest character to sprite and possibly very rewarding.
    

Re: Stuff in progress (Full Game and more) (Poll Added)

 January 10, 2010, 04:49:12 pm View in topic context
 Posted by Dr. H  in Stuff in progress (Full Game and more) (Poll Finished) (Started by Dr. H December 28, 2009, 12:51:18 am
 Board: Projects

Mary: 6
Leona: - 3
Nakoruru: 2
Goddess Athena: 3

Mary (surprisingly) wins. :) Thanks for the votes people, will start her in a couple of days.


So, because I don't want it to be a complete snk game, and because it doesn't hurt to try, I've experimenting some characters from other places and, uhn, came up with this. It's not supposed to be 100% perfect as the point is to see how well I can sprite a character in 20 minutes max. Please tell me what do you think of it. (If I have to tell who she is then it's a complete piece of crap and I should forget about it):




Looking at it, not the most fitting pose too. :P But at least made it easier.
Could work? Should I give up?
    

Re: Stuff in progress (Full Game and more) (Poll Added)

 January 09, 2010, 06:25:57 pm View in topic context
 Posted by Dr. H  in Stuff in progress (Full Game and more) (Poll Finished) (Started by Dr. H December 28, 2009, 12:51:18 am
 Board: Projects

Mary: 6
Leona: - 3
Nakoruru: 2
Goddess Athena: 1

Keep voting people. Poll ends tomorrow. :)

|
V On Nakoruru actually. Never said you couldn't vote in two. ;P

    

Re: Stuff in progress (Full Game and more) (Poll Added)

 January 09, 2010, 02:21:57 pm View in topic context
 Posted by Dr. H  in Stuff in progress (Full Game and more) (Poll Finished) (Started by Dr. H December 28, 2009, 12:51:18 am
 Board: Projects

Quote
You may want to contact OrochiKOF97 to see if you could use his Vice.

Well, Vice may have a chance in the future, when I make a poll about who should be the game's grappler so that may be an option. Orochi is still around?

Quote
Will you be using/modifying/updating other CCI chars too, such as Mature, Kasumi or Hinako ?

Dunno, I know it'll be very hard to have a vast majority of the cast to not be SNK characters, but I can still try to avoid making it a complete kof list. As there is already Vanessa and Kula (and now, maybe Leona), priority is in other games. Kasumi I can semi confirm, only she'll be closer to XI instead of 96 (96 anims aren't too good).

But I'm not assuming any compromises either, in the end, if I feel like, I could very well make another kof char and yeah, could use CCI support again. ;P


Mary: 3
Leona: -
Nakoruru: -
Goddess Athena: 1

Go go go guys.