*Sleepy. Gone to Bed.*Well PotS, so far I have 2 of the vids I promised in, but there are more I have to make.The first highlights your guard code and how much it is used and has SOUND.The first round with Sakura is not the best example, but the rest are pretty good examples IMO. I still recommend watching it all though (Yuri and Dan [in the vid] especially have it bad and I know that Charlie does as well). It becomes more clear as you increase teh lifeset (Options Menu) which is why LaQuak noticed it too. BTW with my newest update to Terry, this becomes a bit worse.http://www.youtube.com/watch?v=Chm3j_aozuIThe second vid highlights something that is rather peculiar to me (NO SOUND). The Guard state, in all of its phases, seems to be a ctrl state (able to be broken). This is a slowed down video so you can see what's happening;http://www.youtube.com/watch?v=IsNc9T0NTsY- This is an issue I've seen pop up in every single char in Mugen. AIs, and maybe even players, are directly able to break the guard and attack. Even my AI Patches, which I know I didn't directly code guard breaking finto, still do break their guards. First I have to ask, I checked the common and the guard state is lacking the "ctrl = 0" definition. I assume that means that the chars do have ctrl during the guard because there is a difference between it and almost every attacking state I have seen in about 8 creations. The attacking states always have the "ctrl = 0" which must mean the state cannot be broken. To test that, I also went in to some and took out the "ctrl = 0" and the attacks themselves could then be broken by the creations. Further, every time I go into a chars and check the attack coding, the initial attacks always requires ctrl and, again, in game they are constantly breaking their guard. - Second, I think your throw hitdef is inaccurate. I do not believe that in CvS2 or CvS1/Pro it was able to break opposing players out of their attacks (Highlight at 3:23). There was an AI flaw in CvS1 that was kept over into Pro and CvS2 where if you walked toward the AI opponent they would walk away from you and they could easily be throw when up close (I always used to use it when in tight spots health-wise). There were times though, that if p2 triggered an attack when you tried to throw, you would be hit, no matter what IIRC.- Now someone might be quick to argue about the guard.ctrltime or the guard.hittime so I'm going to do some new tests tomorrow.I'll ahve the other vids in the coming days
^ I have to agree with Bistard Wolf. I watched the videos thoroughly and I saw the same thing in slow motion as I can notice it regular speed. My number crunch could be off but I got this.QuoteSakura = 39 +/-Yuri = 40 +/-Dan = 46 +/-I also shot a video with my character for my video contest over at MI and I fought your latest Shin Akuma P.o.t.S. I really have to say but there was nothing Shin about Akuma that match.http://www.youtube.com/watch?v=rCI9Lvoz3ZI0:39 - Shin Akuma is attempting that counter. Even though I am flying over him and I nowhere near him, especialy where I land.1:17 - I am facing the opposite direction after my shoulder animation and Shin Akuma is attempting to low counter.1:23 - My attempt to bring to Yang in. That move I will say has a NotHitBy on my end for 12 animation elements but as you see Shin Akuma block and as I bring my fist back out hes trying to grab me and would of make a success if it wasn't for the NotHitBy. My lvl 3 Supreme move is basicaly useless on Shin Akumas behalf.1:29 - Shin Akuma is attemping to counter low again as my animation is crouch turning followed by jumping up. *scratches head* 2:05/2:06ish - I throw an attack that is countered by a successful throw by Shin Akuma.2:29/2:30 - My favorite. Crouching Block Jump.3:10 - Another crouch blocking jump...could be air blocking animation so I could be wrong.3:33 - Shin Akuma is attempting that counter. Even though I am flying over him and I nowhere near him, especialy where I land.3:40 - Shin Akuma is 1st attempting to counter facing <- then when I land hes attempting to counter -> all of this is while I am jumping over him. I don't have any over head attacks.3:42 - Another crouch blocking jump...could be air blocking animation so I could be wrong.In that match Shin Akuma blocked 67 times. Which is why I posted previously saying that I don't remember Shin Akuma being so defensive as a boss in CvS. In no way this calling you out, you a awesome dude and we all know I want to bang your Morrigan very much. But why so much defense?I will say right now I did take out D as a hitflag on your crouching light/medium kicks because I don't have it on mine and I am not a fan of running up to grounded/laying down guys and begin assaulting like that. Which is also seen Shin Akuma try in this video a few times. Eagles Talon on the other hand. The move that I do very often with Master Yun does hit grounded opponents as does your Flying Down kick (I forget the name but you know which one I am talking about, when you press D + MK..my favorite move).Even though you overprioritize Master Yun by 1, adding so much defense is like *shrugs* on somebody of Shin Akumas caliber you know.I love Morrigan very much!
P.o.t.S. said, June 14, 2008, 06:21:15 amBurgerKing said, June 14, 2008, 02:49:45 amAny custom intros for Geese other than Terry?Terry's is also used against Rock and some Fatal Fury guys, and will have CvS2's with Vega.Added Final Flash Death Ball Raising Dead End:He now has one move too many, but what the hell, and with that the movelist is done.nice effect, I like it this geese is going to be badass, I am looking forward to him I hope Ken is also coming along
Wonderful video. The counter appearing bugged me a little bit, but it's stylish, so I'll get used to it quickly.
Bistard Wolf said, June 18, 2008, 02:22:46 am*Sleepy. Gone to Bed.*Chars have control at the start and end of a guard, and I don't mean once those animations finish but during them. That's normal and for the love of God drop it there.Here's an awesome AI guard code for you to check too (random pick):http://www.youtube.com/watch?v=lXYuSfy12gc
P.o.t.S. said, June 18, 2008, 10:21:53 am and for the love of God drop it there.I will drop the guard breaking issue there because I know it will probably annoy you and will be extremely hard for me to prove (I'm gonna do a bit more research and see if the definitions in the common truly do allow for the chars to have ctrl all the way through). But really, what about how much your chars guarded during the first video, and the fact that your chars are able to break other chars out of their attacks/special attacks/hypers with the throw (Highlighted at 3:23 in Vid #2)?Edit - Posted Wrong Code BeforeBTW, your AI throw trigger is rather huge:Spoiler, click to toggle visibilty[mcode][State -1, airthrow]type=changestatevalue=850trigger1= var(59)>=1 && numenemytrigger1= roundstate=2 && statetype=A && var(9)!=2 && ctrltrigger1= p2statetype=A && p2movetype!=H &&(pos y<=-42 || vel y<0)trigger1= (p2bodydist x=[0,36]) && (p2bodydist y=[-25,25]) && random<250[State -1, throw]type=changestatevalue=800triggerall= var(59)>=1 && numenemytriggerall= roundstate=2 && statetype=S && stateno!=100 && ctrltriggerall= p2statetype!=A && p2statetype!=L && p2movetype!=Htrigger1= (p2bodydist x=[0,21]) && (p2bodydist y=[-25,25]) && random<250[/mcode]random<250 at the distances you've defined.That pretty much prevents p2 from ever dodging (arguable, maybe [vel,time,etc.], but looking at how much it triggers it does seem to be too much), and I wouldn't think that code was Human possible. In Sakura, the throw is triggered way too much IMO (the vids themselves show it pretty well). I dunno, I feel as though the throw should be triggered more like the anti-air triggers I also have an issue with the guard changing from High to Low 100% of the time based on p2's attack state. As an AI, I think that's sort of ... I'unno LaQuak said, June 18, 2008, 04:30:17 amI also shot a video with my character for my video contest over at MI and I fought your latest Shin Akuma P.o.t.S. I really have to say but there was nothing Shin about Akuma that match.http://www.youtube.com/watch?v=rCI9Lvoz3ZII tried to explain this one to you before. In AIs, anti-air triggers are meant to be limited (something that PotS and [E] taught me). A guard here, is indeed appropriate. In the vid your attacks were mostly from the air down and so what you'd sort of be advocating, is a 100% anti-air code which is cheap. Yes a dodge could be used for randomness, but it looks to me that if Shin Gouki had dodged, you would have pulled/spammed more and more Eagle's Talons (Diagonal Kicks).
BTW, Shin means True & I don't get how it's supposed to mean the character is meant to be aggressive.
Yeong Woong said, June 18, 2008, 02:01:22 pmBTW, Shin means True & I don't get how it's supposed to mean the character is meant to be aggressive.Are you replying to me?
MightyKombat said, June 18, 2008, 02:07:08 pmI must be the only guy who thoguht the Manga "COUNTER" popup was kinda intrusive.Elaborating on previos statement:; I kinda foudn when the word COUTNER appeared on te screen, it kinda looked out of place, or kinda intrusive.
Quote0:39 - Shin Akuma is attempting that counter. Even though I am flying over him and I nowhere near him, especialy where I land.Uh. Your Yun started his move when he was directly above him. That's when Shin Gouki tried his counter. It just so happens that your Yun flew way away in the wrong direction. Shin Gouki still tried to counter an attack that was directly above him, which makes perfect sense.Quote1:17 - I am facing the opposite direction after my shoulder animation and Shin Akuma is attempting to low counter.Countering your Tetsuzan Kou. What's wrong with that ? Shin Gouki has no way to know if your clsn1 is big or not, he just know that Yun himself is close enough to have a chance of connecting. Though deciding that he shouldn't do the counter if Yun is facing the opposite direction may be discutable, but still.Quote1:23 - My attempt to bring to Yang in. That move I will say has a NotHitBy on my end for 12 animation elements but as you see Shin Akuma block and as I bring my fist back out hes trying to grab me and would of make a success if it wasn't for the NotHitBy.... What ? How do you expect him to know that you have an active NotHitBy ?Quote1:29 - Shin Akuma is attemping to counter low again as my animation is crouch turning followed by jumping up. *scratches head* He's countering your crouch HK, you're right at the end of its animation when SG begins his counter...Quote2:29/2:30 - My favorite. Crouching Block Jump.It's called air block. Check the animation (the sprite), it's not the same. He's just blocking immediately after jumping.Etc., etc.QuoteI don't remember Shin Akuma being so defensive as a boss in CvS. Is that supposed to have any relevance ? I don't think I can particularly remember PotS stressing he would copy-paste Shin Gouki's AI from the games...
Baiken said, June 18, 2008, 07:23:55 pmQuote1:29 - Shin Akuma is attemping to counter low again as my animation is crouch turning followed by jumping up. *scratches head*He's countering your crouch HK, you're right at the end of its animation when SG begins his counter...Counter attempts will be off a lot of times when people forget to set the attacks to movetype=I once they start recovering, Gouki still attempted a counter that late because he "thought" your Yun was still attacking since he was still flagged as movetype=A.At least according to the posts, haven't checked the video.
P.o.t.S. said, June 18, 2008, 07:40:50 pm...Hey PotS, could I just get reply to this specific part of my last post?Bistard Wolf said, June 18, 2008, 01:17:25 pmBut really, what about how much your chars guarded during the first video, and the fact that your chars are able to break other chars out of their attacks/special attacks/hypers with the throw (Highlighted at 3:23 in Vid #2)?...Edit - Posted Wrong Code BeforeBTW, your AI throw trigger is rather huge:Spoiler, click to toggle visibilty[mcode][State -1, airthrow]type=changestatevalue=850trigger1= var(59)>=1 && numenemytrigger1= roundstate=2 && statetype=A && var(9)!=2 && ctrltrigger1= p2statetype=A && p2movetype!=H &&(pos y<=-42 || vel y<0)trigger1= (p2bodydist x=[0,36]) && (p2bodydist y=[-25,25]) && random<250[State -1, throw]type=changestatevalue=800triggerall= var(59)>=1 && numenemytriggerall= roundstate=2 && statetype=S && stateno!=100 && ctrltriggerall= p2statetype!=A && p2statetype!=L && p2movetype!=Htrigger1= (p2bodydist x=[0,21]) && (p2bodydist y=[-25,25]) && random<250[/mcode]- The breaking other chars out of attacks/special attacks/hypers (and I don't think that is CvS2 accurate) ? _ ?- The guarding amount- The amount the throw is triggered
Quote(Highlighted at 3:23 in Vid #2)?3.23 of the Sakura vs Terry ? All I see is Sakura landing, turning around and grabbing Terry out of his Power Charge when Terry is finishing his move. At most, she seems to be invincible to said Power Charge, but then again maybe the Power Charge just stopped being able to hit. We could see that if we had the clsn boxes displayed.I don't understand what you mean by "breaking other characters out of their attacks". Terry simply finished attacking and he's obviously vulnerable to throws. If Terry is vulnerable, if Terry can't hit Sakura (finished his attack), and if Sakura is trying to grab, then Terry is going to get rape grabbed.
Baiken said, June 18, 2008, 08:23:06 pmQuote(Highlighted at 3:23 in Vid #2)?3.23 of the Sakura vs Terry ? All I see is Sakura landing, turning around and grabbing Terry out of his Power Charge when Terry is finishing his move. At most, she seems to be invincible to said Power Charge, but then again maybe the Power Charge just stopped being able to hit. We could see that if we had the clsn boxes displayed.I don't understand what you mean by "breaking other characters out of their attacks". Terry simply finished attacking and he's obviously vulnerable to throws. If Terry is vulnerable, if Terry can't hit Sakura (finished his attack), and if Sakura is trying to grab, then Terry is going to get rape grabbed.replace breaking with grabbing. What I mean by grabbing them out of attacks is that I don't believe that thatis CvS2 accurate. Specifical'y, with the Power Charge, as I remember it, in CvS2 throws could not touch you in Hypers or Specials, and I don't think you were affected in basics either. I cant check that now, because right my friend has my PS2, but from what I remember of the CvS/CvS2/CVSPRO AI flaw I mentioned earlier, I was knocked out of throws when the AI attacked.BUT, I will make other vids with Terry only pulling Hyper attacks, in the middle of which Sakura, grabs him out of. (E.g. IN between the Bster Wolf's first contact, and the second part as well as the other hypers). I will also reveal the CLSNs.
My Terry's Power Charge CLSN1 is active only for very few ticks and is vulnerable for the rest of the frames (based on 98's Power Charge)
K.O.D said, June 18, 2008, 08:33:53 pmMy Terry's Power Charge CLSN1 is active only for very few ticks (like 98's)That's not exactly the point I'm making.I don't think that at any point in the Specials or Hypers, you can be thrown in CvS2.
QuoteTerry only pulling Hyper attacks, in the middle of which Sakura, grabs him out of. QuoteI don't think that at any point in the Specials or Hypers, you can be thrown in CvS2.Then that's probably a design choice (or just not knowing that CvS2 didn't allow that) : that doesn't sound any good if they did that in CvS2. Better leave it as the usual, which is, allowed.
Edited post, I based it off 98's, in which he can be thrown during the startup or the recovery.Also, this is P.o.t.S's W.I.P thread
Anyway, I've also noticed how smooth the attack FX flow as well as the use of CFJ hitsparks, since CVS IS kinda getting old, now.