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Messages by senorfro

    

Re: Chun-Li (and some Joe updating)

 July 26, 2010, 08:47:14 pm View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

My error, gentlemen

- Are you hitting both Hard punches in the air before landing?
- Are you hitting 'Tenseiranka' after 'Hoyokusen' finishes, and not canceling from 'Hoyokusen' to 'Tenseiranka'?
Yes, I did have both punches connect.
I can't connect MAX Tenseiranka after Hoyokusen unless I cancel it. You shouldn't be able to. :S
-downloads newest version...tests against KFM and POTS Vega-

It hits
Come to think of it, are you doing this in the corner, because that's when it works.  And again, even if it's not in the corner, you can land CC after the end of 'Hoyokusen' and jump HP them into the corner, then finish however you want.

Also, you can CC after EX 'Spinning Bird Kick'.  That intentional?
    

Re: Chun-Li (and some Joe updating)

 July 26, 2010, 08:37:06 pm View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

My error, gentlemen

- Are you hitting/landing both Hard punches in the air before touching the ground?
- Are you hitting/landing 'Tenseiranka' after 'Hoyokusen' finishes, and not canceling from 'Hoyokusen' to 'Tenseiranka'?

Better?
    

Re: Chun-Li (and some Joe updating)

 July 26, 2010, 08:19:22 pm View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

Jumping forward HP -> Jumping forward 2nd HP -> close MP -> Lvl. 1 'Hoyokusen' -> Lvl. 2 'Tenseiranka' = 672. That is not damage scaling.

Jumping forward HP -> Jumping forward 2nd HP -> close MP -> 'Kikoken' -> Lvl. 1 'Hoyokusen' -> Lvl. 2 'Tenseiranka' =632. 'Kikoken' damage scales it a little bit, but not much.

Jumping forward HK -> Close HK -> first hit of 'Hyakuretsukyaku' -> Lvl. 1 'Hoyokusen' -> Lvl. 2 'Tenseiranka' = 645. Again, 'Hyakuretsukyaku' scales a little but.
Uhh... I just tested some of these. The damage I'm getting is nowhere near as high as what you got. Can someone else try these out and report back?

Really?  Hmmm...maybe me and my buddy didn't download the newest one.  But just to be sure:

- Are you catching the air Double HP?
- Are you catching 'Tenseiranka' after 'Hoyokusen' finishes, and not canceling from 'Hoyokusen' to 'Tenseiranka'?
    

Re: Chun-Li (and some Joe updating)

 July 26, 2010, 07:15:08 am View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

- Also a note, take it how you will: with her being able to jump cancel off of houyoko-sen (super legs) leads to this combo:
lv1 houyoko-sen, jump cancel, activate CC, mash HP in the air to cover massive distance, standing HP juggles, lv1 Tensei-Ranka.
Hmm...How much damage did this do? Because I was considering preventing you from doing a Custom Combo after super jump canceling Hoyokusen.
From Olaf
-Jumping forward HP -> Jumping forward HP -> Close HK -> Lvl. 1 'Hoyokusen' -> super jump into CC -> mash HP but end with HK before touching the ground -> jump again and mash HP but end with HK before touching the ground -> Lvl. 1 'Tenseiranka' = 29 hits at 637 damage.

- You can cancel any standing or ducking attack into a special or super, but more importantly, you can do this even if the first hit doesn't connect (you can attack air and still cancel into a move)

- you can jump cancel at the end of 'Hoyokusen' into 'Kikoken, another 'Hoyokusen', 'Tenshyokyaku', 'Hazanshu', 'Kikosho', 'Tenseiranka' (can be done anywhere and considering damage for this super is nasty), and 'Hazan Tenshyokyaku'.  That intentional?

- None of Chun-Li's air attacks do knockdown, she sould have at least one.



    

Re: Cvs Leona sugestions

 July 26, 2010, 01:05:24 am View in topic context
avatar  Posted by senorfro  in Cvs Leona sugestions (Started by dampir July 24, 2010, 07:52:37 am
 Board: Projects

Her shoes look like something out of Nintendo.  Only thing I can suggest is look at how shoes are done in CvS and compare (Kyo and Terry from KOF and CvS).  Skin looks nice, though
    

Re: Chun-Li (and some Joe updating)

 July 25, 2010, 07:54:45 pm View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

I completely forgot about this:
Spoiler, click to toggle visibilty
Seriously, does anyone know who made these sprites?
PotS
I thought it was Beximus as he's doing that for his Chun-Li, I think.  Regardless, it's a nice edit.
- Tensei-Ranka (overhead super) can juggle off of practically everything, its REALLY REALLY good.
Really? Could you give some examples?
- Can catch off first hit of 'Hyakuretsukyaku'
- Can catch off of EX 'Hyakuretsukyaku'
- Can catch off of EX 'Spinning Bird Kick'
- Can catch off of EX 'Tenshyokyaku'
- Only move to successfully catch off of 'Kikosho' ('Hazan Tenshyokyaku' can catch off of 'Kikosho' but only the first hit will connect)
- Can catch off of 'Hoyokusen'
- Can catch off of EX 'Kikoken'
- no supers are affected by damage scaling other than Hosenka.
... yes they are.
Jumping forward HP = 49
2nd Jumping forward HP =35
Close MP = 70
Kikoken = 63
Jumping forward HK = 49
Close HK = 84
first hit of 'Hyakuretsukyaku' =21
Lvl. 1 'Hoyokusen' = 210
Lvl. 2 'Tenseiranka' = 329

Jumping forward HP -> Jumping forward 2nd HP -> close MP -> Lvl. 1 'Hoyokusen' -> Lvl. 2 'Tenseiranka' = 672. That is not damage scaling.

Jumping forward HP -> Jumping forward 2nd HP -> close MP -> 'Kikoken' -> Lvl. 1 'Hoyokusen' -> Lvl. 2 'Tenseiranka' =632. 'Kikoken' damage scales it a little bit, but not much.

Jumping forward HK -> Close HK -> first hit of 'Hyakuretsukyaku' -> Lvl. 1 'Hoyokusen' -> Lvl. 2 'Tenseiranka' = 645. Again, 'Hyakuretsukyaku' scales a little but.

More will come later.


    

Re: Chun-Li (and some Joe updating)

 July 25, 2010, 09:17:59 am View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects


Since those supers are charge based, I'm guessing this is an un-intentional shortcut?
Completely intentional. P.o.t.S.'s Honda is like this.

-Goes and checks POTS Honda-
Oh WOW! :o  He does have that (cancel 'hundred hand slap' into 'Oni Musou' or 'Fuji Oroshi' without the charge) .  In all honesty, that's kinda bad to have a free charge super like that.  I don't think it's practical and a little too easy, but whatever.

From my buddy, Olaf
- Hosenka (level 3 legs ultra) does less damage than many combos she can easily do.
- charge is nullified on super cancels ('Hyakuretsukyaku' cancel into 'Hosenka' for example)
- Tensei-Ranka (overhead super) can juggle off of practically everything, its REALLY REALLY good.
- no supers are affected by damage scaling other than Hosenka.
- close standing HK has WAY too much knock back to ever be useful (cannot catch into 'Hyakuretsukyaku') .

- Also a note, take it how you will: with her being able to jump cancel off of houyoko-sen (super legs) leads to this combo:
lv1 houyoko-sen, jump cancel, activate CC, mash HP in the air to cover massive distance, standing HP juggles, lv1 Tensei-Ranka.


Well, those sound like good reasons to me @ your responses.
Not used to seeing that sort of parry detection. ;P
I stole it borrowed it from P.o.t.S., much like most of the code.

I'm not used to seeing that either as POTS M. Bison, you can't see the red clsn. box

Edit:
Almost forget, anybody noticing a weird timing in down parrying?  It's not like any of POTS or GM's work, the timing seems off.


    

Re: Chun-Li (and some Joe updating)

 July 24, 2010, 11:43:38 pm View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

True, but Chun-Li's fireball in SF4 was a charge base, so you could buffer it into a super.  This Chun-Li doesn't do that as the fireball is motion based.  I should have been more clear.
    

Re: Chun-Li (and some Joe updating)

 July 24, 2010, 11:24:08 pm View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

I suppose one could see it as giving her an edge as she wouldn't have to charge buffer for the moves, but then it kind of effects the principle of charging the move to begin with.

If it is meant for it to stay the way it is now , then it should be consistent.

Let's say, for example, Guile's 'sonic boom' was D, DF, F punch, but everything else is the same.  I could stand next to the opponent and throw a HP, cancel into Sonic Boom', and because of the way this cancel is set up, I can just do B, F, Punch for 'Sonic Hurricane' or DB, UF, Kick for 'Somersault Strike' without the charge.  It's convenient, but it brings up a few concerns;
1: if I can cancel moves into supers without charging, why have it the charge way to begin with?
2: Guile for the most part is a defensive character.  Add a way to link supers without being in a defensive state changes his gameplay, giving him more options for defensive and offensive possibilities and to cover a wider area, which could be seen as giving him too much at his disposal.  Same could be said for Chun-Li.

If anything else,  'Hoyokusen' is a factor to consider.  If you're on a D-Pad, too eager on a joystick, or if the command is too forgiving, you can end up pulling out either 'Hoyokusen', 'Hazan Tenshyokyaku', or 'Hosenka', which could ruin your gameplay if you want one move, but pull the wrong one off.

Also, no Capcom game has had Chun-Li set up that way in terms of canceling her fireball into a charge super.
    

Re: Street Fighter vs Tekken/Tekken X Street Fighter [PS3 XBOX360]

 July 24, 2010, 10:27:56 pm View in topic context
avatar  Posted by senorfro  in Street Fighter vs Tekken/Tekken X Street Fighter [PS3 XBOX360 PC] (Started by jafar July 24, 2010, 09:49:41 pm
 Board: Fighting Games

I'm not a real fan of Tekken, but this does intrigue me. 

Ryu looks to have gotten his 'Joudan-Sokutou-Geri' back.  It will be interesting to see both companies take on this.  It is too early to really throw a valid opinion, so I'll keep an eye on this to see what progresses.
    

Re: Chun-Li (and some Joe updating)

 July 24, 2010, 10:16:11 pm View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

Needs to be looked at then.  If 'Kikoken' had a charge command instead of a motion one, then it would work.  Since it doesn't, it needs fixing.
    

Re: Chun-Li (and some Joe updating)

 July 24, 2010, 09:55:48 pm View in topic context
avatar  Posted by senorfro  in The great Joe updatening (also Chun-Li) (Started by Jmorphman June 01, 2010, 06:39:17 am
 Board: Projects

- You can cancel 'Kikoken' into 'Hazan Tenshyokyaku' (B, DB, D, DF, F, P, DB, UF, K)
- You can also cancel 'Kikoken' into 'Hosenka' (B, DB, D, DF, F, P, B, F, 2K)

Since those supers are charge based, I'm guessing this is an un-intentional shortcut?
    

Re: Art of Capcom 2

 July 09, 2010, 10:09:08 pm View in topic context
avatar  Posted by senorfro  in Art of Capcom 2 (Started by senorfro July 09, 2010, 08:29:30 pm
 Board: Entertainment

Just checked with Udon.  Arnold Tsang and Steamboy33 are the same person.
    

Re: [FINALLY] theyre making a twilight parody movie

 July 09, 2010, 10:08:17 pm View in topic context
avatar  Posted by senorfro  in Vampires Suck (Started by Titiln July 09, 2010, 09:16:32 pm
 Board: Entertainment

Oh God, why?!? :bigcry:
    

Art of Capcom 2

 July 09, 2010, 08:29:30 pm View in topic context
avatar  Posted by senorfro  in Art of Capcom 2 (Started by senorfro July 09, 2010, 08:29:30 pm
 Board: Entertainment

    

Re: KOFXIII

 July 06, 2010, 11:47:04 am View in topic context
avatar  Posted by senorfro  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

(Tests KOF 94 and 95)

Are you sure?  I just tried it and he can't do it in KOF.  I can't try AOF as I don't have my PS2 on hand.
    

Re: KOFXIII

 July 06, 2010, 11:33:51 am View in topic context
avatar  Posted by senorfro  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
 Board: Fighting Games

    

Re: INFINITE CODY

 June 15, 2010, 10:05:38 am View in topic context
avatar  Posted by senorfro  in INFINITE CODY (Started by Infinite Crisis June 13, 2010, 02:58:19 am
 Board: Edits & Add-ons

I don't know, the problem with this patch is that it looks like it tried give a character MvC mechanics, but without the graphics for it, making it seem kinda half-ass (Don't mean o insult anyone, but that's how I see it).  An example is how 'Criminal Uppercut' looks CvS but it looks odd and should be changed.

- The fact that I can link standing LP>LK>MP>MK>HP>HK (even though the last hit will miss) is silly.

- Has debug flood like H's version (wishes H' would fix that), but worse it looks like

- Can combo into Criminal Uppercut twice then go into Super Criminal uppercut then Criminal Uppercut, then repeat two more times.  Has a damage damper but still

- Does he really need Maki's running kick super?
    

Re: Tekken 7 in the works

 May 28, 2010, 09:50:15 pm View in topic context
avatar  Posted by senorfro  in Tekken 7 in the works (Started by SNT May 28, 2010, 02:45:40 pm
 Board: Fighting Games

I'm wondering whose going to do Heihachi's voice, since the original voice actor is now dead.
    

Re: Release: Exile by SeanAltly (SHADEs of Manhattan 2)

 May 28, 2010, 01:37:09 am View in topic context
avatar  Posted by senorfro  in Release: Exile by SeanAltly (SHADEs of Manhattan 2) (Started by Sean Altly May 28, 2010, 12:40:38 am
 Board: Your Releases, older Mugen

SNK published the game, but it was mainly by Noise Factory and Evoga.