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senorfro

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Messages by senorfro

    

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

 February 15, 2014, 04:34:29 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 +

Just re-downloaded him and you can still do EX Guts Upper 6 times in a row

Also, it looks like you have damage dampener on longer than it should be for 'Zenkai Kiai Dan' and 'Ichimonji Style Barrage'.   Let me explain.  An example is if Zenkai Kiai Dan does 108 damage during combos, you can do HP and do the super just after the opponent recovers and the damage will be the dampener damage instead of the full amount
    

Re: Batsu Ichimonji by R@CE AKIR@

 February 13, 2014, 08:54:09 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 +

Yeah, combo-ing air basics into ground basics seems real strict.  Combo-ing basics into specials is fine, so that's not the issue.
    

Re: Batsu Ichimonji by R@CE AKIR@

 February 13, 2014, 06:46:59 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 +


- a.SP and a.SK don't seem to have very good hittimes, as it seems impossible to combo after them when landing, be it with a basic or a
-I can combo just Fine with the SP and the SK after hitting someone with them. I do it in my video so, I dont see how you cant too.


Actually, I am also having a difficult time combo-ing off of Jump HP and Jump HK as well.  The thing though (and I'm guessing the same for God's Anger as well), is that combo chaining is turned off on my end.  In your videos, it's clear that it's turned on. 
    

Re: Batsu Ichimonji by R@CE AKIR@

 February 13, 2014, 02:35:33 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 +

- Why are all versions of Guts Upper (except EX) the same range and damage?
- Something's weird in how 'Super Guts Upper' can be parried.  For the beginning Punch, characters from POTS, Ininfite, Warusaki3, Antagonist, GM, KojiroBadness, Kamikaze, and you can't parry it, while characters from DivineWolf, H', Jesuszilla, JMorphman, Vyn, Kohaku, Rajaa, and Hero can.
- I know you like Wall Bounces, put please look into juggle limitations.  You can do HP, Kiai Dan, Zenkai Kiai Dan, Guts Upper, Zenkai Kiai Dan, Guts Upper, Zenkai Kiai Dan, Guts Upper for 612 damage
- Speaking of juggles and damage, I can do Jump HK, Ryuusei Kick, Ryuusei Kick, EX Kiai Dan, EX Guts Upper, Guts, Upper, Lvl.2 Zenkai Kiai Dan for 672 damage.
- Damage during Custom Combos should be lowered.  I should not be able to do 9 Hard Punches and get 367 damage.

He's getting there.
    

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

 February 13, 2014, 12:09:57 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

    

Re: Sean Matsuda released + other chars update

 February 11, 2014, 10:35:19 am View in topic context
avatar  Posted by senorfro  in  Sean Matsuda released (updated) + other chars update (03/08/14) (Started by Víctorys February 11, 2014, 04:28:34 am
 Board: Your Releases, Mugen 1.0 +

- Juggernaut Smash's range is the same as his normal throw

I also see that palette selector is no more.  Oh well.
    

Re: Freeza Z2

 February 09, 2014, 07:45:03 am View in topic context
avatar  Posted by senorfro  in Freeza Z2 (Started by Balthazar December 27, 2011, 06:59:29 pm
 Board: Projects

If the body's going to stay there, the first one is better. The second one would be more radical if the body vaporized, but seeing the two halves of the body is kind of like an awkward pause at the end of a sentence.

^
This
    

Re: New stance for Infinite's Cloud

 February 07, 2014, 05:08:04 am View in topic context
avatar  Posted by senorfro  in New stance for Infinite's Cloud (Started by SuperGohanSunderland February 06, 2014, 04:49:37 am
 Board: Sprite Projects

I like the iconic stance too, but won't that stance hinder some of his basic attacks n terms of animation?
    

Re: Split from JZS's WIP thread tied to the recent Releases Ethics feedback thread

 February 01, 2014, 10:12:25 am View in topic context
avatar  Posted by senorfro  in Split from JZS's WIP thread tied to the recent Releases Ethics feedback thread (Started by Jango Hakamichi February 01, 2014, 05:48:18 am
 Board: Feedback

Speaking of Bluestreak, if he's against Rugal in turn battles, and whoever is next to face the other, Bluestreak will just stand there and not do anything.  Unless you press a button to skip the intro, both characters will continue to just stand there.
    

Re: Ryo Sakazaki (CrazyKoopa edit)

 February 01, 2014, 09:46:39 am View in topic context
avatar  Posted by senorfro  in Ryo Sakazaki (CrazyKoopa edit, updated 02/16/2014) (Started by Jmorphman January 31, 2014, 07:57:57 pm
 Board: Edits & Addons 1.0+

-EX Air Ko'oken gives back meter

I'm not sure what number you would like combos not to pass in terms of damage, but I'll leave what I've found and you can make the decision.  Also, these only really work in the corner.

- Jump HP, Duck MP, Duck HP, HP Kyokugenryuu Renbuken, EX Hien Shippuu Kyaku, EX Zannretsuken, Lvl.2 Ryuuko Ranbu, Kogeki = 685
- Jump HP, Duck MP, Duck HP, HP Kyokugenryuu Renbuken, HP Zanretsuken, CC, Duck HP (x5), EX Hien Shippuu Kyaku, EX Zannretsuken, Lvl.1 Ryuuko Ranbu, Kogeki = 678
- Tenchi Haouken, Power Charge to Lvl.1, Jump HP, Duck MP, Duck HP, HP Kyokugenryuu Renbuken, EX Hien Shippuu Kyaku, MP Zannretsuken,  Lvl.1 Ryuuko Ranbu, Kogeki = 743 (If Tenchi Haouken is hit on a counter, then the damage is 799)
    

Re: Victorys Wips (Current: Sean Matsuda)

 January 26, 2014, 02:17:44 pm View in topic context
avatar  Posted by senorfro  in Victorys Wips (Evil Ryu Beta Up) (Started by Víctorys July 27, 2013, 08:00:39 pm
 Board: Projects

Do you plan to add both versions of EX Tornado and EX Ryuubi Kyaku in the config as well?
    

Re: Victorys Wips (Current: Sean Matsuda)

 January 26, 2014, 07:18:40 am View in topic context
avatar  Posted by senorfro  in Victorys Wips (Evil Ryu Beta Up) (Started by Víctorys July 27, 2013, 08:00:39 pm
 Board: Projects

If I may ask, why no 2 modes?  It was nice to switch between his 3rd Strike moveset and 2nd Impact one
    

Re: the sissy shack

 January 26, 2014, 06:50:04 am View in topic context
avatar  Posted by senorfro  in the sissy shack (Started by Jesuszilla January 25, 2014, 07:34:57 am
 Board: Projects

That last bug was fixed a long time ago. It had to do with the intro using the same variable to determine position as that of a placeholder for an AI variable.
Oh, so the update will have that fixed then, cool

As for chip damage, are you doing this in training mode? If so, that will skewer the results because you get a power boost in C-Groove depending on how much meter you have.
The damage is like that for all grooves in Training and VS. (I first found this while playing against a friend of mine)

    

Re: the sissy shack

 January 25, 2014, 07:10:46 pm View in topic context
avatar  Posted by senorfro  in the sissy shack (Started by Jesuszilla January 25, 2014, 07:34:57 am
 Board: Projects

This is cool, though I have 3 things to point out with your current Eagle.

- The last hit of Union Jack Platinum misses against a lot of characters
- Chip damage for both supers are pretty high
   Manchester Gold: Lvl.1 = 119, Lvl.2 = 161, Lvl.3 = 210
   Union Jack Platinum: Lvl.1 = 147, Lvl.2 = 186, Lvl.3 = 235
- Why cannot I Dodge or Roll when I'm against Warusaki's Zangief?
    

Re: Jmorphman's WIP thread: Ryo beta up

 January 24, 2014, 12:05:57 pm 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

EX Ko'oken gives back power as well and air EX Ko'oken doesn't take power.

Why are all 3 versions of Raijinsetsu the same distance?
    

Re: Jmorphman's WIP thread: Ryo beta up

 January 24, 2014, 10:28:53 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

I got one
- Jump HP, HP, EX Kyokugenryu Renbuken, EX Hien Shippukyaku, MP Zanrestuken, Lvl.2 Ryukoranbu, Kogeki = 695 damage

Now for misc.
- When timed right, HP ->Kyokugenryu Renbuken is an infinite
- Aside from damage and barely being able to combo into Lvl.2 Haoh Shokouken, what's the use for HP Zanrestuken.  With LP and MP versions, you can cancel into supers, but with the HP version, they miss.
- No OTG for EX Raijinsetsu?
- Just curious, but why only fireball for Ko'oken and not the wave fist (thought it was gonna be wave fist and fireball for EX versions, unless I missed something)
    

Re: Shingo Yabuki (KOF2002UM+)

 January 23, 2014, 02:21:05 am View in topic context
avatar  Posted by senorfro  in Shingo Yabuki (KOF2002UM+) (Started by Vans January 21, 2014, 08:46:40 am
 Board: Your Releases, Mugen 1.0 +

Combo-ing close HP is smoother, though I still have problems a couple of times (just not as bad as before, which is nice).  I'll just combo off of close HK from here on out.  Only other thing I can think is the window to combo off of HP is shorter than HK (though that wouldn't make much sense if this data for him is straight out of 02UM, and I have no problem in the source game).  So, I'll just say I suck with Shingo and be done with it.  Everything else is fixed.
    

Re: Shingo Yabuki (KOF2002UM+)

 January 22, 2014, 06:53:57 am View in topic context
avatar  Posted by senorfro  in Shingo Yabuki (KOF2002UM+) (Started by Vans January 21, 2014, 08:46:40 am
 Board: Your Releases, Mugen 1.0 +

Hmmm...I don't know then.  I'm using 1.0 (don't see a reason to use 1.1).  Again, it may be my computer messing up the frame rate maybe.  I did just get a new laptop, but it's Windows 8 (which is crap), so I need to switch it to 7 before I transfer anything.

EDIT
Tried him, and here's what I have:
- He can still cancel HK into Geshiki: Goufu Kakkodake from any distance.
- After this update, as well as changing the specials B, DB, D, DF, F/F, DF, D, DB, B and not B, D, F/F, D, B (it's just easier for me to do), everything seems to work EXCEPT combo-ing off of close HP.  It is now the bane of my existence as I cannot combo close HP into his specials effectively (sometimes I get it, sometimes I don't).  I even went back and played 02UM again to make sure I wasn't losing it.  Vans, I ask that you do reps of close HP into each special about 5-10 times.  If you can do it effectively, then I throw my hands up, as I have no idea why it's giving me such much trouble.
    

Re: Shingo Yabuki (KOF2002UM+)

 January 22, 2014, 01:49:16 am View in topic context
avatar  Posted by senorfro  in Shingo Yabuki (KOF2002UM+) (Started by Vans January 21, 2014, 08:46:40 am
 Board: Your Releases, Mugen 1.0 +

it was in 02 UM

For it being strict for me (since it appears to be fine for everybody else), the only thing i could think of would be is my computer, as its old.  Otherwise, I don't know.
    

Re: Shingo Yabuki (KOF2002UM+)

 January 22, 2014, 12:10:42 am View in topic context
avatar  Posted by senorfro  in Shingo Yabuki (KOF2002UM+) (Started by Vans January 21, 2014, 08:46:40 am
 Board: Your Releases, Mugen 1.0 +

I tested your Shingo vs. your Shingo in trainnig and tested Shingo vs Shingo in 02UM, also in training

Also, in Mugen I'm using a joystick and keyboard to be sure

- Shingo Kinsei Ore Shiki Nie Togi needs to have a bigger hitbox.  I cannot combo close HP or close HK into it correctly
The collision boxes are KOF perfect. I can do it just fine. Is it missing? Which character are you doing it on?
in 02 UM it connects for 4 hits, in Mugen 2 hits (the first 2 miss).  l (maybe Mugen limitaions?)

- Please set commands with half circles B, DB, D, DF, F/F, DF, D, DB, B and not B, D, F/F, D, B.  This screws up his gameplay in terms of combos in that I get the wrong move, or just basic input in acting like a bad shortcut.  An example is that for Ge Shiki: Kake Hourin if I put D, DF, F, DB, D, DF, F, Punch, I get Shingo Kinsei Ore Shiki instead.

I will look into this. But the issue is not what you mention, this is the way half circles work in KOF.

You can do QCB,D,F + P and you will get Mu Shiki in KOF. Try it. :P
I did, and it is not this loose in 02UM.  It may have to do with the Mugen engine itself, as other characters I have tried that have B, D, F/F, D, B instead of the full command also have this issue of either being too forgiving or loose.  And once I make it  B, DB, D, DF, F/F, DF, D, DB, B and not B, D, F/F, D, B, I don't have that issue anymore.

- Holy Crap, combo-ing his normals into his specials are strict.  They were not this strict in 02UM

This... is the first time I've heard this? I have no problems doing combos with him or in 02UM at all.
They are strict.  I even tried JFCT555's version and even though his isn't 100% accurate, I can combo normals into Shingo Kick and Shingo Kinsei Ore Shiki Nie Togi without problems.