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Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020 (Read 29387 times)

Started by R@CE AKIR@, November 01, 2020, 01:01:57 am
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Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020
#1  November 01, 2020, 01:01:57 am
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  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Ray McDougal


Get him here - http://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jean-pierre-released#3292

Note 1: For Mugen 1.0 or Higher only

Note 2: This is not an accurate Ray McDougall whatsoever, it's a customized version of him that takes some elements he had in previous games and also adds in something new as well.

Note 3: Check the config file to see changes that can be made into the character.

Note 4: Make sure you guys check the config file because I made a option to where you can now choose between having wall bounce or not

Note 5: Check the config file because to choose between having a hop or a dash
Last Edit: November 02, 2020, 03:17:53 pm by ~Hale "R@CE" Caesar~
Re: Ray McDougall by R@CE AKIR@ & Dampir
#2  November 01, 2020, 01:56:06 am
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this is some good shit.

i'll definitely test this.
Re: Ray McDougall by R@CE AKIR@ & Dampir
#3  November 01, 2020, 01:58:48 am
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Wohoo! Finally this old school great character have his release in your style!
It can only be awesome!

Again, I'm very glad you give the oldchool kind of more "obscure" fighters a chance to be upgraded.
Thnaks for sharing your work!
Re: Ray McDougall by R@CE AKIR@ & Dampir
#4  November 01, 2020, 02:12:31 am
  • *****
  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
    • UK
    • sites.google.com/view/ragingrowen/home
Here's my findings and nitpicks:
1. The screen isn't centered during Intro 1.
2. His Throw Attempt has more start-up frames than usual.
3. Wheel Kick projects multiple Dash FXs while hitting. Intentional? The Slice FX also cuts off too early.
4. Super Wheel Kick does ungodly damage for its levels, with the Level 2 doing beyond a Level 3's.
5. Super DDT Bomber is identical to Super Bursting Upper in terms of start-up. 2 Things I'd suggest would be making the Super DDT more of a grab or making the Super Upper just the Upper.

Readme Findings:
1. I think (Air Also) would be more direct compared to (In Air).
2. Super Thunder Dynamite Tackle and Super Wheel Kick are listed as D,DB,B,D,DB,F instead of D,DB,B,D,DB,B.
3. Super DDT Bomber is listed as P instead of K.

Lastly here's some alernate Super Names:
Super Big Tornado -> Bigger Tornado
Super Thunder Dynamite Tackle -> Dynamite Storm
Super Bursting Upper -> Implosive Upper

Still another worthy addition from a good lad.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ray McDougall by R@CE AKIR@ & Dampir
#5  November 01, 2020, 03:59:36 am
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Awww yeah.
Re: Ray McDougall by R@CE AKIR@ & Dampir
#6  November 01, 2020, 04:13:54 am
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Ray McDougall Updated

Here's my findings and nitpicks:
1. The screen isn't centered during Intro 1.
2. His Throw Attempt has more start-up frames than usual.
3. Wheel Kick projects multiple Dash FXs while hitting. Intentional? The Slice FX also cuts off too early.
4. Super Wheel Kick does ungodly damage for its levels, with the Level 2 doing beyond a Level 3's.
5. Super DDT Bomber is identical to Super Bursting Upper in terms of start-up. 2 Things I'd suggest would be making the Super DDT more of a grab or making the Super Upper just the Upper.

Readme Findings:
1. I think (Air Also) would be more direct compared to (In Air).
2. Super Thunder Dynamite Tackle and Super Wheel Kick are listed as D,DB,B,D,DB,F instead of D,DB,B,D,DB,B.
3. Super DDT Bomber is listed as P instead of K.

Lastly here's some alernate Super Names:
Super Big Tornado -> Bigger Tornado
Super Thunder Dynamite Tackle -> Dynamite Storm
Super Bursting Upper -> Implosive Upper

Still another worthy addition from a good lad.

-Centers fine on my end, so I dunno dude
-Always do my chars like that but I could change it
-I did that on purpose. I liked it and the Wheel Kick FX that's the best I could do with what I had. Overall it was cool
-Good find, I had no idea it was doing this but I think I adjusted it properly now
-Yes I could but I sorta like how I have it now

-True, but I've had the same thing in my chars for years and also a key a guide at the top in the read me already telling people what it means.
-Fixed
-Fixed
-I'm actually satisfied with my supermove name choices and I wont be changing them

I also fixed other things that I noticed. Hopefully this update will be even better
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated
#7  November 01, 2020, 08:21:43 am
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    • Japan
Nice Release ! :)
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated
#8  November 01, 2020, 09:46:15 am
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  • I'm 100% Team OHMSBY now.
    • USA

  • Online
Feedback:
-All jumps, hops and using Big Tornado in the air still uses the 8106 landing effect instead of the 8102 one (The Fall FX should be the standard landing effect for all PotS/Infinite style characters, don't know why you still have it there despite changing it before).
-DDT doesn't have a super jump sound effect when used on the ground.
-The wind dust effect keeps playing on each successful hit of Dynamite Tackle and Wheel Kick.
-Wind dust effect on Bursting Upper is misaligned, but not on the EX version (It's in the air for the normal versions, but on the ground for the EX).
-Ray doesn't glow yellow when using EX Dynamite Tackle.
-Dynamite Tackle has no sliding effect and sound on the end of the move (Even if you do add it, it's still blocked out by the excessive amount of dash FXs).
-Ultimate Tornado has no projectile guard sounds when blocked.
-Very minor typo, but "Hop Forward/Dash Foward" on the config is slightly listed incorrectly as 0 is still listed as a run.

That's should be it.
I will still do detail and aesthetic feedback for the rest.
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated
#9  November 01, 2020, 12:09:14 pm
  • *****
  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
    • UK
    • sites.google.com/view/ragingrowen/home
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#10  November 01, 2020, 12:51:46 pm
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Ray McDougall Updated 11/1/2020

Feedback:
-All jumps, hops and using Big Tornado in the air still uses the 8106 landing effect instead of the 8102 one (The Fall FX should be the standard landing effect for all PotS/Infinite style characters, don't know why you still have it there despite changing it before).
-DDT doesn't have a super jump sound effect when used on the ground.
-The wind dust effect keeps playing on each successful hit of Dynamite Tackle and Wheel Kick.
-Wind dust effect on Bursting Upper is misaligned, but not on the EX version (It's in the air for the normal versions, but on the ground for the EX).
-Ray doesn't glow yellow when using EX Dynamite Tackle.
-Dynamite Tackle has no sliding effect and sound on the end of the move (Even if you do add it, it's still blocked out by the excessive amount of dash FXs).
-Ultimate Tornado has no projectile guard sounds when blocked.
-Very minor typo, but "Hop Forward/Dash Foward" on the config is slightly listed incorrectly as 0 is still listed as a run.

That's should be it.

-Fixed : Like I always tell you, I don't remember that at times because its very insignificant to me.
-Fixed : Good Find!
-I have this like this on purpose. This is not a bug. I already addressed that
-Fixed : Good Find!
-Fixed
-Fixed And after adding, you indeed can see it and I have the wind FX on like that on purpose
-Fixed : Good Find!
-Fixed

You can fix that Intro using the 8999 Camera Helper.

Before (Current): https://streamable.com/cq4k10
After (With Helper): https://streamable.com/lh58ew

I also noticed that (EX) Bursting Upper plays Normal Hitsparks along with the special ones when cancelled from a Normal.

-Added, I guess it should work now
-Fixed

Last Edit: November 01, 2020, 03:25:51 pm by ~Hale "R@CE" Caesar~
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#11  November 01, 2020, 02:07:52 pm
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Another minor update for today. Please re-download Ray Again. Thank you
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#12  November 01, 2020, 03:11:43 pm
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Wow, this is pretty awesome! Yet another oldschool modernization from the great, the best. Thank you!
Previously known as;
Mugen-Ninja 2011-2014.
The Street Fighter 2014-2021.
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#13  November 01, 2020, 03:14:36 pm
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Wow, this is pretty awesome! Yet another oldschool modernization from the great, the best. Thank you!

Nice Release ! :)

Awww yeah.

Wohoo! Finally this old school great character have his release in your style!
It can only be awesome!

Again, I'm very glad you give the oldchool kind of more "obscure" fighters a chance to be upgraded.
Thnaks for sharing your work!

this is some good shit.

i'll definitely test this.

THANKS GUYS!
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#14  November 01, 2020, 05:59:36 pm
  • ***
  • I swear I've been working on Geese all this time.
  • Kind of POTS style editor, except not really.
Some feedback:

- I can understand the super tackle going full screen, & maybe the EX variant,
but why does the special version go full screen, even when the light & medium variants are used?
Shouldn't it only go a certain distance depending on the button used?

- Some of the hitboxes don't look right to me.
The normal fireball hitboxes look a bit too big,
namely when compared to similar POTS style characters, such as POTS's Ryu, Jmorph's Ken, etc.
It's a bit better for the super fireball, but even then i think the red part is a little too big.

And some of the normal hitboxes don't look all that great ether,
such as jumping HP & some of the kick normals having multiple red hitboxes,
others having red hitboxes that seem a bit too big, etc.

- Super Round Kick feels really redundant, especially since it's basically feels like the normal version but it does like 10-15 hits.

- Speaking of Round Kick, i get that EX Round Kick is supposed to be advantageous/safe on block,
but i think it being +10 frames on block is too much.

- EX moves only requiring half a meter is way too cheap,
especially since with how fast Ray can gain meter with Power Charging,
it makes it way too easy to spam them.
I think they should at least cost at least 1 full bar.

- Same with Custom Combo only requiring 1 bar,
where in Street Fighter Alpha 2 & 3, it required the entire meter to use
(I think).
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#15  November 01, 2020, 06:08:01 pm
  • *****
  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
    • UK
    • sites.google.com/view/ragingrowen/home
Apologies but I forgot to tell you the first time that EX Wheel Kick gives meter on Hit.

- EX moves only requiring half a meter is way too cheap,
especially since with how fast Ray can gain meter with Power Charging,
it makes it way too easy to spam them.
I think they should at least cost at least 1 full bar.

- Same with Custom Combo only requiring 1 bar,
where in Street Fighter Alpha 2 & 3, it required the entire meter to use
(I think).

These are both features of Modern PotS and Infinite Style, the Half a Meter of EX Moves anyways.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#16  November 01, 2020, 06:33:38 pm
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Ray Updated Again

Some feedback:

- I can understand the super tackle going full screen, & maybe the EX variant,
but why does the special version go full screen, even when the light & medium variants are used?
Shouldn't it only go a certain distance depending on the button used?

- Some of the hitboxes don't look right to me.
The normal fireball hitboxes look a bit too big,
namely when compared to similar POTS style characters, such as POTS's Ryu, Jmorph's Ken, etc.
It's a bit better for the super fireball, but even then i think the red part is a little too big.

And some of the normal hitboxes don't look all that great ether,
such as jumping HP & some of the kick normals having multiple red hitboxes,
others having red hitboxes that seem a bit too big, etc.

- Super Round Kick feels really redundant, especially since it's basically feels like the normal version but it does like 10-15 hits.

- Speaking of Round Kick, i get that EX Round Kick is supposed to be advantageous/safe on block,
but i think it being +10 frames on block is too much.

-Adjusted although I thought what I had was fine.
-Tweaked a little
-How? Kamekaze and everybody else that has made Ray has done the same thing. Its stays
-Maybe, idk I'll look into it


Apologies but I forgot to tell you the first time that EX Wheel Kick gives meter on Hit.

- EX moves only requiring half a meter is way too cheap,
especially since with how fast Ray can gain meter with Power Charging,
it makes it way too easy to spam them.
I think they should at least cost at least 1 full bar.

- Same with Custom Combo only requiring 1 bar,
where in Street Fighter Alpha 2 & 3, it required the entire meter to use
(I think).

These are both features of Modern PotS and Infinite Style, the Half a Meter of EX Moves anyways.

-Basically what he said.
-Fixed

Thanks for the feedback guys





Last Edit: November 01, 2020, 06:41:05 pm by ~Hale "R@CE" Caesar~
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#17  November 01, 2020, 07:14:00 pm
  • ***
  • I swear I've been working on Geese all this time.
  • Kind of POTS style editor, except not really.

- Super Round Kick feels really redundant, especially since it's basically feels like the normal version but it does like 10-15 hits.

- How? Kamekaze and everybody else that has made Ray has done the same thing. Its stays

Oh, it is?
Sorry, i did not know that. I haven't really tried Kamekaze's Ray,
or Fighter's History Dynamite, for that matter,
so i don't really know what moves he has in source.

And it's ultimately your decision to keep it even if it wasn't, of course.
I was just testing your Ray & i felt it was kind of redundant
since i didn't really know it was something he had in the official games
& other Mugen variants.

- EX moves only requiring half a meter is way too cheap,
especially since with how fast Ray can gain meter with Power Charging,
it makes it way too easy to spam them.
I think they should at least cost at least 1 full bar.

- Same with Custom Combo only requiring 1 bar,
where in Street Fighter Alpha 2 & 3, it required the entire meter to use
(I think).

These are both features of Modern PotS and Infinite Style, the Half a Meter of EX Moves anyways.

-Basically what he said.

That is true, And that's ultimately it's ultimately your decision to keep it as well.
But it still always felt kind of unbalanced to me that way,
Especially with the Power Charging mechanic & how quick it is,
since it makes it pretty easy to gain meter in order to kind of easy to spam stuff.
With 1 bar alone, you can do stuff like 2 EX moves, level 1 supers, Alpha Counter, or Custom Combo,
And with Power Charge, it makes it pretty easy to keep at least 1 bar & access to those mechanics on you most of the time.
And that's on top of the other mechanics you get, such as Rolling, Dodging, & Parry.

I get that POTS/Infinite style is supposed to be a best of compilation of CVS2's mechanics,
but it still kind of seems like it's pushing the limits a bit too much.
At least for me, anyway.

Thanks for the feedback

You're very welcome. = )
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#18  November 01, 2020, 07:32:13 pm
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Tweaked some more stuff guys! Redownload if you want. That's all im going to do for today
Re: Ray McDougall by R@CE AKIR@ & Dampir Updated 11/1/2020
#19  November 01, 2020, 08:05:41 pm
  • *****
  • I must continue my training...
Bigger Tornado!

That would've been hilarious.

This guy is right on time. He'll come in handy in the near future.

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Ray McDougal by R@CE AKIR@ & Dampir Updated 11/2/2020
#20  November 02, 2020, 03:18:51 pm
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Ray McDougal Updated 11/2/20