Features:- 4 Buttons- A moveset loosely based off his Tekken 7 incarnation.- Voices and Sounds from T7.- Hit & Guard Sparks from SFxT.- Tekken-esque combos, with Gravity Scaling.- Focus Attack complete with Dash Cancelling.- 2000 Power, leaving only 2 Power Bar with 1 EX per Bar, with the Super Art requiring both.- Rage Art, only available once per round at 1/5 Health.You'll find that he's in a near-complete state. Gameplay-wise he's done aside from missing normals and a couple other things, but he still needs tweaking elsewhere before he can reach v1.0 status. You'll also find a lot of PotS/Infinite stuff inside, seeing that I used a PotS/Infinite char as a base, which what I always do these days. Either way, I hope y'all will get some fun out of him.He's also missing a proper AI, yeah, sorry.Be sure to give feedback, while I have other stuff to do... Download here: https://sites.google.com/view/ragingrowen/home
I have already tested Akuma inspired by Tekken 7 on mugen. And it's great, however, testing the AI of this one, I noticed things like Akuma stays in the air when he does the Shakunetsu Hadouken or when he does the Parry (which he doesn't do in TK7 and more knowing that in this shot based on SSF4 gameplay to adapt to Akuma) the sprite disappears.https://streamable.com/bybwp6A little feedback:It would be that it had an effect of Hyper Combo Finish when doing the Shun Goku Satsu/Raging Demon. (As it happens in both TK7 and SSF4)
Kamui_De_Los_Vientos said, December 06, 2022, 04:53:31 pmI have already tested Akuma inspired by Tekken 7 on mugen. And it's great, however, testing the AI of this one, I noticed things like Akuma stays in the air when he does the Shakunetsu Hadouken or when he does the Parry (which he doesn't do in TK7 and more knowing that in this shot based on SSF4 gameplay to adapt to Akuma) the sprite disappears.https://streamable.com/bybwp6A little feedback:It would be that it had an effect of Hyper Combo Finish when doing the Shun Goku Satsu/Raging Demon. (As it happens in both TK7 and SSF4)I'll probably fix the air Shakunetsu and Parry (which I forgot to remove) later tonight. I'm gonna figure out the Super Finish FX stuff at a later date.
It's nice to see you taking a chance and trying something different, even if I can still feel the templates in there. I have some feedback but keep in mind I haven't played the source.- I think the readme should give more attention to the system and normal attacks since that's what sets this char apart- 3X looks like it's supposed to be 6X, no?- B, A looks like it should have less pushback- Focus attack creates debug messages when absorbing hits- FA can absorb more than one hit- Maximum focus attack crumple should end with the opponent lying down instead of immediately getting up- I can FADC while charging the FA but not after it connects- FA crumple should be statetype = S while P2 is standing. Not that it matters at this point since you can't dash in- Focus attack should be a lot less meaty since it's unblockable. Alternatively you could make it miss if P2 is dashing back or something- Taunt should have same Clsn2 as the standing animation. It's also unfinished but that's obvious- Throw whiff still has template hurtboxes- Throw animation needs better timing. You should spend more time in the keyframes and less in the transitions- Fireball Clsn1's are too fat- P2 can air recover after fireballs hit him. Most noticeable with EX Gohadoken- Shakunetsu Hadouken still has the Clsn from something else- EX Shakunetsu is just a worse EX Hadouken- Zankuu Hadouken acceleration is messed up somewhere because using it with a tiger knee motion makes Akuma jump higher- Shoryuken velocities on the floor are weird. He moves forward, then stops, then jumps forward again- Shoryuken has no landing dust- Light tatsu has a ton of range, but that may be a source thing- His tatsus don't hit on the way up in Tekken?- EX Air Tatsu has really high acceleration- Does Tekken have Hyakki Goutsui? I think that one's more of a SFA thing (and CvS by extension)- Hyakki Shuu throws can still be done with the old input- The readme incorrectly lists X+Y as an Ashura Senkuu input- It's really weird that you'd have Messatsu Gou Hadou's debug message in the known issues instead of just fixing such a simple thing- You said it's Tekken juggling but I still see juggle point limits in there. Speaking of that, the other day I read up on it and Tekken juggling increases pushback rather than "gravity", so that's something to consider- The BGPalFX in SGS's startup ends before the Superpause doesEDIT: There are color separation errors where his shirt meets his pants in his stance
Updated to v.0.91- Parries removed.- EX Shakunetsu Hadouken has longer hitpause.- Zankuu Hadouken yaccel matches the Movement's.- Throws can no longer be accessed during Hyakki Goushou & Goudan.- Fixed Invalid Debug Flood during Messatsu Gouhadou.- Fixed Air Shakunetsu Hadouken from the AI.PotS, you're real mad when it comes to feedback. I fixed a few of the easier things here, and will look into he rest some other day.
MatreroG said, December 15, 2022, 08:10:59 pmA.I. showcase:[youtube]https://www.youtube.com/watch?v=B_QRnSfEISo[/youtube]Bro, I did the exact same ai battle the other day lol!