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Blue Mary- Updated 06/08/2019 (Read 5300 times)

Started by Infinite Intel., May 10, 2019, 04:31:21 am
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Blue Mary- Updated 06/08/2019
#1  May 10, 2019, 04:31:21 am
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Last Edit: June 08, 2019, 10:01:38 pm by Infinite Intel.
Re: Blue Mary
#2  May 10, 2019, 04:46:05 am
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; Command Style
[State 5900, Command Style]
type = VarSet
trigger1 = 1
v = 45
value = 0
;_________________________________________________ __________________________
;Change the value number to 0 if want Leona's Tradiditonal command moves (Charge)
;Change the value number to 1 if you want Neo Command moves (Motions)
;Default value is 0.
Looks like one of Leona's config options was left in Blue Mary's.
Re: Blue Mary
#3  May 10, 2019, 09:30:16 am
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Haven't seen any bugs from testing yet.

But shame you used the old KOF voice. The newer ones from the likes of MI Reg A and XIV were more vocal imo.

Update: Some of her Super Finish text strings aren't properly aligned.
Last Edit: May 10, 2019, 11:41:55 am by RagingRowen
Re: Blue Mary
#4  May 10, 2019, 08:34:05 pm
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Dope release again dude and the only thing I saw was already mentioned, (The Cfg file stuff) Forgot to tell you about that when I tried her out previously, my bad. Other than that, I'll let you kno if I find anything else.
Last Edit: May 10, 2019, 08:44:26 pm by ~Hale "R@CE" Caesar~
Re: Blue Mary
#5  May 10, 2019, 08:52:27 pm
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The Mary dynamite spin looks a tad bit weird  and her EX dodge its like slowed down. KoopaKoot's Mary had the spin move just like the kof 2002 um. I would speed up the rise up part and the fall down slam when she has the OP.

Just took a look at it in the steam version of kof 2002 um it looks ok

I like these voices myself over the new ones.

Edit: Some of the hitpause on some of the hits feels too long, like the EX df any punch.

Edit2 I would also lower the range and speed of the EX down forward any punch she can cover the entire screen with it.

Edit3 Its like there no umph or weight behind her combat its really strange to me, she can do some cool stuff though.
Last Edit: May 11, 2019, 12:26:15 pm by PeXXeR
Re: Blue Mary
#6  May 12, 2019, 12:00:12 am
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Awesome stuff once again. Keep things rocking. Updates are always welcome, it's just make perfection even better.
Re: Blue Mary
#7  May 13, 2019, 12:39:54 am
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You're on fire Infinite! :)
Re: Blue Mary
#8  May 13, 2019, 01:36:25 am
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Her close LK has a frame advantage of +9 +2/4 should be enough.
Unless this is something i'm not aware off +9 seems a bit too much.
Re: Blue Mary
#9  May 13, 2019, 02:16:22 am
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i think the animations dont work right in this move


Re: Blue Mary
#10  May 13, 2019, 02:45:52 am
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Her close LK has a frame advantage of +9 +2/4 should be enough.
Unless this is something i'm not aware off +9 seems a bit too much.

That's a frame advantage I'd expect from something like Renda bonus in Capcom games, not a KoF game. Jesus.
Re: Blue Mary
#11  May 16, 2019, 05:43:40 pm
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i think the animations dont work right in this move



Yeah, I couldn't use the animations for that move because of her sprites being bigger than being s called down for the move it would leave visible empty pixels so I could only get it to look right by making a common gethit animation for it as well as her Mary's Spider. But I can modify the position in the next update.

Her close LK has a frame advantage of +9 +2/4 should be enough.
Unless this is something i'm not aware off +9 seems a bit too much.
Oops. Yeah that animation was not supposed to be 1 tick every frame. I will fix in the update.
Last Edit: May 16, 2019, 05:52:02 pm by Infinite Intel.
Re: Blue Mary
#12  May 16, 2019, 06:12:19 pm
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So I made another Lvl 3 Port for her if you are willing to add another.
Re: Blue Mary
#13  May 18, 2019, 07:36:15 am
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Nice work!!! Thanks Mr. Infinite...
Re: Blue Mary
#14  May 18, 2019, 11:52:20 pm
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Mary can also cancel a level 1 into a level 1, if multiple chars are on the screen her grabs will grab both at the same time too.
Re: Blue Mary- Updated 05/20/2019
#15  May 20, 2019, 11:54:14 pm
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Her close LK has a frame advantage of +9 +2/4 should be enough.
Unless this is something i'm not aware off +9 seems a bit too much.
Fixed also tweaked a few more of her normals

i think the animations dont work right in this move
Spoiler, click to toggle visibilty
I tweaked the fg sprite of the animation to make look better.

So I made another Lvl 3 Port for her if you are willing to add another.
Spoiler, click to toggle visibilty
Thanks RagingRowen, but I just missed this, I might change in future update

Mary can also cancel a level 1 into a level 1
Yes that is a super cancel, all my characters can do this...

her grabs will grab both at the same time too.
Her throws are mainly hit attacks which lead in to throw states, so if someone is to be hit by the attack they will go into the throw state.

Nice work!!! Thanks Mr. Infinite...
Thanks for the comment Falcon Rapper.

Blue Mary Updated-05/20/2019 55 PM EST

Re: Blue Mary- Updated 05/20/2019
#16  May 21, 2019, 12:14:42 am
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Thanks for one more awesome character :sugoi:
Spoiler, click to toggle visibilty
Re: Blue Mary- Updated 05/27/2019
#17  May 27, 2019, 06:38:58 pm
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Re: Blue Mary- Updated 05/27/2019
#18  May 27, 2019, 06:51:55 pm
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Small nitpick:
The MAX Mary Typhoon should be done once but she flies upwards first before the slam, like how it was in KOF 98 and etc. in it's SDM form.
Re: Blue Mary- Updated 05/27/2019
#19  May 30, 2019, 06:01:30 pm
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Small nitpick:
The MAX Mary Typhoon should be done once but she flies upwards first before the slam, like how it was in KOF 98 and etc. in it's SDM form.
I Know. It just looks to similar to me to the normal version of the move, would of been much easier to code though...

Blue Mary Updated - 5/30/2019
Re: Blue Mary- Updated 05/30/2019
#20  May 30, 2019, 06:13:15 pm
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Maybe add some wind/tornado effect for finesse instead of doing it twice.
Also what exactly was updated? Quick bugs?