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Marilyn Sue edit, 1.2a (7/20) (Read 36542 times)

Started by Zero-Sennin, July 07, 2010, 01:01:16 am
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Marilyn Sue edit, 1.2a (7/20)
#1  July 07, 2010, 01:01:16 am
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Despite a minor setback or twenty I finally got around to getting out a damn beta already.

Get her at http://zerosenworkshop.x10hosting.com

Before reporting bugs, check the readme for the things I didn't do yet, please.

Screenies:







Hint: the select screen one has a preview of my next edit for those that are curious. ;)

All right, I'm outskies. Leave your feedback at the door. And download RC8 before I come to your house and eat your head. :wacko:

~ZS
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Last Edit: July 21, 2010, 04:28:09 am by Zero-Sennin
Re: Marilyn Sue edit Released at Long Last
#2  July 07, 2010, 01:11:10 am
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  • What the fuck is up with the trip and why is it that I can only hit with like LP?
  • Really this just plain sucks.



Even if it IS better than Shinra's and isn't a complete clusterfuck...
Re: Marilyn Sue edit Released at Long Last
#3  July 07, 2010, 01:19:53 am
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  • Her forward/backwards jumps are horrendously slow
  • Flies across the stage with standing B
  • Why does the second hit of her rekka have a hitbox behind her?!
  • Her feint palms come out accidentally and often
  • There's a reason her anti air special is a charge move, you do not put FORWARD REKKAS and DRAGON PUNCHES on the same character!
  • Her throws look awful
Three minutes of testing.
It is my professional opinion that you should start over.  Possibly not using Shinra's as a base.
Last Edit: July 07, 2010, 01:23:23 am by Insanius
Re: Marilyn Sue edit Released at Long Last
#4  July 07, 2010, 01:28:44 am
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Infinite combo!  ;P

Standing X (1 or 2 hits), Standing Y, repeat.

I mean, one of ShinRa's goals in Marilyn was exactly avoid infinite combos  ;D
Re: Marilyn Sue edit Released at Long Last
#5  July 07, 2010, 01:31:34 am
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It is my professional opinion that you should start over.  Possibly not using Shinra's as a base.

General rule--my edits don't normally use code from the base character, unless necessary. In this case, pretty much all the coding shit is on me. I don't mind, though--I never catch shit like this when I'm the only one that plays with the character, so I'm more than fine with fixing it.

@JZ
1. I put the Blitzkampf/CFJ sparks on the to-do list. (I'm not using them both, just one or the other, and it's more likely to be the first than the second.)
2. ...Need you to be a little more specific there.
3. ...REALLY need you to be a little more specific there.

@Insanius:
1. I'll fix that now.
2. Ditto.
3. The anti-air is supposed to have cross-up from behind. Here's my reference page for (most) of this stuff.
4. I can do the regular QCB pretty easily on my end. I'll test it again though.
5. I was trying to get the charge version working but DAMMIT IT FAILED on me. I'll see if I can make it work like it's supposed to.
6. My attempt at doing it exactly as it was in-game is admittedly rough. Throws were always my weak point, though, so this one will take some doing, especially the back-throw.

Infinite combo!  ;P

Standing X (1 or 2 hits), Standing Y, repeat.

...I'll get on that.

Thanks for responding quickly guys.

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Re: Marilyn Sue edit Released at Long Last
#6  July 07, 2010, 01:34:01 am
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That's a problem how?

Uh, you should be allowed to Reflekt again after you've parried a hit if you press the shortcut or combination again.
Also, pretty much what Insanius said.

Good to see you're taking care of everything. :D
Re: Marilyn Sue edit Released at Long Last
#7  July 07, 2010, 01:41:43 am
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Anyways, a thing I really liked to see is how you already made an enjoyable Marilyn after so few days. She looks berry promising, and I really hope to see more updates to her  :sugoi:
Re: Marilyn Sue edit Released at Long Last
#8  July 07, 2010, 01:55:32 am
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2. ...Need you to be a little more specific there.
Tripping results in the opponent flying like they were on the moon. I can only follow-up with LP so what's the point in them flying so damn high?
Re: Marilyn Sue edit Released at Long Last
#9  July 07, 2010, 02:00:24 am
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Tripping results in the opponent flying like they were on the moon. I can only follow-up with LP so what's the point in them flying so damn high?

...Well, the LP part is a bug (forgot to change a flag). You're supposed to be able to juggle with QCF+P->P->P/QCB in the corner. Part of the problems so far are vel stuff that I forgot to take care of--localcoords are a pain in the ass with that.

Also, the QCB is definitely not glitching out--if you're going into the feint without meaning to, you're holding the button for too long.
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[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#10  July 07, 2010, 02:03:27 am
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Found the problem. You didn't specify a yaccel. You must specify a yaccel for all hitdefs, otherwise characters with low yaccels in their constants will be sent flying.
Re: Marilyn Sue edit Released at Long Last
#11  July 07, 2010, 02:12:02 am
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...even for non-launchers, I assume. Very well, I'll fix that too.

Anything you can say to explain #3? :)

EDIT: ...this stupid down-up charge thing is kicking my ass more than it should. Really, it is. >_<
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Last Edit: July 07, 2010, 02:26:14 am by Zero-Sennin
Re: Marilyn Sue edit Released at Long Last
#12  July 07, 2010, 04:22:30 am
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First thing I need to know is whether or not you're intending for this character to be AKB accurate. I'm not a Sue player, but I can already tell she feels off.

  • There's no recovery animation after an untouched reflector. I can just botch it and not get punished pretty much.
  • The big problem about the throws is that they lack the visual oomph that the source game has, like the screen shaking. Compared to the source, she looks like she's moving in molasses when she's doing her throw animations.
  • The timings for the Isshou followups are reaaaaaaaly strict. I have to be really mashing for them to come out.
  • Why is Keshou a followup after Nishou?
  • In the source, she slides along the ground for a short moment when executing her heavy anti-air. Yours comes out like a shoto DP, no sliding.
  • At the end of the her Super, her opponent follows her instead of falling behind her, allowing you to get in a couple light hits while they're falling. Opponent can also recover out of it once it finishes.
  • If you're going for accuracy, the damage is waaaaaaay off.
Re: Marilyn Sue edit Released at Long Last
#13  July 07, 2010, 04:30:42 am
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First thing I need to know is whether or not you're intending for this character to be ABK accurate.
Fix'd.
Also, if you read the readme, it's intended to be a mix of both ABK and his own Zero-Style.
Re: Marilyn Sue edit Released at Long Last
#14  July 07, 2010, 04:33:00 am
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This is not meant to be totally accurate. That kind of thing gives me a headache.
Thanks for that, Shwa. Now, to address your points, DNEA:

1. Fixed.
2. Fixing.
3. I'll put the MoveContact triggers back in. I was trying to make it at least a LITTLE harder to pull them off, cut down on spamming.
4. Didn't realize it wasn't supposed to be. My bad.
5. Fixed.
6. I'm assuming you mean EX Chouda Karan (the anti-air). I'll handle that.
7. Addressed since I'm not going for accuracy.

Thanks for the feedback, I appreciate it.
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[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#15  July 07, 2010, 04:38:39 am
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Excuse me if some of the following have been pointed out before

Personal preference, but I'd recommend you to use A as a shortcut for XY, B for XYZ and C for YZ.

The super simply doesn't look good. The time p2 is still in the air before Marilyn kicks him is too long, the sound is too fast and the distance at he lands is too long (Marilyn Should land in front of him). You can call the last part nitpicking, tho.

No recovery time after reflecting in the air?

I should be able to cancel weak choudan kara with ex choudan kara pressing X+Y in the first hit of the move.

Pressing D+Y after crouching Y makes me use standing Y.

Can't combo crouching X into itself.

You can combo standing Y into itself 3 times.
Last Edit: July 07, 2010, 04:57:18 am by Cyan Paul
Re: Marilyn Sue edit Released at Long Last
#16  July 07, 2010, 04:39:55 am
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Reading readmes? What kind of bullshit is that?!
6. I'm assuming you mean EX Chouda Karan (the anti-air). I'll handle that.
No, Zesshou Kuuchuu Hyakushouken. When she finishes with the kick, the opponent follows. In the game, once the kick connects, they fall behind Marilyn.
Re: Marilyn Sue edit Released at Long Last
#17  July 07, 2010, 04:57:48 am
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Reading readmes? What kind of bullshit is that?!

:wacko:

Excuse me if some of the following have been pointed out before

Personal preference, but I'd recommend you to use A as a shortcut for XY, B for XYZ and C for YZ.

The super simply doesn't look good. The time p2 is still in the air before Marilyn kicks him is too long, the sound is too fast and the distance at he lands is too long (Marilyn Should land in front of him). You can call the last part nitpicking, tho.

No recovery time after reflecting in the air?

I should be able to cancel weak choudan kara with ex choudan kara pressing X+Y in the first hit of the move.

Pressing D+Y after D+Y makes me use standing Y.

1. I set it up according to how it defaulted on my comp...or did I change it? I can't remember. Is it really a bother for anyone else the way it is now? :/
2. Fixing.
3. Will do.
4. Fixed.

No, Zesshou Kuuchuu Hyakushouken. When she finishes with the kick, the opponent follows. In the game, once the kick connects, they fall behind Marilyn.

Well, fixed it. And the recovery thing got fixed too.

In future, people, keep referencing attack names/attack motions when you ask me to fix something. Makes it easier on my end, savvy?

Also, quick question. I've been trying to fix Chouda Karan to the charge motion but it never seems to come out right.  Here's what the command looks like:

[Command]
name = "chargedown_up_x"
command = ~15$D, U, x
time = 15

What's up with this, eh?
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[22:18] <Ebil_Homer> because you messed up?
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I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Marilyn Sue edit Released at Long Last
#18  July 07, 2010, 05:05:23 am
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you could use my combusken as a reference
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Re: Marilyn Sue edit Released at Long Last
#19  July 07, 2010, 05:08:55 am
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Made a little edit while you posted  ;D

Actually you can combo crouching x into itself, ut is kinda hard  and I only get it twice on mugen while I can easily do it 5 times in ABK. To much cornerpush?

And about the shortcuts, It's just based on the fact that I play a lot with Soldat and Marilyn in that game and the shortcut.

Also, I can't use Kasuishou. I always get the feint, even when I only tap the button. I can use it just fine in ABK.
Re: Marilyn Sue edit Released at Long Last
#20  July 07, 2010, 05:17:50 am
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The crouching x thing was only because I didn't set it up for self-cancel on contact in the statedef. I did now, though, and it's fine.

The shortcut thing, mmmh. Not to be a stinker about it, but I haven't heard much against the current setup, so for now I'll leave it as is.

As for Kasuishou, turn on the debug and look at the "Kasuishou Feint" counter. If the number exceeds 11 for the light version, 16 for the medium, or 18 for the heavy, it should change to the cancel. Otherwise, it'll execute.

@Luis: Works like a charm. I just have to set up the cancel for the EX Chouda Karan to work accordingly now.
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[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.