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GokuZ2 [Project] (Read 399100 times)

Started by Balthazar, April 21, 2010, 08:26:39 pm
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Re: GokuZ2: THE definitive Goku for Mugen!
#2161  August 10, 2012, 10:52:29 pm
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I guess we'll never know  :biker:
Re: GokuZ2: THE definitive Goku for Mugen!
#2162  August 14, 2012, 07:56:00 am
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Man that s.SP > c.MK is fun to use. What do you think Balthazar? Expert challenge worthy?
Re: GokuZ2: THE definitive Goku for Mugen!
#2163  August 14, 2012, 08:07:42 am
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well, using the Dragon Fist combo gives it a 'intermediate' look to me,
Personally I had cross-up MK, s.LP close, c.LK, c.MK, s.SP, c.MK, s.SK, Genki Dama throw.
I think it's harder to get the timing right with the short combo leading up to it ;)
Re: GokuZ2: THE definitive Goku for Mugen!
#2164  August 14, 2012, 08:12:09 am
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That's just a ground bounce. The air L Hurricane Kick does that, too.
Re: GokuZ2: THE definitive Goku for Mugen!
#2165  August 14, 2012, 08:51:46 am
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Is it possible that the combo might make it to intermediate mode? It is pretty difficult to get that EX Slash Down kick into s.SP > c.MK.

As for the combo you mentioned I had the same idea except I didn't have a cross up j.MK nor Genki Dama.
Chop Slash, forward dash, s.LP close, c.LK, c.MK, s.SP, c.MK, s.SK, Kaioken. How about this one then for an expert combo? Not so many chop slash combos either.
Re: GokuZ2: THE definitive Goku for Mugen!
#2166  August 14, 2012, 10:08:42 am
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I think we should let Intermediate Mode be as it is.
That Slash Chop > dashcancel > s.LP close sounds hard though, should be a good one!
Re: GokuZ2: THE definitive Goku for Mugen!
#2167  August 14, 2012, 06:06:03 pm
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You should make him compatible with SodonHID Goku's Solar Flare.
But this is just a suggestion I give you. However it would be cool to standardize (is this the correct word?) his custom state.
Last Edit: August 14, 2012, 11:49:19 pm by G.o.D.
Re: GokuZ2: THE definitive Goku for Mugen!
#2168  August 14, 2012, 10:42:48 pm
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Chop Slash, Dash cancel, s.LP close, c.LK, c.MK, s.SP xx c.MK, Genki Dama

Took out s.SK because it didn't reach after the 2nd c.MK but still a very difficult combo.
Re: GokuZ2: THE definitive Goku for Mugen!
#2169  August 14, 2012, 11:22:34 pm
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Ki-Blast
Ki-Blast x 2
Jumping MK
Standing HP
Standing HP
Crouching MK
Chou Kamehameha

Demo:

http://www.mediafire.com/download.php?vhq81v6ahaka6h0

It's easier to perform it by adding an EX Slashdown Kick after Jumping MK.

I'm not suggesting to use it in a challenge because it's too hard, but some of its concepts might be used in other challenges.
Re: GokuZ2: THE definitive Goku for Mugen!
#2170  August 15, 2012, 09:58:15 am
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 o_O
Let's just keep it at ' it's too hard'  XD
s.SP > s.SP > c.MK ?
 :thinking2:  ERMERGERD dat timing must be killing. (I saw the video)
 :toilet: Like I PM'd you I cannot wait until you totally turn Vegeta inside-out  :drummer:


Are you in fact suggesting we add recovery-time to the s.SP? Or are you pitching for keeping it like this?
I'm not sure how it works in SF attacks, for example. I think the looseness of Z2 really adds some value,
plus the timing is super hard, not everyone can pull this off. Not even me :P

Quote
You should make him compatible with SodonHID Goku's Solar Flare.
Yeah I still want to redownload that one and see what I can use from him.
Having trouble finding him though. Anyone got a working link, or can upload him for me? Merci.
Last Edit: August 15, 2012, 10:05:57 am by Balthazar
Re: GokuZ2: THE definitive Goku for Mugen!
#2171  August 15, 2012, 01:42:53 pm
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Re: GokuZ2: THE definitive Goku for Mugen!
#2172  August 15, 2012, 02:56:54 pm
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I personally always use Sendspace.com,  mediafire sucks!


Yes, that's the game I'm working on, I made a thread in Gaming but nobody replied yet :P
Re: GokuZ2: THE definitive Goku for Mugen!
#2173  August 15, 2012, 03:52:18 pm
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Re: GokuZ2: THE definitive Goku for Mugen!
#2174  August 15, 2012, 11:02:14 pm
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Thanks ;)
Re: GokuZ2: THE definitive Goku for Mugen!
#2175  August 17, 2012, 10:44:27 pm
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Like I PM'd you(...)

Did you PM me?

I cannot wait until you totally turn Vegeta inside-out(...)
I'll make sure to not disappoint you.

I admit that when I received the beta of Goku, the core of my feedback to Cybaster was about his Challenge Mode (I had a relatively bad opinion about it) and I ended up overlooking most of his other features.

Are you in fact suggesting we add recovery-time to the s.SP? Or are you pitching for keeping it like this?
Actually I don't see much problem in keeping his Standing HP as it is now.

I'm not sure how it works in SF attacks, for example.
In SF attacks like this one tend to have larger values of pushback, actually.



Goku has another infinite combo against horizontally large chars like Aokmaniac's Kira Daidouji or Goku himself. It uses the restand bug that I mentioned long time ago.

Cornered opponent, knock him down (Weak Hurricane > Blur Kick, for example). Wait a second until the oppponent is at liedown position, then

Crouching LK
Crouching MP
+ LK
Blur Kick

Demo:

http://www.mediafire.com/?w3neew9jvbczvva

Like the video shows, the combo doesn't spent juggle points at all.
Re: GokuZ2: THE definitive Goku for Mugen!
#2176  August 17, 2012, 11:07:06 pm
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Another good catch from you :) Damn, how long would you have to keep repeating that infinite to get a 100% KO?
The damage damper was already very heavily degrated at the end of your video, I guess after a while longer it will only do 0,0001% dmg (is there such a thing as a minimum damage damper value? like 0,0001%dmg output for instance?)

About the PM, yeah I went through my Sent PM's, but it wasn't there, so I guess it was lost in transition, or never sent. During all the forum updating so who knows. The PM was basicly a large word of thanks for your testing efforts :)
Re: GokuZ2: THE definitive Goku for Mugen!
#2177  August 17, 2012, 11:29:16 pm
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Actually this is how Goku's dampener works:

1st hit = 100%
2nd hit = 100%
3rd hit = 95%
4th hit = 90%
5th hit = 85%
6th hit = 80%
7th hit = 75%
(...)
17th hit = 25%
18th hit = 20%
19th hit = 15%
20th hit = 10%

21th hit and later ones have the power fixed at 10%.

The PM was basicly a large word of thanks for your testing efforts :)
No problem.

Re: GokuZ2: THE definitive Goku for Mugen!
#2178  September 07, 2012, 03:22:39 am
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Hey balth, Pm me as soon as you can, we have to discuss about some animations :)
Btw, nice work on the challenge modes people!
Re: GokuZ2: THE definitive Goku for Mugen!
#2179  September 07, 2012, 07:32:18 pm
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Didn't get a response from a PM I sent, so I'll try here. 

Me and a buddy of mine were playing around and we found something with Goku and Shen by jin.  If Goku does Kaiyoken into 'Hyper Kick' or 'Back Breaker', the move will not work correctly (Goku finishes the move, but Shen is standing on the ground away from Goku) and Shen won't be able to do anything but walk, unless he gets hit.  It said 'Warning player Goku Z2 (56) has no target with hit ID'.  Is this a Goku bug, or a Shen bug?
Re: GokuZ2: THE definitive Goku for Mugen!
#2180  September 07, 2012, 08:29:27 pm
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Oups, I recall this PM, and completely forgot to answer (and note it in my todo list).
Sorry. :ninja:

I'll look into it ASAP. Thanks for the report. ;)