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Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated! (Read 7061 times)

Started by KojiroBADNESS, January 04, 2013, 01:02:24 pm
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Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#1  January 04, 2013, 01:02:24 pm
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The time has come. The Ninja duo is here! (I know... FINALLY! :P)

Anyway, first thing's first. I'm sorry these releases took me so damn long. I know many of you have been looking forward to Fuuma and Hanzo for a LONG time as I kept putting them off... and you harassed me for months LOL. But as a thank you for being so patient with me, I'm releasing the both of them together. :kungfugoi:

Fuuma
Spoiler, click to toggle visibilty

Hanzo
Spoiler, click to toggle visibilty

What's left on Fuuma/Hanzo?

- Unfortunately... There is still no AI for either of them as I'm still incapable to build AI's. T_T
- More female characters for Fuuma's special intro of course.. you know what it is playa!
- 1.0 Win Quotes...
- Step away from the POTS portrait style. -_-

A quick special thanks to those who helped me out on these characters whether it was feedback and/or coding tips. You know who you are.

Get them over at Club Syndicate

(Downloads -> KojiroBADNESS -> Characters)

Happy New Year! :yippi:
Last Edit: January 05, 2013, 02:48:22 am by KojiroBADNESS
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#2  January 04, 2013, 01:07:39 pm
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Thanks for the characters. Happy New Year. :)

Downloaded Hanzo, then tried to download Fuuma ...

Are you fucking kidding me !? --; Is this the new MMV where you have DL limits if you're not a member ? :S
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#3  January 04, 2013, 01:09:06 pm
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Oh lawd, that's not good LOL. Sorry about that, I'll look into it right away.

Edit: Yeah, it does that for guests only. I didn't know this. But anyway, I removed the limitation (for now), so you should be good now.
Last Edit: January 04, 2013, 01:18:43 pm by KojiroBADNESS
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#4  January 04, 2013, 02:18:46 pm
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Thank you! I was waiting for the release of these guys.  :woeh:
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#5  January 04, 2013, 02:38:53 pm
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Awesome, congrats for release :)
By the way, does your Hanzo have that special intro vs Syn's strider? (Where they are having some conversation before fight, I saw a video of this somewhere...)
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#6  January 04, 2013, 02:58:25 pm
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Yes Sir!
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#7  January 04, 2013, 04:39:45 pm
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First impressions - solid overall, only thing I found as a bit weird is his dp move with strong punch ("z"button). Its trajectory seems a bit weird.
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#8  January 04, 2013, 04:43:42 pm
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Fuckin Awesome, downloading right now.
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#9  January 04, 2013, 05:43:10 pm
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Entering neutral pha-ah screw it, I'm enjoying these so far, here's some preliminary stuff before the SERIOUS MODO testing. As a forewarning note, I am testing ONLY on MUGEN 1.0.
- Can't chain from Light to Heavy normals.
- Having issues running and performing small jumps.
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#10  January 04, 2013, 05:51:34 pm
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- IMO he slides too much when landing from backdash.
- Can crouch while running.
- c.MK is the trip instead of c.SK ?
- c.LP can be chained into c.MP and c.SP, but failt to connect because of pushback/cornerpush.
- Are you sure the stance is set up correctly. It looks kinda jerky to me, with a frame or two going backwards during the anim. May be like that in the original game, just felt it was odd.
- 2nd Jumping Hard Kick looks strange when performed during back jump, since he inverses the rotation.
- Tanagokoro should probably get some width, because it looks really strange when performed near the opponent (the FX appears behind P2).
- What's the point of listing target combos in the readme? Just say light links to mediums which links to strong. x,b,z and a,y,c are valid target combos and they're not listed.
- I can throw during run.
- I recall vels where similar in the original game, but the vels when going down from strong/EX Kohryuha are really odd. I think you overdid it here. Doesn't feel natural.
- There's no landing FX when landing from Ninpo Kohrin Kazan.
- With P2 in corner, medium and strong Mijin Komoru no Subi have Hanzo facing the wrong direction when he lands. Shouldn't the turn sctrl be after the posset/posadd instead of before ? Or at least triggered depending on where Hanzo is with respect to P2.
- You overdid it concerning the sound of MAX Okugi Banten Senkoujin's last projectile. The sounds loop too much and hurt my ears. :(
- Secret Taunt is very unbalanced, there are no CLSNs, allowing you to dodge projectiles and other stuff. :ninja:
- Why doesn't Ikazuchi Shikon Gekijou have a green super BG ?

DW

Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#11  January 04, 2013, 06:14:00 pm
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Nice, been waiting on these 2 for a minute lol. DLing now, thanks for the share. Looking forward to Makoto as well. ;)
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#12  January 04, 2013, 08:07:35 pm
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Great release! I hope to have some time to test the two ninjas soon, and I hope Dampir will make a CvS sff patch in the future!!


Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#13  January 04, 2013, 10:27:46 pm
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THANK GOODNESS! Been waiting for you to make Hanzo forever man! Nice job! Lots of people slept on the WH series. Thanks! :2thumbsup:
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#14  January 04, 2013, 10:34:00 pm
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Lol I know they have. The series is so underrated. Very unfortunate. And thanks for the support guys.

Awesome, congrats for release :)
By the way, does your Hanzo have that special intro vs Syn's strider? (Where they are having some conversation before fight, I saw a video of this somewhere...)

Why don't you try it and find out?

Great release! I hope to have some time to test the two ninjas soon, and I hope Dampir will make a CvS sff patch in the future!!

I would LOVE that. I've been trying to get a CVS conversion and/or color separation for a while now, but no one wants to bite since they're SNK sprites.

Entering neutral pha-ah screw it, I'm enjoying these so far, here's some preliminary stuff before the SERIOUS MODO testing. As a forewarning note, I am testing ONLY on MUGEN 1.0.
- Can't chain from Light to Heavy normals.

That's odd. I don't have an issue with that in 1.0. Maybe it's a difference in timing vs other characters?

- Having issues running and performing small jumps.

If you mean running and THEN doing a small jump, you can't do that. They always super jump if you jump during the run. Jump-ception.

- IMO he slides too much when landing from backdash.

I know what you're referring to. I didn't have an issue with it, but I'll lessen the vel. Will fix.

- Can crouch while running.

I'll look into it.

- c.MK is the trip instead of c.SK ?

Yeah. Due to lack of sprites (4 button character), I added the trip c.MK. Fuuma has always had this too. Unless I can find some spriters, it stays! :P

- c.LP can be chained into c.MP and c.SP, but failt to connect because of pushback/cornerpush.

They're not supposed to connect. You can either connect c.LP > c.MP or s.LP > c.SP. You can't chain all 3. I'll remove the trigger for that so it's not confusing.

- Are you sure the stance is set up correctly. It looks kinda jerky to me, with a frame or two going backwards during the anim. May be like that in the original game, just felt it was odd.

LOL no, not at all. I wanted "jazz" up his stance, so he rocks back on the third 3nd loop.

- 2nd Jumping Hard Kick looks strange when performed during back jump, since he inverses the rotation.

You're right. Fuuma has the same thing too. I'll make it so that they can only perform it moving forward.

- Tanagokoro should probably get some width, because it looks really strange when performed near the opponent (the FX appears behind P2).

I'll look into it.

- What's the point of listing target combos in the readme? Just say light links to mediums which links to strong. x,b,z and a,y,c are valid target combos and they're not listed.

LOL I honestly have no explanation for this. It was something I did way back when I released Fuuma so... force of habit? XD. I'll take it out next time though.

- I can throw during run.

I didn't know that was possible. I'll check it out.

- I recall vels where similar in the original game, but the vels when going down from strong/EX Kohryuha are really odd. I think you overdid it here. Doesn't feel natural.

I'll check it out again in NGBC.

- There's no landing FX when landing from Ninpo Kohrin Kazan.

Ugh, son of a... I was just correcting this with both characters yesterday on other moves. I dunno how I missed this. Will fix.

- With P2 in corner, medium and strong Mijin Komoru no Subi have Hanzo facing the wrong direction when he lands. Shouldn't the turn sctrl be after the posset/posadd instead of before ? Or at least triggered depending on where Hanzo is with respect to P2.

I'm not sure where you're seeing this. Whether he appears in front of behind P2, he faces and lands in the proper direction for me. Maybe you can screenshot it for me?

- You overdid it concerning the sound of MAX Okugi Banten Senkoujin's last projectile. The sounds loop too much and hurt my ears. :(

LOL my apologies. The sound isn't supposed to cater to the ears but I'll look into turning it down a bit.

- Secret Taunt is very unbalanced, there are no CLSNs, allowing you to dodge projectiles and other stuff. :ninja:

Opps... I overlooked that part. Thanks for noticing. Will fix!

- Why doesn't Ikazuchi Shikon Gekijou have a green super BG ?

My custom supers are supposed to give you a different vibe/feel, so I broke the (Blue, Green, Red) rule. And I like blue better vs green. I'll likely be changing this up anyway once I come up with a new hyper portrait style... you know... one that isn't POTS related.

Good LAWD, Cy. Less "Nice car +1" and a little more feedback? :P

Thanks for the feedback, Gentleman. I'll look into the changes.
Last Edit: January 04, 2013, 10:49:23 pm by KojiroBADNESS
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#15  January 05, 2013, 01:56:25 am
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Smexy. I always loved Neo Geo Battle Coliseum's style and how SNK refined most of their classic character entries.

Thanks for sharing. :sugoi:
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I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
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Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#16  January 05, 2013, 02:56:16 am
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Np man. I hope you guys are enjoying them! :2thumbsup:

UPDATE (04/01/12)

Hanzo
- Added some Width to Tanagokoro.
- Added CLSN Box to the Secret Taunt (Forgot it the first time...)
- Altered Strong/EX Koryuha velocity. Flows slightly better.
- No longer slides after Back dash.
- Back dash travels further.
- Disabled attacks while back dashing.
- No longer can crotch when running.
- Disabled 2nd Jumping HK when jumping backward.

Fuuma
- No longer slides in Back dask slide.
- Back dash travels further.
- Disabled attacks while back dashing.
- No longer can crotch when running.
- Disabled 2nd Jumping HK when jumping backwards.

I fixed most of what was posted here already; took care of the bigger issues. The other stuff I either haven't seen or it isn't that important.
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#17  January 05, 2013, 03:14:49 am
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yessir! i've been in tha kut just waitin' for this chizz to drop! i'm finna go cop these jointz right now!
Spoiler, click to toggle visibilty
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#18  January 05, 2013, 03:46:53 am
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Hi.

I've been playing around with [Hanzo] for a bit. Not bad.

I really, really like the way you worked with his velocities, especially during qcb+k. Those feel phenomenal, good job.

I found several issues that I think you should look into:

- The most important problem is that he is not consistent, standing LP and crouching LP use completely different hitdef data. I believe some of his kick moves do as well.

Usually game systems keep hitdef data for strength moves uniform so the player doesn't get confused and gets a better 'idea' of the game rhythm. This makes it feel kinda sloppy.

- Some of your CLSN design seems awkward, in the sense that you started designing CLSN one way, and ended up changing to another (different time periods perhaps). For example:



On the left, design is too detail oriented vs the right, which is super simplified.

In both cases, I feel like the design could've been improved (you could've used one box for the head+leg on the first one, the last one could've used more vulnerable areas via CLSN2).

One other problem with the current design is that the priority of basics is completely overshadowed by his specials, in the sense that basics are unsafe to use compared to his specials.

There's also stuff like this:



All CLSN2 on standing/crouching states should cover all the way to the feet unless you are adding low move invincibility on purpose.

I was trying to find an example where he would run through an opponent, and it happens against himself. :P

- The way you design throws has several problems:



- This box could miss completely on characters like Choi, throw boxes should usually cover all the way to the feet.
- The throw hitbox lasts for three frames, it should only last for 1. An opponent could teleport or walk into this throw in really extreme cases, this shouldn't happen.
- You have no distance triggers on it, so you can throw characters like Billy out of their weapons lol.
- Your hitdef has a trigger of !time, why? The actual CLSN1 comes out several frames later and it lasts for 3 frames, depending on your juggle system, there could be cases where the opponent recovers from a previous move, you attempt a throw and it doesn't work.

- You could polish his controls much more:

This is a small detail, but I think it's worth adding: if you do move that end with a certain direction (forward, back) holding the opposite direction down should not allow you to make the move.

This is very important in games like KOF. For example, let's say you are trying to do a QCF motion. If you do QCF, hold back and press the button, only a basic move will come out.

This is an important measure added so the player has better control over their character. Most people tend to miss this detail.

- His projectiles are broken, they disregard anything that has been coded with the [projectile] controller:



- I'm not sure if it's intentional or not, but I can hit opponents out of air recovery (corner an opponent, hit them with LP, you can hit them again afterwards) KOF characters cannot recover from this ever, so it's an infinite on them. :(

- I like how you changed some of his air gethits, but he still sinks during some of his bounce states. Why not go all the way and fix them all once and for all? It would make him feel much better.

I like what you have here so far, I remember seeing a preview of either him (of Fuuma) some years ago and being interested in checking them out, it's nice to be able to test them now.

Anyway, good luck! I'll be checking any updates out in the future.
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Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#19  January 05, 2013, 07:02:33 am
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oh man this is a very nice surprise :) thanks for sharing such awesome characters!
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#20  January 05, 2013, 11:44:10 am
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Holy shit that's some nice feedback Vans. :ninja:

Quote
I'm not sure where you're seeing this. Whether he appears in front of behind P2, he faces and lands in the proper direction for me. Maybe you can screenshot it for me?
Goku in the right corner, Hanzo at close distance, performs D,U,y. Reappears facing the wrong direction :


Quote
Good LAWD, Cy. Less "Nice car +1" and a little more feedback? :P
Nice car +1 ? What's that ? I'm here to hurt feelings !!!! :twisted: ;P
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#21  January 05, 2013, 12:37:29 pm
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(ERMEHGERD... My Hanzo is fighting dat SSJ Goku :pwnonk:)

Anyway... that's damned weird. I tried doing that in the corner as well, but he always appeared behind the character as he should. I guess it depends on P2, but no matter. It's a problem on my end and I'll correct it like the other issues you pointed out. Thanks Cy! :sugoi:

Quote
Good LAWD, Cy. Less "Nice car +1" and a little more feedback? :P
Nice car +1 ? What's that ? I'm here to hurt feelings !!!! :twisted: ;P

LOL. That explains the slight tear shed I had earlier. But really, the feedback is appreciated!

oh man this is a very nice surprise :) thanks for sharing such awesome characters!

Np Djoulz. I hope you're enjoying them brah! :)

Hi.

I've been playing around with [Hanzo] for a bit. Not bad.

I really, really like the way you worked with his velocities, especially during qcb+k. Those feel phenomenal, good job.

Thanks man. At least I know I've nailed something so far! XD

Damn that is some hefty feedback. Well here we go.

- The most important problem is that he is not consistent, standing LP and crouching LP use completely different hitdef data. I believe some of his kick moves do as well.

Usually game systems keep hitdef data for strength moves uniform so the player doesn't get confused and gets a better 'idea' of the game rhythm. This makes it feel kinda sloppy.

I see what you mean by the lack of consistency. It's only different because C.LP had too many priorities when it mirrored S.LP. But I'll definitely look into this more and fix it for both characters.

- Some of your CLSN design seems awkward, in the sense that you started designing CLSN one way, and ended up changing to another (different time periods perhaps). For example:



On the left, design is too detail oriented vs the right, which is super simplified.

In both cases, I feel like the design could've been improved (you could've used one box for the head+leg on the first one, the last one could've used more vulnerable areas via CLSN2).

I see what you mean, and this was intentional. I tried to make their basic moves a bit more detailed and I'll likely be doing this with the rest of my characters. But I'll take your advice on this and balance them out a bit more. I'll work on this!

One other problem with the current design is that the priority of basics is completely overshadowed by his specials, in the sense that basics are unsafe to use compared to his specials.

Honestly, their basics never felt totally safe, even in the source game (at least IMO). I purposely made them a bit more combo orientated now than they are in NGBC.

There's also stuff like this:



All CLSN2 on standing/crouching states should cover all the way to the feet unless you are adding low move invincibility on purpose.

I was trying to find an example where he would run through an opponent, and it happens against himself. :P

Whoops. I honestly haven't noticed that (nor my beta testers), or even thought about it. I'll fix this!

- The way you design throws has several problems:



- This box could miss completely on characters like Choi, throw boxes should usually cover all the way to the feet.
- The throw hitbox lasts for three frames, it should only last for 1. An opponent could teleport or walk into this throw in really extreme cases, this shouldn't happen.
- You have no distance triggers on it, so you can throw characters like Billy out of their weapons lol.
- Your hitdef has a trigger of !time, why? The actual CLSN1 comes out several frames later and it lasts for 3 frames, depending on your juggle system, there could be cases where the opponent recovers from a previous move, you attempt a throw and it doesn't work.

Damn. I thought I had the hitbox extended back down to his feet, but I guess I missed that too. And I totally wasn't aware of keeping hitboxes down to 1 frame.
Anyway, majority of what you pointed out here is what was done when I first started coding (Some CLSN boxes too), and I never looked back LOL.

I'll fix ALL of this!  >:(

- You could polish his controls much more:

This is a small detail, but I think it's worth adding: if you do move that end with a certain direction (forward, back) holding the opposite direction down should not allow you to make the move.

This is very important in games like KOF. For example, let's say you are trying to do a QCF motion. If you do QCF, hold back and press the button, only a basic move will come out.

This is an important measure added so the player has better control over their character. Most people tend to miss this detail.

I see what you mean by missing this detail... because I've never heard or even thought of this. I can't pull it off either LOL. Maybe it's the negative edge? I really don't know. If you could elaborate or give me a little more insight on this, I'll see what I can do.

- His projectiles are broken, they disregard anything that has been coded with the [projectile] controller:



I'm not totally sure what you mean. What is it disregarding and what is it doing exactly?

- I'm not sure if it's intentional or not, but I can hit opponents out of air recovery (corner an opponent, hit them with LP, you can hit them again afterwards) KOF characters cannot recover from this ever, so it's an infinite on them. :(

That wasn't intentional, so I'll try to fix that as soon as I can.

- I like how you changed some of his air gethits, but he still sinks during some of his bounce states. Why not go all the way and fix them all once and for all? It would make him feel much better.

I hadn't noticed. I'll definitely go back and correct the sinking problem.

I like what you have here so far, I remember seeing a preview of either him (of Fuuma) some years ago and being interested in checking them out, it's nice to be able to test them now.

Anyway, good luck! I'll be checking any updates out in the future.

Regardless of the issues, I'm glad you're still able to enjoy them. And thank you for the feedback. Very much appreciated man. I'll get on these fixes as soon as I can!

If you have an idea on how to fix some of the mistakes (coding wise), let me know.
Last Edit: January 06, 2013, 12:29:34 am by KojiroBADNESS

DW

Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#22  January 05, 2013, 06:30:28 pm
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KojiroBADNESS said:
I'm not totally sure what you mean. What is it disregarding and what is it doing exactly?

By disregard, he means out-prioritize or "eat" projectiles using the projectile coding. Hanzo's projectiles won't be destroyed by them, but his projectiles will destroy projectiles with that coding, and continue on to hit p2.

Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#23  January 06, 2013, 12:07:15 am
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Ah I see. I didn't know it was bypassing other projectiles like that. It's supposed to change states upon contact. I'll look into it. Thanks Divine!
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#24  January 06, 2013, 11:26:16 pm
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Alright Koji. Finally got a chance to test these guys out but everything vans said was pretty much what I discovered. Anyway i should be free all day tomorrow and if you wanna go over a few of these issues. let me know.
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#25  January 07, 2013, 12:12:09 am
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Aight, bet. I'll be home around 3-4 tomorrow. I did some of the fixes already so we shouldn't have too much to go over.
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#26  January 07, 2013, 02:49:54 pm
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So I finished little over half of the fixes on both characters already. All that's left are the CLSN boxes, matching the hitdef data on standing and crouching attacks, and improving the juggle system (I forgot about this too) along with some minor stuff.

Unfortunately, some other issues I have yet to figure out. One being the projectiles bypassing others (assuming that's what's happening). I tried a few characters using the Projectile controller, but it fades as it should. The other is Hanzo facing the wrong way after teleporting (D,U+y or z). I cornered several characters and he still faces the right way or appears behind them (unless I'm doing something wrong here). I'll change some things here and there, but overall I really can't fix what I don't see. :-\

Anyway, as mentioned, I took care of most of the problems already. So expect an update later this week (that is if school doesn't start off too hectic! :P).
Last Edit: January 07, 2013, 02:56:02 pm by KojiroBADNESS
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#27  January 15, 2013, 12:25:28 am
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Sorry for the late reply. :P

I see what you mean by missing this detail... because I've never heard or even thought of this. I can't pull it off either LOL. Maybe it's the negative edge? I really don't know. If you could elaborate or give me a little more insight on this, I'll see what I can do.

Sure. It's more of an unconscious thing, the games have it but we just never notice it.

For example, in KOF:

If you are trying to input a D,DF,F + P special move but you do the input like: D,DF,F,B + P then the move will not work.

The final horizontal direction used in command inputs is considered a "critical" direction. If you hold down the exact opposite before performing the move, the command will not register.

In this same fashion, the vertical directions are also checked. If your input ends with a horizontal direction (mid-range vertical) then depending on your statetype, it won't register if you hold either down or up. For most ground moves, this means that you cannot hold down after the critical direction, but you are allowed to hold up, to make use of TK moves.

In a more casual setting, this is something we do on reflex. We sometimes input hadouken motions but press either back or down to cancel the input.

Adding this makes a world of difference, it feels great.

This is how I usually set it up (QCF+P example):

Code:
;---------------------------------------------------------------------------
;Combat Code JAE
[State -1, Combat Code JAE]
type = ChangeState
value = 1420
triggerall = RoundState < 3
triggerall = ifelse((Anim!=[5,6]),(command="qcf_p"),(command="qcb_p"))
triggerall = (helper(999999),command != "holddown")
triggerall = ifelse((Anim!=[5,6]),(command != "holdback"),(command!="holdfwd"))
triggerall = Statetype != A

Critical direction is forward (mid-range vertical = standing statetype) = you cannot hold down, you cannot hold back.

I'm not totally sure what you mean. What is it disregarding and what is it doing exactly?

Ah sorry, it wasn't clear at all.

Krauser was using Kaiser Wave, a hyper-level projectile. Using Hanzo's special projectile, I was able to cancel it out completely disregarding the projectile priorities.
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Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#28  January 15, 2013, 04:33:42 am
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Sorry for the late reply. :P

I see what you mean by missing this detail... because I've never heard or even thought of this. I can't pull it off either LOL. Maybe it's the negative edge? I really don't know. If you could elaborate or give me a little more insight on this, I'll see what I can do.

Sure. It's more of an unconscious thing, the games have it but we just never notice it.

For example, in KOF:

If you are trying to input a D,DF,F + P special move but you do the input like: D,DF,F,B + P then the move will not work.

The final horizontal direction used in command inputs is considered a "critical" direction. If you hold down the exact opposite before performing the move, the command will not register.

In this same fashion, the vertical directions are also checked. If your input ends with a horizontal direction (mid-range vertical) then depending on your statetype, it won't register if you hold either down or up. For most ground moves, this means that you cannot hold down after the critical direction, but you are allowed to hold up, to make use of TK moves.

In a more casual setting, this is something we do on reflex. We sometimes input hadouken motions but press either back or down to cancel the input.

Adding this makes a world of difference, it feels great.

This is how I usually set it up (QCF+P example):

Code:
;---------------------------------------------------------------------------
;Combat Code JAE
[State -1, Combat Code JAE]
type = ChangeState
value = 1420
triggerall = RoundState < 3
triggerall = ifelse((Anim!=[5,6]),(command="qcf_p"),(command="qcb_p"))
triggerall = (helper(999999),command != "holddown")
triggerall = ifelse((Anim!=[5,6]),(command != "holdback"),(command!="holdfwd"))
triggerall = Statetype != A

Critical direction is forward (mid-range vertical = standing statetype) = you cannot hold down, you cannot hold back.

All good.

But yeah, I see. I had no idea that was a thing. Just when I thought I was about done the updates... this is gonna be a pain. Anyway, it will be handled.
Thanks for the coding tip, Vans! :)

I'm not totally sure what you mean. What is it disregarding and what is it doing exactly?

Ah sorry, it wasn't clear at all.

Krauser was using Kaiser Wave, a hyper-level projectile. Using Hanzo's special projectile, I was able to cancel it out completely disregarding the projectile priorities.

Okay, that makes MUCH more sense now. I clashed Projectiles plenty of times but I never thought to try a regular Hyper Level proj against a Helper. Took me a while to figure out, but the problem is solved. Fixed it! :beam:
Re: Hanzo Hattori by KojiroBADNESS released, Fuuma Kotaro updated!
#29  January 15, 2013, 06:59:07 pm
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This is some hot fire right here! Nice work!

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[/quote said: