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Chazzanova

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Messages by Chazzanova

    

Re: Does this Ryu exist???

 August 08, 2014, 04:39:55 am View in topic context
 Posted by Chazzanova  in Does this Ryu exist??? (Started by yaret August 08, 2014, 04:37:12 am
 Board: Requests

Sean Matsuda by Victorys + Ryu Cosplay Palette :B
    

Re: Divine W.I.P.'s

 August 08, 2014, 12:36:37 am View in topic context
 Posted by Chazzanova  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

↑ Pretty nice job, but the pic doesn't fit with the costume!!
    

Re: Chazzanova's WIPs - K'

 August 08, 2014, 12:34:47 am View in topic context
 Posted by Chazzanova  in Chazzanova's WIPs - K' (Started by Chazzanova September 23, 2013, 03:01:10 am
 Board: Projects

what about quickfirst he will code the char? he really wants to code this first char K, sorry for this question but I wanna know :)

Hey, don't worry, he's probably gonna code K'. His posts about quitting are a drama, he's gonna make characters eventually. Wouldn't surprise me if he's actually working on K', and then suddenly release him as a surprise.

And sorry to disappoint :( I get rid of Infinite Style because I disagree on some things from his system.

Thanks to everyone for the support : D
    

Re: Chazzanova's WIPs - K'

 August 07, 2014, 07:11:34 pm View in topic context
 Posted by Chazzanova  in Chazzanova's WIPs - K' (Started by Chazzanova September 23, 2013, 03:01:10 am
 Board: Projects

Nice pals Memo, and thank you guys for the support :)

This is probably the final movelist:

Code:
<NORMAL>

.One Inch F + y
.Knee Assault DF + c
.Spot Pile         F/B + 2p (near opponent)


<SPECIAL>

.Ein Trigger (EX): D, DF, F, p
    .Second Shoot F + a
    .Second Shell F + c
    .Black Out B + k
.Crow Bites (EX): F, B, F, p
    .Secondary Bites F + k (only after heavy Crow Bites)
.Minutes Spike (EX): D, DB, B, k (Air also)
    .Secondary Bites D, DB, B, k (only after ground version)
.Air Trigger (EX): D, DF, F, k (Air)
.Black Out: D, DF, F, k


<SUPER>

.Heat Drive (MAX): D, DF, F, D, DF, F, p (hold to delay)
.Chain Drive (MAX): D, DF, F, DF, D, DB, B, p


<Lv2 SUPER>

.Crimson Star Road: D, DB, B, z, x

<Lv3 SUPER>

.Hyper Chain Drive: F, DF, D, DB, B, F, DF, D, DB, B, 2p

I wouldn't like to declare a date yet, but I've received feedback from several testers. When I finish to fix this round, I will send the beta to the testers again. K' will be released when all of them consider that appropriate.
    

Re: The CS Discussion Thread

 August 07, 2014, 03:36:21 am View in topic context
 Posted by Chazzanova  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 am
 Board: Sprite Projects

    

Re: Iori, Sagat, and Haohmaru by Master Gouken

 August 06, 2014, 11:25:04 am View in topic context
 Posted by Chazzanova  in Iori, Sagat, and Haohmaru by Master Gouken (Started by SGU823 August 06, 2014, 03:04:13 am
 Board: Requests

    

Re: Character of the Month: June 2014 - Voting

 August 06, 2014, 11:01:08 am View in topic context
 Posted by Chazzanova  in Character of the Month: June 2014 - Voting (Started by Bizarro Santamorphman July 22, 2014, 08:50:12 am
 Board: Contributions of the Month

    

Re: Haohmaru (updated 07/28/2014)

 August 06, 2014, 12:46:24 am View in topic context
 Posted by Chazzanova  in Haohmaru (updated 07/28/2014)  (Started by Chazzanova July 25, 2014, 01:59:07 pm
 Board: Your Releases, Mugen 1.0 +

@Bloody Vengeance: An error on the ReadMe I guess! He can perform Zoubu Eguri only on round 3 D; sorry.
@Dominaking: Thanks for the faith, man :D
    

Re: Chazzanova's WIPs - K'

 August 05, 2014, 02:17:49 pm View in topic context
 Posted by Chazzanova  in Chazzanova's WIPs - K' (Started by Chazzanova September 23, 2013, 03:01:10 am
 Board: Projects

It looks like a palette made by sabockee. I like it, a lot :)

Guys, K' is on his first row of beta-testing. Vans is helping me with that :) he's kinda a KoF expert, and I'm willing to follow his instructions to make this character better. So, I gues that you can expect a good release for this character :)

EDIT: I have a problem with the emoticon ":)", right?
    

Re: Haohmaru (updated 07/28/2014)

 August 05, 2014, 11:54:57 am View in topic context
 Posted by Chazzanova  in Haohmaru (updated 07/28/2014)  (Started by Chazzanova July 25, 2014, 01:59:07 pm
 Board: Your Releases, Mugen 1.0 +

That's because his ground.type is Trip :P I guess I fix the thing :)
    

Re: The CS Discussion Thread

 August 05, 2014, 11:47:32 am View in topic context
 Posted by Chazzanova  in The CS Discussion Thread (Started by Froz August 14, 2013, 06:40:53 am
 Board: Sprite Projects

I love you, Froz.
    

Re: Next CPS3 conversion project.

 August 04, 2014, 05:09:47 pm View in topic context
 Posted by Chazzanova  in Next CPS3 conversion project. Demitri (Started by ink August 04, 2014, 03:22:15 pm
 Board: Sprite Projects

I'm agree, Dictator :3
    

Re: Ask Kamekaze!

 August 04, 2014, 04:42:29 pm View in topic context
 Posted by Chazzanova  in Ask Erroratu (Started by Bastard Walt March 13, 2013, 05:40:48 pm
 Board: All That's Left

 If you could get a spriter that sprites a character in an certain style:

 - What would be the character?
 - What would be the sprite style?
 - What would be his gameplay?
 - What do you think about Z2 characters?
 - Other than your works, what's your favourite character and author?

Thanks :)
    

Re: Street Fighter 4th Strike Screenpack ( Update 08/03/14 )

 August 04, 2014, 04:25:16 pm View in topic context
 Posted by Chazzanova  in Street Fighter 4th Strike Screenpack ( Update 08/03/14 ) (Started by 7th and Tef March 24, 2014, 12:13:25 am
 Board: Projects

Looks pretty neat. And 1.0 <3
    

Re: Chazzanova's WIPs - K'

 August 04, 2014, 03:46:37 pm View in topic context
 Posted by Chazzanova  in Chazzanova's WIPs - K' (Started by Chazzanova September 23, 2013, 03:01:10 am
 Board: Projects

Sweet, thanks for them :D really.
    

Re: Haohmaru (updated 07/28/2014)

 August 04, 2014, 12:55:10 pm View in topic context
 Posted by Chazzanova  in Haohmaru (updated 07/28/2014)  (Started by Chazzanova July 25, 2014, 01:59:07 pm
 Board: Your Releases, Mugen 1.0 +

-Ougi: Resshin Zan lets P2 stand up as soon as it hits. Kinda defeats the purpose imo? idk I'm still kinda out of my element here but yeah.
Happens all the time or just when EX Resshin Zan hits OTG? Forgive me for bothering you, I can't replicate the thing at all.

-Hiougi Tenha: Danku Retsu Zan allows some people to get up before the last hit (seen against GM's SF3 Ryu's AI).
Holy crap :c I had this problem agaisnt some characters, I thought it would have solved :| thanks for the report C.A.N., I'll work on that.
-If the second hit of his crouching Z<Z chain misses, the slowdown still happens (either that or mugen suddenly decided it hates my computer).
Is not your computer, I'll fix that :)

Thanks! :)

Uhmmm. I don't know man. Seiou Zan was a LV3 Super on CvS2. I think the movement should remain as such. Sorry :(
No worries. It seemed like a more powerful super move to me hence why I made the suggestion.

And it's actually the other way around in Neo Geo Battle Coliseum in that the Seiou Zan is a Level 1 super move while the Tenha: Fujin Zan is a Level 2 super move.

If maybe I convert other characters from SamSho (for sure, I'll convert 2 more), and the movelist seems short, I'll add Issen to them. I'd rather keep it as a more general movement, I do not like repeat Super Moves, and less when it comes to LV3 Moves.

To make an incredibly quick correction to my feedback.

- When I said lower the recovery time on Far HP, ignore that lol. That was me being stupid. Just do the hittime adjustment thing.
I actually changed most part of his Normals to match the frameadvantage with CvS2. I use this as a guide:
http://i.imgur.com/czie5jp.jpg
I still don't know how to get data from the game :P I would love to learn but my enligsh it's really bad and I don't get the tutorials at all. But the pic looks very legit lol
I wonder if you agree with these frametimes :) Thank you so much for the attention, really.

In general I still need to fix some bugs. I honestly would like to update the character when all the reported bugs were fixed (even if after that, another wave of bugs can come :P).
    

Re: Character of the Month: July 2014 Nominations

 August 04, 2014, 12:40:45 am View in topic context
 Posted by Chazzanova  in Character of the Month: July 2014 Nominations (Started by Lith August 04, 2014, 12:15:02 am
 Board: Contributions of the Month

Freezer by Z2 Team - 1
Tristan by Kamekaze - 2
Haohmaru by Chazzanova -2
    

Re: Haohmaru (updated 07/28/2014)

 August 03, 2014, 10:01:01 pm View in topic context
 Posted by Chazzanova  in Haohmaru (updated 07/28/2014)  (Started by Chazzanova July 25, 2014, 01:59:07 pm
 Board: Your Releases, Mugen 1.0 +

Hmmm... I'm not sure, he has tons of really good tools already.

Since the move is traditionally a projectile killer then it would be for the best to keep it that way, the issue is giving him incentive to actually use it instead of everything else he has. He doesn't really need more moves to get power since he already has tons of ways to build meter and as a defensive maneuver, he has stronger/better ones already.

Might have to put some thought on it for a while, one of the Samsho experts would probably have a better idea of what to do too.

For now it should cancel out projectiles at least. :P
- Uhm. I guess I'll talk with Arpa about this issue.
If you change Issen's command to just "x" it's easy to do: have both characters jump, hit the opponent with j.LP and then activate the super as soon as you land, you'll see it miss completely on p2.
- Nice tip :)
Oh my bad, in CvS2 this move had to be blocked low. :P
- Fixed :)!

In regards to his movelist, Haohmaru's version of the Issen seems more like a Level 3 super move to me.

A move like that is generally seen a character's most powerful move, especially when the background changes as it did in Haohmaru's version. And in the Samurai Shodown series, it's quite strong as well.

I would have had his Tenha: Seiou Zan as a Level 2 only move while making his Issen his Level 3 super move.

Uhmmm. I don't know man. Seiou Zan was a LV3 Super on CvS2. I think the movement should remain as such. Sorry :(

Just gonna jump in and say that the noise that happens during his stance threw me off.
- That's from CvS2 D;
-Their damage output seems kind of weird and jumpy, especially on supers. Sometimes it feels like they do too little damage—especially with their supers—but then that custom combo thing comes up and then they're doing way too much.
- That's kinda also from CvS2. For example, in source, Haohmaru far s.HP does 3000 dmg, and his super (1 bar) does 2300. Capcom take this things from SS games. Haohmaru has some weird damages D;
-Hiougi Tenha: Danku Retsu Zan seems kinda weird. I feel there should be some way to combo into it, but the delayed startup makes the invuln a bit more bearable, so I dunno.
- He can be canceled from Nagi Yaiba, Senpuu Ha, and Gouha.

Well, I still has a lot of things to fix, and this characters needs a nerf. I think I still have much to learn, but the fact of wanting to learn is a good sign, I think :P Thanks to everyone, really.
    

Re: Haohmaru (updated 07/28/2014)

 August 03, 2014, 06:22:05 pm View in topic context
 Posted by Chazzanova  in Haohmaru (updated 07/28/2014)  (Started by Chazzanova July 25, 2014, 01:59:07 pm
 Board: Your Releases, Mugen 1.0 +

I've only been testing the normal Haohmaru mode.

He feels really nice, you've come a long way since the first time I tested one of your characters.
Wow. That's unexpected and nice :D But, to be fair, I received a lot of help from DivineWolf. Believe me, a part of me feels strange not to add to its authorname.

- His Senpuuretsuzan projectiles should change to movetype = I when they fade out / connect. Parrying one of them will lock you back to a guarding position if you hold back.
- Fixed. I think it's something I have to fix my other projectiles, right? :P
- Resshin Zan becomes a pretty weird cross up move when the opponent is knocked down, usually these type of moves do not allow you to cross up like this. To fix this you might need a pushing helper.
- I'll work on that :) Thanks for the report and the tip!
- "Sake Kogeki can destroy projectiles."



wot.
I'm not sure what the actual effects of a succesful sake attack are, but compared to parrying or countering with TK Senpuuretsuzan, this seems like a really really terrible option all around considering he gets hit at startup. I don't think the move's useful at all at this stage.
- Fixed. But you're right, the move turns really pointless. In SS the move can also reflect projectiles, thought on adding the feature, but I was afraid on make the Kogeki broken or something like that. What do you think about this issue?
- I think the "COUNTER!" text used in Senpuuretsuzan should be aligned with the hitspark, it looks weird:
- Fixed.
- Something has to be done about custom combo, as a reversal maneuver activating and doing [(cr.HP)x4 => s.HP]xN deals around 340+ damage. There's no reason to use any of his other supers anymore considering this has more invincibility, faster startup, deals way more damage and can set up OKI.
- Holy crap you're right D; I was working on dampener, Haohmaru really has very unbalanced combos. Hitting OTG during his EX Resshin Zan can be broken too. I'll working on that, yes.
- There's problems with his juggling, reseting an opponent using an air-to-air basic and then using a move with a very long active window does nothing, e.g. j.LP => (land) Issen.

- I'll look on that too. My main problem with this type of bugs is that I can't reproduce them because, to be honest, I suck playing. But I'll fix that.
- I do believe c.MP should hit low.
- Sorry, but this time I don't get it. Are you talking about the ground.type? Because it's set on Low.  Are you talking about hit properties (must be guarded on crouch)?
- In CvS2 he used to have a special blocking sound since he was blocking with his weapon. I think that would be nice to have.
- I thought about it, but as POTS Nakoruru hasn't the sound I discarded the idea of adding it. I guess I will add it, I also think that would be nice to have :) I was wrong, Nakoruru did has the sound!
- Why is liedown.time 60? This seriously bothers me to no end, he's not KFM and there's 0 games with lie down time that long. :P
  He can get OTG'd and/or pressured on wakeup almost for free.
- Reduced to 50 :P
- Please keep this lol:

[youtube]https://www.youtube.com/watch?v=7yOklkcWu88[/youtube]
- Hahahahahaha! I can't believe I forgot to put the hitbox.

Thank you for taking the time and give me all the feedback, Vans. I'll work on the things that you pointed me :)
    

Re: The Griffon\Tizoc by R@CE AKIR@

 August 02, 2014, 04:44:25 pm View in topic context
 Posted by Chazzanova  in The Griffon\Tizoc by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ August 02, 2014, 06:29:09 am
 Board: Your Releases, Mugen 1.0 +

In fact, when I talk about your explosive temper I mean things like suggest take him down when I said that the character doesn't feel like Tizoc.

But seeing as you don't take the feedback so bad, at night I'll write a few things that could be improved :) Glad to know you're open to suggestions.