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
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.
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!
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.
Chop Slash, Dash cancel, s.LP close, c.LK, c.MK, s.SP xx c.MK, Genki DamaTook out s.SK because it didn't reach after the 2nd c.MK but still a very difficult combo.
Ki-BlastKi-Blast x 2Jumping MKStanding HPStanding HPCrouching MKChou KamehamehaDemo:http://www.mediafire.com/download.php?vhq81v6ahaka6h0It'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.
Let's just keep it at ' it's too hard' XDs.SP > s.SP > c.MK ? ERMERGERD dat timing must be killing. (I saw the video) Like I PM'd you I cannot wait until you totally turn Vegeta inside-out 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 QuoteYou 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.
Searching for GokuX.rar you'll find this:http://www.4shared.com/rar/ZRkEm_0Y/Goku_X.htmlDo I have to put it in mediafire?Just noticed reusgame.com in your sig, is that the name of the game you're working on?
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
Balthazar said, August 15, 2012, 09:58:15 amLike I PM'd you(...)Did you PM me? Balthazar said, August 15, 2012, 09:58:15 am 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.Balthazar said, August 15, 2012, 09:58:15 amAre 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.Balthazar said, August 15, 2012, 09:58:15 amI'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, thenCrouching LKCrouching MP + LKBlur KickDemo:http://www.mediafire.com/?w3neew9jvbczvvaLike the video shows, the combo doesn't spent juggle points at all.
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
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%.Balthazar said, August 17, 2012, 11:07:06 pmThe PM was basicly a large word of thanks for your testing efforts No problem.
Hey balth, Pm me as soon as you can, we have to discuss about some animations Btw, nice work on the challenge modes people!
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?
Oups, I recall this PM, and completely forgot to answer (and note it in my todo list).Sorry. I'll look into it ASAP. Thanks for the report.