www.justnopoint.com/MastersSpoiler, click to toggle visibiltyUniversal:Tweaks to attacks and light cosmetics and speed tweaks.Master Yun:Tweaks to Kobokushi Nullifier.In Genei Jin, in the <- corner if p2 is close, heavy Zesshou Hohou pop up will place Yun under p2 for diversity attack choices.In Genei Jin, in the -> corner when juggling p2, won't push Yun to the other side to make Zesshou Hohou reverse and miss sometimes, thus making Zesshou Hohou deliver correctely.Master Chun Li:Wall jump now acts properly. From <- wall it worked fine but jumping over p2 at -> wall was wrong so it should be fixed to make her jump off the right way.Tweaks to Kobokushi Nullifier.Sen'en Shuu animation is a bit more fluid and not as fast.Tenshe Rekka animation is more fluid and changed hit and pause times.Hazan Tensho Kyaku when performed next to -> wall should make Chun Li land better in regards to her position to follow up better with Kikousho.Light and Medium Houyokusen, last hits are more dramatic.Master Hibiki and Master King:See universal.Master Sean:Huache last hit is reduced in speed for a more fluid look and pause.Master Mai Ling:Tweaks to Dun Nullifier.Master Gen:Ki Ryuu Fighting Style medium and hard punches are both 2 hits and combo better with Jasen.XoXo
Yep, now lets test the AI shall we so I can test out my Strider Hiryu abilities some more. Btw, your Outback stage is nearly complete.
@EXDon't think I updated that in this batch. Apart from the Outback I still require the Destiny stage for P.o.t.S Morrigan as they go well together.@FapperPlus it's a great way to stay in shape.@Master Chun LiAnother infinite will be fixed later.
had a mess around with Chun Lihaven't had lots of time to test though.shes ok to play with, i dont like the Tenshou kyaku velocities though (mainly strong version).doesn't chunli's kikouken dissipate on some games depending on strength ? could be wrong...and you prob dont want it that way.sound effect on Kobokushi doesnt have enough "oomph"i didn't like the behaviour of Se'en Shuu after landing, the physics being N made her slide forward even after landed and stopped, mayb because you wanted her to get closer to p2 for combos.the supers are cool. apart from Hazan Tensho Kyaku's (strongest version) height but again its the way you wanted it so ignore me, and is proably good for super jump stages.
I can definately see where you're going with this BC and I do have to say I agree. The velocities on my characters as far as rising moves where just basicaly done to make it work regardless of the cosmetics with the rising part of it. I have been using a more proper way for my rising like moves on my dummy works and with the new Mugen coming out maybe will see. Others, if anything, are just minor tweaks.Thank you for the feedback I really appretiate it and thanks for comments everybody.
feedback for gen3p styleclose crouching hk does not hit3k style the last hit of 2qcf + mp does not hit if done in corner
heeey i like your character and by chance do they have an AI level i want to see how Gen works hes cool
@CollestMantis close HK kick so that's an easy fix. I am not sure about a Crane super in the corner seems to hit for me. Tested on KFM and default stages as they are the best to test on in my opinion. I could see it not working as Master Gen doesn't really have a natural width because of the spritework so I will test it out on other stages and petite characters to see whats up. Also a easy fix. Thanks for the feedback. Will update @HaqqmoneyNo I am sorry he does not.
Well not back but updates are important and feedback I got is legitament and does require future updates. I also found out about a few things at other places by my couriers and I generaly don't like to be a surly susan but will just have to see how some things will work out and if it's worth continuing. My private works are definately something alot of guys could enjoy in the future plus with the new Mugen coming out soon. I'll keep you guys posted.
private works? i see. Wasnt really expecting these updates but i guess with all this hype of elecbyte inspiration wont be too hard to come by.
LaQuak said, November 08, 2009, 06:45:27 amWell not back but updates are important and feedback I got is legitament and does require future updates. I also found out about a few things at other places by my couriers and I generaly don't like to be a surly susan but will just have to see how some things will work out and if it's worth continuing. My private works are definately something alot of guys could enjoy in the future plus with the new Mugen coming out soon. I'll keep you guys posted.post them in my wip thread k
So what are these "Masters" exactly? when I downloaded them I expected them to be buffs of the represented characters. But that doesnt seem to be the case.So basically Im asking; what's the gimmick?
"Masters", which is exactely how you said it just a prefix . My creations do indeed feel less stonger then other characters because in order to achieve that nice damage you have to chain combo. Doing just simple 3-5 hit combos will not do much ect. I set up a tight damage dampner and in some cases tight linking into specials and supers. Masters feel more like characters on V-Ism/A Groove all the time. I basicaly just summarized the Combo Guide text file thats inside my characters folders. Read that and you will understand that your not really playing Master X, your trying to "Master" X. Thats all . To be quite honest, only one person that I haven't seen for a long time is the only one understood the chains, but there are probably others.Promtionalhttp://www.youtube.com/watch?v=oNTk_lWzG20
Hell yes. Looking forward to the release of that "Master" Ken Masters...damn...Two times Master? heheGood to still see you shelling out the ocassional mugen stuff, bro.
Yeah well that Ken is just somebody we just met recentely. He seems really nice but I am positive me and my friends are not his type. Just wasn't feeling it you know.
Nice kick chains i like the pauses between each hit.one of those combos are death dealing tho or 2 of them in fact im not sure if your damage dampener is active during the hypers
@M:kenOur damage dampner . Remember it was me who proposed the idea but you put it to use since I was just begginer at variable use and I was always under the impression that AttackMulSet wasn't able to be set back. Yeah the damage is high because I forgot to set the dampner on the Jinrai Kyuaku Combination (It's what I am calling it as a move name ) so when chained to supreme it does high damage. Remember we set it so normal attacks are triggered the dampner but not the special moves. In essence Jinrai Kyuaku combination will be considered a normal attack. I do need to change the damage values on supremes thought.In anyway, this Ken will just be a never was. Master Hibiki just recruited somebody and Yang's been hanging around lately. That and I just don't have time to do everything id like to prioritize. Will talk on MSN soon hopefully.
LaQuak said, November 23, 2009, 05:33:50 amPromtionalhttp://www.youtube.com/watch?v=oNTk_lWzG20Master Ken Masters...If he were a wrestler, he would put me in the Master Lock...What a Masterful stroke of mugen Mastery...I tried to find a good argument, but I can't win because that Ken is a Master-Debater... LaQuak said, December 01, 2009, 08:11:37 pmIn anyway, this Ken will just be a never was. Master Hibiki just recruited somebody and Yang's been hanging around lately. That and I just don't have time to do everything id like to prioritize. Will talk on MSN soon hopefully.That's just a shame if you don't release him. He looks pretty finished. I'd take him as-is. Thanks for the other chars nonetheless.BTW, your system interests me. It reminds me of Tekken.
Yes. I personaly prefer Tekkens way of handling things apart from other fighters (in some, not all cases). In essence, main ground assault is done by it's terms so your perception is correct.
U made comboing organized, o the horror J/k, dled ur Master Chun-li it certainly feels different to play with structured comboing that doesn't come from button mashing the same button over again.No juggle-combos was a shock but fits the structure feel I get from her. One problem I have with her is the clsn2 box on her Tensho Kyaku. When p2 is at a certain height above her it pushes P2 and causes the light to miss the first hit because of it.
^ I'll have to check that. Seems like a cosmetic width I may have set up for edge checks. Future work and stuff thats been idling since Master Gen will probably have different air raves. Less combo but more along the lines of 4 hits in air. That should keep weird chains off. Right now I am having a great time preparing work.