DISCLAIMER: I don't claim a bug-free release (I never do) but I've been in a rush to get this guy out by the end of May so I haven't gotten the chance to test him much, and I haven't sent him to anyone else to do so. So that's why I'm just going to politely ask people to post any bugs they may find here and I will fix them as soon as I can. Y'all know the drill.Screenshots:Spoiler, click to toggle visibiltyDownloadnow i can go back into hiding again
I was not aware that you made chars in this style dude!!I hope people will help you abotu bugs, I don't have too much time right now.Thank you for the release!!!AND DON'T HIDE OMAGAD!
Hey if you want to waste meter by doing that thing with EX Power Dunk be my guest. I left that in intentionally. You can only do it as much as you have meter, and just doing a juggle into super gets you more damage.The blockstring loop thing with EX Power Wave I probably should fix.Oh yeah I just remembered I forgot winquotes. That was dumb of me.
CrazyKyubey said, May 31, 2015, 11:56:12 pmsnipThe supers (aside from Power Geyser) really don't do that much damage, tho. A single EX Power Dunk does as much as a Buster Wolf (131 damage) and the rest of the supers only do okayish damage esp with both lvl 2 supers whiffing in the corner.For example: Fire Kick into Power Geyser does 276 damage. EX Power Dunk into EX Power Dunk into Power Dunk does 393 damage, just a bit more than Power Stream (389 damage).The blockstring also works on hit but the Power Wave only does three hits so it's harder to land.
EX Crack Shoot's effect is double the size it should be Power Dunk's command is QCF+K, which overlaps with Fire Kick's no voice during taunt ocassionally, if Terry is positioned right, the third hit of Power Charge can whiff even if the previous two hits connected, due to pushbackthe projectiles for Power/Triple Geyser, High Angle Geyser, and Power Stream have shadowsthere's a debug flood during Power Stream (just a relatively harmless "expression truncated to integer" one, though)
In my opinion the knockback in custom combo mode is to strong. At least stronger than in any other character I know who is able to.
Jmorphman said, June 01, 2015, 12:05:00 amthere's a debug flood during Power Stream (just a relatively harmless "expression truncated to integer" one, though)It doesn't seem to be showing up for me. I fixed everything else though, I'll upload it later today since I'm sure people will find more stuff.Xan said, June 01, 2015, 12:03:15 amCrazyKyubey said, May 31, 2015, 11:56:12 pmsnipThe supers (aside from Power Geyser) really don't do that much damage, tho. A single EX Power Dunk does as much as a Buster Wolf (131 damage) and the rest of the supers only do okayish damage esp with both lvl 2 supers whiffing in the corner.For example: Fire Kick into Power Geyser does 276 damage. EX Power Dunk into EX Power Dunk into Power Dunk does 393 damage, just a bit more than Power Stream (389 damage).The blockstring also works on hit but the Power Wave only does three hits so it's harder to land.I'll have to think about how I want to go about changing that. Easiest way would just be to buff up the level 1 supers I suppose.
EX Power Wave loop:https://www.youtube.com/watch?v=ujCYDRoPk5QHis Close HK whiffs against a point-blank KFM.He gives a debug message "No action 57" after landing from a jumping attack.
Could always just limit the amount of bounces it can set up into. EX Power Dunk could always just do its thing once within a combo.
First, thanks for Terry . I really enjoy him. He has a bug on stand, a sort of "frozen stand", here is a picture that show it :You can't choose the direction when you do the "kick grab", one direction only : forward's one.
Killer Kong said, June 01, 2015, 12:20:14 amCould always just limit the amount of bounces it can set up into. EX Power Dunk could always just do its thing once within a combo.Easy enough.Zzyzzyxx said, June 01, 2015, 12:20:07 amEX Power Wave loop:https://www.youtube.com/watch?v=ujCYDRoPk5QHis Close HK whiffs against a point-blank KFM.He gives a debug message "No action 57" after landing from a jumping attack.Should be fixed, or at least I can't do it anymore. I increased the startup on EX power wave significantly.Looks like the rest of the day is gonna be pretty busy fixing this stuff. Can't say I didn't expect it though.
His hurtboxes disappear in animation 5012 (I noticed when only the first hit of his close HP connected in a mirror match)no intro with Ken I feel like there should be a whoosh/whiff sound for the initial shoulder charge in High Angle Geyser, to give it a little more oomf
Jmorphman said, June 01, 2015, 12:35:57 amHis hurtboxes disappear in animation 5012 (I noticed when only the first hit of his close HP connected in a mirror match)no intro with Ken I feel like there should be a whoosh/whiff sound for the initial shoulder charge in High Angle Geyser, to give it a little more oomf1. Already fixed that hitbox.2. He has an intro with Warusaki's Ken (or at least he should), I didn't make it trigger on yours since I believe yours only triggers vs Vyn's Terry, or at least the code looks that way? We can fix that though!3.You're probably right.
I had actually tried it out on waru's Ken before, but it wasn't triggering, so I just checked andQuote[State 5900, Intro VS Ken]type = changestatetriggerall = numenemytriggerall = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))trigger1 = enemy, name = "cvsterry" && enemy,authorname = "Warusaki3"value = 192which explains that I also updated Ken to trigger his side of his intro, just now
More problems with EX Power Wave. It doesn't disappear when blocked, except if it reaches the corner or if Terry jumps over the projectile.
Zzyzzyxx said, June 01, 2015, 12:57:01 amMore problems with EX Power Wave. It doesn't disappear when blocked, except if it reaches the corner or if Terry jumps over the projectile.Already fixed.Jmorphman said, June 01, 2015, 12:53:33 amI had actually tried it out on waru's Ken before, but it wasn't triggering, so I just checked andQuote[State 5900, Intro VS Ken]type = changestatetriggerall = numenemytriggerall = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))trigger1 = enemy, name = "cvsterry" && enemy,authorname = "Warusaki3"value = 192which explains that I also updated Ken to trigger his side of his intro, just nowWhoops! I guess that's what happens when you're too tired to do anything properly. I made the intro actually work and look correct now. Once again I'll upload/get JZ to upload it later today.