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Freeza Z2 [Project] (Read 624777 times)

Started by Balthazar, December 27, 2011, 06:59:29 pm
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Re: Freeza Z2
#1621  February 10, 2014, 06:16:07 pm
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NOW, I was in the King's chair a few minutes ago, and just figured... HOW ABOUT! instead of sectioning the opponent, you section the effect itself, or the hitspark? Use one of the GetHits with alignment around the midsection, to calculate that the beam goes through "near" there, and it doesn't look completely out of place.

That's how Reu's E.Ryu Shun Goku Satsu follow up fatality works. He cut Ryu's arm, and positioned the rest of the arm in the BG (Ryu w/cutoff arm Layer1, Opponent Layer2, remaining half of the fist Layer3). That same way, you could cut the FX in half, with some generic shape in the middle (not exactly cut off in the middle) so it doesn't commit to 1 kind of "3D body". Hell, there could be like a collision hitspark in the middle, behaving erratically to avoid the commitment.
Re: Freeza Z2
#1622  February 10, 2014, 06:18:47 pm
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Yeah seperating the fx for a front+back piece has been suggested by me before. And oh I kinda missed you quoted that first example I posted. I thought it was generally agreed at this point we were going for the second example :P
But yeah if it's the first, no new sprites are needed, just the front+back fx pieces.

So yeah those Kyo examples you did, that's exactly what I did with Vegeta in that first example ;)
Re: Freeza Z2
#1623  February 10, 2014, 06:29:07 pm
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those Kyo examples you did, that's exactly what I did with Vegeta in that first example ;)
I know! :P

I thought it was generally agreed at this point we were going for the second example :P
This is the paert that I missed. I just saw 2 examples and thought "#1 is easier for everybody".

Again, my whole point was that the FX front and back seems like a more universal solution, and if you think it'd look too simple, I was offering ideas on how to make it look less generic. Just thiking outside the box here, to avoid trying to implement new standards that people won't follow, and to help you avoid that sense of defeat when the new standard is ignored.

I'm all for building community, but I'm also even more ALL FOR being inventive with the existing standards. Only 1 guy will have a hard time coding that, only once.


Hey @Cybaster: did you ever actually implement this into Goku Z2? I never downloaded it to check :-X
http://mugenguild.com/forum/msg.1364947
Last Edit: February 10, 2014, 06:34:28 pm by walt
Re: Freeza Z2
#1624  February 10, 2014, 10:12:26 pm
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Re: Freeza Z2
#1625  February 10, 2014, 11:52:06 pm
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Re: Freeza Z2
#1626  March 16, 2014, 03:13:33 am
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This should give you a taste of Finisher 1: Torture Death Beam.

Sorry for being so late on this, but i think it would be pretty cool if this still continued even after the match was over, kinda like Quan Chi's Fatality in MK9.
Re: Freeza Z2
#1627  March 16, 2014, 03:40:18 am
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Yeah that would be cool actually
Re: Freeza Z2
#1628  March 16, 2014, 10:33:54 pm
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Sorry for being so late on this, but i think it would be pretty cool if this still continued even after the match was over, kinda like Quan Chi's Fatality in MK9.

Oh GOD yes!  That would be the perfect humiliation.  DO IT!
Re: Freeza Z2
#1629  May 02, 2014, 03:36:50 pm
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New stuff:

Dancing Elbow added:


Standing close Strong Punch has been coded as well.
concept for a physical super; Superior Dance:

And some giggling:

And some concepting (by Iced) for a eye laser/glare move (which uses placeholder sprites):
Last Edit: May 02, 2014, 03:46:19 pm by Balthazar
Re: Freeza Z2
#1630  May 02, 2014, 03:46:50 pm
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Hows dancing elbow going to work?
By the looks of it seems like a very fast arpoaching move with combo potential (Like Vegeta elbow)

I hope his ground Headbutt attack will gain some buff to diferenciate it from this one, because i think this elbow looks better.

Aniway liking these 2 new attacks so far, superior dance kinda reminds me to Bison(dictator) kicks super :)

-Edit when i saw your edit-

Laught animation looks neat, this reminds me on a way to improve one of his winposes (ill talk about this with you later)

Move concept looks unique, but kinda hard to balance, ill say stick it as a phisical counter, it will be very usefull for countering Ssj Goku justice mode.
(imagine both chars teleporting like crazy)


Last Edit: May 02, 2014, 03:52:12 pm by Daeron
Re: Freeza Z2
#1631  May 02, 2014, 03:48:41 pm
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dancing elbow evades at first, with a rotation, having a small period where he twists on himself, then dashes out. its comboable out of, but not really into. 
Its a tool for starting combos, so it hits very weakly.


Btw in that eyebeam he only teleports if he hits, so he can keep comboing.

HQ

Re: Freeza Z2
#1632  May 02, 2014, 04:38:34 pm
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I really like that stuff :)

only slight constructive feedback I can give is that Freeza could slightly be decreased by height when giggling, now it looks like he is growing ;)
(maybe just remove 2-5 pixels under the knees)
Last Edit: May 02, 2014, 05:08:08 pm by HQ
Re: Freeza Z2
#1633  May 02, 2014, 08:08:19 pm
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New stuff:

Dancing Elbow added:


Reminds me a bit of Vegeta's - how different are they meant to be functionally? Unlike Vegeta's it can't be pulled off from a back dash, I take it?

Quote
concept for a physical super; Superior Dance:


I like the final part, but the early one feels weird - maybe it's beucase I haven't watched or read his story in ages, but I don't recall him ever getting upside down during combat (he tends to play up a certain dignified posing, and that clashes a little bit with the concept), so that early spin feels weird to me - the later part, however, looks great, as him turning around to sneak in an extra tail smash on an attack (adding insult to injury) fits him.
So I'm a more partial to him spinning around a vertical axis than over a horizontal one, but that's just my view of the character.

Quote
And some concepting (by Iced) for a eye laser/glare move (which uses placeholder sprites):


Regular beam if uninterruped, beam into teleport if physically attacked?
There are other attacks out there with comparable functionality, but I'm not quite seeing the history factor there, not that it can't be handy.

What sort of command motion would it have, and how would it fits with the others he already has or will have?
I'm not a combo guy and rarely use teleports intensively, but adpating your offense immadiately to contemplate a change of direction can get tricky, and least to my less-than-stellar execution. You might want to make sure whatever attacks he can use after that aren't easily botchable into something else to to the reversed position, or at least not by an matter of an infinitesimally small amount of frames.
Re: Freeza Z2
#1634  May 02, 2014, 09:21:18 pm
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about the glare, the normal version is a small non projectile like attack, to create bounce walls or bounce into the ground.
The ex version has a teleport added ONLY if he hits you, he cant teleport if its blocked.
Re: Freeza Z2
#1635  May 02, 2014, 10:18:30 pm
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Oh and the Dancing Elbow is done with QCB+K.
Re: Freeza Z2
#1636  May 03, 2014, 03:06:24 am
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I like these ideas (especially the Beam Counter). Keep 'em coming.
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Re: Freeza Z2
#1637  May 03, 2014, 10:30:08 am
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As for the horizontal spinning not being Freeza-ish, at least in the games, they dispute that, he uses plenty of these kind of front flip tail attacks, in just about any fighting game he's in. In Final Bout he even had a special move where he did 3 flips in a row. Plus, I think it just looks cool, and since we're going for a boss-type with Freeza, I thought this move somewhat mimicing Dictator's Knee Press Nightmare would be fitting.

The Dancing Elbow comes out slower then Vegeta's and can be used to pass projectiles coming at you, it has quite a bit invurnability at the start. It's to be used as a long-range combo-opener (it's designed to chain into basic attacks). And the dashing elbow also has been a bit of a staple move for Freeza represented in fighting games, he kinda needs to have it.

I don't think Freeza grows that much during the giggle (and I have already trimmed him down before posting this) but I'll see if I can improve it further.

Also, here is an extended menacing giggle/taunt as thought of by Daeron:
Last Edit: May 03, 2014, 05:44:39 pm by Balthazar
Re: Freeza Z2
#1638  May 03, 2014, 05:25:56 pm
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Finished this one as well:
Re: Freeza Z2
#1639  May 03, 2014, 05:28:16 pm
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That last one just oozes character.
Re: Freeza Z2
#1640  May 03, 2014, 05:32:35 pm
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He's such an adorable little mass murderer.