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MK vs SF Noob Alpha (Read 2874 times)

Started by Chatman, June 07, 2012, 01:16:52 am
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MK vs SF Noob Alpha
#1  June 07, 2012, 01:16:52 am
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Hey guys, just posting my first character alpha to get some feedback, noob saibot in MK vs SF style.
What he has:
-All basic attacks
-All gethits
-4 specials
-1 super

What he needs:
-More supers
-Some minor tweaking
-Sounds. If anyone could help me dig up some mk9, mk trilogy, or mk3 sounds for noob it would be much appreciated.
-Moar palettes. MDD?  :P
-1 readme. XD
-Small portrait

Hes very juggle based and quite agile and tricky, a good mid boss type.
Second update:
http://www.mediafire.com/?nn84uf3decex221

Changes:
- Air lp now crosses up.
- Air hp has a different animation.
- Soul geyser has less velocity upon hit to prevent infinites and has gotten a slight cosmetic change on the portal.
- All velocities have been edited slightly.
- Air lk now does not track opponent.
- Launch sound added to all remaining shadow tosses.
- F+hp, the sliding elbow which i forgot to tell you about, now has more range and speed, but pushes back slightly further.

Current Movelist:
Command normals:
F+hp
sliding elbow

Throws:
x+a
cartwheel throw

y+b
portal destroyer

Specials:
Shadow Slide:
D, DF, F, K

Dark Cloud Fireball:
D, DF, F, P

Shadow Toss:
F, F~
        x: elbow
        y: overhead
        z: uppercut

Teleport Slam:
D, DB, B, P

Supers:
Soul Geyser:
D, DF, F, D, DF, F, P
Last Edit: June 07, 2012, 04:29:36 pm by Chatman
Re: MK vs SF Noob Alpha
#2  June 07, 2012, 01:24:39 am
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Press "F12" when you're using the mugen engine, anyways:


Re: MK vs SF Noob Alpha
#3  June 07, 2012, 01:26:09 am
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Re: MK vs SF Noob Alpha
#4  June 07, 2012, 09:52:43 am
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Okay, here's what I got.

+Pretty fun to use.
+I like your creativity with some of your moves.
-A bit too slow.
-Air attacks look odd.
-Soul Geyser doesn't take away power.
-Hitvels could use some work, some feel a bit weak, others feel a bit too strong.
Thanks for reading my signature.
Re: MK vs SF Noob Alpha
#5  June 07, 2012, 12:48:14 pm
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Okay, thats a start.  :)

-what exactly is too slow? Basic movements or attack startups?
-i thought some of the air attacks may have looked odd. I was trying to compensate for the lack of variety in the originals. Will be replaced with more natural movements.
-did some fixes on the soul geyser, it now takes power like it should and has other fixes to prevent infinites. Will update later.
-ill look at the hitvels, most only got touched to make movement look natural or combos easier, but i didnt consider impact. Can you help with any specific examples?

Thank you for the feedback, keep it coming.  :)
Re: MK vs SF Noob Alpha
#6  June 07, 2012, 04:22:10 pm
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Im about to update the link with the noob i just changed slightly, so it may be down for a sec. Give me about a minute.

Edit: Here it is:
http://www.mediafire.com/?nn84uf3decex221

Changes:
- Air lp now crosses up.
- Air hp has a different animation.
- Soul geyser has less velocity upon hit to prevent infinites and has gotten a slight cosmetic change on the portal.
- All velocities have been edited slightly.
- Air lk now does not track opponent.
- Launch sound added to all remaining shadow tosses.
- F+hp, the sliding elbow which i forgot to tell you about, now has more range and speed, but pushes back slightly further.

Also, feel free to drop me super ideas, im not quite sure what to do with them.
Last Edit: June 07, 2012, 04:45:15 pm by Chatman
Re: MK vs SF Noob Alpha
#7  June 08, 2012, 12:42:39 am
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Okay, thats a start.  :)

-what exactly is too slow? Basic movements or attack startups?
-ill look at the hitvels, most only got touched to make movement look natural or combos easier, but i didnt consider impact. Can you help with any specific examples?

Thank you for the feedback, keep it coming.  :)

-It's just the walk and run vels.
-The uppercut vel launches the opponent too high. Either allow a cancel into a jump after hitting with the uppercut, or tweak the vel, it's rather difficult to follow up with an air combo. The sweep just needs to knock the opponent back a little. Also, stand/crouch normals hitting a midair opponent feels a little weak.
Thanks for reading my signature.
Re: MK vs SF Noob Alpha
#8  June 08, 2012, 01:01:18 am
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-It's just the walk and run vels.
-The uppercut vel launches the opponent too high. Either allow a cancel into a jump after hitting with the uppercut, or tweak the vel, it's rather difficult to follow up with an air combo. The sweep just needs to knock the opponent back a little. Also, stand/crouch normals hitting a midair opponent feels a little weak.
-Both have recently been adjusted accordingly.
-The uppercut actually is jump cancel able currently, just play around with your timing a bit.
-These values have also been tweaked. Im going to add just a few new moves to noob then release again so it doesnt feel like im releasing the same thing and people have to redownload for small fixes.

Please keep helping me guys. Anything you have to comment on, please share.  :)
Re: MK vs SF Noob Alpha
#9  June 09, 2012, 10:52:21 pm
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add more moves , and make him more combo friendly like chameleon for mk vs sf
Re: MK vs SF Noob Alpha
#10  June 10, 2012, 04:47:38 am
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His specials are all there, i feel hes rather complete in that aspect. He will get more supers however, and will be slightly more combo friendly.

I feel hes actually kinda good there already. Use the juggle moves effectively if you feel hes short now.
Re: MK vs SF Noob Alpha
#11  June 10, 2012, 02:36:11 pm
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make him move forward a little faster too ty
Re: MK vs SF Noob Alpha
#12  June 10, 2012, 03:47:47 pm
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Already done it, he'll be faster in the update. Well, as far as running and walking anyways.
Re: MK vs SF Noob Alpha
#13  June 10, 2012, 07:55:20 pm
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if he plays like chameleon he will be sick! try and mimic chameleon for mkvssf but with noob saibot moves and he will be awesome
Re: MK vs SF Noob Alpha
#14  June 10, 2012, 07:55:43 pm
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your doing a good job

GOH

Re: MK vs SF Noob Alpha
#15  June 11, 2012, 08:11:46 pm
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Try not to double post next time mate. Use the edit button to edit your posts.