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Onodera Ren Updated 10/04/'14 (Read 49208 times)

Started by jaede_, June 13, 2013, 09:08:34 pm
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Onodera Ren Updated 10/04/'14
#1  June 13, 2013, 09:08:34 pm
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Keeping things consistent with Kugami Toru!

https://www.mediafire.com/?v097n5y0b7d9e3d

What's been changed:

-See readme under the first section

Future Plans:

-Open Paypal account for taking BMT down.
-Probably nothing

As far as screenshots go:

Spoiler, click to toggle visibilty

or you can just see this vid for some basic action of her. :J Courtesy of C.A.N
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Last Edit: April 10, 2014, 06:20:46 am by Daniel Gajardo
Re: Onodera Ren Updated 13/06/'13
#2  June 13, 2013, 11:09:28 pm
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I'm going to test this simply because she's my favorite character in Crimson Alive.

So I'm hoping that you learned enough to make this passable.
Re: Onodera Ren Updated 13/06/'13
#3  June 13, 2013, 11:10:56 pm
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So I'm hoping that you learned enough to make this passable.

Same here, I never was quite sure about how she ended up myself, since what's fun and good for me may not be for anyone else.
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Re: Onodera Ren Updated 13/06/'13
#4  June 14, 2013, 12:57:59 am
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*looks at name on .def file*
:mean:

-Jumping feels rather we- Wait, it was like that in Crimson Alive, wasn't it?
-Standing Y is unsafe on hit. Yes, I know you can cancel into a special but this is still wrong.
-Crouching A and Y can be blocked standing......They're supposed to be lows. I believe this also applies to Standing A as well.
-Bitoreivu is safe on block. This should not be the case.
-Bitoreivu won't connect if the opponent is still being hit by her EX projectile
-And it gives debug flood on hit.
-She should really only be allowed one ground bounce per combo.
-And the ground bounce doesn't need to be that high.
-What's the point of making her hit counter like that anyway? Mugen's own combo counter is fine. Plus that sound that plays with combos is annoying.
Re: Onodera Ren Updated 13/06/'13
#5  June 14, 2013, 02:15:35 am
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*looks at name on .def file*
:mean:
Them inside jokes man.

-Jumping feels rather we- Wait, it was like that in Crimson Alive, wasn't it?

Yes, exactly as it was.

-Standing Y is unsafe on hit. Yes, I know you can cancel into a special but this is still wrong.

Gave it enough hittime for frame advantage of -4.

-Crouching A and Y can be blocked standing......They're supposed to be lows. I believe this also applies to Standing A as well.

Guardflags changed to L in that case.

-Bitoreivu is safe on block. This should not be the case.

Right, frame advantage of -11 upon block of this move now.


-Bitoreivu won't connect if the opponent is still being hit by her EX projectile

Fixed, turns out it was because I was missing one ignorehitpause=1 line on the changestate. The wonders of one-line screw ups.

-And it gives debug flood on hit.

This one's been quite elusive to me, but after a good check I found out the problem. It also was on start up.

-She should really only be allowed one ground bounce per combo.

Implemented Ground Bounce limiting in that case.

-And the ground bounce doesn't need to be that high.

The thing is not all characters have an airbone friendly bounce into air animation. Which makes it next to impossible to combo again, that's why it's so high, Though it's possible to recover from it at any time as well.

-What's the point of making her hit counter like that anyway? Mugen's own combo counter is fine. Plus that sound that plays with combos is annoying.

Shoulda have pointed out that her switch in the CNS on statedef -2 (the very first controller named "THAT'S EXCEEDINGLY EXAGGERATED OKAY!?") also turns the hit counter off, though I only added it for shits and giggles for the most part.



Alas! Thanks for all the help you have given me! I was waiting for some good feedback on her but I didn't get any until this moment! Thank you very much! As for the update, check out the first post as it will be edited.
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Re: Onodera Ren Updated 13/06/'13 Again
#6  June 14, 2013, 04:33:25 am
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All right, tested the update and here's what I suggest
-Leave the Def name to "Onodera Ren" or "Ren Onodera" or anything similar. .....and she's not a nun.
-Increase Frame advantage for Standing X to around +4 - +6 on both hit and block.
-Slightly increase the size of the attack hitbox vertically in Aerial X and A.
-Make her forward dash attack cancelable after a certain amount of time(I suggest checking characters with run to let you know when you can do this)
-Let me be able to use Death Blade twice in a combo if I have the meter.
-Maybe adjust juggle limit? I don't know if my combo is ending because I'm whiffing or running out of juggle points.
Re: Onodera Ren Updated 13/06/'13 Again
#7  June 14, 2013, 04:57:15 am
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-Make her forward dash attack cancelable after a certain amount of time(I suggest checking characters with run to let you know when you can do this)
Regarding this I seem to have a problem, many of the characters I have are able to attack any time during their run (they can't crouch though, which is a good thing). Though I'm so far estimating about 9 ticks in (when she's done with her little into dash animation.)

Gonna be working tonight on everything else you pointed out, once again thanks!
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Re: Onodera Ren Updated 13/06/'13 Again
#8  June 14, 2013, 05:08:10 am
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9 ticks might be too fast. You don't want it to be too instant either or you could just run cancel into an infinite.
Re: Onodera Ren Updated 13/06/'13 Again
#9  June 14, 2013, 05:36:39 am
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9 ticks might be too fast. You don't want it to be too instant either or you could just run cancel into an infinite.

I am a bit confused, do you mean cancelling the run into an attack or cancelling an attack into the run? Because if it's the latter case I don't really wanna risk it. Just making sure
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Re: Onodera Ren Updated 13/06/'13 Again
#10  June 14, 2013, 05:41:48 am
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I mean canceling run into an attack.
If it's too short, you could do something like jab, jab, jab, run, jab, jab, jab, run, jab, jab, jab, run, etc.
Doesn't even have to be hit, the same can be applied with blockstun.
Re: Onodera Ren Updated 13/06/'13 Again
#11  June 14, 2013, 05:46:43 am
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I mean canceling run into an attack.
If it's too short, you could do something like jab, jab, jab, run, jab, jab, jab, run, jab, jab, jab, run, etc.

In that case I think 15 ticks is well enough. Her maximum F. Advantage from the run cancelling moves (all 4 standing attacks) is 4, it takes 15 ticks for Ren to cancel her dash into an attack, so I think I'd be safe this way.

     Posted: June 14, 2013, 06:58:05 am

http://www.mediafire.com/?dbbyc9glxd5ba9m

Updated with all of the things you pointed out as well.
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Onodera Ren Updated 06/08/'13
#12  August 07, 2013, 06:02:01 am
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Updated Ren once again!
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Re: Onodera Ren Updated 06/08/'13
#13  January 27, 2014, 12:02:20 pm
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 This time,I made AI patch of your onodera ren , I do would be to distribute this?
I'm sorry my English is poor at...
Re: Onodera Ren Updated 06/08/'13
#14  January 27, 2014, 07:06:35 pm
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This time,I made AI patch of your onodera ren , I do would be to distribute this?
I'm sorry my English is poor at...

Please do it! I would be pleased to see new AI for her. :)
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Re: Onodera Ren Updated 06/08/'13
#15  January 30, 2014, 07:09:49 pm
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Included in Release: AI Patch for Onodera Ren by holn released 30/01/'14
#16  January 30, 2014, 07:16:28 pm
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Thank you for the release! I updated the first post to link people to the patch. I am glad you chose my character for AI.
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Onodera Ren Updated 10/04/'14
#17  April 10, 2014, 06:22:55 am
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Re: Onodera Ren Updated 10/04/'14
#18  April 10, 2014, 06:44:34 am
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Hella. :3
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Onodera Ren Updated 10/04/'14
#19  April 10, 2014, 07:10:47 am
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Interesting.. I must test this out right now. :3