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Supergirl, Dhalsim, Aoko, Arcueid (Updated 01/24/2013) (Read 12374 times)

Started by Rajaa, December 12, 2012, 04:34:18 pm
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Xan

Re: Supergirl
#81  December 14, 2012, 04:11:34 am
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IMO, It seems like a waste of 2 meters when you get no decent damage output and you get taken out of a super. But if it's supposed to be like that then I guess it's OK.
As I said, some nasty follow ups can be had if you cancel into Z Bullet Punch. It wallbounces P2, allowing some follow ups. Especially if you cancel it as late as possible. As I said before, it's really nice for styling. But yeah, it's supposed to be like that. The CvS2 influence really shows itself there.
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Re: Supergirl
#82  December 14, 2012, 05:26:41 am
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-Bullet Punch corpse hops downed P2, intentional?
@Madam CanCan:
Not really, but also not a big deal.

-Her throw doesn't add to hitcounter. For example: Throw--Bullet Punch doesn't register as two hits. Intentional?
She's throwing them, not hitting them. =p

-X Heat Vision leaves her at -5 frames, but Y Heat Vision leaves her at +6 frames. Inconsistency intended?
Nope. I mixed up some values in the looping code, they should all have the same frametime. I'll fix it. Not a HUGE deal that warrants a super quick upload. =p

Finally tried it out! Great work there, the geysers and the cracking ground system look absolutely great.

The only major fault with her sprites for me were the back walk animation and back dash, both had her legs grow a lot.

Great release really. Congrats.

PS. add a few more intros! Falling from above and stuff like that would look great on a flying character and its really easy to do with her existing sprites.
@Iced:
Thanks for testing. I'm glad you likey. I didn't really edit many sprites! But I suppose I could open up ms paint or something and fix the legs in those sprites.

She has a few extra win poses against some characters, and she has an intro against Batgirl in which she flies in. Maybe I should enable that intro as a normal one. Seems doable.

Thanks for your comments!

when you cancel the Lv.2 Agroan Fury after the first three hits into the Bullet punch (medium) you only get 96 damage. A (medium) bullet punch does 96 damage.
That's damage scaling there. Besides, it's for styling and using meter. Canceling into Z Bullet Punch out of the 6th hit is much better anyways, it allows follow up combos with no extra meter required.
IMO, It seems like a waste of 2 meters when you get no decent damage output and you get taken out of a super. But if it's supposed to be like that then I guess it's OK.
@Mr.Infinite:
- For your information, you don't have to cancel during the punches, you can cancel after the heat vision. which means you get the full damage, plus more. You can cancel into Steel kick, Heat oversight, or Deep crack for extra damage (you can cancel into anything, but you need good timing). It's not really about the damage, it's about taking an opportunity to do MORE damage that you might not be able to do to your opponent otherwise because they might be too fast or better than you at fighting games. A character is not just about doing the most damage (it's definitely about that), it's about making the smartest move, and sometimes, the smartest move might be to use a meter to do a special or super that wouldn't do as much as much damage as it would do if you didn't do it in the current situation in which it was decided to be used. Or something like that.
Last Edit: December 14, 2012, 05:33:19 am by Rajaa

Xan

Re: Supergirl
#83  December 14, 2012, 05:29:54 am
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She's throwing them, not hitting them. =p
I was mainly curious because she can do some juggles that seem off. For example: Y Bullet Punch is supposed to allow P2 to recover if juggled into, correct? Throwing into Y Bullet Punch doesn't allow P2 to recover because it counts as first hit.
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Re: Supergirl
#84  December 14, 2012, 05:32:06 am
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But it does adds to the juggle and dampener system, just not to the Mugen hit counter system. You can see that by turning on debug and watching the juggle and dampener values.

Xan

Re: Supergirl
#85  December 14, 2012, 05:33:45 am
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But it does adds to the juggle and dampener system, just not to the Mugen hit counter system. You can see that by turning on debug and watching the juggle and dampener values.
Gah, I need to remember debug mode for testing. Well, thanks for clearing that up. It just seems odd it doesn't add to the hit counter like other throws.
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Re: Supergirl
#86  December 14, 2012, 05:37:55 am
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Arcueid's the same way and you didn't complain about her!

I might as well upload the tick fixes for the heat vision. Download her again in a few minutes if you want. It's not super necessary. I'll change the date on the site as indication.

Modification:
Also added the hit counter for the throws and the flight to the readme. She's ready for a redownload for those who are sticklers like C.A.N.

Download
Last Edit: December 14, 2012, 05:50:56 am by Rajaa

Xan

Re: Supergirl
#87  December 14, 2012, 05:51:32 am
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Re: Supergirl
#88  December 14, 2012, 06:08:12 am
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when you cancel the Lv.2 Agroan Fury after the first three hits into the Bullet punch (medium) you only get 96 damage. A (medium) bullet punch does 96 damage.
That's damage scaling there. Besides, it's for styling and using meter. Canceling into Z Bullet Punch out of the 6th hit is much better anyways, it allows follow up combos with no extra meter required.
IMO, It seems like a waste of 2 meters when you get no decent damage output and you get taken out of a super. But if it's supposed to be like that then I guess it's OK.
@Mr.Infinite:
- For your information, you don't have to cancel during the punches, you can cancel after the heat vision. which means you get the full damage, plus more. You can cancel into Steel kick, Heat oversight, or Deep crack for extra damage (you can cancel into anything, but you need good timing). It's not really about the damage, it's about taking an opportunity to do MORE damage that you might not be able to do to your opponent otherwise because they might be too fast or better than you at fighting games. A character is not just about doing the most damage (it's definitely about that), it's about making the smartest move, and sometimes, the smartest move might be to use a meter to do a special or super that wouldn't do as much as much damage as it would do if you didn't do it in the current situation in which it was decided to be used. Or something like that.
It's cool. the only reason I said anything is the first couple of times when I did the move, I kept canceling into the bullet punch by accident, but now that I know that it is cancelable, I'm cool with it.
Re: Supergirl
#89  December 15, 2012, 02:14:21 am
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Is Heat Oversight supposed to so be so unsafe? It's about -20 to -25 on hit, meaning if I land it on the opponent they'll be able to get up and hit me before I recover.

Xan

Re: Supergirl
#90  December 15, 2012, 05:53:39 am
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Is Heat Oversight supposed to so be so unsafe? It's about -20 to -25 on hit, meaning if I land it on the opponent they'll be able to get up and hit me before I recover.
I thought it knocked down? Oh well, it seems more useful for OTG'ing at the end of combos anyways.
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Re: Supergirl
#91  December 15, 2012, 05:22:31 pm
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Normally I don't have problems doing this, but how do you change her palettes using her def file?  Or did you do it a different way?
Re: Supergirl
#92  December 15, 2012, 06:01:59 pm
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Done via the config file.

Xan

Re: Supergirl
#93  December 15, 2012, 06:08:28 pm
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Honestly, the config file palette select makes no sense to me. Do the numbers correspond to where in the palette folder the palette is at? Is there a specific reason the DEF file can't just be used?
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Re: Supergirl
#94  December 15, 2012, 06:17:07 pm
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The configuration file states pretty clearly how it works. It states it 12 times, actually.

And this is 1.0, palettes are not managed by the def file.
Re: Supergirl
#95  December 15, 2012, 11:59:45 pm
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Re: Supergirl
#96  December 16, 2012, 05:03:47 am
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Okay, thanks.

      Posted: December 16, 2012, 05:13:14 am
I thought I had increased the ticks of the cooldown frames high enough specifically for the opponent to be able to recover before any light attack connected. I guess I miscalculated.

Modification:
Turns out I was off by 1 tick. Increased the cool down time by 1 tick to prevent that. Since all light frames have the same start up time and all other attacks have a higher start up times than those, that should solve that issue.

I feel dirty and icky for having that in my character. :(

Anyway, re-uploaded and/or patched:

Patch
Full Download

     Posted: December 16, 2012, 07:20:04 am
Is Heat Oversight supposed to so be so unsafe? It's about -20 to -25 on hit, meaning if I land it on the opponent they'll be able to get up and hit me before I recover.

Sorry for skipping this. Yes, it's supposed to be that unsafe. I had a reason for doing that when I was coding it. I usually don't second guess these decisions! =p
Last Edit: December 16, 2012, 07:20:04 am by Rajaa
Re: Supergirl, Dhalsim, Aoko, Arcueid (Updated 01/24/2013)
#97  January 24, 2013, 08:02:14 pm
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Updated characters in title. I was gonna release them later, but I changed my mind because of recent shenanigans. Eh. These will probably be discontinued in a few months.

Re: Supergirl, Dhalsim, Aoko, Arcueid (Updated 01/24/2013)
#98  January 24, 2013, 08:06:20 pm
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What do you mean by discontinued? :S
Re: Supergirl, Dhalsim, Aoko, Arcueid (Updated 01/24/2013)
#99  January 24, 2013, 08:07:45 pm
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I was thinking the same thing. Don't afraid us like that!
Re: Supergirl, Dhalsim, Aoko, Arcueid (Updated 01/24/2013)
#100  January 24, 2013, 08:09:24 pm
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