http://network.mugenguild.com/kamekaze/Changelog:-additional unteachable time added to falcon kick-scaling more lax on supers.Alright this patch changes a lot of things in Falcon that most people who were adamant players will either really like, or really dislike. For starters, only ex raptor boost launches unless it's on counter hit but. As I've stated in my wip thread, getting counter hit off of it makes the move much more dangerous than before. As I stated in my wip threadQuoteAlright I got some questions dealing with the counter system with falcon so I'll break it down like this.Regular counter hit on any grounded normal does pretty much nothing. If you hit with grab on counter, the state p2 is thrown into is untechable. If p2 is in the air any normal that hits will cause untechable knockdown. What Fatal counter does is essentially gives all normal hits additional hit stun allowing otherwise impossible combos and turning all specials into their counter hit version for a various amount of reps( for example you get to the counter hit version of raptor boost twice in the combo). And all air attacks have either double or 1.5x original hit stun to extend said otherwise impossible combos. Fatal counter moves: All except EX raptor boost, autoguarded falcon punch, and EX falcon punch. All of this has to be on counter hit. Enjoy, and remember. If you get fatal'd you shouldn't have been mashing buttons. And if you get the fatal go for the kill.
Why is it that everything I look forward to is released when I don't have my Mugen with me? Oh well, expect my standard feedback in a few days; I really looked forward to this update.
Initiate feedback mode:-Why doesn't Fierce Raptor Boost launch any more? Now the only noticeable difference between the two is their effects upon countering.-Either I never looked at this or you seriously decreased his Hypers' damage. It seems his damage is down all across the board, actually.-I thought Fatal Counter lasted throughout the entire combo?-Falcon Punch's wallbounce can be teched during combos.-Is it at all possible to make RC'ing Falcon Kick untechable? It's not really worth it otherwise.-He just seems weaker overall now. His Falcon Kick is techable even during combos; that combined with Fierce Raptor Boost not launching anymore leaves his meterless options across the board much more limited.Will repost as I get more feedback.
C.A.N Can said, October 16, 2012, 01:26:19 amInitiate feedback mode:-Why doesn't Fierce Raptor Boost launch any more? Now the only noticeable difference between the two is their effects upon countering.-Either I never looked at this or you seriously decreased his Hypers' damage. It seems his damage is down all across the board, actually.-I thought Fatal Counter lasted throughout the entire combo?-Falcon Punch's wallbounce can be teched during combos.-Is it at all possible to make RC'ing Falcon Kick untechable? It's not really worth it otherwise.-He just seems weaker overall now. His Falcon Kick is techable even during combos; that combined with Fierce Raptor Boost not launching anymore leaves his meterless options across the board much more limited.Will repost as I get more feedback.- I said in my wip thread that it doesn't launch anymore. The reason why is now it has more invul frames for setting up counters. and on grab he can get a full combo as his raptor boost has normal properties if p2 is in the air.-His air grab super is now effected by scaling, it wasn't before making it a guaranteed 200 no matter what, now in combos its 160. On counter hit its265. Auto combo super does more damage period, on counter it does even more. However it too is effected by scaling. -it does HOWEVER, and this is in the read me, if you exceed the allotted amount of specials allowed it will return to regular counter hit then no counter at all. -falcon punch is techable unless its on counter hit or fatal counter(for once hit). Otherwise he was able to kill for like 25% meter.-He gains meter pretty quickly and from there he pretty much can do what he wants. He's more meter dependent though so I will give you that.Don't be so quick to count him out, he only seems limited but hes even more dangerous do to what he can do if he punishes anything or predicts a projectile. Not to mention his ex moves are still there for combos and getting 25% meter is not that hard at all. Posted: October 16, 2012, 02:27:29 amNot to mention giving his move tech frames makes his entire playstyle more reset heavy in which if they dont tech its more damage. Posted: October 16, 2012, 02:29:15 amAnd don't even get me started on what he can do with grabs, his moves retain their regular properties if p2 is in the air
I don't see why added invuln should remove its only differentiating feature outside of counters. It's unsafe even on hit unless (jump) canceled, and jump canceling will just leave you wide open for a DP; he won't always have meter.
Only the C version is unsafe on hit. B is 0However I have an update coming out that will give you a break in a sense. First of all it will give more untechable time to falcon kick so cancelling out of it outside of counter hit is useful (in the corner)
Yeah, the B version is fine. I'm still kind of hung up on you removing the launch outside of counters, but whatever.Spoiler, click to toggle visibiltyI'm sure enough nagging will change your mind Posted: October 16, 2012, 06:04:53 amAlso, I'm not sure if the update fixed this (lol, Raptor Boost), but Falcon Dive works as an anywhere juggle (can hit when nothing else can). I'd recommend you swap that over to Raptor Acceleration, since the scaling isn't as tough on it anymore.
Falcon Dive is a grab, it can be combo'd or it can be stand alone. Either way works. That's also why making falcon reset heavy made that move extremely useful and why I nerfed damage on it.
I mean that in combos when even basics can't connect, Falcon Dive can. Again, I'm not sure if the update fixed that or not. Posted: October 17, 2012, 01:26:52 amAlso, I recommend that you be able to simply link after Fatal Counter B Raptor Boost. If you can freely combo after Fatal Counter C Raptor Boost (removing launcher outside of counter), why not after B Raptor Boost? Posted: October 17, 2012, 02:20:59 amCounter Ground Falcon Kick can be teched. This doesn't appear to happen during combos, however.
On fatal you have to burn meter to cancel out of it for the non-launch version. This is because if you didn't use meter during that combo he could 100%. That's how I nerfed that.Ground falcon kick on counter hit does have a tech frame but it's so late that you pretty much want the reset to happen if you don't do anything.And yes, falcon dive is a anywhere juggle. However it should not hit when you run out of juggle points yourself(not default mugen ones but my system). So that will be fixed probably tomorrow.
I brought up the fact it can be teched because the readme said it can't be teched. I'm getting more into this whole Fatal Counter system, I've cooked up quite a few combos; it's gotten more enjoyable despite a few changes (lol, Raptor Boost and techable Falcon Punch). Also, sometimes it seems that during a combo started with counter C Raptor Boost, ground Falcon Kick registers as a counter. I'm not sure when it happens, so I can't fully help you there. Posted: October 17, 2012, 03:56:21 amThe techable frames also make it pretty much impossible to follow up with ground Falcon Punch as said in the readme. Posted: October 19, 2012, 01:53:14 amDoing EX Falcon Punch during blockstun is a bit too difficult because of its command. Maybe you could make it an Alpha Counter's command or just pressing D?
I like the character a lot but only one problem, an AI-controlled C.Falcon keeps comboing me and not letting me land any attacks and it's frustrating because I want to keep going in Arcade but his AI makes it somewhat impossible. Is there any way to tone it down a little so he can still be challenging and easier to beat at the same time?
Learn how to beat him. Falcon is a strong opponent, but his lack of projectiles makes him a bit more susceptible to fireball-using zoning tactics. His specials are either easily punished or they are incredibly easy to see coming. Just don't mash or you'll get Fatal Countered, probably leading to a KO. Kamekaze's well known for having difficult AI in his characters, so I doubt he'll make his AI scale according to difficulty. He hasn't yet, and I doubt he will.Spoiler, click to toggle visibiltyPlease don't kill me for responding in your place, Kame.
Actually CAN, that's pretty much what I'd say. while Mugen is not a fighting game in which you're supposed to eventually not suck at. My characters usually do not care about how bad you are as they fight as if I was using them (60% of the time). If you're getting combo'd by him stop mashing and concentrate. He's not hard to take down........at all.
I know I can beat him if he's alone though. He's actually tough to beat in team mode though. The only way I can defeat him is by spamming M.Bison's Ultimate Psycho Crusher, those projectiles he thrown or Magneto's Hyper Grav and Magnetic Tempest or Magnetic Shockwave hyper. With other good chars, it's somewhat hard. And as The Big Wang Theory says, AI can be toned down, if you know how to code it right without wrecking the character. If I face him and get very angry losing to him too many times, I'll use Magneto or Bison to crush him. Besides I just downloaded more chars and they are even harder than Capt. Falcon. ...I may even consider adding a good AI to a char that don't have one.
AceMugenFighter144 said, October 28, 2012, 07:19:49 amI know I can beat him if he's alone though. He's actually tough to beat in team mode though. The only way I can defeat him is by spamming M.Bison's Ultimate Psycho Crusher, those projectiles he thrown or Magneto's Hyper Grav and Magnetic Tempest or Magnetic Shockwave hyper. With other good chars, it's somewhat hard. And as The Big Wang Theory says, AI can be toned down, if you know how to code it right without wrecking the character. If I face him and get very angry losing to him too many times, I'll use Magneto or Bison to crush him. Besides I just downloaded more chars and they are even harder than Capt. Falcon. ...I may even consider adding a good AI to a char that don't have one. SIMUL MODE LOLI give no fucks about simul mode. It's not my problem and I will not do anything about it. It's a stupid idea unless you code a team system in which I don't plan on. My advice? Just don't use him on it.
I know and I learned that the hard way LOL. And if only there was a team system that can affect all characters, just sayin. And I can say this, you did a hell of a good job on Capt. Falcon. I'm looking forward to your future characters.
much appreciated, just people throw this complaint at me more than most would think so I instantly get all pissy about it.
And when you said that I had to avoid being fataled... does this character have a Fatality thing like in Mortal Kombat or its just sayin that
He means the Fatal Counter system. His WIP thread has an example of what happens when he lands a Fatal Counter on you.
C.A.N'd said, October 29, 2012, 01:11:34 am>Decent AI=OMG THIS CHAR IS AWESOME>Kamekaze AI=OMG THIS CHAR IS CHEAPI Will Say He's A Challenge! Not Cheap! Cheaps Muteki!
Kanbei said, October 29, 2012, 02:07:40 amI Will Say He's A Challenge! Not Cheap! Cheaps Muteki! I said that because that appears to be the major reaction to his AI. I've found some much more difficult AI, but that's because they were efficient monsters. No style or anything. Posted: October 29, 2012, 02:09:34 amAceMugenFighter144 said, October 29, 2012, 02:08:24 amSo it's an instant KO if his Fatal Counter succeeds!?Also, it's not that. I thought Kame had an explanation for it in the readme. Pretty much all moves get counter properties for the rest of the combo, save a few exceptions. It's basically a death sentence if he has meter.
C.A.N'd said, October 29, 2012, 02:11:12 amRefresh and try again later, perhaps? It tends to work for me.Did It Like Several Times, Its Not Working...
oh i get it now. thanks and in terms of the download link, it worked fine with me. I had no trouble downloading this char.
The Big Wang Theory said, October 25, 2012, 07:12:01 amas they fight as if I was using them (60% of the time).Not entirely true. People make mistakes(If rarely as skill rises), whilst most Mugen AIs are programmed not to, your own included. Not that I say 'your AI is unbeatable'-it is beatable. In fact I'm not feeling much raw change. But that could easily be a side effect of the characters I use.(MUGEN is a puzzle/strategy game as much as a fighting game.)It'd be a real change to see a user-created A.I that actually made mistakes. One time you see a full lunatic combo, then another time the timing's off somewhere or it mis-does a move and you get a chance to get out.But then people would probably call that A.I 'crappy' and ask for it to be changed.
I don't know if anyone notced... but kamekaze's link is down it's keeps telling me error and I refreshed numerous times! can someone reupload the link?
Bloodly said, October 29, 2012, 04:40:05 pmThe Big Wang Theory said, October 25, 2012, 07:12:01 amas they fight as if I was using them (60% of the time).Not entirely true. People make mistakes(If rarely as skill rises), whilst most Mugen AIs are programmed not to, your own included. Not that I say 'your AI is unbeatable'-it is beatable. In fact I'm not feeling much raw change. But that could easily be a side effect of the characters I use.(MUGEN is a puzzle/strategy game as much as a fighting game.)It'd be a real change to see a user-created A.I that actually made mistakes. One time you see a full lunatic combo, then another time the timing's off somewhere or it mis-does a move and you get a chance to get out.But then people would probably call that A.I 'crappy' and ask for it to be changed.60% of the time means the other 40% is just random shit. IE what you're claiming, he does a full combo then drops it the next. That's been going on in his AI for ages : \. He does un-safe things randomly (raw falcon kick lmfao) in which he could be killed over it. So I'm not seeing your argument.C.A.N'd said, October 29, 2012, 11:27:18 pmI think he means that it uses the overall strategy Kamekaze himself would use.Mostly. Making strategy for AI is a bitch in mugen so I only give it combos and some ideas on how to stop you from winning via mashing. Now what does have strategy is Shotoborg. Hell he was designed to be me in my most angry form. Posted: October 30, 2012, 12:07:30 amZaibatsu said, October 30, 2012, 12:05:11 amI don't know if anyone notced... but kamekaze's link is down it's keeps telling me error and I refreshed numerous times! can someone reupload the link?works fine on my end.....
lol i can beat him fairly if u ever predict his movements i use SBX char (see dat ava i use to deal with) to deal with him without an ease (manage to OHKO him if he manage make a mistake i can beat him with other character besides from SBX character
Mach25 said, October 30, 2012, 01:36:15 pmhttp://network.mugenguild.com/kamekaze/Look for captain falconFinally Got It!
OMG an update to one of my fav chars! :O hopefully the new one isn't nerfed. Most of the times I hate nerfs. (the exception is to get rid of infinites in clever ways)
Keaton said, November 01, 2012, 01:39:53 pmOMG an update to one of my fav chars! :O hopefully the new one isn't nerfed. Most of the times I hate nerfs. (the exception is to get rid of infinites in clever ways)He appears nerfed. But hes actually quite buffed. hell just watch this http://www.youtube.com/watch?v=Xs6qfhNAqfc
Finally downloaded this update. I had a super old version that I removed from my roster because he was really broken.
Keaton said, November 01, 2012, 01:39:53 pmOMG an update to one of my fav chars! :O hopefully the new one isn't nerfed. Most of the times I hate nerfs. (the exception is to get rid of infinites in clever ways)His Fierce Raptor Boost doesn't launch anymore (HINT HINT) and it's easier to tech his moves, but he's definitely a much scarier opponent.