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Marisa_RP (Read 23378 times)

Started by Trinitronity, May 17, 2013, 08:27:39 am
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Re: Marisa_RP
#41  July 01, 2013, 04:59:36 pm
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Thanks, I have confirmed you.
Now I only need to confirm Kohaku and DarkFlare.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#42  July 03, 2013, 12:47:13 pm
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Good news, everyone: Kohaku is now a beta-tester as well. Now I only need to confirm DarkFlare.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#43  July 05, 2013, 08:51:45 am
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Sorry to bump, but it seems that DarkFlare's spot is at stake as well, since he seems to be busy with other things.
So there is a possibility that someone else can take DarkFlare's spot. That's still not set in stone, though.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#44  July 05, 2013, 04:51:47 pm
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I assume you're waiting for confirmation before sending it to everyone? It might be useful and more productive to send it to those already confirmed to at least get feedback in the meanwhile, sort of to get a head start. Thats just me anyways.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Marisa_RP
#45  July 05, 2013, 05:06:50 pm
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I assume you're waiting for confirmation before sending it to everyone? It might be useful and more productive to send it to those already confirmed to at least get feedback in the meanwhile, sort of to get a head start. Thats just me anyways.
I agree, I see no reason for waiting, either.
Re: Marisa_RP
#46  July 05, 2013, 06:06:07 pm
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Sounds fair enough. However, before I will send the beta, you have to download this first: http://www.sendspace.com/file/qk4uer
This is an edit of RicePigeon's Mima. This edit has a new dizzy animation, animations for Throw escape and Throw Tech and, the most important thing, compatibility with Marisa_RP (yep, Marisa has a special intro against Mima, which Seravy already witnessed).
If you have downloaded this edit, just let me know, and I will send you the beta afterwards.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#47  July 05, 2013, 06:35:17 pm
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Downloaded.
Re: Marisa_RP
#48  July 05, 2013, 06:37:02 pm
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Downloaded (though I dont know why) may as well test it on the side

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Marisa_RP
#49  July 05, 2013, 07:01:25 pm
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Sent to both of you.
Also, for feedback, please use this thread, so beta-testers can share their feedbacks together and comment on the feedbacks of other beta-testers.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#50  July 05, 2013, 10:27:04 pm
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-In an x->y->z, the y misses most of the time because it has lower range than x. Y should be able to hit if X did. Especially because x->z does not work as a combo, z is too slow for that.
-Clsn1 and 2 on standing x looks very oversized. It extends about 20-30 pixels over her hand and even more upward.
-Clsn2 on standing y extends way beyond the character itself, and even beyond the clsn1. In other words, not only does this have low range, but you actually make it easier for the opponent to hit you in the process.
-There are gaps between clsn2 in weird places in the common animations, like anim 10.
-In general, clsn2 tends to overextend a bit over the character, making it too easy to get hit.
-Air x has no clsn2 on the recovery frames at all.
-Pressing up for a very short amount of time makes her jump extremely small. Not sure if this is intended.
-Readme says grazing is applied to the dashes but it isn't. Also grazing gives immunity to projectiles, but your readme says attacks instead.
-Clsn1 on air y covers only about 60% of the explosion sprite. I believe the explod could be moved a bit down and backward, and the clsn1 could be extended downward. Air y uses the animation for the forward version of this explod, but uses the diagonal downward effect, this looks weird and feels a bit inconsistent.
-Air z could use more active frames. It's very hard to actually hit something with it. It has a very small range so more active frames could make it easier to hit with it.
-There are no clsns on the throw animation. Yes, I know a lot of people like it this way but I still consider it weird to avoid a projectile (or a timed super move) because you are throwing someone.
-All the projectiles in DFZ move forward but they face random directions. (The angle of the tail effect seems random)
-The damage output of DFZ is very inconsistent, I have seen any amount between 46 and 99. All of these feel too weak for an attack that costs power to use. For 500 power, I would expect about 120-140 damage. It's not faster than the X version and it doesn't do more damage either.
-The DFY should come out faster. The faster moving projectile is nice but it doesn't really make too much difference on the distance available without zooming at this speed difference. The slow version takes about 58 ticks to reach the other end of the screen and this takes 48, both are kinda slow. At less distance, they are pretty much equal.
-The Z version of Misama Sweep does way too much damage. 182 is too much for 500 power. It should be about 120-130.
-The Nothitby on Miasma Sweep startup is PERMANENT and never expires.
-Witch Leyline Y could use some graze effect. The X version could do a bit more damage. The Z version could have graze and do more damage.
-Grand Stardust commands could use a bit more time, 10 ticks makes it a bit hard to perform these.
-Master Spark is quite powerful for a level 1. 252 damage with only 16 ticks of startup on a nearly fullscreen beam AND full invincibility is too powerful. 16 ticks is very fast for a beam attack, with invincibility as well, the fair amount of damage would be about 150-180 I believe. I would go with 180-190 because it's a Master Spark so it can't be weak. Even that feels a bit disappointing but with that speed, range, cost, and invincibility, more would be overkill.  Not to mention it even does 46 damage on block, that the opponent can't do anything to avoid. Of course, making it slower and keeping the damage is also an option.
-Marisa doesn't seem to have a clsn2 on half the animation for Meteonic Shower. She has invincibility against projectiles (even though she is not moving, so it can't be graze), not sure why? In general, this attack serves the same purpose as Master Spark (hits the same area for same cost), but it's vastly inferior. With about the same startup time (it's 12 or more ticks, because random is used), it does less damage and has less invincibility. As a player, I would never use this over Master Spark, so Master Spark needs to be fixed, see above.
-Polaris Unique. OMG was that 300 damage on hit from a level 1? With 150 on block. The projectile is huge so it's very hard to avoid, and it's slow enough to give you plenty of chances to hit the opponent before it reaches them. In the unlikely case of it exploding on something other than the poor opponent, it'll split and cover the whole screen, just to make sure it'll do some damage anyway. This needs a lot of balancing, it's definitely overpowered. I would probably take the splitting part out and just make an explosion where the big star breaks down to many small stars that don't do damage.
-Clsn1 on Orreries Sun extends way beyond the orbs themselves.
-Escape Velocity, 400 damage for 2000 power is too much. Should be 300, considering there is full invincibility AND it's air unblockable.
-Escape Velocity hits the opponent even when it's blocked. Not sure why but I guess the first two hits both happening during the superpause itself has something to do with it. When this happens, the opponent takes much less damage, but they get hit anyway. This reduction seems to be able to affect future attacks as well, I have seen Earthlight Ray do 135 only after it.
-Speaking of which, this makes the effective startup time of Escape Velocity 0, that's kinda...too fast.
-Again, on Earthlight Ray, 410 damage for 2000 power is too high. There is no invincibility on this so it could do more than the other, but over 320-330 sounds excessive.
-Final Spark is an instant kill that has full invincibility and covers the entire screen in front of Marisa. Just in case the opponent tried to do something funny -like blocking it- it's unguardable, too. If you use this in the corner, it's guaranteed instant victory. Using it anywhere else is retarded. Now, if it would be like Yukari's train, which gets interrupted by attacks and is really slow, then, maybe, perhaps...but with full invincibility?
-F+b should be slower. It hits for a huge distance, and has good priority, so it shouldn't have a startup of 4 ticks. Around 10-15 sounds more reasonable.

I haven't tested the AI yet, I'll prefer to do that after her moveset is more balanced.
Re: Marisa_RP
#51  July 06, 2013, 12:17:37 am
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-In an x->y->z, the y misses most of the time because it has lower range than x. Y should be able to hit if X did. Especially because x->z does not work as a combo, z is too slow for that.
-Clsn1 and 2 on standing x looks very oversized. It extends about 20-30 pixels over her hand and even more upward.
-Clsn2 on standing y extends way beyond the character itself, and even beyond the clsn1. In other words, not only does this have low range, but you actually make it easier for the opponent to hit you in the process.
-There are gaps between clsn2 in weird places in the common animations, like anim 10.
-In general, clsn2 tends to overextend a bit over the character, making it too easy to get hit.
-Air x has no clsn2 on the recovery frames at all.
Fixed.
-Pressing up for a very short amount of time makes her jump extremely small. Not sure if this is intended.
It is intentional. RP's Yukari already could do that.
-Readme says grazing is applied to the dashes but it isn't. Also grazing gives immunity to projectiles, but your readme says attacks instead.
Ugh, the read-me file...I once planned to add grazing, but that gave me a headache. It seems that I forgot to remove that... :omg:
-Clsn1 on air y covers only about 60% of the explosion sprite. I believe the explod could be moved a bit down and backward, and the clsn1 could be extended downward. Air y uses the animation for the forward version of this explod, but uses the diagonal downward effect, this looks weird and feels a bit inconsistent.
Noted, trying to fix that, though that would be very hard, since the explosion is an explod... >_<
Also, Air Medium actually uses the animation for the diagonal version of the explod. The animation for the forward version has been already used in Star Burst.
-Air z could use more active frames. It's very hard to actually hit something with it. It has a very small range so more active frames could make it easier to hit with it.
Excuse me, but what are active frames. I'm a but confused there... :S
-F+b should be slower. It hits for a huge distance, and has good priority, so it shouldn't have a startup of 4 ticks. Around 10-15 sounds more reasonable.
Increased startup.
-There are no clsns on the throw animation. Yes, I know a lot of people like it this way but I still consider it weird to avoid a projectile (or a timed super move) because you are throwing someone.
Intentional. RicePigeon did that with all of his characters in this style.
-All the projectiles in DFZ move forward but they face random directions. (The angle of the tail effect seems random)
Yeah, noticed that...still don't know what that causes...
-The damage output of DFZ is very inconsistent, I have seen any amount between 46 and 99. All of these feel too weak for an attack that costs power to use. For 500 power, I would expect about 120-140 damage. It's not faster than the X version and it doesn't do more damage either.
Increased the damage output. Still couldn't fix the damage inconsistency though...
-The DFY should come out faster. The faster moving projectile is nice but it doesn't really make too much difference on the distance available without zooming at this speed difference. The slow version takes about 58 ticks to reach the other end of the screen and this takes 48, both are kinda slow. At less distance, they are pretty much equal.
Fixed. I made the weak Starburst come out slower, since I couldn't make the medium Starburst come out even faster then it is.
-The Z version of Misama Sweep does way too much damage. 182 is too much for 500 power. It should be about 120-130.
-The Nothitby on Miasma Sweep startup is PERMANENT and never expires.
Uhm, I think, I fixed this, but I'm not sure.
However, the damage output has been reduced now.
-Witch Leyline Y could use some graze effect. The X version could do a bit more damage. The Z version could have graze and do more damage.
Hmm...I could add a nothitby to the Y and Z version. Yeah, I'll just do this.
-Grand Stardust commands could use a bit more time, 10 ticks makes it a bit hard to perform these.
Increased time from 10 to 15.
-Master Spark is quite powerful for a level 1. 252 damage with only 16 ticks of startup on a nearly fullscreen beam AND full invincibility is too powerful. 16 ticks is very fast for a beam attack, with invincibility as well, the fair amount of damage would be about 150-180 I believe. I would go with 180-190 because it's a Master Spark so it can't be weak. Even that feels a bit disappointing but with that speed, range, cost, and invincibility, more would be overkill.  Not to mention it even does 46 damage on block, that the opponent can't do anything to avoid. Of course, making it slower and keeping the damage is also an option.
-Marisa doesn't seem to have a clsn2 on half the animation for Meteonic Shower. She has invincibility against projectiles (even though she is not moving, so it can't be graze), not sure why? In general, this attack serves the same purpose as Master Spark (hits the same area for same cost), but it's vastly inferior. With about the same startup time (it's 12 or more ticks, because random is used), it does less damage and has less invincibility. As a player, I would never use this over Master Spark, so Master Spark needs to be fixed, see above.
Fixed, Master Spark has a higher amount of startup. And Meteoric Shower has the needed colision.
-Polaris Unique. OMG was that 300 damage on hit from a level 1? With 150 on block. The projectile is huge so it's very hard to avoid, and it's slow enough to give you plenty of chances to hit the opponent before it reaches them. In the unlikely case of it exploding on something other than the poor opponent, it'll split and cover the whole screen, just to make sure it'll do some damage anyway. This needs a lot of balancing, it's definitely overpowered. I would probably take the splitting part out and just make an explosion where the big star breaks down to many small stars that don't do damage.
Lowered amount of damage.
-Clsn1 on Orreries Sun extends way beyond the orbs themselves.
Fixed.
-Escape Velocity, 400 damage for 2000 power is too much. Should be 300, considering there is full invincibility AND it's air unblockable.
-Speaking of which, this makes the effective startup time of Escape Velocity 0, that's kinda...too fast.
Removed the invisibility in the first two parts as well as made it air blockable.
However, the last part, which only triggers, when the second part suceed, still keeps full invisibility and is unguardable period.
-Escape Velocity hits the opponent even when it's blocked. Not sure why but I guess the first two hits both happening during the superpause itself has something to do with it. When this happens, the opponent takes much less damage, but they get hit anyway. This reduction seems to be able to affect future attacks as well, I have seen Earthlight Ray do 135 only after it.
Odd, that doesn't happen to me... :S
-Again, on Earthlight Ray, 410 damage for 2000 power is too high. There is no invincibility on this so it could do more than the other, but over 320-330 sounds excessive.
Reduced the damage.
-Final Spark is an instant kill that has full invincibility and covers the entire screen in front of Marisa. Just in case the opponent tried to do something funny -like blocking it- it's unguardable, too. If you use this in the corner, it's guaranteed instant victory. Using it anywhere else is retarded. Now, if it would be like Yukari's train, which gets interrupted by attacks and is really slow, then, maybe, perhaps...but with full invincibility?
I somehow knew you would also go on Final Spark...
...Final Spark was meant to be insta-kill, since it's the Final Spark, a real finishing laser. However, during start-up, you can interupt Marisa's attack.
Already increased start-up, though.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#52  July 06, 2013, 08:40:07 am
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Excuse me, but what are active frames. I'm a but confused there... :S
The time for where there is a clsn1. When the attack can hit.

Quote
However, during start-up, you can interupt Marisa's attack.
No, you can't, that's the problem.

Code:
;---------------------------------------------------------------------------
; Lvl 3 Spell 1: Final Spark
[Statedef 4000]
...

[State 4000]
type = Nothitby
trigger1 = 1
value = SCA
Re: Marisa_RP
#53  July 06, 2013, 09:16:24 am
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Excuse me, but what are active frames. I'm a but confused there... :S
The time for where there is a clsn1. When the attack can hit.
Oh, that.
Fixed.
Quote
However, during start-up, you can interupt Marisa's attack.
No, you can't, that's the problem.

Code:
;---------------------------------------------------------------------------
; Lvl 3 Spell 1: Final Spark
[Statedef 4000]
...

[State 4000]
type = Nothitby
trigger1 = 1
value = SCA
Oh, I feel so stupid right now... :omg:
Fixed.

Okay, I have sent the update to Seravy and RicePigeon through PM.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#54  July 06, 2013, 05:58:51 pm
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Just checked the update, so had to revise my original feedback list to the following:

  • Any reason why you kept the PCX files in the folder?
  • Using j.5Y close to the ground can make her pass through the floor or, worse yet, create a clone
  • Jab is -7 on hit/block
  • P2's animation during the throw causes him/her to jitter
  • Meteoric Debris gives power back when it takes power
  • EX Witch Leyline also gives power back
  • Meteoric Shower causes more damage on block than it does on hit (260 versus 203) and is safe on block
  • j.5Z still has one of Yukari's voices
  • For an attack that trips, 2Z is +10 on block.
  • Orreries Sun causes opponent to constantly block as long as they hold back, even if Marisa isnt attacking
  • Escape Velocity causes 409 damage, which seems to be too much for a level 2.
  • Eartlight Ray is +25 on block, and I've seen it do in the neighborhood of 160 blocked damage, as opposed to 296 on hit (0ver half)
  • Even with 185 frames of startup, Final Spark being an unblockable OHKO move is too much.
  • Sometimes Orreries Universe gives power back on hit. When it does, the planets dont disappear once the move ends.
  • Any reason why Marisa is completely invincible during Orreries Universe?
  • 5Z looks like it should be an overhead but it isnt.
  • Ive been able to link 2Z into itself up to 4 times
  • After performing Miasma Sweep X or EX, or Witch Leyline Y or EX, Marisa remains invincible for the rest of the round
  • Performing Grand Stardust in midair causes Marisa to stand in midair
  • Marisa feels too floaty with only a yaccel of 35
  • Witch Leyline isnt supposed to give invincibility in source.
  • Very few of Marisa's normals have any priority to them, especially her jabs.
  • F+Y's hitbox has too much vertical range compared to source
  • Throw feels too slow with 7 frame startup
  • Meteoric Debris can be anywhere from +17 to +22 on block
  • Miasma Sweep X and Y feel like they go the same vertical distance, and the Y version is safer by 2 frames.
  • Landing animation of Miasma Sweep has no hitbox
  • Witch Leyline shouldnt have a CLSN1 box on the tail of the broom. In IaMP it only extends from Marisa's ankles to the front tip of the broom.
  • I'm noticing a few of her moves have uneven pausetimes for both p1 and p2
  • 6Z should be able to be blocked high.
  • 6Z is also lacking lower body invinciblity, which it has in IaMP.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Marisa_RP
#55  July 06, 2013, 07:52:47 pm
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Any reason why you kept the PCX files in the folder?[/li][/list]
That's the template part.
Using j.5Y close to the ground can make her pass through the floor or, worse yet, create a clone
Odd...I cannot replicate that... :S
  • Jab is -7 on hit/block
  • For an attack that trips, 2Z is +10 on block.
  • Eartlight Ray is +25 on block, and I've seen it do in the neighborhood of 160 blocked damage, as opposed to 296 on hit (0ver half)
  • Meteoric Debris can be anywhere from +17 to +22 on block
Uhm...I'm not an expert in what the recommended numbers are, and I don't know, how to implement that in the HitDef. I would be glad, if you could help me there a bit, since I'm still learning the MUGEN code...
However, I have reduced the blocked damage now.
P2's animation during the throw causes him/her to jitter
Well, that's because the opponent follows the position of Marisa's hand, but the real reason is: I ported it directly from Kohaku's Marisa. >_<
  • Meteoric Debris gives power back when it takes power
  • EX Witch Leyline also gives power back
  • Sometimes Orreries Universe gives power back on hit. When it does, the planets dont disappear once the move ends.
Fixed.
Meteoric Shower causes more damage on block than it does on hit (260 versus 203) and is safe on block
:freak:
Reduced the blocked damage. Also, do I have to reduce the "guard.ctrltime" and "airguard.ctrltime" in order to reduce the blockstun?
j.5Z still has one of Yukari's voices
And so does 6Z. I decided to turn it into one of Marisa's voices, especially since I'm replacing Yukari's voice anyway.
Orreries Sun causes opponent to constantly block as long as they hold back, even if Marisa isnt attacking
Sorry, but how do I fix that?
Escape Velocity causes 409 damage, which seems to be too much for a level 2.
Damage reduced.
Any reason why Marisa is completely invincible during Orreries Universe?
I made it like that, so Marisa wont get interupted. And I don't know, how to add super armor for just one move, while not screwing up the other moves...
5Z looks like it should be an overhead but it isnt.
Fixed. Also added a note to myself, so I wont forget, what parameters I need to make an attack unblockable while crouching.
Ive been able to link 5Z into itself up to 4 times
Fixed, hopefully.
After performing Miasma Sweep X or EX, or Witch Leyline Y or EX, Marisa remains invincible for the rest of the round
Ugh...I really have no idea what causes that. I though the effect of nohitby will go away, if Marisa enters a different state. How do I fix that?
Performing Grand Stardust in midair causes Marisa to stand in midair
--;
I didn't planned to make Grand Stardust doable in midair...
Fixed.
Marisa feels too floaty with only a yaccel of 35
You mean 0.35, right?
Increased to 0.4 and tested it. Should be fine now.
Witch Leyline isnt supposed to give invincibility in source.
I know...that was actually Seravy's idea, in order to make the X version as much useful like the Y version.
  • F+Y's hitbox has too much vertical range compared to source
  • Throw feels too slow with 7 frame startup
  • Landing animation of Miasma Sweep has no hitbox
  • Witch Leyline shouldnt have a CLSN1 box on the tail of the broom. In IaMP it only extends from Marisa's ankles to the front tip of the broom.
  • I'm noticing a few of her moves have uneven pausetimes for both p1 and p2
  • 6Z should be able to be blocked high.
Fixed.
Very few of Marisa's normals have any priority to them, especially her jabs.
Sorry, but what kind of priority do you mean?
6Z is also lacking lower body invinciblity, which it has in IaMP.
Well, I have removed the blue clsn in the lower body area now.
Miasma Sweep X and Y feel like they go the same vertical distance, and the Y version is safer by 2 frames.
Well, Seravy gave me the idea to make the X version invisible on startup. Should I also increase the vertical distance as well?

Okay, with that out of the way, we now get to the real trouble child:
Even with 185 frames of startup, Final Spark being an unblockable OHKO move is too much.
Well, I could increase the startup even more, but I have to keep this attack an unblockable OHKO move...
I always saw Final Spark as an finishing move, hence the name Final Spark, so making it an unblockable OHKO move made sense to me... :-\
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#56  July 06, 2013, 08:46:07 pm
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And I don't know, how to add super armor for just one move, while not screwing up the other moves...
Like this.

Quote
I though the effect of nohitby will go away, if Marisa enters a different state.
No, it goes away after the time expires.

Quote
How do I fix that?
Set the time parameter properly. -1 is for infinite. You'll most likely need time=1.

Quote
Sorry, but what kind of priority do you mean?
Priority means how much the clsn1 extends over the clsn2. Clsn1 reaching further than clsn2 = priority. Clsn1 of same size as clsn2 = no priority.
Clsn2 reaching further than clsn1 = negative priority. In other words, this kind of priority is the amount of distance where you'll score a hit but not take one against an opponent using an attack with identically placed clsn1 and clsn2. If the entire clsn1 is not covered by clsn2, people tend to call it infinite priority. This term is misleading because an even wider clsn1 without clsn2 will win against it so it's actually a finite amount of advantage even if there is no clsn2.

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Well, I could increase the startup even more, but I have to keep this attack an unblockable OHKO move...
Why? It's not a final boss or god tier character to need one of those. Actually, not even final bosses need one. Out of the 40+ characters I have made, the only one OHKO that cannot be avoided simply by either guarding, jumping or running away was Seravy's True Comet and that costs 9000 and it is a character meant to be cheap.
I never heard Marisa has the ability to instantly kill others officially, if it was Flandre or Yuyuko that I would understand but even then, the unblockable part is not necessary.
Yukari's train does like 5-600 so if you aim for a slow, interruptable unblockable, that's what you should look at.
On my Marisa, "Final" just means it's so expensive you won't be casting a powerful spell any time soon after using one, and it will decide the outcome of the round. If you wasted that much power to not hit then you are very likely to lose, and if you managed to hit, then winning is likely. But even for the 5000 cost, it only does ~600 damage and it's not unblockable.
Re: Marisa_RP
#57  July 06, 2013, 09:12:28 pm
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And I don't know, how to add super armor for just one move, while not screwing up the other moves...
Like this.
:pwn:
It looks like the hitoverride method is the one I need, but I still need to figure out, how I could make that work properly...
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I though the effect of nohitby will go away, if Marisa enters a different state.
No, it goes away after the time expires.

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How do I fix that?
Set the time parameter properly. -1 is for infinite. You'll most likely need time=1.
Thanks, that fixed the problem.
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Sorry, but what kind of priority do you mean?
Priority means how much the clsn1 extends over the clsn2. Clsn1 reaching further than clsn2 = priority. Clsn1 of same size as clsn2 = no priority.
Clsn2 reaching further than clsn1 = negative priority. In other words, this kind of priority is the amount of distance where you'll score a hit but not take one against an opponent using an attack with identically placed clsn1 and clsn2. If the entire clsn1 is not covered by clsn2, people tend to call it infinite priority. This term is misleading because an even wider clsn1 without clsn2 will win against it so it's actually a finite amount of advantage even if there is no clsn2.
Oh that one. RicePigeon made it sound like a problem, so I thought he meant a different kind of priority...
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Well, I could increase the startup even more, but I have to keep this attack an unblockable OHKO move...
*stuff about Final Spark as OHKO being unfitting for Marisa and unfair*
On my Marisa, "Final" just means it's so expensive you won't be casting a powerful spell any time soon after using one, and it will decide the outcome of the round. If you wasted that much power to not hit then you are very likely to lose, and if you managed to hit, then winning is likely.
Ugh, I feel so stupid right now...
That would make sense, too. Decided to reduce the damage output while keeping the unblockable part.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#58  July 06, 2013, 09:36:20 pm
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Ugh, the read-me file...I once planned to add grazing, but that gave me a headache. It seems that I forgot to remove that... :omg:
Why were you even doing this in the first place? Rice's characters never had grazing.
-There are no clsns on the throw animation. Yes, I know a lot of people like it this way but I still consider it weird to avoid a projectile (or a timed super move) because you are throwing someone.
Intentional. RicePigeon did that with all of his characters in this style.
It's also like this in pretty much every fighting game out there. And it prevents stupid glitches from being hit out of a custom state.

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Re: Marisa_RP
#59  July 06, 2013, 09:46:07 pm
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Ugh, the read-me file...I once planned to add grazing, but that gave me a headache. It seems that I forgot to remove that... :omg:
Why were you even doing this in the first place? Rice's characters never had grazing.
That was originally another independence I have planned, since Seravy's edits of Rice's characters had grazing, too.
Still had ended up not doing that.
Oh wait, I forgot that I still have Reimu sprites to seperate.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Marisa_RP
#60  July 06, 2013, 11:34:04 pm
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Ugh, the read-me file...I once planned to add grazing, but that gave me a headache. It seems that I forgot to remove that... :omg:
Why were you even doing this in the first place? Rice's characters never had grazing.
That was originally another independence I have planned, since Seravy's edits of Rice's characters had grazing, too.
Still had ended up not doing that.
You can do the same thing I did and make it optional, but defaulting to no graze. In my versions, there are 3 possible options : No graze, Graze non-hyper projectiles, or Graze any projectile including hypers, defaulting to graze non-hypers. You only need to copy-paste the appropriate pieces of code from one of my edits.