Board: Requests


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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
I get rid of Infinite Style because I disagree on some things from his system.
<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
Hibiki, huh?
... this might be relevant to my interests.

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 
", right?
I guess I fix the thing
really.
-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


Uhmmm. I don't know man. Seiou Zan was a LV3 Super on CvS2. I think the movement should remain as such. SorryNo 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.
To make an incredibly quick correction to my feedback.I actually changed most part of his Normals to match the frameadvantage with CvS2. I use this as a guide:
- 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 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
Thank you so much for the attention, really.
).
Hmmm... I'm not sure, he has tons of really good tools already.- Uhm. I guess I'll talk with Arpa about this issue.
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.
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.- 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.

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.
Thanks to everyone, really.
I've only been testing the normal Haohmaru mode.Wow. That's unexpected and nice
He feels really nice, you've come a long way since the first time I tested one of your characters.
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?

- 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."- 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?
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.
- 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.

- 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.- Reduced to 50
He can get OTG'd and/or pressured on wakeup almost for free.

- Please keep this lol:- Hahahahahaha! I can't believe I forgot to put the hitbox.
[youtube]https://www.youtube.com/watch?v=7yOklkcWu88[/youtube]
Glad to know you're open to suggestions.