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Dan Hibiki (v2.0.4) - Rowen's PotS Releases (Read 279956 times)

Started by RagingRowen, September 22, 2020, 12:27:39 pm
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Dan Hibiki (v2.0.4) - Rowen's PotS Releases
New #1  September 22, 2020, 12:27:39 pm
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Kazuya Mishima (PotS/DW Style)
Spoiler, click to toggle visibilty

Dan Hibiki (PotS/Jmorphman Style) - UPDATED!
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Reiji Oyama (PotS/Jmorphman Style)
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Orochi (PotS/Jmorphman Style) [Beta Version]


https://drive.google.com/file/d/1bQK57vdfcmXsUfIJ6CL33lYbE1NzBmcr/view?usp=sharing

What's Done:
 - 1 Intro.
 - 2 Win Poses.
 - System Mechanics Done.
 - All KOF Specials and Supers added.
 - Functional AI.
 - Most of the Essential Animations done.

To Do:
 - Missing Sprites for Crouch Turning and his Sidestep Attack.
 - Finish Animations (e.g. Cheap KO and Guard Crush)
 - Throws
 - Hi-Res FX
 - More/Missing FX and Sounds
 - Multi-Colored Hitsparks
 - A Crouch Utsushi Iwai
 - Have Marokare Light flip when facing left.
 - A 2nd Level 1/2 Super
 - Super Finish Text
 - Responding to Feedback
 - Mizuchi Mode?
 - Remove King Leftovers
 - Whatever I missed.



Alternatively, you can find them here:
https://sites.google.com/view/ragingrowen/home

As per usual, don't hesitate to drop some bugs, nitpicks or suggestions.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: February 03, 2024, 05:24:35 pm by RagingRowen
Re: Kazuya Mishima (PotS/DW) (Beta #2)
#2  October 03, 2020, 05:10:11 am
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kazuya's sprite disappears during the intro when using turns mode
Re: Kazuya Mishima (PotS/DW) (Beta #2)
#3  October 03, 2020, 06:22:40 am
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I also realize that the comments about Kazuya probably should have been posted here, I forgot that he wasn't in your usual edits thread
Re: Kazuya Mishima (PotS/DW) (Beta #2)
#4  October 03, 2020, 07:56:25 am
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Re: Kazuya Mishima (PotS/DW) (Beta #2)
#5  December 09, 2020, 12:06:19 am
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Kazuya upgraded to Beta 3. Redownload.
You'll notice that some target combos don't combo (as in can be blocked at one point), and this is mostly how they were in SFxT from my experience, with the exclusion of Flash Punch Combo and Demon Slayer for example for viability purposes.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) (Beta #3)
#6  December 18, 2020, 03:47:42 am
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Did anyone make an Ai for this character The School girls Karin, Sakura, and Ingrid vs Jin, Kazuya, and Heihachi is a fun tag match.
Kazuya Mishima (PotS/DW)
#7  December 28, 2020, 08:57:09 pm
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Updated to Version 1.0 and out of Beta.
Note the AI only does a select few moves. I know AIs aren't important but I wanted something better than nothin'.

Enjoy the rest of the season of giving, buddies.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#8  December 29, 2020, 09:01:56 pm
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it seems as though none of his alpha counter moves make contact along with forward light kick. im not sure if forward light kick is meant to be an overhead but if not then i think he might not have one at all.
Last Edit: December 29, 2020, 09:06:35 pm by twogolddabloons
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#9  December 30, 2020, 12:22:21 am
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Ok, I've fixed these and changed the Punch counter.
Updated to v1.1, Redownload.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#10  December 30, 2020, 12:44:23 am
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Glad you finish him bro. :)
Oh and you fixed the Sidestep punch already.

Some feedback
- If the opponent blocks Devil Beam, got stunned and you ain't hit the opponent until back to normal state. (tested the 1.0 version, don't know if this happend on 1.1 :v)
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#11  December 30, 2020, 10:04:57 pm
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WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#12  December 31, 2020, 12:24:08 pm
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I might test him later~
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#13  December 31, 2020, 03:12:59 pm
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Quick feedback:
-The first hit of Acute Pain, the 2nd hit of Slaughter Hook and Roundhouse has no envshake on the hit.
-Slaughter Hook has no strong ground shockwave when the opponent bounces the ground.
-Slaughter Hook, Slaughter High Kick and Devastator doesn't push Kazuya forward, causing it not to connect if the opponent was hit slightly farther.

Will post more later.
I will still do detail and aesthetic feedback for the rest.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#14  January 03, 2021, 05:12:37 am
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Updated to Version 1.0 and out of Beta.
Note the AI only does a select few moves. I know AIs aren't important but I wanted something better than nothin'.

Enjoy the rest of the season of giving, buddies.

Will you consider updating the AI down the line? Both his and Sol's.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#15  January 04, 2021, 09:13:52 pm
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Kazuya updated to v1.2 with fixes among other things like buffs and a mostly improved (but still incomplete) AI.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#16  January 05, 2021, 01:26:02 am
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Why does EX Wind god fist have the slightly purple FX? Only Electric Wind God Fist had it to show that you pulled it off just like in SFXT.

EDIT: some other things i came across just playing around with him.

-Is E.W.G.F Disabled? i can not for the life of me pull it off. Either i go into demon god fist or just the regular wind god fist.

-It feels really odd to super cancel from Mist Step. Especially from trying to wave dash into say, Spinning demon. Instead i get Lightning Uppercut. i would remove super cancels from Mist Step.

Overall its a nice update to him. i'll post more if i find anything else.

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"Oh its all happening! Everything that's ever existed is happening at once!"
Last Edit: January 05, 2021, 01:48:51 am by ReddBrink
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#17  January 05, 2021, 01:35:22 am
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Why does EX Wind god fist have the slightly purple FX? Only Electric Wind God Fist had it to show that you pulled it off just like in SFXT.

It's got the purple FX just because it felt it would make it look especially powerful when paired with the EX flash compared to the normal version and to make it seem like a 'free' EWGF (in the sense there's no timing involved). I don't have much more for a response.
WIP Schedule:
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Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#18  January 06, 2021, 07:21:41 am
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Continued from last feedback as I posted that one really late where I lived and on the updated version:
-He could use some more voice clips on his taunt and when he transforms during Devil Beam.
-The Glorius Demon God Fist doesn't always knock the opponent down like the Soul Thrust (If this is intentional, remove envshake on the version that doesn't).
-The opponent has quick recovery and gets back up right after getting hit by EX Demon God Fist.
-The hitspark and guard spark of the last hit of Demon Slayer is misaligned.
-Agony Spear has too knockback and sometimes the last hit will not always connect.
-Rampaging Demon doesn't string together with 3 hits as it's possible to block the last hit due to the knockback.
-Left Splits Kick should be a (F, c) command instead as it does more damage than his standing WK.

That should be all of it.
I will still do detail and aesthetic feedback for the rest.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#19  January 07, 2021, 10:49:32 pm
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Sorry I'm late, but following on the Redd feedback (becuase I missed the edit):

1. I'll up the timing by a couple of frames. I don't want it to be easy-peasy though.

2. It's because I use D,DF,F x2 commands for the supers and I didn't want to be too outlandish and use KOF super commands like D,DF,F,D,DB,B. I might do a config for that in the future.

For Solid's stuff:

1. I mostly slacked on the voice clips. Later, maybe.
2. I'll see.
3. For now, I'll increase the time before its allowed to it's safer for Kazuya.
4. I'll tweak it.
5. I might just make the start-up faster for something.
6. That's what the move was like in SFxT.
7. That's how it was laid out in SFxT.

Anyways, Kazuya updated to v1.3 with most of these issues attended to.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#20  January 08, 2021, 12:56:59 am
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I don't know where to post it, but I fainally tried your last Kazuya.
I really like the result.

From my level, I can only point some animation flaws or sprites needing some work.
But it's not your fault.

I think it can be a very poilshed character!
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#21  January 21, 2021, 07:02:34 pm
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Kazuya's super fun in this style, holy whoa. There's so much impact and weight to his moves and everything feels so smooth. No bugs to report, but I do have a few bits of other feedback to mention:

- Left/Right Splits Kick and Slaughter Hook should be overheads.
- Slaughter High Kick is unsafe on hit.
- Twin Fang Stature Smash should be cancelable, I'm pretty sure it was in SFxT?
- Devil Beam should have a faster start-up to make it easier to link into other things, imo.
    - Also, Devil Beam should have armor, but not Autoguard during the start-up like it in Tekken 7, rather than being completely invincible.
    - The laser in Devil Beam is misaligned, making it look like it's coming from the side of his head rather than his forehead.
Edit: One last thing I want to suggest: I think Demon God Fist should have Kazuya move forward during the windup of the punch instead of at the punch itself.
Edit 2: Something else I just noticed: The QCB+Punch moves, Dragon Uppercut follow-ups and Spinning Demon Hook don't deal any chip damage, and he also doesn't have a voice for charging up or reaching max level.
Edit 3: Not feedback, just wanted to post the combos I discovered here too, lol.

https://streamable.com/homcof
https://streamable.com/6wcmj3
https://streamable.com/1jirjx

I'm absolutely digging this character. He's beyond super fun to play around with and discover new things with him.
Last Edit: January 25, 2021, 03:31:01 am by PRØJECT.13
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#22  January 25, 2021, 07:58:07 pm
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this is some pretty good stuff, rowen.

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Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#23  January 25, 2021, 09:48:50 pm
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Kazuya updated to v1.4, folkies, attending to Project's feedback.

Super Armor added to Devil Beam. The only issue I've found is that the Counter FX appears if P2 hits him during the Armor phase. It happened with Infinite's Setsuna (Which I got it from) when he attacks with it on, so I'm not complaining just yet.

Some more responses:
- Stature Smash, if you're talking about the kick, doesn't cancel. The second hit does though as it's shared with Demon Slayer's.
- Less startup frames for Devil Beam would be too generous because of the damage output.
- I added a Full Charge voice. I think the Charge itself is fine without one because of the animation used.

Thanks, peeps. Expect some new shit soon.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#24  January 27, 2021, 03:47:19 am
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Fair about the lack of charge voice, but big thanks for fixing up the other things I had mentioned. All the issues are resolved and he feels much more solid.

One last thing, I made another new bunch of custom palettes for him lol.

Spoiler: Spoilered for amount (click to see content)

Can't wait to see what else you'll bring to the table.

Edit: Just realized the armor properties after Devil Beam goes away are a little weird: The armor is gone but his CLSN are still light blue and every hit counts twice. It doesn't do anything else, like it doesn't make him take different amounts of damage or anything [Edit 2: Disregard that, the armor properties still persist, but it seems to be very sporadic and random when it does.], but hit sounds do play twice over each other now.
Last Edit: January 27, 2021, 06:23:53 am by PRØJECT.13
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#25  January 27, 2021, 08:12:49 pm
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I hopefully fixed the Super Armor issue in the latest update. Redownload.

Thanks for the pals btw. Could you supply them as .act files? They're not in the latest update, but I used the JZ PNG to ACT tool for the pre-existing ones.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#26  January 27, 2021, 10:09:42 pm
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Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#27  January 28, 2021, 01:52:20 pm
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Still testing.
I'm not the best to notice gameplay problems etc.

But, I think his taunt can pause few more ticks.

the way colors are displayed in his crouch MK could be a bit better (I might give it a try later if the problem is still here)
pretty easy to fix, but not that fast.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#28  June 15, 2021, 11:04:43 pm
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Released a suitably celebratory update for Kazuya. (v1.5)

The Constants have been put in a seperate cns, fixing the Win Quote issue.
On top of that, he has another intro and AI improvements.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#29  June 16, 2021, 07:13:41 am
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Released a suitably celebratory update for Kazuya. (v1.5)

The Constants have been put in a seperate cns, fixing the Win Quote issue.
On top of that, he has another intro and AI improvements.

Damn! Was waiting for this. Thanks RR.
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Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#30  June 16, 2021, 12:59:26 pm
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Released a suitably celebratory update for Kazuya. (v1.5)

The Constants have been put in a seperate cns, fixing the Win Quote issue.
On top of that, he has another intro and AI improvements.

Sweet!
I'll definitely check him out and give some feedback when I have time later this week.
"Such Heroic Nonsense!"

Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#31  June 16, 2021, 01:40:55 pm
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Feedback:
-Mist Step/Crouch Dash command is somewhat restrictive.
-The hitspark and guard spark on standing HP and the last hit of Demon Slayer is slightly misaligned.
-Demon Slayer can also be performed with x, b, y.
-Lightning Uppercut can be unblockable even though Lightning Screw Uppercut is only supposed to be.
-It's possible to block Lightning Screw Uppercut depending on which frame makes contact with the opponent (Same applies to Lightning Uppercut).
-Lightning Uppercut and Lightning Screw Uppercut has a blue hitspark and a normal guard spark instead of purple hit and special guard ones.
-Slaughter Hook, Slaughter High Kick, Devastator, Twin Pistons and Dragon Uppercut has normal guard sparks instead of special guard ones.

That's all for now. The Lightning Uppercut and Lightning Screw Uppercut moves seems to be rather inconsistent for some reason.
I will still do detail and aesthetic feedback for the rest.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#32  June 16, 2021, 02:01:15 pm
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Thanks for the update, the base material was good, so it's nice to see the hardwork given to make him more polished.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#33  June 16, 2021, 03:50:16 pm
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Crouch Dash's restrictive command is mainly based on how it is in Tekken and SFxT respectively.

MAX Lightning Uppercut (If that's what you mean by Lighting Screw Uppercut) being unblockable is reserved for the held-down version that comes out after about a second. If you can elaborate on this I'll look into it. I gave the MAX version this unique ability to give it more of an edge like many other MAX Supers. I fixed the other stuff though.

Kazuya updated to v1.5.5.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#34  June 16, 2021, 04:05:07 pm
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Winquotes are still random.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#35  June 16, 2021, 04:11:38 pm
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Winquotes are still random.

Ok, did another update enabling these random winquotes. How's it like now? I'd disabled them back then in hopes of getting the specific quotes to appear. Elaborate and source the issue if it still persists.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#36  June 16, 2021, 05:07:40 pm
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All good now.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink
#37  June 17, 2021, 03:12:49 am
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Crouch Dash's restrictive command is mainly based on how it is in Tekken and SFxT respectively.

MAX Lightning Uppercut (If that's what you mean by Lighting Screw Uppercut) being unblockable is reserved for the held-down version that comes out after about a second. If you can elaborate on this I'll look into it. I gave the MAX version this unique ability to give it more of an edge like many other MAX Supers. I fixed the other stuff though.
Before the update, it was too restrictive to the point it won't register even after inputting the command. Now it's fixed and I can do it easily along with any follow up specials.

It was hard to tell whether I used MAX Lightning Uppercut or Lighting Screw Uppercut as both were unblockable at the time. I thought I used Lighting Screw Uppercut at first as I hold the k for half a second and spun once instead of twice. There's no need as I can tell which one I used for the level 2 now. That's fine, I like it as it's feels rewarding when the opponent doesn't interrupt his attack during that second and can fake them, thinking they could block it.

And a few more aesthetics I missed:
-The hitspark and guard spark on the standing MK stays on the same spot when it hits the opponent (It's not misaligned, just doesn't move if they are hit slightly farther away).
-Middle Kick doesn't have a strong kick swing sound.
-Dragon Uppercut is missing a normal jump sound effect like Hell Lancer when he leaps from the ground.
-Lightning Uppercut and Lighting Screw Uppercut could use a super jump sound effect when he leaps from the ground.

Other than those, that's pretty much it.
I will still do detail and aesthetic feedback for the rest.
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#38  July 15, 2021, 07:21:22 pm
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Kazuya updated to v1.6.

- Added new voice samples for Demon God Fist and Dragon Uppercut.
- More CLSN adjustments, mainly for Guard anims.
- Demon Slayer's 3rd Hit now connects properly like in traditional Tekken but does less damage.
- Twin Fang Double Kick has more startup and is now a Mid.
- Demon's Wrath/Reign of Terror's first attack startup decreased.
- Smoother idle sprite transition for Double Face Kick.
- Demon God Fist damage increased.
- Changed commands for Middle Kick and Sweeping Low.
- Dragon Uppercut > Sweeping Low redone to behave like the Middle Kick.
- Twin Pistons recovery decreased allowing for easier juggles.
- Dragon Uppercut, Hell Lancer and Lightning Upper now have Jump FX.
- Lightning Uppercut uses a stronger Electric sound. Lightning Screw Uppercut combines it with the original.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#39  July 16, 2021, 03:02:57 pm
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Thanks for the update RR!
Nothing to report so far :thumbsup:
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Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#40  July 16, 2021, 07:02:08 pm
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Thanks for the Kazuya update!
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#41  July 17, 2021, 03:42:22 pm
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I love that Kazuya is still getting updates, both for flavor and gameplay tweaks. Nothing to report as far as glitches go, but I have been wondering something for a while: I remember you saying before you wanted to add his 10 Hit in some way, but it's not present within Kaz's moveset here. Did you just change your mind or could you not figure out a good way to make it work?
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#42  July 17, 2021, 03:49:26 pm
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I love that Kazuya is still getting updates, both for flavor and gameplay tweaks. Nothing to report as far as glitches go, but I have been wondering something for a while: I remember you saying before you wanted to add his 10 Hit in some way, but it's not present within Kaz's moveset here. Did you just change your mind or could you not figure out a good way to make it work?

It's only a small update. I haven't really done anything to his moveset since the release. It's most likely going to be an automatic super, as if I were to make it a Target Combo, I'm not sure what amount of damage would be fair.
WIP Schedule:
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Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#43  July 17, 2021, 03:50:51 pm
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Kazuya looks better. Thanks.
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

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Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#44  July 17, 2021, 05:13:39 pm
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Yeah, I can only really think of it being a Ranbu or Deadly Rave type super, myself. And you do make some tweaks to his existing moves and stuff,  it still counts as far as I'm concerned =P
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#45  July 17, 2021, 05:42:15 pm
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Yeah, I can only really think of it being a Ranbu or Deadly Rave type super, myself. And you do make some tweaks to his existing moves and stuff,  it still counts as far as I'm concerned =P

DeadlyRave type of super would be the way to go imo as well.
That way the damage equals the execution needed to preform it.
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Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6
#46  July 17, 2021, 06:24:47 pm
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Here's the showcase. Nice update bro. :)

During the recording of Kazuya's video, a little issue happend Rowen.
- Sidestep Attack with punch doesn't hit. Tested against Geese, Rugal and few others.
Last Edit: July 17, 2021, 07:19:40 pm by 【MFG】gui0007
Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink - v1.6.1
#47  July 17, 2021, 07:22:10 pm
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[youtube]https://www.youtube.com/watch?v=WU0IIJblYH0[/youtube]

Here's the showcase. Nice update bro. :)

During the recording of Kazuya's video, a little issue happend Rowen.
- Sidestep Attack with punch doesn't hit. Tested against Geese, Rugal and few others.

Thanks as per usual.
Kazuya updated to v.1.6.1

- Fixed Sidestep punch.
- Wind God Fists have more Guard Pushback (-5 > -8).
WIP Schedule:
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Rowen's Releases - Kazuya (v2.0)
#48  August 06, 2021, 05:25:13 pm
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Kazuya has been updated to v2.0.

- Many CLSN changes and adjustments (Mainly thanks to extravagant for references and suggestions).
- lieDown.time reduced to 30.
- Added an Intro against Mishimas.
- New Lose/Draw Animation.
- Left Splits Kick recovery decreased with more guard.hittime.
- Right Splits Kick recovery decreased.
- Soul Thrust and Glorious DGF damage increased (84 > 94).
- Disabled facep2 for Special Followups.
- EWGF now has -10 Guard Pushback.
- EX Wind God Fist dash speed increased.
- Dragon Uppercut:
  1. Forward speed increased.
  2. Damaged increased (94 > 102).
  3. Middle Kick damage decreased (51 > 41).
  4. Can now be used in Juggles, excluding the Middle Kick follow-up.
  5. Can now be Super-Cancelled from.
- Zero Counter Wind God Fist improved.
- Rising Sun Super-Cancels extended to the 2nd Sweep of HK.
- D,DB,B,p moves have better juggling.
- 10-Hit Combo added.

I had to increase the forward speed on the start-up of Dragon Uppercut due to hit not connecting properly when comboed into from his Standing HP for example, but now it can't be used as an actual anti-air due to the added ground movement. It's essentially just the easier option in contrast to WGF, but you don't get the added juggles of the latter. I'll have to figure out how to perfect this.
I wanted to release this update alongside a Heihachi Beta, but I'm not done with the latter yet. Kazuya's long new intro will make sense when he's out.
WIP Schedule:
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Last Edit: August 06, 2021, 08:15:17 pm by RagingRowen
Re: Rowen's Releases - Kazuya (v2.0)
#49  August 06, 2021, 08:09:20 pm
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Thanks for the update RR!

Just tested and nothing to report so far :)
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Re: Rowen's Releases - Kazuya (v2.0)
#50  August 07, 2021, 12:06:23 am
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God, the 10-Hit feels sooo good when it hits. The only real gripes I have with it is that there's no real forward momentum at the start like in the source games, and the last two low kicks don't need to be blocked low, though that might have been intentional. You also can't MAX CANCEL Devil Strike into the 10-Hit but that also might have been intentional.
Re: Rowen's Releases - Kazuya (v2.0)
#51  August 07, 2021, 12:27:25 am
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God, the 10-Hit feels sooo good when it hits. The only real gripes I have with it is that there's no real forward momentum at the start like in the source games, and the last two low kicks don't need to be blocked low, though that might have been intentional. You also can't MAX CANCEL Devil Strike into the 10-Hit but that also might have been intentional.

I stated in the WIP thread that it has these negatives to make up for the high damage it does. I might up the forward movement though.
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Re: Rowen's Releases - Kazuya (v2.0)
#52  August 07, 2021, 12:38:49 am
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Nice! I'm testing.

Edit : very clean work.
This Kazuya is definitely the best Tekken character in this style!

It would be awesome if some other join the fight, beside of Mishima familly...
Last Edit: August 07, 2021, 10:45:50 pm by Nedflandeurse
Re: Rowen's Releases - Kazuya (v2.0)
#53  August 09, 2021, 04:44:00 pm
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Great Update! Just Great!
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Rowen's Releases - Kazuya (v2.0)
#54  August 21, 2021, 03:09:27 pm
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Hey Rowen

I noticed that Kazuya comes to a dead stop for 4 frames before he transitions from dash to run, which feels a bit odd.

The transition is a lot smoother when you remove the 1st sprite of the run animation (which is a standing sprite) and have Kazuya at his running speed as soon as he's in state 100:

Code:
[State 100, Velocity]
type = VelSet
trigger1 = time >= 0
x = Const(velocity.run.fwd.x)

Code:
[Begin Action 100]
Clsn2Default: 2
  Clsn2[0] = -3, -99, 25, -78
  Clsn2[1] = -24, -85, 25, 0
LoopStart
110,0, 0,0, 5
110,1, 0,0, 5
110,2, 0,0, 5
110,3, 0,0, 5
110,4, 0,0, 5
110,5, 0,0, 5

Other than the above, this is a great release. Appreciate your work!
Last Edit: August 21, 2021, 03:18:52 pm by kenmasters2812 || VirtuaRichie
Re: Rowen's Releases - Kazuya (v2.0)
#55  August 21, 2021, 03:22:02 pm
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Dan Hibiki Beta - Rowen's Releases
#56  September 16, 2021, 07:51:59 pm
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Dan Beta released.
You know where to look and what to do. ;)
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Re: Dan Hibiki Beta - Rowen's Releases
#57  September 16, 2021, 10:21:32 pm
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Dan Beta released.
You know where to look and what to do. ;)

Good news!
Fast tested.

-I cannot remember exactly CVS2, but does Dan have different sprites for his crouch light kick? (In CVS2)
-will he have his "kick" throw too ?

Also, for personnal knowledgle.
-I can see you used some of Benimaru's elements/base. Do you copy paste some moves codes+anims into Benimaru for the base ?
(I just want to understand, if this method works well - as a base)
Re: Dan Hibiki Beta - Rowen's Releases
#58  September 16, 2021, 10:41:21 pm
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Dan Beta released.
You know where to look and what to do. ;)

Good news!
Fast tested.

-I cannot remember exactly CVS2, but does Dan have different sprites for his crouch light kick? (In CVS2)
-will he have his "kick" throw too ?

Also, for personnal knowledgle.
-I can see you used some of Benimaru's elements/base. Do you copy paste some moves codes+anims into Benimaru for the base ?
(I just want to understand, if this method works well - as a base)

- The sprites seem to be the same for both.
- The kick throw in CvS is just the same thing but with a Crouch taunt and I don't feel like repeating the same attack. The replacement is set to be the SF4 throw where he struggles with lifting P2.

I datamined the main movement velocities with Karma's help and I plan to go further in the next update. The Damage also based from the CvS2 guidebook with converted values.
The rest that I copy-pasted is mainly that of Warusaki's version with some hitboxes originating from JtheSaltyy's version which seem to be CvS2 accurate from what I can see. I used references from the likes of Jmorph for example to convert the moves though.
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Re: Dan Hibiki Beta - Rowen's Releases
#59  September 16, 2021, 11:45:28 pm
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Thanks! I understand the ideas.
Re: Dan Hibiki Beta - Rowen's Releases
#60  September 17, 2021, 02:53:21 am
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Here's some FX I whipped up for Dan. There are all double res.





I may come up with more.

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Re: Dan Hibiki Beta - Rowen's Releases
#61  September 17, 2021, 08:55:20 am
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Re: Dan Hibiki Beta - Rowen's Releases
#62  September 17, 2021, 09:44:24 am
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That would be great, after that, I'll work on the Shinkuu Gadouken FX.
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Re: Dan Hibiki Beta - Rowen's Releases
#63  September 17, 2021, 09:14:28 pm
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Grats on Dan's Beta release RR!

I know he's still in beta but here's some feedback to help you fill in the gaps:

- Standing HK's hitspark is a bit misaligned, I think it should be higher
- Standing MP's hitspark should be slightly lower
- Standing LK's hitspark is misaligned
- Zenten Chouhatsu doesn't have a voice sample
- Level 1 Hisshou Buraiken doesn't come out
- Ground EX Dankuukyaku doesn't have EX flash for the entire duration of the move

Overall Dan looks really promising and I like where this is going!
"Such Heroic Nonsense!"

Re: Dan Hibiki Beta - Rowen's Releases
#64  September 18, 2021, 12:13:29 am
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Grats on Dan's Beta release RR!

I know he's still in beta but here's some feedback to help you fill in the gaps:

- Standing HK's hitspark is a bit misaligned, I think it should be higher
- Standing MP's hitspark should be slightly lower
- Standing LK's hitspark is misaligned
- Zenten Chouhatsu doesn't have a voice sample
- Level 1 Hisshou Buraiken doesn't come out
- Ground EX Dankuukyaku doesn't have EX flash for the entire duration of the move

Overall Dan looks really promising and I like where this is going!


I fixed the Buraiken issue (forgot to replace its command) and will look into the rest for the next beta release. Redownload.
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Dan Hibiki Beta #2 - Rowen's Releases
#65  September 30, 2021, 12:27:38 pm
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Beta 2 just dropped into the first post. Redownload at your leisure.

- Hi-Res FX by SkyDragonSliferEX added.
- Removed leftover Benimaru specials.
- Zero Counters done.
- Added forward movement to Stand HK.
- Koryuken velocities changed to be close(r) to CvS2's.
- Koryuken juggles lessened.
- Shinkuu Gadouken's projectile comes out earlier.
- Haoh Gadouken added.
- Shissou Buraiken added.
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Re: Dan Hibiki Beta #2 - Rowen's Releases
#66  September 30, 2021, 01:40:15 pm
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I love the thing that you make your own Dan instead of editing others' one.
Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Dan Hibiki Beta #2 - Rowen's Releases
#67  September 30, 2021, 09:41:22 pm
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You sure that is the correct link ? its the alpha pretty much.
Re: Dan Hibiki Beta #2 - Rowen's Releases
#68  September 30, 2021, 10:07:14 pm
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Dan Hibiki (v1.0) - Rowen's Releases
#69  October 03, 2021, 05:29:00 pm
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Dan is officially out of Beta!

Head to the first post for the usual.
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Re: Dan Hibiki (v1.0) - Rowen's Releases
#70  October 03, 2021, 06:31:56 pm
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Nice release!!!
.
Re: Dan Hibiki (v1.0) - Rowen's Releases
#71  October 03, 2021, 07:32:20 pm
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Grats on officially releasing Dan RR!

Some feedback:

- Hitspark on standing LK is misplaced (is positioned on Dan himself)

Other than that nothing to report at the moment.
A very solid release, definitely my go to Dan on a POTS style roster.
"Such Heroic Nonsense!"

Re: Dan Hibiki (v1.0) - Rowen's Releases
#72  October 03, 2021, 08:00:06 pm
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While this is not a real combo I would still like to ask if this is intentional (being able to connect after EX tatsu)
Also the EX tatsu itself is it based on something ? it can use a bit of forward momentum when the hits connect.
Excel spark when activating on ground is misaligned
https://streamable.com/ybmgfz

Edit looks like the AI is using benimaru's throw as the sprites go away.
Re: Dan Hibiki (v1.0) - Rowen's Releases
#73  October 03, 2021, 08:44:16 pm
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While this is not a real combo I would still like to ask if this is intentional (being able to connect after EX tatsu)
Also the EX tatsu itself is it based on something ? it can use a bit of forward momentum when the hits connect.
Excel spark when activating on ground is misaligned
https://streamable.com/ybmgfz

The EX version is based on SF4's.
He couldn't combo from it in source. I decided that it could cancel like that for buff purposes, but I realize it's kinda OP for cancels compared to his other moves like Koryuken.

Edit looks like the AI is using benimaru's throw as the sprites go away.

Crud, I completely forgot to finish Dan's AI. I'll do so for the next update.

WIP Schedule:
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Re: Dan Hibiki (v1.0) - Rowen's Releases
#74  October 03, 2021, 10:06:07 pm
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Dan needs a Game Over animation too.
Re: Dan Hibiki (v1.0) - Rowen's Releases
#75  October 04, 2021, 01:12:10 am
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Quick feedback:
-The landing effect on standing HK is not technically need as his front foot never left the ground.
-EX Dankuukyaku on the first hit has no strong kick swing sound.
-The custom combo spark when used on the ground is misaligned.
-When you fix the misplaced hitspark on standing LK, don't forget to fix the counter message as well.

Seeing you originally edit characters to polish them and now making your own, it really shows how much you improved over the years.
I will still do detail and aesthetic feedback for the rest.
Dan Hibiki (v1.1) - Rowen's Releases
#76  October 04, 2021, 03:20:22 pm
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Dan updated to v1.1!
- AI finished.
- Removed more Benimaru stuff.
- Added Continue Anim.
- Custom Combo FX aligned.
- Dan now turns to P2 for Rolling Taunts.
- EX Gadouken's EX Spark is in a more 'balanced' position.
- Koryuken juggling reverted.
- EX Dankuukyaku given Dash Dust.
- Removed Super Cancelling from EX Dankuukyaku's land.
- EX Dankuukyaku can now juggle.
- Fixed missing PlayerPush during Chouhatsu Densetsu's 4th roll.


Thank you, lads, for the feedback.
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Re: Dan Hibiki (v1.1) - Rowen's Releases
#77  October 04, 2021, 04:04:45 pm
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Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Dan Hibiki (v1.1) - Rowen's Releases
#78  October 04, 2021, 06:16:02 pm
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You added the missed sprite in Game Over screen?
Re: Dan Hibiki (v1.1) - Rowen's Releases
#79  October 04, 2021, 06:19:19 pm
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Re: Dan Hibiki (v1.1) - Rowen's Releases
#80  October 04, 2021, 06:29:24 pm
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Re: Dan Hibiki (v1.1) - Rowen's Releases
#81  October 04, 2021, 07:26:19 pm
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I feel this to be the new release topic.
Re: Dan Hibiki (v1.1) - Rowen's Releases
#82  October 04, 2021, 07:54:04 pm
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Re: Dan Hibiki (v1.1) - Rowen's Releases
#83  October 04, 2021, 09:04:42 pm
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Not really a Dan player, but I always welcome the opportunity to add new characters to my roster =P The only thing I've noticed so far is whenever you land a Special Gadouken and then immediately cancel into Shissou Buraiken, Dan will catch the opponent, but they'll be invincible in a falling state until the move is over. I do like him thus far, though.
Re: Dan Hibiki (v1.1.1) - Rowen's Releases
#84  October 04, 2021, 09:49:05 pm
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Not really a Dan player, but I always welcome the opportunity to add new characters to my roster =P The only thing I've noticed so far is whenever you land a Special Gadouken and then immediately cancel into Shissou Buraiken, Dan will catch the opponent, but they'll be invincible in a falling state until the move is over. I do like him thus far, though.

Hopefully fixed that with v1.1.1. Redownload, my man.
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Re: Dan Hibiki (v1.1.1) - Rowen's Releases
#85  October 21, 2021, 10:57:56 pm
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Oyajiiiii! Amazing work bro!

Just one thing.
- After defeating Sagat with Otoko Michi, Dan did both the Super's victory pose and the special victory pose against Sagat right after.

Sorry for the late to the video. :v
Re: Dan Hibiki (v1.1.1) - Rowen's Releases
#86  October 25, 2021, 09:02:01 pm
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This Dan is amazing! Thank you very much, Rowen! We deeply appreciate it! :bjugoi:
Emerie's MUGEN Content

Everyone have Greatness :)

Don't give up... just... take a break :(
Re: Dan Hibiki (v1.1.1) - Rowen's Releases
#87  October 25, 2021, 09:07:01 pm
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Thanks mateys.

- After defeating Sagat with Otoko Michi, Dan did both the Super's victory pose and the special victory pose against Sagat right after.[/size]

Fixed for the next update.

Spoiler, click to toggle visibilty
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Last Edit: October 26, 2021, 01:00:11 am by RagingRowen
Reiji Oyama (BETA) - Rowen's Releases
#88  February 19, 2022, 05:20:15 pm
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I'm back ladies and gents, as Reiji from Power Instinct reaches the Beta phase.

All his moves and supers have been coded alongside his system machanics, intros, winposes and taunt, but several animations like Throw Escapes need to be added alongside a fair bit of polish. I've also gotta rid him of all the leftovers from Jmorphman's Ken which was my template. He's perfectly functional though so give him a spin while he's fresh.

Huge thanks to SkyDragonSliferEX for the snazzy FX and The kof-e-boi250 for the Color Separation btw.
WIP Schedule:
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Re: Reiji Oyama (BETA) - Rowen's Releases
#89  February 20, 2022, 07:44:57 pm
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Here's some stuff i noticed :
He doesn't have his default pallete, he instead uses a color separated one.

His other palletes (at least the black pants one) have weird colors on Gekishou Hadouha and the effects of Ryu'enshou.

I think his Ryu Kishou Enzan super should be easier to do for keyboard players.

His kick throw is weird, it's incomplete?
Reiji Oyama (v1.0) - Rowen's Releases
#90  March 06, 2022, 11:08:10 pm
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And on that note, Reiji is now officially released and out of the Beta phase.

First post, as per usual.
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Re: Reiji Oyama (v1.0) - Rowen's Releases
#91  March 06, 2022, 11:53:33 pm
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I'm waiting for this, thanks buddy!

PS: You don't posted the correct archive. this is a previous beta version.
Last Edit: March 06, 2022, 11:56:53 pm by Akito
Re: Reiji Oyama (v1.0) - Rowen's Releases
#92  March 07, 2022, 12:03:00 am
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I deeply apologize...

Please redownload.
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Re: Reiji Oyama (v1.0) - Rowen's Releases
#93  March 07, 2022, 08:30:52 am
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Feedback on Reiji:
-His st files are still named Ken instead of Reiji (There are also still unused leftovers of Ken's files in his States folder).
-The hitspark and guard spark of Overhead, crouching MP and close standing HK is misaligned.
-Close standing HK doesn't have a landing effect when he touches the ground.
-Omae Nanka Kouja doesn't have envshake on the last hit.
-The air throw commands are reversed and throws the opponent to the opposite direction of where he is facing.
-The command for Ryu Kishou Enzan feels too restrictive and difficult to do.
I will still do detail and aesthetic feedback for the rest.
Re: Reiji Oyama (v1.0) - Rowen's Releases
#94  March 07, 2022, 10:39:21 am
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Responses in bold:

Feedback on Reiji:
-His st files are still named Ken instead of Reiji (There are also still unused leftovers of Ken's files in his States folder). I kinda knew someone would point this out eventually. I'll see if I can change and remove the rest of it.
-The hitspark and guard spark of Overhead, crouching MP and close standing HK is misaligned. Will change when I'm ready.
-Close standing HK doesn't have a landing effect when he touches the ground. Will add when I'm ready.
-Omae Nanka Kouja doesn't have envshake on the last hit. It's a normal so I don't think I should get envshake.
-The air throw commands are reversed and throws the opponent to the opposite direction of where he is facing. This is odd but I'll try to get a fix when possible.
-The command for Ryu Kishou Enzan feels too restrictive and difficult to do. I used the command from Matrimelee. I honestly don't like changing commands from the source material.

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Reiji Oyama (v1.1) - Rowen's Releases
#95  March 08, 2022, 11:41:12 am
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Reiji updated to v1.1!

 - Multi-Colored Hitsparks added.
 - Better Hitspark alignment.
 - Air Throw directions fixed.
 - Better Air Throw land animation.
 - Geki Koushou Shou power requirement fixed.
 - Other small tweaks.
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Re: Reiji Oyama (v1.1) - Rowen's Releases
#96  March 08, 2022, 03:12:57 pm
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Hell yeah it is! That was good.
Re: Reiji Oyama (v1.1) - Rowen's Releases
#97  March 10, 2022, 05:19:37 pm
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AI still uses the deleted kick throw. At least in 'watch mode'.
Re: Reiji Oyama (v1.1) - Rowen's Releases
#98  March 11, 2022, 01:38:45 pm
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Re: Reiji Oyama (v1.1) - Rowen's Releases
#99  March 11, 2022, 01:46:27 pm
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Yes, I had this happening too.

But I like where this project goes.
It makes me want to make few customs for normal attacks. (to give a bit of varaiation)
I might give it a try later.
Re: Reiji Oyama (v1.1.1) - Rowen's Releases
#100  March 11, 2022, 02:19:50 pm
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Updated to v1.1.1 with the AI Kick Throw hopefully being disabled. Thanks for the feedback.
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Re: Reiji Oyama (v1.1.1) - Rowen's Releases
#101  March 11, 2022, 03:31:10 pm
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Now that's more like it.
Re: Reiji Oyama (v1.1.1) - Rowen's Releases
#102  March 11, 2022, 04:26:44 pm
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How do i change the command of Ryu Kishou Enzan? I couldn't find it in the command file.
Re: Reiji Oyama (v1.1.1) - Rowen's Releases
#103  March 11, 2022, 04:31:36 pm
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How do i change the command of Ryu Kishou Enzan? I couldn't find it in the command file.

Scroll down to this:
Code:
[State -1, MAX Ryu Kishou Enzan]
type = ChangeState
value = 3050
triggerAll = !AILevel
;command = "HCB, F"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90012016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90012114))
;x + y / x + z / y + z
triggerAll = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 2000 && var(20) <= 60
triggerAll = !var(39)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)

[State -1, Ryu Kishou Enzan]
type = ChangeState
value = 3000
triggerAll = !AILevel
;command = "HCB, F"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90012016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90012114))
;x / y / z
triggerAll = NumExplod(90000200) || NumExplod(90000205) || NumExplod(90000210) || NumExplod(90000215) || NumExplod(90000220) || NumExplod(90000225)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 1000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
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Re: Reiji Oyama (v1.1.1) - Rowen's Releases
#104  March 12, 2022, 06:30:20 pm
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Reiji sometimes disappear while being in the air and opponent performs an attack. Also there are some warnings in debug mode (states 10 and 12).
Re: Reiji Oyama (v1.1.1) - Rowen's Releases
#105  March 12, 2022, 10:34:54 pm
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Very much loving Reiji, dude feels pretty good. Still trying to learn all of the things he can do with combos, but he feels pretty smooth for the most part. Couple of feedback notes for ya:

- Like I mentioned in the Discord server, if you cancel EX Gekishouhadouha from a normal Gekishouhadouha in Custom Combo, it depletes all of his remaining meter.
- Only the first hit of EX Gekishouhadouha is super cancelable.
- The hitsparks are misaligned on all hits of Ryu Kishou Enzan.
- Neither of his winposes have swing sounds for when he poses.

Can't wait to see how you tackle Orochi from here on. Excited and terrified, all things considered lmao.
Reiji Oyama (v1.2) - Rowen's Releases
#106  March 14, 2022, 06:57:50 pm
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Reiji updated to v1.2!

 - Crouching Debug Flood fixed.
 - Added Swing Sounds to Win Poses.
 - You can now Super-Cancel from the 2nd EX Gekishouhadouha projectile.
 - Ryu Kishou Enzan hitsparks aligned for each hit.
 - Ryu Kishou Enzan Follow-Up actually overheads as promised.


- Like I mentioned in the Discord server, if you cancel EX Gekishouhadouha from a normal Gekishouhadouha in Custom Combo, it depletes all of his remaining meter.

Sadly that seems to be an issue with other PotS (Jmorphman's to be exact) projectiles coz I checked. This is pointed out on the DC as well, where I think Karma's chars had a fix for it at least.
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Re: Reiji Oyama (v1.2) - Rowen's Releases
#107  March 16, 2022, 12:05:39 am
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nice char!
Re: Reiji Oyama (v1.2.1) - Rowen's Releases
#108  April 13, 2022, 09:13:23 pm
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Reiji updated to v1.2.1!

 - Fixed Air Guard End Animation.


Mini-Emergency Update of sorts. I only noticed the issue today where it had missing frames when I was playin' with him.
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Re: Reiji Oyama (v1.2.1) - Rowen's Releases
#109  April 13, 2022, 09:32:51 pm
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Just wanted to drop in and say that the hitboxes for Reiji look very good. The formatting of the CLSNs look very much how Jesuszilla, Jmorphman, and KarmaChameleon would format it. Good stuff. I dont know when you started this updated format but kudos.
UMT Season #2 - 2nd Place
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CvS2 vs POTS Season #1 - 1st Place
NorCal Crab Battle CvS2 - 2nd Place
Re: Reiji Oyama (v1.2.1) - Rowen's Releases
#110  April 13, 2022, 09:39:47 pm
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Just wanted to drop in and say that the hitboxes for Reiji look very good. The formatting of the CLSNs look very much how Jesuszilla, Jmorphman, and KarmaChameleon would format it. Good stuff. I dont know when you started this updated format but kudos.

That's mostly because they're based on the Ken I used as a template. :P
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Re: Reiji Oyama (v1.2.1) - Rowen's Releases
#111  April 15, 2022, 07:57:18 pm
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Faced this with the AI but when he breaks and counters with a crouching heavy kick the sprite disappears.
Re: Reiji Oyama (v1.2.1) - Rowen's Releases
#112  April 15, 2022, 08:05:50 pm
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Faced this with the AI but when he breaks and counters with a crouching heavy kick the sprite disappears.

Didn't know because I only use the Punch variant. I'll change it in a later patch.
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Re: Reiji Oyama (v1.3) - Rowen's Releases
#113  April 19, 2022, 01:05:55 am
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Reiji updated to v1.3!

 - Fixed the lack of a Zero Counter kick animation.
 - EX Gekishouhadouha damage increased.
 - HK Shouenbu pushes the target back on guard like the other strength variations.
 - Ryu Kishou Enzan
   - Has added invincibility for the MAX version's run.
   - Can juggle multiple times.
   - Air targets aren't launched as high as before.
   - Fixed him gaining ctrl in mid-air after the Ryuenshou.
   - Follow-Up has a taller hitbox.


I did this based off of my recent plays in UMT (CVS2 vs PotS), mainly involving buffs to his Ryu Kishou Enzan to make it, being his only LVL1/2 super, a more viable attack alongside other lil' things.
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Orochi (Beta) - Rowen's PotS Releases
#114  July 29, 2022, 01:39:57 am
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Orochi released in Beta form!

What? You thought he was postponed? WELL YOU'RE (mostly) WRONG! I added small bits and pieces every so often over the past months and got most of him done recently during my break from Super Akouma.

In his current state, he's playable with his main KOF moves and animations, but there's a lot to be added and polish to be done such as Hi-Res FX, Throws, one or two extra moves, leftovers from King which was my template, and so forth.
Expect issues or things I missed before this release.

EDIT: Timing is (sorta) on point too since Team Awakened Orochi was announced yesterday.
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Last Edit: July 29, 2022, 01:46:33 am by RagingRowen
Re: Orochi (Beta) - Rowen's PotS Releases
#115  July 31, 2022, 04:40:33 pm
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Small update to Orochi with some tweaks and fixes. Redownload.

 - Added a placeholder Crouch Turn animation. I completely forgot about this. :jackie:
 - Tweaked one or two hitboxes.
 - Upped Ukei's command's priority.
 - Better usage of Ho no Susori by the AI.
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Re: Orochi (Beta) - Rowen's PotS Releases
#116  August 01, 2022, 03:28:41 pm
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Can you make a moves compilation video of orochi?
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Re: Orochi (Beta) - Rowen's PotS Releases
#117  August 01, 2022, 03:34:13 pm
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Re: Orochi (Beta) - Rowen's PotS Releases
#118  August 07, 2022, 11:26:40 pm
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You did Orochi's sprites to CvS style. i liked it.
Spoiler: Not Safe For Work (click to see content)
Re: Dan Hibiki (v2.0) - Rowen's PotS Releases
#119  January 17, 2024, 11:48:11 pm
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Dan updated to v2.0!

- CS by KOFHERO77 applied.
- A couple of Win Quote changes.
- Minor Frame Data changes.
- Movement velocity adjustments, mainly for the Long Jumps.
- Various sprites changed those from PotS' version (resized).
- Tweaked Intro 2 so he no longer rolls too far forward before snapping to starting position.
- Standing MK can now special cancel off the 1st hit.
- Slight rework of Gadouken. Secret juggle version omitted, normal version less safe, EX version doesn't knockdown but you can link afterwards like in SFV.
- Pose at the end of EX Dankuukyaku changed.
- Danretsuken added.
- LVL1 Shinkuu Gadouken startup increased.
- Some Chouhatsu Densetsu flexes changed.
- New Miss Animation for Shissou Buraiken.
- Otoko Michi damage decreased slightly, also includes an adjusted win pose.
- Some misc. tweaks.

This is an update I've been wanting to tackle since the CS was released, and finally got around to really doing it this month, with a bit of a start made in the latter 2023. There aren't too many gargantuan changes but what's there should be satisfactory.

Hope y'all appreciate the update, and don't hesitate to report an issue or two.
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Re: Dan Hibiki (v2.0.1) - Rowen's PotS Releases
#120  January 19, 2024, 04:55:42 pm
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Updated to Version 2.0.1
- Added the fake liedown state, disabling the mash-to-wakeup mechanic.
- Fixed usage of normal Gadouken FX when Shinkuu Gadouken is destroyed.
- Fixed being able to Fall Recover from Shissou Buraiken.
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Re: Dan Hibiki (v2.0.1) - Rowen's PotS Releases
#121  January 21, 2024, 08:38:19 pm
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Already mentioned this to you in discord, but basically Dan proceeds to switch to the vs Sagat winpose after ending the round with Otoko Michi
https://streamable.com/davzft
Re: Dan Hibiki (v2.0.2) - Rowen's PotS Releases
#122  January 22, 2024, 10:08:30 pm
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Already mentioned this to you in discord, but basically Dan proceeds to switch to the vs Sagat winpose after ending the round with Otoko Michi
https://streamable.com/davzft

Forgot about that. Fixed that in v2.0.2

- Fixed the Vs. Sagat winpose overlapping Otoko Michi's winpose, also made it only play at the end of matches.
- "Yattaze!" removed from Otoko Michi.
- EX Koryuken has extra starting distance via PosAdd instead of Velset.
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Re: Dan Hibiki (v2.0.2) - Rowen's PotS Releases
New #123  January 22, 2024, 11:05:44 pm
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Last Edit: January 23, 2024, 12:03:43 am by DrPotem