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Geese Howard/Nightmare Geese released (Read 19267 times)

Started by K.O.D, November 08, 2009, 09:25:36 pm
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Re: Geese Howard/Nightmare Geese released
#41  November 09, 2009, 06:01:50 am
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For serious.  I appreciate that the AI uses it, too, although I'd also be glad if the AI used more counters and relied a little less on projectile spamming.  Fighting a well-played Geese is always an awesome experience in having your face crunched.

Now you can never unsee it.
Re: Geese Howard/Nightmare Geese released
#42  November 09, 2009, 06:11:13 am
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For serious.  I appreciate that the AI uses it, too, although I'd also be glad if the AI used more counters and relied a little less on projectile spamming.  Fighting a well-played Geese is always an awesome experience in having your face crunched.

You're right, characters that use reflect barrier moves might have a field day if use properly. Though he does do the Raising Storm every time I tried to jump over him.
Re: Geese Howard/Nightmare Geese released
#43  November 09, 2009, 06:14:58 am
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Characters with projectiles can also  have a field day with him if they time it right.  Heck, I can handily beat him  with Jin's Krauser by abusing blitz balls and that flying kick of his becuase it goes over most ground waves.

Now you can never unsee it.
Re: Geese Howard/Nightmare Geese released
#44  November 09, 2009, 06:24:28 am
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I'll stick with Rugal, Adel, Athena, and Yamazaki thank you very much.
Re: Geese Howard/Nightmare Geese released
#45  November 09, 2009, 06:38:25 am
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But Krauser is awesome!  Really, there's something awesome about beating up expert martial artists and bishounen as a middle-aged German wrestler.

Now you can never unsee it.
Re: Geese Howard/Nightmare Geese released
#46  November 09, 2009, 06:40:18 am
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Hey guys, can you take your conversation about middle-aged bishounens somewhere else?
Re: Geese Howard/Nightmare Geese released
#47  November 09, 2009, 06:43:45 am
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yall should join storm ex o_O
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Geese Howard/Nightmare Geese released
#48  November 09, 2009, 06:49:00 am
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Sorry about that, I got a bit carried away.  ::)
Re: Geese Howard/Nightmare Geese released
#49  November 09, 2009, 06:52:07 am
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It happens!  But anyway, to recap:

1- Geese's AI relies too much on projectile spam, and not enough on his counters and overwhelming defensive play.

2- His win portrait is too big for MUGEN 1.0's standard win screen

3- He is still awesome.  Thank you for the release!

Now you can never unsee it.
Re: Geese Howard/Nightmare Geese released
#50  November 10, 2009, 12:00:11 pm
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Next patch to fix those 1 or 2 minor issues and add the ability to select between randomized voice and standard voice will be released with a new character.
Last Edit: November 10, 2009, 12:03:41 pm by K.O.D
Re: Geese Howard/Nightmare Geese released
#51  November 10, 2009, 12:10:02 pm
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Yeah, please update the AI so that it's not a projectile spammer (LOLOL).

On a side note, maybe you could release two def files, one for Winmugen and one for Mugen1.0, both using different CMS and CNS.
- You could use the new AI trigger.
- The skillbar isn't displayed correctly in Mugen 1.0 if you're using an HD res/widescreen. This could be taken in account using the new screen/res parameters.
Re: Geese Howard/Nightmare Geese released
#52  November 10, 2009, 12:12:44 pm
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They'll be fixed. :)
Re: Geese Howard/Nightmare Geese released
#53  November 10, 2009, 05:16:35 pm
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new character o_O already
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Geese Howard/Nightmare Geese released
#54  November 10, 2009, 06:16:25 pm
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I didn't say he finished it (nor even did he say he started it). He just said "when I make a new character". ;P
Re: Geese Howard/Nightmare Geese released
#55  November 10, 2009, 06:18:26 pm
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So it's more like "update coming whenever".
Re: Geese Howard/Nightmare Geese released
#56  November 14, 2009, 01:32:45 am
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this geese is perfect. need a ryo now K.O.D i really like how you guys make your chars there very kof accurate
Re: Geese Howard/Nightmare Geese released
#57  November 14, 2009, 01:38:52 am
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Please, somebody expalin whats SO wrong with cvs voices.
Re: Geese Howard/Nightmare Geese released
#58  November 14, 2009, 05:46:42 am
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Please, somebody expalin whats SO wrong with cvs voices.

Well I guess is that there are some people(like myself) didn't like Geese voice in both CvS games. For some people it didn't sound right as they perfer his voice from the Fatal Fury series. I guess there are some who think his voice from CvS is okay, while others, like I said before want his original badass voice from the FF series, and SvC games.
Re: Geese Howard/Nightmare Geese released
#59  November 14, 2009, 09:48:16 am
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The voices are from NGBC/XI Geese, not CvS (they sound similar though) :P


blackinu : sorry, none of your feedback is valid since all of them are personal opinion and you haven't played the UM games.
Re: Geese Howard/Nightmare Geese released
#60  November 14, 2009, 12:15:36 pm
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I think the only time rrrrrrrrrandom voices worked was when PotS did it for his Ryu, and it was only for Hadou no Kamae, and it was only an easter egg.

Compare that to Geese alternating between his KOF and CvS voices regularly. Even if they're the same seiyuu, the sound quality just doesn't mesh well.