YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Ikari is Offline
Contact Ikari:

Ikari

User

Messages by Ikari

    

Re: Moriya and Washizuka re-released by Dala

 March 23, 2008, 10:50:02 pm View in topic context
 Posted by Ikari  in Moriya and Washizuka re-released by Dala (Started by ^^ March 21, 2008, 02:51:23 am
 Board: Found Releases

Both are last blade 2 versions, with a couple of extras. Power mode gets dream cancels, that actually look really nifty, esp Washi's. Speed mode gets an EX/ A groove style custom combo mode (no lvl1 super though like in cvs). Both also get a new lvl1 super, Moriya's looking insanely awesome, espcially when canceled off of his uppercut. Pretty out of place stuff with all my other LB characters, but pretty damn awesome stuff.
    

Re: Broly the Legendary Super Sayan by ynvaser (Char)

 February 01, 2008, 04:38:37 pm View in topic context
 Posted by Ikari  in Broly the Legendary Super Sayan by ynvaser (Char) (Started by чиvαsεя February 01, 2008, 02:17:43 pm
 Board: Your Releases, older Mugen

I havent tried him, but even in the screen shots that you have posted the debug is flooded with missing required animations. You should probably try to get all the basics down before you release.
    

Re: The Last Judgement by YUSUKE

 February 01, 2008, 04:48:10 am View in topic context
 Posted by Ikari  in The Last Judgement by YUSUKE (Started by YUSUKE8 January 31, 2008, 11:59:36 pm
 Board: Your Releases, older Mugen

My first Hi Res stage! I really love your edits, you always make some of my favorite stages. Music tends to suit them quite well too. Great work!
    

Re: Omega Red by Kong

 January 30, 2008, 08:41:10 am View in topic context
 Posted by Ikari  in Omega Red by Kong (Started by Dead or Alive Fan January 30, 2008, 01:02:40 am
 Board: Found Releases

coil and variations turned out great (I like how he remembered the broken ground animation), the rest needs some polish:

air combos are really not there things just dont chain properly

air super = almost half life?! the animation on it isnt great, plus its missing the explosion at the end for when they hit the ground. Plus nothing cancels into it

Omega strike: it doesnt go far enough plus the hit looks weak, such as it doesnt slam the opponent away. The forward and roundhouse versions have the qcb k recall effect, but not the short kick version

I remember Omega Destroyer having more spaced out (time wise) hits towards the end instead of ending so rapidly, but that might be an earlier game.

ducking fierce doesnt hit enough or animates too long, after hitting he keeps on spinning his coil

isnt ducking roundhouse supposed to knock the opponent away and nullify projectiles and helpers? He has the mid and far versions, but not the close version

standing forward hits too early

isnt standing roundhouse a knockdown?

isnt there supposed to be a special hit property on ducking strong?

Sooo, I still prefer the old one (Onslaught X right?), not complete but more complete than this. There is hope though, hopefully Kong updates. The old version was so well coded with the hit properties of the... well everything. Im glad Kong didnt just lift code, but it certainly would be a good reference.
    

Re: Chizu_Maki by MDK

 January 29, 2008, 05:37:26 am View in topic context
 Posted by Ikari  in Chizu_Maki by MDK (Started by PeJ January 27, 2008, 12:20:05 am
 Board: Found Releases

I really like how she plays. I didnt have to post to get the password, I just logged in, and its really easy to see.
    

Re: Favorite M.U.G.E.N Char

 January 29, 2008, 05:31:54 am View in topic context
 Posted by Ikari  in Favorite M.U.G.E.N Char (Started by Hypersonik January 23, 2008, 08:33:04 am
 Board: M.U.G.E.N Discussion

Hanzo by KGenjuro
AIori by Jin
Dio by Warusaki (and anything else hes made for that matter)
Shigen by MMR (too bad he never got his super armour)
Kishma by ‡H
Alex by GM
Slayer by Muteki
Jedah by Duece, BBH Update
Oswald by Auhron
Dragonclaw by Reu
Seth by Nyankoro
BenimaruX by SanderX

not to mention Rikards original creations, Chojin, H. Seriously I better cut myself off before I write an essay.
    

Re: Favorite M.U.G.E.N Char

 January 23, 2008, 08:37:58 am View in topic context
 Posted by Ikari  in Favorite M.U.G.E.N Char (Started by Hypersonik January 23, 2008, 08:33:04 am
 Board: M.U.G.E.N Discussion

better move this topic to discussion and out of releases before a mod spots you.
    

Re: God Justice By HellToast (Muteki's Justice edit)

 December 15, 2007, 11:41:21 pm View in topic context
 Posted by Ikari  in God Justice By HellToast (Muteki's Justice edit) (Started by helltoast December 15, 2007, 03:54:25 pm
 Board: Edits & Add-ons


Why not a full scren, no startup, unblockable weak punch instant KO? That would be alot more fun than a weak CVS Ryu, no matter how well made he was. Also, it would totally live up to the goddess standard. It could have a special KO winscreen of white repeatedly flashing on a black background, kinda like a strobe light.
    

Re: God Justice By HellToast (Muteki's Justice edit)

 December 15, 2007, 08:45:35 pm View in topic context
 Posted by Ikari  in God Justice By HellToast (Muteki's Justice edit) (Started by helltoast December 15, 2007, 03:54:25 pm
 Board: Edits & Add-ons

    

Re: HULK by MGMURROW VER 1.0 11/23/07

 December 13, 2007, 10:17:17 pm View in topic context
 Posted by Ikari  in HULK by MGMURROW VER 1.0 11/23/07 (Started by MGMURROW November 23, 2007, 10:10:41 pm
 Board: Your Releases, older Mugen

I agree that the parrying is out of place.
There are so many great ideas in this hulk, but he NEEDS some balancing. Way too fast for starters. Moves need recovery time to make them fair, like ALL of his moves, esp when he has super armor. It leads to invincible spamming. Too many moves come out instantly, once again combined with super armor this makes him ridiculous. Damage on supers is INSANE, esp a full screen of his ground lift super, having the chunks carry you from one end to another. I agree if it hits in that circumstance it should do a bit more than his others, but he needs some kind of damage scaling on it. Damage combined with his comboability makes him unfair, esp when you can just spam combos overriding your opponent's moves. What drives me crazy more than anything else his his recovery roll. It is such a piss off when I smack him to the ground and he rolls behind me full screen distance at the speed of light, and hits me BEFORE I even land from the move that smacked him to the ground. This is soooo frusterating it blows my mind. You have sooo many great ideas for this hulk, the extra moves are generally fantastic and suit his character. But PLEASE PLEASE PLEASE, balance him! Mugen isnt about making the 'strongest character', thats when we have the F1 button for. The best characters are always beatible unless in the hands of somebody who really puts the time in to learn how to play them. Then theyre just really hard to beat.
    

Re: MvC Common System

 December 11, 2007, 09:48:08 pm View in topic context
 Posted by Ikari  in MvC Common System (Started by PotS December 11, 2007, 05:54:14 pm
 Board: Your Releases, older Mugen

Finally a universal fix for characters that can abuse throwing other chars in a guard state?! This is awesome, that was always one of my biggest gripes in mugen, Thanks POTS.
    

Re: All Chars by Umihei updated

 December 10, 2007, 02:01:40 am View in topic context
 Posted by Ikari  in All Chars by Umihei updated (Started by tetsuo9999 December 08, 2007, 05:57:01 pm
 Board: Found Releases

Look below Ryu, you'll see a stream of about 20 fireballs being reflected back, not the hitspark on the Aegis Reflector. Due to mugen not having a reflect code, the best way to mimic the effect is to have a reflector shoot its own fireball right back. Due to no multi hitting beams in SF3 this is just the weird way that the move handles it. Makes sense but a little silly.
    

Re: All Chars by Umihei updated

 December 09, 2007, 10:30:21 am View in topic context
 Posted by Ikari  in All Chars by Umihei updated (Started by tetsuo9999 December 08, 2007, 05:57:01 pm
 Board: Found Releases

Im not going to lose any sleep about a char with a 32 hit beam getting 32 fireballs returned in their face. Im pretty sure that if a beam hits once theyed only get one back. If they were lined up the beam would cancel out the reflected fireballs too. Plus, theyed have to do the beam after the reflector was out,except for Justice and Dizzy. Isnt it supposed to break after a certain number of hits though? Or does that not refer to fireballs... only body hits?
    

Re: CVS2 Chang & Leo by Gal129 updated

 December 09, 2007, 08:56:23 am View in topic context
 Posted by Ikari  in CVS2 Chang & Leo by Gal129 updated (Started by tetsuo9999 December 05, 2007, 06:03:05 pm
 Board: Found Releases

Please tell me that you aren't trying to download the patchs with a large strike out line though them?
    

Re: Cyberbots Swordsman by Kong

 December 09, 2007, 02:49:57 am View in topic context
 Posted by Ikari  in Cyberbots Swordsman by Kong (Started by BulletSaint December 08, 2007, 05:10:00 pm
 Board: Found Releases

Auto Parry = NOT COOL
Other than that the chars are pretty fun despite how fast they are coming out. They could totally use some accurate ticks and recovery time though.
    

Re: Big Chicken updated to 1.1 (5/12/07)

 December 06, 2007, 04:40:00 am View in topic context
 Posted by Ikari  in Big Chicken updated to 1.1 (5/12/07) (Started by Warner December 01, 2007, 06:43:20 pm
 Board: Your Releases, older Mugen

Any reason spcials with your chars are different buttons with the same motion instead of different versions of the same special in accordance with the strength of the punch/kick? It just seems kinda weird with a capcom based character. I love the sprites and the ideas so far, hes coming along GREAT. Standing weak kick in the corner is basically an infinite though. Plus his d df f Z and f d df Z both have EX move type shadows which is kinda weird for a normal move. But yeah, AWESOME ideas, I really like the concepts that you have going on here.
    

Re: Rera by Ibukah re-released

 December 01, 2007, 06:18:31 am View in topic context
 Posted by Ikari  in Rera by Ibukah re-released (Started by ☠Guardian Angel★☃ December 01, 2007, 05:31:14 am
 Board: Found Releases

are you sure? The date on the char says 11/30 2005 and 2007...
    

Re: SF3 Gouki by GM Updated

 November 24, 2007, 05:47:47 am View in topic context
 Posted by Ikari  in SF3 Gouki by GM Updated (Started by BaRyoNyX November 22, 2007, 09:37:10 pm
 Board: Found Releases

shouldnt he be able to super cancel his air fireballs into his air kick super? I dont know why youd want to though (Im definately a kick super type of guy), so it doesnt really matter all that much. Im just trying to find something not right with him and not having much luck. Air reset corner combos with his super fireball? Meh those are pretty useless anyways.
    

Re: Invasion

 November 22, 2007, 07:43:54 pm View in topic context
 Posted by Ikari  in Invasion (Started by Ryon November 22, 2007, 04:14:42 am
 Board: Your Releases, older Mugen

Cool stage, looks like a good concept. A bit of parallaxing would make it look sooo much better though.
    

Re: CVS2 Mukuro (Kenji) by Rei released

 November 20, 2007, 06:37:18 pm View in topic context
 Posted by Ikari  in CVS2 Mukuro (Kenji) by Rei released (Started by Cybaster November 20, 2007, 03:20:37 pm
 Board: Your Releases, older Mugen

Hes got some cancel issues on some moves comboing but not others. His dfdf K super looks like it hits too late. I think hes got some potential though.