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senorfro

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Messages by senorfro

    

Re: Rock Howard + All Chars Update

 April 11, 2014, 11:30:54 am View in topic context
avatar  Posted by senorfro  in Rock Howard + All Chars Update (Started by DW April 10, 2014, 05:27:28 pm
 Board: Your Releases, older Mugen

Only thing I've noticed is that, unlike your other characters, he cannot cancel Lvl.1 supers into Lvl.2 supers.  Is this something you plan on doing for the rest of the cast?
    

Re: Jmorphman's WIP thread: updating again + the true meaning of Christmas

 April 09, 2014, 09:29:37 am View in topic context
avatar  Posted by senorfro  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

You can hit the opponent with pretty much anything after Take No Prisoners finishes.
I'll be damned.


Well, if you're using all 3 meters, than Patriot Sweeper is his most damaging. 
- J. HP, close HP, Patriot Circle (x3), cancel into Patriot Sweeper = 635

Most damaging for Take no Prisoners that I can find is
- J. HP, close HP, Patriot Circle (x3), cancel into Lvl.2 Take no Prisoners, EX Patriot Circle (x2) = 618
(This is hard to do as there is a small window to hit Ex Patriot Circle correctly)

Though I will say that Lvl.1 TNP is his highest damaging if you want to use just one meter
- J. HP, close HP, Patriot Circle (x3), cancel into Lvl.1 TNP, HK = 513

I kinda like the juggle after TNP, but I would look at the damage for just using 1 level of meter.  Maybe a higher damage dampener from canceling Patriot Circle into TNP
    

Re: Jmorphman's WIP thread: updating again + the true meaning of Christmas

 April 09, 2014, 08:28:47 am View in topic context
avatar  Posted by senorfro  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

Okay, I must no see it, but what juggle with 'Take no Prisoners'?
    

Re: KoopaKoot's WIP Thread. MFG Challenge 2014 begins!

 April 08, 2014, 08:19:24 am View in topic context
avatar  Posted by senorfro  in KoopaKoot's WIP Thread. MFG Challenge 2014 begins!  (Started by Koop April 07, 2014, 10:59:22 pm
 Board: Projects

Voted for Ramon, but Rock will probably win
    

Re: Top five favorite female fighting game characters

 April 07, 2014, 06:42:07 am View in topic context
avatar  Posted by senorfro  in Top five favorite female fighting game characters (Started by jckw197 March 20, 2014, 05:28:25 am
 Board: Fighting Games

This is too hard to just do 5, so I'll just do a top 5 from Capcom, and a top 5 from SNK.

Capcom
Juri Han (Street Fighter)
Ibuki (Street Fighter)
Cammy (Street Fighter)
Tessa/Tabasa (Warzard/Red Earth)
Jill Valentine (Resident Evil) -brunette-

SNK
Blue Mary (Fatal Fury)
King (Art of Fighting)
Vanessa (KOF)
Leona (KOF)
Vice (KOF)
    

Re: Oni Inomura

 March 24, 2014, 11:42:22 pm View in topic context
avatar  Posted by senorfro  in Oni Inomura-Updated 03/31/2014 (Started by Infinite Crisis March 22, 2014, 01:39:30 pm
 Board: Your Releases, Mugen 1.0 +

Bloody Mess should have a limit on it's juggles considering the combos you can do in the corner with damage being in the 700s
    

Re: MUGEN Video thread

 March 24, 2014, 11:39:14 pm View in topic context
avatar  Posted by senorfro  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



@Infinite Crisis:
This is the newest Cable that you have uploaded.  I know you said you looked into his juggles, but I think you missed a few.
    

Re: Jmorphman's WIP thread: Rolento beta up + the true meaning of Christmas

 March 11, 2014, 09:40:28 am View in topic context
avatar  Posted by senorfro  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

- His hitbox from where he can be hit for HP seems a little big
- Blood on blocked Stinger?
    

Re: KoopaKoot's WIP thread of..huh? Vans!?

 March 11, 2014, 08:10:39 am View in topic context
avatar  Posted by senorfro  in KoopaKoot's WIP thread of..huh? Vans!? (Started by Koop November 19, 2012, 01:44:42 pm
 Board: Projects

But now what? I don't really know what to do with her. I don't want to make her play like any game in particular. Also I want to change her hitsparks. Maybe a few ideas?

If you're going off the most current one you made instead of starting from scratch, you could start with fixing the bug where ES Smile & Missile (Gedan), ES Cheer & Fire (Yoko Houkou), and ES Happy & Missile don't take away meter, but fill meter instead.
    

Re: wrestling

 March 09, 2014, 06:09:17 am View in topic context
avatar  Posted by senorfro  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

    

Re: Skullgirls spriterips

 March 08, 2014, 09:57:16 am View in topic context
avatar  Posted by senorfro  in Skullgirls spriterips (Started by JukeboxO January 15, 2014, 02:53:32 am
 Board: Resource Releases

So, after seeing these sprites as well as other ones on the net, it's interesting that unlike other 2D fighting sprites, Skullgirl ones look to have anti-aliasing on the outer lines.  Maybe it's me, or maybe I'm missing something, but that's what it looks like.
    

Re: Guilty Gear Xrd -SIGN- : New 2.5D Fighting Game

 March 07, 2014, 11:26:20 pm View in topic context
avatar  Posted by senorfro  in Guilty Gear Xrd -SIGN- (Started by LurkerSupreme May 19, 2013, 03:27:57 pm
 Board: Fighting Games

Story, so far, seems interesting.  I wonder if Faust will be the only one who's last boss is different.
    

Re: MUGEN Video thread

 March 02, 2014, 07:51:34 am View in topic context
avatar  Posted by senorfro  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Dr.Doom -Updated 02/28/2014

 March 01, 2014, 10:14:50 pm View in topic context
avatar  Posted by senorfro  in Dr.Doom -Updated 03/02/2014 (Started by Infinite Crisis February 27, 2014, 08:17:23 pm
 Board: Your Releases, Mugen 1.0 +

For a suggestion/compromise, what about for Molecular Shield, having each rock take 2 hits instead of 1 before disappearing.  The move really isn't great.  Aside from what's been said, it's not hard to jump over.  Also, if it hits airborne opponents who are close, they have a high chance of recovering and countering Doom before he can recover fro his stance.
    

Re: Divine W.I.P.'s

 March 01, 2014, 08:24:26 am View in topic context
avatar  Posted by senorfro  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

Hmmm...this looks to be pretty different from Vyn's in terms of moveset.  I'm guessing the Lvl.3 super counter that Vyn's had won't be in this one.  Also, will Max Raging Storm be charge-able, and will it be un-blockable at full charge?
    

Re: Jmorphman's WIP thread: important announcement + the true meaning of Christmas

 March 01, 2014, 08:19:05 am View in topic context
avatar  Posted by senorfro  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

Though you don't have it listed, I trust Joe's not being able to block low on wake-up as well as Guile's Flash Kick parry issue have been fixed?
    

Re: Dr.Doom

 February 28, 2014, 03:13:44 am View in topic context
avatar  Posted by senorfro  in Dr.Doom -Updated 03/02/2014 (Started by Infinite Crisis February 27, 2014, 08:17:23 pm
 Board: Your Releases, Mugen 1.0 +

^
Agreed
    

Re: Dr.Doom

 February 28, 2014, 03:05:07 am View in topic context
avatar  Posted by senorfro  in Dr.Doom -Updated 03/02/2014 (Started by Infinite Crisis February 27, 2014, 08:17:23 pm
 Board: Your Releases, Mugen 1.0 +

Maybe.  It's not easy to find a medium with this type of character

Yeah, I figured it worked fine here considering the style.  Maybe being able to back dash after it, but that's iffy.  All of Infinite's characters I play with Chain Combos turned off, so I try to look at it from that perspective.
    

Re: Dr.Doom

 February 28, 2014, 02:56:14 am View in topic context
avatar  Posted by senorfro  in Dr.Doom -Updated 03/02/2014 (Started by Infinite Crisis February 27, 2014, 08:17:23 pm
 Board: Your Releases, Mugen 1.0 +

- Foot Dive doesn't knock down, at all. This makes both variants heavily useless.
Just my opinion, but I don't think it's really useless as it can be cancelled into any of his air moves, and considering the style this Doom is.

Also I would recommend that you speed up a bit his Hidden Missiles. IIRC is not possible to launch them slowly like that in MVC3, but I can be wrong.
I think the way hidden missiles is fine with EX being able to be sped up while the normal one cannot.  I would think it makes it more fair.

- Like the others, Photon Array's damage in scaling as well as Molecular Shield's Rock problems need to be looked at.

Also,
Spoiler, click to toggle visibilty
    

Re: Batsu Ichimonji by R@CE AKIR@ Updated 2/14/2014

 February 15, 2014, 04:44:37 am View in topic context
avatar  Posted by senorfro  in Batsu Ichimonji by R@CE AKIR@ Updated 7/15/14 (Started by ~Hale "R@CE" Caesar~ February 12, 2014, 10:37:21 pm
 Board: Your Releases, Mugen 1.0 +

:omg:

can you please read this carefully

 
Quote
after a back throw he is then able to come down with an attack after an air fireball which is a good thing. Noticed this after grinding with him in training mode and found a cool corner combo that utilized this.

I did read it, but you said you liked it.......
youre not getting it at all

he cant come down with a button at all after a fire ball ONLY AFTER backthrowing your opponent at any moment in a fight can you be able to come back down with a button after a fireball.

jesus

I was confused by what Luis was saying, but now I get it.  After doing air Kiai Dan, Batsu cannot do anything on the way down from the air.  But, after doing a back throw, he is able to do a follow up after air Kiai Dan.  Basically, back throwing an opponent causes a trigger which allows you to follow do follow ups after doing air Kiai Dan