Bruhhh. Not complete, but I'm sharing just because I haven't been doing anything mugen related. I have already fixed some of the things in this build, but just to double check I suppose. "Not street fighter 4 accurate" https://www.mediafire.com/?5qyxh6q5ypqyj8bP.SAye That Ryu Yassi super does not connect on the last hit (yes I know)The kick grab I know about that as well
ShinRei said, October 08, 2014, 07:48:50 amBruhhh. Not complete, but I'm sharing just because I haven't been doing anything mugen related.If you've got better things to do, do them. ShinRei said, October 08, 2014, 07:48:50 amP.SAye That Ryu Yassi super does not connect on the last hit (yes I know)The kick grab I know about that as wellLet's add for good measure:- State 3200 - loops when it doesn't connect- State 3300 - loops when it doesn't connect- State 3400 - freezes into state 20- State 801 - Hitsparks are off- States 210, 211, 420 - Htsparks are off- State 1030 (EX Rekka) - Range issue- State 1200 (Chicken Wing) - Range Issue- Hitspark is offYou're essentially finished with Fei anyway. Wouldn't take much for someone to just come by, make a few edits, and release. Based on your posts, I've been sensing a little bit of boredom with the program.
-3200 and up aren't coded so it'll do that-Hit sparks keep them coming I had already gotten those, but there may be more.-That last rekka hit looks like that when you do it up close I know I'll fix it-The range issue. Sometimes he goes over the head right? I got it. Ex rekka though?-The Rekka's in this one, there is only one version for all buttons(distance). Yeah keep it coming I'm just about to try to wrap all of these up within this month. Gritsmaster said, October 08, 2014, 08:09:11 amCongrats on your first release of sorts. Will definitely test tomorrow after work and give feedbackThanks. Well at least any problems found in any of the characters will likely be the same anyhow since I used the same template for them. So at least I can get the common errors out of the way.
Well, that's pretty good for a beta ; Just some things : - When you perform a "RyuYassai" while the oppponent isn't close anymore, Fei-Long stays and do an infinite : - Dat small port (I know you use cvs3 screenpack but tell to hades or nds-silva for a better port, I think).- no custom combo ? - You use C.S by Varo ? If it's the case, put a template for palette makers Good continuation
Chimoru said, October 08, 2014, 12:50:30 pmAlso, which stage is that, please?Please don't do that. Go in the Request board and ask in the "Does this thing exist? Who is author etc." thread.If you're referring to the screenshots in the first post it's the SFIV Training stage, it was done by Exshadow (faked versions) or Margatroid. I don't know if these were already mentioned (I haven't read all the topic), but here's my feedback:- the run sprites by Dampir have lost some shading;- misaligned hitsparks on far standing light punch (move it down just a little), all standing medium punches (same), standing light kick (it's too low on position), crouch light, medium,strong punch, (move them down a little);- too many CLSNs on one of the dash back frames;- I think the crouch light punch animation is a bit too fast;- level one and level two QCB+kick (or two kicks) deal the same damage (154) even if I press the buttons (from 9 to 11 hits); the damage is very low, it's better if I do B,D,DB,strong kick which deals 132 instead of a level 1 or 2 that deals 154.
This char needs a lot of work. A lot of things feel wrong and you were "doomed" from the start so to speak, because you used that BajanFlash guy's Fei-Long as base. Everything that's wrong with his, is wrong with yours. That's not a good base to work from.-Clsns are a mess for everything. Total rehaul of his AIR would be your best bet.-Palette Selector stuff causes debug flood and doesn't work.-Adv/disadv frames are all over the place. S far LP and S far MP leave him at +9... That's just one of many examples. Attacks are animated oddly. Name close s.LP and cr.LP. Like you have a ChangeAnim sctrl in there for IDK what reason.-Head.pos and mid.pos are off:Spoiler, click to toggle visibilty-Throw attempt has infinite priority-Cr.MP whiffs up close:Spoiler, click to toggle visibilty-HCF+LK special can whiff corresponding hits from the initial hit up close:Spoiler, click to toggle visibilty-Small jump anims are animated wrong. Not having a looped or indefinite timed last frame for them.-QCF+P Rekka special feels stiff and I can't SC from it.-Atks that set p2 on fire cause slowdown for me. Why do you have two sets anyway? Group 7180 and 8150 are exactly the same. Speaking of which, they're both misaligned.-Flame partciles for EX QCF+P special are scaled more than they should. Or perhaps you're using some different FX for it? Either way, it looks weird.-Jump vels are too low, barely stays in the air.-Missing 2nd run step snd for run.-EX HCF+K special causes more dmg than Max version supers.-Group 7060 dust FX is misaligned.I'll stop here. Getting the basics/system stuff done and working/feeling right is very important. It's the foundation of the char that everything else is built upon. Honestly, I suggest revamping everything from a more solid base.
Alex Sinigaglia said, October 08, 2014, 12:56:33 pmChimoru said, October 08, 2014, 12:50:30 pmAlso, which stage is that, please?Please don't do that. Go in the Request board and ask in the "Does this thing exist? Who is author etc." thread.If you're referring to the screenshots in the first post it's the SFIV Training stage, it was done by Exshadow (faked versions) or Margatroid. I don't know if these were already mentioned (I haven't read all the topic), but here's my feedback:- the run sprites by Dampir have lost some shading;- misaligned hitsparks on far standing light punch (move it down just a little), all standing medium punches (same), standing light kick (it's too low on position), crouch light, medium,strong punch, (move them down a little);- too many CLSNs on one of the dash back frames;- I think the crouch light punch animation is a bit too fast;- level one and level two QCB+kick (or two kicks) deal the same damage (154) even if I press the buttons (from 9 to 11 hits); the damage is very low, it's better if I do B,D,DB,strong kick which deals 132 instead of a level 1 or 2 that deals 154.-Sprites I have no clue about. Hitsparks fixed. -Will play some ultra to get his speed more realistic.-Damg fixedDW said, October 08, 2014, 06:51:28 pmThis char needs a lot of work. A lot of things feel wrong and you were "doomed" from the start so to speak, because you used that BajanFlash guy's Fei-Long as base. Everything that's wrong with his, is wrong with yours. That's not a good base to work from.-Clsns are a mess for everything. Total rehaul of his AIR would be your best bet.-Palette Selector stuff causes debug flood and doesn't work.-Adv/disadv frames are all over the place. S far LP and S far MP leave him at +9... That's just one of many examples. Attacks are animated oddly. Name close s.LP and cr.LP. Like you have a ChangeAnim sctrl in there for IDK what reason.-Head.pos and mid.pos are off:Spoiler, click to toggle visibilty-Throw attempt has infinite priority-Cr.MP whiffs up close:Spoiler, click to toggle visibilty-HCF+LK special can whiff corresponding hits from the initial hit up close:Spoiler, click to toggle visibilty-Small jump anims are animated wrong. Not having a looped or indefinite timed last frame for them.-QCF+P Rekka special feels stiff and I can't SC from it.-Atks that set p2 on fire cause slowdown for me. Why do you have two sets anyway? Group 7180 and 8150 are exactly the same. Speaking of which, they're both misaligned.-Flame partciles for EX QCF+P special are scaled more than they should. Or perhaps you're using some different FX for it? Either way, it looks weird.-Jump vels are too low, barely stays in the air.-Missing 2nd run step snd for run.-EX HCF+K special causes more dmg than Max version supers.-Group 7060 dust FX is misaligned.I'll stop here. Getting the basics/system stuff done and working/feeling right is very important. It's the foundation of the char that everything else is built upon. Honestly, I suggest revamping everything from a more solid base. -Group 7180 and 8150 I use two different flame colors didn't change it back in this one. Will look into the alignment.-Yeah I used that base. Everything you said about the air is spot on. I always do the clsn last I will for sure go and clean it up. These are pretty basic problems I can take care of easily. It will make the core stronger. These references I can just go and do it directly without looking for it. So if you find anything else just post it. Thanks for the feedback everyone.
One Man Aumio said, November 01, 2014, 05:45:09 amNice to see pots style. Beside it, what r u making in this styleI've seen you doing this in other threads... please stop before you piss the MODs off.
Update coming soon. I've decided that after I finish these wip. I am done with SF characters. Kinda boring honestly lol
ShinRei said, November 10, 2014, 12:19:57 amUpdate coming soon. I've decided that after I finish these wip. I am done with SF characters. Kinda boring honestly lol Ahhn Anyway, can't wait for the update.
ShinRei said, November 10, 2014, 12:19:57 amUpdate coming soon. I've decided that after I finish these wip. I am done with SF characters. Kinda boring honestly lol Nice!Waiting for the updated version o/