Loboby BuyogSFA BG sprites by Winaneedits by SwankyDownload LoboWhen I first started working on Lobo I thought he'd be just a combo touch up. I was wrong. The project escalated right quick. List of Changes:- His basic combos should no longer feel sluggish- specifically increased his jump basics air.hittime to allow for better comboing when using dash into jump attacks when opening an attack- tweaked his jMK, should now also hit close enemies and regular sized fighters when dashing- can chain basics into pistol shot and frag grenade- can also chain basics into BFG, Lights out Clyde and Motorbike Hypers- Motorbike Hyper now holds enemy in position if it hits. It's not ideal but better than the enemy resetting in. If blocked, P2 has full movement.- can pushblock, touched up the effects (FX from Breakers)- can now alpha counter (does a heavy punch with two hits, 2nd hit is overhead and knocks p2 down)- fixed some issues with Statedef 5400 (the wallbounce), shouldn't get stuck on walls anymore- reworked Hyper BGs and Hyper Combo Finish BGs (edited, originally by Winane) - also visually cleaned up Hyper Screens- added sound to Hyper Combo Finish BG (taken from MB's MechGouki)- fixed a number of errors reported by FF- deactivated Amalgam Hyper- added slight liferegen (1 every 10 frames) due to him being a Czarnian. Deactivates if roundstate != 2 or life = 0.- added a few winquotes- switched some Pals aroundGameplay stuffLobo's gameplay should have improved due to smoother comboing. However, most of his specials don't lend itself to chaining very well for various reasons.That includes his grappling meat hook which could otherwise set up infinites and his beverage drink.You can chain into his pistol shot and grenade, beware that the grenade does inflict selfdamage if you are too close to the explosion.It should now be easier setting up combos when using dash to jump into the enemy.For optimal launched air combos, delay up for a moment when using cHP launcher.Changes to Moveset- 412P (blocking) Counter- PP (blocking) Guard PushMy general releases€ updated Download link to moddb. File contains all of my full character edit releases so far.
Seems to be missing files. He won't boot up unless this is one of the edits that requires the base character in which case that should probably be mentioned.
Is that outside of his super? Going to have a look at it later.Do you have a specific move or state that he copies himself in? Would make troubleshooting a good bit easier. Roman55 said, February 05, 2021, 02:59:54 AMSeems to be missing files. He won't boot up unless this is one of the edits that requires the base character in which case that should probably be mentioned.€ Tried to replicate on a secondary mugen install but had no issues, so I can't verify that claim.
are you planning about remaking projectiles as helpers? also not sure about the super move (the gun) one bullet following the opponent,I think he needs an overhaul in visual department,his normals use his own sparks but his specials change to fightfx ones.and its seems like he doesnt have guardsparks? for some reason?
Ah, I guess I don't mind since I'm running a heavily customized fightfx myself. Might make sense to make them all or the other I suppose. He should have guardsparks for most attacks, though.About the helpers - as already replied via PM, I think projectiles are functional (and originally done by Buyog), and although helpers seem a better solution I didn't see the need for additional work there.I don't have any plans on working on any of my edits for the forseeable future(and I just uploaded them to moddb for future safe keeping), but you are of course welcome to refine them (and upload as edits yourself!) any way you want.
https://streamable.com/wy6eetBeen editing this dude but then noticed he does infinite this on corner,
Interesting... Not completely sure how to tackle that either. I had edited his wallbounce gethit state (statedef 5400) so he wouldn't get stuck on walls, but it doesn't prevent him from not getting hit in that state. My guess is that it's the gethit state that Lobo's gets hit in, so it repeats add nauseum. Other than that, I had touched the hittime in the Hyper state, but it wouldn't cause something like this, but there should probably a safeguard how long Lobo should be on his bike, and how often the enemy can get hit during one of his drive bys.