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Hakumen v2.0 (Read 45205 times)

Started by Vinnie, December 09, 2020, 02:35:53 pm
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Hakumen v2.0
New #1  December 09, 2020, 02:35:53 pm
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Last Edit: February 08, 2022, 05:42:34 am by Ichida
Re: Hakumen by Ichida
#2  December 09, 2020, 03:00:55 pm
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thanks, another author taking up ohmsby style :) nice to have in a tag match
Re: Hakumen by Ichida
#3  December 09, 2020, 05:27:11 pm
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[youtube]https://youtu.be/VxSH9S7bNyQ[/youtube]
DL: https://drive.google.com/drive/folders/1hOmIa6IxVfZp23P6wDk32HClJH8JzCNN

Seems alright, though i do have a lot of feedback.
- QCF+AB (Shippu) does low damage.

- He appears to be lacking Zanshin,
his Reversal Action from BB Tag,

- And Fuumajin,
the anti-projectile barrier that appears when he hits a projectile attack with his sword.

- QCB+C (Yanagi) lacks the counter barrier FX during the dash,
& can be done without using any meter.
(It was an EX move in Cross Tag.)

- Akumetsu is only a normal strike attack when it's comboed into in Tag.
otherwise, it's a counter super, like Yukikaze.

- Also, Yukikaze's super pause occurs after a successful counter in Tag,
not during the counter startup.

- Hakumen's special canceling requires a stock of meter for everytime he does it in BBTag.
2 stocks if it's an EX move.

- Hakumen can't jump cancel any of his air normals.

- Hakumen can't use any air specials during his dash hop.

- Hakumen can air dash after a double jump,
which your not supposed to be able to do.

-Nor are you supposed to be able to do ground normals
during his dash hop.

- Shippu & Yukikaze give meter back.
Re: Hakumen by Ichida
#4  December 09, 2020, 05:34:13 pm
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Wow! Impresive character. I hope you continue with more Blazblue characters. Thank you very much for your work.
Re: Hakumen by Ichida
#5  December 09, 2020, 09:51:05 pm
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WWWWWWWHHHHAAAAAAATTTTTT?!

First Ilovemyself does this, now You? I can die happy now XD
He who is brave is free! - Lucius Annaeus Seneca
Re: Hakumen by Ichida
#6  December 09, 2020, 10:14:09 pm
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It was a matter of time before they would do a Hakumen char in the style of BBTAG, and so far it turned out well, I'm going to try it.
Re: Hakumen by Ichida
#7  December 09, 2020, 11:14:47 pm
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Re: Hakumen by Ichida
#8  December 10, 2020, 03:57:44 am
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[youtube]https://youtu.be/VxSH9S7bNyQ[/youtube]
DL: https://drive.google.com/drive/folders/1hOmIa6IxVfZp23P6wDk32HClJH8JzCNN

Seems alright, though i do have a lot of feedback.
- QCF+AB (Shippu) does low damage.

- He appears to be lacking Zanshin,
his Reversal Action from BB Tag,

- And Fuumajin,
the anti-projectile barrier that appears when he hits a projectile attack with his sword.

- QCB+C (Yanagi) lacks the counter barrier FX during the dash,
& can be done without using any meter.
(It was an EX move in Cross Tag.)

- Akumetsu is only a normal strike attack when it's comboed into in Tag.
otherwise, it's a counter super, like Yukikaze.

- Also, Yukikaze's super pause occurs after a successful counter in Tag,
not during the counter startup.

- Hakumen's special canceling requires a stock of meter for everytime he does it in BBTag.
2 stocks if it's an EX move.

- Hakumen can't jump cancel any of his air normals.

- Hakumen can't use any air specials during his dash hop.

- Hakumen can air dash after a double jump,
which your not supposed to be able to do.

-Nor are you supposed to be able to do ground normals
during his dash hop.

- Shippu & Yukikaze give meter back.



- Shippu: The skill doesn't deal low damage, the projectile is. AFAIK, It's a close-range move so the enemy have to stand not too far from Hakumen to get the full damage. The wave itself deals very minor damage. Let just say 100% is a full damage of the move. The projectile only does 15% damage and all the rest is from Hakumen. But I guess I should adjust this ratio. Should be 60:40 not 85:15.

- Akumetsu: It always has been a counter-move. But in BBtag, It can actually turns into an offensive move if you use it in mid-combo. Also, Hakumen is absolutely invincible during the skill. Maybe I'd do something about it in the next update.

- Yukikaze: " occurs after a successful counter in Tag, not during the counter startup." ... Sorry, I don't get it. Do you mean the superpause occurs after Hakumen hit the enemy ?

-"Nor are you supposed to be able to do ground normals during his dash hop." Another thing that I don't get. But I'll check it.

That's a couple things I'd like to explain. Speaking of the rest, I'll be taking a look again. Thank you for your response.

this happens with the chars by ohmsby

https://streamable.com/xgi201

Fixed. The problem should be solved in the upcoming update.



Re: Hakumen by Ichida
#9  December 10, 2020, 08:21:46 am
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Yukikaze:
I mean that the superpause occurs when the opponent’s attack hits the red barrier,
& during when Hakumen does the windup animation before the counter slash attack.

It’s pretty late for me right now,
so i’ll send you a video of what i mean later.
Re: Hakumen by Ichida
#10  December 10, 2020, 09:15:20 am
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Re: Hakumen by Ichida
#11  December 10, 2020, 09:26:28 am
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Yukikaze:
I mean that the superpause occurs when the opponent’s attack hits the red barrier,
& during when Hakumen does the windup animation before the counter slash attack.

It’s pretty late for me right now,
so i’ll send you a video of what i mean later.


Aight. I'd prefer visual instruction than just plain text. Because I haven't played any BB games of the series. So any help would be appreciated.

[youtube]https://youtu.be/VxSH9S7bNyQ[/youtube]





DL: https://drive.google.com/drive/folders/1hOmIa6IxVfZp23P6wDk32HClJH8JzCNN

You'll made other BBTAG characters?

I'd say... maybe ? I'd like to see more BBTAG characters take shape in OHMSBY's style. But I also have things to do in real life. So I may consider that.

Re: Hakumen by Ichida
#12  December 10, 2020, 04:34:23 pm
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Re: Hakumen by Ichida
New #13  December 11, 2020, 01:27:28 am
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whit, is this auto CNS i see
Last Edit: February 18, 2023, 09:34:53 pm by SwordmasterZack
Re: Hakumen by Ichida
#14  December 11, 2020, 09:45:13 am
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Re: Hakumen by Ichida
#15  December 12, 2020, 01:50:40 am
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Pretty fun so far, I am not all that familiar with his moveset but as far as a consistency thing I know with ohmsby's character one thing I noticed is that, normally with their characters you can only perform the instant kill moves once per round on your opponent, which is especially important if like me you use them in a tag game, so the instant kill moves can't be used more than once. Also in training mode, normally when you do an instant kill it resets the training dummy, but in your current version they just permanently vanish unless you restart the round/match. Seems very promising so far, and I look forward to seeing you polish this up more!
Re: Hakumen by Ichida
#16  December 12, 2020, 07:33:50 am
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Hakumen has been updated.
- Balanced Kokujin Shippu's damage.

- Added Zanshin move.

- Yanagi became an EX move and cost 500 power ( a meter ) to use. Added the missing FX of it.

- Akumetsu fixed. Now it became a counter astral move and an offensive move (but in mid-combo only).

- Yukikaze's super pause will now occurs after a successful counter.

- The Power cost issue when canceling moves has been fixed.

- Fixed an error when Hakumen couldn't jump cancel any of his air normals.

- Fixed an error when Hakumen can't use any air specials during his dash hop.

- Fixed a couple of hitboxes which didn't register. Slightly adjusted them for a little bit to make it more flexible to link the attacks.

- Hakumen will no longer be able to perform dashes after double jump.

- Fixed an error when Shippu & Yukikaze give meter back.

- Updated new Google Drive link. You can redownload him now.

This is my lastest update on Hakumen. Any feedbacks will be appreciated.
Last Edit: December 12, 2020, 07:39:15 am by Ichida
Re: Hakumen by Ichida
#17  December 12, 2020, 11:15:37 am
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good update, but here's some needy feedback I noticed

- taunting will actual reset the burst meter after usage

- the last hit after 5AAA if you're real close to the opponent it goes through them (Ground only)

- If timed right, his D, DF, F, b and then crouching 5B becomes an infinite

Debug related
- Hakumen displays state 106: changed to invalid action 106 after a back dash

- Hakumens start of Astral Heat displays state 3300: has no helper 3311
He who is brave is free! - Lucius Annaeus Seneca
Re: Hakumen by Ichida
#18  December 12, 2020, 11:54:36 am
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good update, but here's some needy feedback I noticed

- taunting will actual reset the burst meter after usage

- the last hit after 5AAA if you're real close to the opponent it goes through them (Ground only)

- If timed right, his D, DF, F, b and then crouching 5B becomes an infinite

Debug related
- Hakumen displays state 106: changed to invalid action 106 after a back dash

- Hakumens start of Astral Heat displays state 3300: has no helper 3311

All fixed. You can redownload it now. Feel free to take a look at anytime.

At first, I made his Zantetsu ( D,DF,Fb ) could link with any normal attacks. Since the damage should be decreased thanks to the damage scaling mechanic and I didn't allow AI to do so, I thought it could be fine to leave it there. Otherwise I should take a look at it in the future if It causes too many troubles.
Re: Hakumen by Ichida
#19  December 12, 2020, 03:54:22 pm
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what you need to cheer up are these:

-adjust the speed effects of the sword.
-"Yo you wanna learn how to do a fuckin' infinite?" -Ironman
https://streamable.com/s68rgi
Re: Hakumen by Ichida
#20  December 12, 2020, 06:35:44 pm
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Whhhhaaaaaaaatttttttt?! it's rare someone been editing Hakumen. Boy, I'm glad there is an actual good Hakumen!
Re: Hakumen by Ichida
#21  December 12, 2020, 06:42:29 pm
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Hakumen has been updated.

This feels much better.
...Although i did notice another issue, namely involving the forward throw:
it can only be done while Hakumen is doing his hop dash,
unlike in Cross Tag.

He can also cancel Zantetsu into crouching B (2B),
something he also can't do in Cross Tag, to my knowledge.
Re: Hakumen by Ichida
#22  December 13, 2020, 02:49:43 am
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what you need to cheer up are these:

-adjust the speed effects of the sword.
-"Yo you wanna learn how to do a fuckin' infinite?" -Ironman
https://streamable.com/s68rgi

... Now that's way too much fun. Guess I went too easy on the cancels.
I just took a look back again at those once again and fixed a bunch of them in a row. Hopefully this update will put a stop to this party of madness.
Last Edit: December 13, 2020, 03:12:50 am by Ichida
Re: Hakumen by Ichida
#23  December 13, 2020, 05:50:05 pm
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Feels a lot better already, I hope you can also resolve the issue I mentioned in my previous comment with a future update, as that being inconsistent with all the other similar characters does stick out to me. Keep up the good work!
Re: Hakumen by Ichida
#24  December 22, 2020, 04:20:30 pm
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Hakumen has been updated (12/22/2020)
- Fixed an error where Hakumen can use his Astral move more than once in a match.

The download link is not available now. Are you will uploading a new one?

Yes. He has been updated minutes ago. You can redownload him now.
Re: Hakumen by Ichida
#25  December 22, 2020, 05:19:43 pm
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Hakumen has been updated (12/22/2020)
- Fixed an error where Hakumen can use his Astral move more than once in a match.
Yes. He has been updated minutes ago. You can redownload him now.

Sounds good. I’ll redownload it when i get the chance.
Oh, and one more thing, i can’t remember if i mentioned this before,
But Hakumen’s 5BB isn’t supposed to do the Kisshu ground dash
& the Enma upper in the same button press.
In Cross Tag, 5BB does the Kisshu ground dash by itself,
& then you press B again after that to do the Enma upper.

EDIT: Oh, also Zanshin also has an variant that he can use in mid-air in Cross Tag:
https://streamable.com/d6t4hw
Re: Hakumen by Ichida
#26  December 23, 2020, 05:08:44 am
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Hakumen has been updated. (12/23/2020)
- Added Zanshin (air).
- Fixed an error where 5BB automatically switched to 5BBB when enemy is near.
- Adjusted Throws's hitboxes.
- Fixed an error where enemy doesn't vanish after Astral move.
Re: Hakumen by Ichida
#27  December 23, 2020, 05:46:20 am
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Re: Hakumen by Ichida
#28  December 23, 2020, 06:10:30 am
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Re: Hakumen by Ichida
#29  December 23, 2020, 09:07:26 am
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You can ask help to OHMSBY about effects for Astral Finish, if you want.

He doesn't use effects ripped directly from a youtube clip of the game.
Re: Hakumen by Ichida
#30  December 23, 2020, 11:11:46 am
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He doesn't use effects ripped directly from a youtube clip of the game.

Hmm. I remember I didn't rip anything from Youtube for my characters. In fact, I didn't even try to do it once in my life. I'm a sprites user, collector and recycler, not a maker.
Re: Hakumen by Ichida
#31  December 23, 2020, 02:24:54 pm
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Hmm. I remember I didn't rip anything from Youtube for my characters. In fact, I didn't even try to do it once in my life. I'm a sprites user, collector and recycler, not a maker.


I was talking about Hazama... and I discover that I post in the wrong topic. XP

About Hazama, Evilpp has ripped Astral Finish video for his Hazama years ago.
Re: Hakumen by Ichida
#32  December 23, 2020, 04:13:35 pm
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I only had a look through the video, and the combo system looks like something that I can only best describe as "spaghetti".

My recommendation is to spend a little more time and care in programming the behavior. There is still plenty of work to do to get him out of the oven, the character is substantially "under-cooked".
Re: Hakumen by Ichida
#33  December 23, 2020, 07:42:55 pm
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Re: Hakumen by Ichida
#34  December 24, 2020, 12:25:44 am
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I'd take Vans word for it; the guy is one of the greatest MUGEN devs of all time. When he drops advice he knows what's up.
UMT Season #2 - 2nd Place
UMT Season #3 - 1st Place
CvS2 vs POTS Season #1 - 1st Place
NorCal Crab Battle CvS2 - 2nd Place
Re: Hakumen by Ichida
#35  December 24, 2020, 05:39:38 am
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My little feedpack

https://streamable.com/pgvy3v
https://streamable.com/wcgxdy
https://streamable.com/sa6lrr
https://streamable.com/4xjix6
https://streamable.com/3bq08y
https://streamable.com/upymlm
https://streamable.com/c1xbmd

But you need visit Dustloop
https://www.dustloop.com/wiki/index.php?title=BBTag/Hakumen

Since I haven't played BBTag yet, I'd like to raise a question.
The Fuumajin projectile appears when he does a specific move or it appears after he cut down a projectile from enemy ?
Re: Hakumen by Ichida
#36  December 24, 2020, 05:56:10 am
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My little feedpack

https://streamable.com/pgvy3v
https://streamable.com/wcgxdy
https://streamable.com/sa6lrr
https://streamable.com/4xjix6
https://streamable.com/3bq08y
https://streamable.com/upymlm
https://streamable.com/c1xbmd

But you need visit Dustloop
https://www.dustloop.com/wiki/index.php?title=BBTag/Hakumen

Since I haven't played BBTag yet, I'd like to raise a question.
The Fuumajin projectile appears when he does a specific move or it appears after he cut down a projectile from enemy ?

This I got from Dustloop:
Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If another projectile connects with it, the 91 frame count down is reset.

That Hakumen projectile normally appears in LP and MP.
Last Edit: December 24, 2020, 05:59:36 am by Kamui_Kanjai
Re: Hakumen by Ichida
#37  December 24, 2020, 06:05:43 am
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My little feedpack

https://streamable.com/pgvy3v
https://streamable.com/wcgxdy
https://streamable.com/sa6lrr
https://streamable.com/4xjix6
https://streamable.com/3bq08y
https://streamable.com/upymlm
https://streamable.com/c1xbmd

But you need visit Dustloop
https://www.dustloop.com/wiki/index.php?title=BBTag/Hakumen

Since I haven't played BBTag yet, I'd like to raise a question.
The Fuumajin projectile appears when he does a specific move or it appears after he cut down a projectile from enemy ?

This I got from Dustloop:
Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If another projectile connects with it, the 91 frame count down is reset.

That Hakumen projectile normally appears in LP and MP.

I get what Dustloop is trying to say. In fact I have taken many references from this site to make characters in the first place. It seems like the projectile only appears whenever he hits an enemy projectile.

Another thing I find it kinda cryptic is that when I test it with Yukiko's fans, he cannot cut them. Instead, They just can be hit with projectiles, but not helpers nor enemy himself/herself . Which mean normal attacks can't trigger those fans to fall down. Thinking that I might do some experiments with HitOverride.
Re: Hakumen by Ichida
#38  December 24, 2020, 06:27:44 am
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My little feedpack

https://streamable.com/pgvy3v
https://streamable.com/wcgxdy
https://streamable.com/sa6lrr
https://streamable.com/4xjix6
https://streamable.com/3bq08y
https://streamable.com/upymlm
https://streamable.com/c1xbmd

But you need visit Dustloop
https://www.dustloop.com/wiki/index.php?title=BBTag/Hakumen

Since I haven't played BBTag yet, I'd like to raise a question.
The Fuumajin projectile appears when he does a specific move or it appears after he cut down a projectile from enemy ?

This I got from Dustloop:
Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If another projectile connects with it, the 91 frame count down is reset.

That Hakumen projectile normally appears in LP and MP.

I get what Dustloop is trying to say. In fact I have taken many references from this site to make characters in the first place. It seems like the projectile only appears whenever he hits an enemy projectile.

Another thing I find it kinda cryptic is that when I test it with Yukiko's fans, he cannot cut them. Instead, They just can be hit with projectiles, but not helpers nor enemy himself/herself . Which mean normal attacks can't trigger those fans to fall down. Thinking that I might do some experiments with HitOverride.

rather precision is required to counterattack the projectiles (like those of Yukiko or Nu-13) it is like the Parry of SF3, I have not used Hakumen either, except that I had a few challenges from BBCS and I know more or less than he can do (Although in each version it has been the poor guy who nerfed it without end). Another thing, Shippu is a charged attack.
And it can also counterattack the grabs (For some reason)

https://streamable.com/kx5kth
https://streamable.com/l3plkx
Last Edit: December 24, 2020, 06:39:14 am by Kamui_Kanjai
Re: Hakumen by Ichida
#39  December 24, 2020, 06:41:36 am
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rather precision is required to counterattack the projectiles (like those of Yukiko or Nu-13) it is like the Parry of SF3, I have not used Hakumen either, except that I had a few challenges from BBCS and I know more or less than he can do (Although in each version it has been the poor guy who nerfed it without end). Another thing, Shippu is a charged attack.


Alright, thanks for letting me know. For a guy who haven't experienced the game, your posts helped me a lot.
Speaking of Fuumajin, it should be looked like this, temporarily.

[ https://streamable.com/72hyvi ]

Re: Hakumen by Ichida
#40  December 24, 2020, 11:42:53 am
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Did Hakumen got another update again?
Re: Hakumen by Ichida
#41  December 24, 2020, 01:02:20 pm
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Did Hakumen got another update again?

You can check the first post of the topic. Meanwhile, Hakumen won't be available for a while. Some updates and maintances need to be done on him. I'll keep everyone updated. Once he's ready, I'll let you know.
Re: Hakumen by Ichida
#42  December 24, 2020, 01:52:06 pm
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Re: Hakumen by Ichida
#43  December 24, 2020, 09:02:57 pm
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Oh yeah, there is one thing I want to ask you. Doesn't matter if this important or not. Do you ever thinking to make special interaction with OHMSBY Character?
Re: Hakumen by Ichida
#44  December 25, 2020, 10:54:11 am
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Hakumen has been updated. (12/25/2020)
- Added Fuumanjin.
- Reworked on the damage system. ( Base damage and counter damage )
- Shippu now is chargeble.
- Hakumen now can link his skills together, but he will lose power for it depending on the type of skills. (500 unit of power for a normal skill and 1000 for an EX skill)
- Fixed an error where his j.B doesn't push the enemy away in the air.
- Adjusted all of the hitboxes, also updated his 5A and 5B to be able to cut through enemy's projectiles.
- Adjusted his animations, making him less stiff.
- Adjusted his collision boxes.
- Fixed a bug when some of his "get-hit" sprites were "missed".

Do you ever thinking to make special interaction with OHMSBY Character?

I'd say... possibly ? Because interactions have to come from both characters. If I do but OHMSBY doesn't then nothing is gonna happen. I'd consider this If I could ask OHMSBY about it. But prolly not right now because I know that he had some stuff needed to be done, and so did I.

Edit: A quick update has been done on Hakumen.
- Fixed a bug where Hakumen performs 4A rapidly but doesn't hit the target.
- Adjusted hitboxes.
Last Edit: December 25, 2020, 03:44:46 pm by Ichida
Re: Hakumen by Ichida
#45  February 24, 2021, 06:30:25 am
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Hakumen has been updated. (02/24/2021)
-Fixed all incorrect attribute flags.
-Fixed an error where Hakumen couldn't cancel his grabs.
-Holding Up while Hakumen is in the air will no longer trigger the 2nd jump.
-Fixed an error where Hakumen didn't blink blue when canceling Distortion Drives.
-Fixed an error where Hakumen could perform Distortion Drives and Astral Heat when the round ends.
-Fixed an error where the enemy's sprites "disappeared" after getting hit by Zanshin.
-Fixed an error where Hakumen lost only one meter after canceling his normals.
-Fixed an error where Hakumen couldn't taunt after using is Astral Heat.
-Increased Hakumen's health.
-Fixed Akumetsu's color effect.
-Added Hakumen's quotes.
Re: Hakumen by Ichida
#46  February 24, 2021, 06:51:02 am
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Hakumen has been updated. (02/24/2021)
-Fixed all incorrect attribute flags.
-Fixed an error where Hakumen couldn't cancel his grabs.
-Holding Up while Hakumen is in the air will no longer trigger the 2nd jump.
-Fixed an error where Hakumen didn't blink blue when canceling Distortion Drives.
-Fixed an error where Hakumen could perform Distortion Drives and Astral Heat when the round ends.
-Fixed an error where the enemy's sprites "disappeared" after getting hit by Zanshin.
-Fixed an error where Hakumen lost only one meter after canceling his normals.
-Fixed an error where Hakumen couldn't taunt after using is Astral Heat.
-Increased Hakumen's health.
-Fixed Akumetsu's color effect.
-Added Hakumen's quotes.

Alright, looking good.
I'll check out the update tomorrow.
Re: Hakumen by Ichida
#47  February 24, 2021, 07:58:09 am
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Feedback:
-Some of the sword swing effects aren't properly aligned or timed with his attack animations.
-The sword swing effect on Tsubaki and the 2nd hit of Zantetsu is layered incorrectly (The 1st Zantetsu hit looks fine though).
-The swing effects on his jumping attacks doesn't disappear after he touches the ground.
-His standing HA could use a normal ground shockwave and the sound effect used on Terumi's Cleaving Fang/Wagner's Filthy Dog! when it makes contact to the ground.
-Counter message doesn't appear on Yukikaze and the projectile on Kokujin Shippu when hit while attacking.
-The ground version of Agito is missing the jump sound effect.
-The 2nd B command normal is missing the sound effect used on Mai's Juncture.
-The opponent's get hit animation looks misaligned during Yukikaze.
-The 2nd B command normal, Gurren, Yanagi and the successful hit from Yukikaze is missing sliding dust on the end of the animation.
-The super bg on Tengai will go off-placed on stages with super jump.
-Tengai could use a normal ground shockwave when the sword makes contact on the ground.
-The opponent stops sliding suddenly instead of sliding slowly when caught by his dash throw.
-He doesn't blink white when rapid canceling any move.
-He doesn't flash when using Yanagi and EX Tsubaki force breaks (He sometimes doesn't when using EX Renka too).
-Rapid canceling Yukikaze when the opponent hits them when it makes contact, stopping the distortion drive completely and wasting meter.
-Rapid canceling Yanagi when the opponent hits them when it makes contact causes nothing to happen or causes them to go in a get hit animation but no damage taken.
I will still do detail and aesthetic feedback for the rest.
Re: Hakumen by Ichida
#48  February 24, 2021, 02:57:59 pm
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Update time.

Quote
-Various sound effects fixed.
-Various sword and other attack effects fixed.
-Couples of aesthetic details updated.
-Fixed an error where the Counter Message didn't appear on Yukikaze and Kokujin Shippu (wave).
-Fixed enemy's collapsing animation during Yukikaze.
-Fixed an error where Super BGs went off-placed.
-Fixed an error where the enemy stopped midway during his dash throw.

Having no idea why my FF3 didn't register the changes I made on the PalFXs and the rapid cancellations. It went BS for a moment, I tried to modify them once again. Everything went good on MUGEN 1.1 anw.
Re: Hakumen by Ichida
#49  February 28, 2021, 06:36:20 am
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Re: Hakumen by Ichida
#50  March 01, 2021, 11:27:29 am
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Fixed.

Quote
-Fixed an error from Hakumen's Fuumajin
Re: Hakumen by Ichida
#51  March 03, 2021, 05:41:33 am
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Re: Hakumen by Ichida
#52  March 03, 2021, 09:32:20 pm
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Re: Hakumen by Ichida
#53  March 05, 2021, 04:56:38 am
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Re: Hakumen by Ichida
#54  March 07, 2021, 03:03:34 am
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Hakumen recover sound doesn't play

Spoiler, click to toggle visibilty

Last Edit: March 07, 2021, 03:07:02 am by Resentone
Re: Hakumen by Ichida
#55  March 08, 2021, 05:26:04 am
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Hakumen has been updated.
Quote
-Fixed an error where Hakumen's recover sound didn't play.
-Fixed an error where Hakumen didn't blink after canceling his moves.
-Adjusted attribute flags on certain moves.
Re: Hakumen 2.0
#56  May 24, 2021, 04:51:42 pm
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Hakumen has received a big update.
Quote
Gameplay mechanic:
-Fixed an error where his specials could be linked with his Distortion Drives.
-Fixed infinite priority that occured in some of his normals.
-Damage Scaling system revamped.
-Fixed an error where his running throw could shove the enemy down.
-Fixed an error where Fuumanjin's projectile didn't change to alpha form in MUGEN 1.0 platform.

Distortion Drives:
-Shippu's damage rebalanced.
-Added the blinking effect to give a sign if the move is ready to deal charged damage.

Astral Heat:
-Fixed an error where the opponent didn't fall down after getting hit by Astral Heat in Training mode.
-Reworked Akumetsu's effect.
-Fixed an error where FGs didn't disappear after finishing the enemy with Astral Heat.

Other:
-Various aesthetic adjustments.
-Debug errors fixes.
-Small portrait recolored.
Re: Hakumen v2.0
#57  May 25, 2021, 10:56:45 am
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Feeback:
-His intro could use a sound effect where he draws his sword from his sheathe.
-The 2nd attack on his B command normals is missing the dash sound effect (The same one used on your Hazama).
-His air throw doesn't grab the opponent right away as the red hitbox appears late and won't trigger if he's too close to the ground.
-His 5C could use a normal ground shockwave and sound effect (Or the stomp sound used on OHMSBY's Terumi's Cleaving Fang and Wagner's Filthy Dog) when he stomps the ground.
-The sliding dust on Yanagi and Gurren could be a little smaller as it's the size of dash dust (Gurren could also be aligned slightly closer to his front foot).
-The hitspark and guard spark on EX Tsubaki is misaligned.
-Rapid canceling a successful Yukikaze in the opposite direction of the opponent will make himself unable to move or jump after you stop walking backwards.

Overall, I can see your improving well.
I will still do detail and aesthetic feedback for the rest.
Re: Hakumen v2.0
#58  May 30, 2021, 04:51:47 am
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Hakumen has been updated.
Quote
-Fixed an error where Hakumen couldn't move after rapid cancelling Yukikaze.
-Fixed an error where Hakumen couldn't move after his forward dash while holding backward.
-And various of aesthetics adjustment.
Re: Hakumen v2.0
#59  July 14, 2021, 06:02:33 am
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Hakumen has received a big update.
Quote
-New Mechanic: Not Over Yet
  -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round:
  -Immediately Gain 500 Meter
  -Slowly gain meter overtime
  -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense)
  -Only triggers once per round
-New Mechanic: Ultra Dead Angle (Burst while Guarding)
 -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.
-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup
-Stationary, Forward, and air dodges now have less invul time against physical attacks
-Invul time upon air recovery lasts a little longer and control is regained a little sooner
-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)
-Changed default Liedown time to 15 frames
-A red X now appears over the Burst Icon when in a situation where it is not usable
-Added an Invalid Combo Indicator
-General Aesthetic Changes
- Added new mechanic: Guard Reject
  -When the character is guarding an enemy's attack, press "a+b" will immidiately "push" the enemy far away for a distance. This will cost 1000 unit of MUGEN power.
- Added new mechanic: Distortion Drive - Bonus Strike
  -When the "Not Over Yet" mode is activated, sucessfully performing any Distortion Drive will grant the character a random bonus from three bonuses below:
     +Critical: Deal an additional 20% damage on the enemy. This amount does stack with the damage scaling system, preventing the character to be OP in some cases.
     +Panicked: Sending the enemy to the "Panicked" status for a period of time ( 500 ticks ). While the bonus is still activated, if the character get hit by the opponent will have a small chance to dodge the next attack automatically.
     +Contact: When this bonus is received, character will be able to cancel the Distortion Drive without losing any power. So instead of 500, the cost will be reduced to completely 0.
     +Astral Heat Indicator: When the character's power bar is full and the enemy's health is below 1/4, this message will pop up. If Astral Heat is used during that time, the message will disappear and won't show up anymore.
-Updated Japanese voice patch. Please check the first post.
Re: Hakumen v2.0
#60  July 16, 2021, 03:07:48 am
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Hakumen has received a quick update.
Quote
-Fixed an error where the "Invalid" message didn't pop up for player 2.
Re: Hakumen v2.0
#61  July 22, 2021, 03:05:31 am
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Re: Hakumen v2.0
#62  August 10, 2021, 09:55:41 am
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Re: Hakumen v2.0
#63  August 10, 2021, 11:38:17 am
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Fixed.
Re: Hakumen v2.0
#64  August 28, 2021, 10:44:13 pm
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Found some issues with the newest Hakumen you've put out, Heavenfall appears to either absolutely one shot or do literally no damage whether or not Omega Burst is currently active. There's also some slight visual issues that came up by accident, but here's a little clip showing the problems in action.

This is being run on Ikemen GO 97.0, I have a feeling it may be a bug specific to it if not some weird oversight.

https://streamable.com/08b9sm
Discord; ScarletScythe#2103
Re: Hakumen v2.0
#65  August 29, 2021, 06:53:57 am
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Hakumen has received a quick update.
Quote
Fixed an error where damage bug occured in Heavenfall on IKEMEN.
Re: Hakumen v2.0
#66  August 31, 2021, 08:07:56 pm
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It seems the fix did something but the issue isn't entirely gone, I think I know what the problem is after more testing though. Something must be up with the damage scaling of the move, if you combo into it it quickly loses its absurd damage values and becomes what you'd normally expect out of the move. Ultra Burst still seems to entirely negate Heavenfall damage though.

Here's a video once again putting my words into motion, notice the scaling differences as it goes on. Sorry if this is a bother at this point, but just a reminder IKEMEN GO is the version this error is occuring on for me. Haven't seen if it comes up on other versions of MUGEN.

https://streamable.com/xlup6u
Discord; ScarletScythe#2103
Re: Hakumen v2.0
#67  September 01, 2021, 05:29:01 am
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Re: Hakumen v2.0
#68  September 01, 2021, 06:39:47 am
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Can't get him to one-shot anymore so the raw damage issue is fixed, but now the damage scaling is a little too aggressive  on basic ladder combos and makes Heavenfall a worse ender than a normal special for anything after a few hits. Ultra Burst also still seems to make it deal absolutely no damage, here's a video of how it's all acting now.

https://streamable.com/slltzz

Discord; ScarletScythe#2103
Re: Hakumen v2.0
#69  September 01, 2021, 07:34:13 am
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Hakumen has received a quick update.
Quote
Fixed an error where Heavenfall dealt no damage or very minor damage in some cases on IKEMEN.




The bug is fixed for now, but I'm not really sure if it is still happen on IKEMEN. You can try to give him a test again. Nonetheless, feedbacks on Hakumen's damage scaling system have been noted for future changes.
Re: Hakumen v2.0
#70  September 02, 2021, 04:59:07 am
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Bug is absolutely gone now, thanks. Only thing left is the minimum damage is still lower than j.214a but that's really it.

My other feedback I guess I can give is some of the gatlings, jump cancels, and general damage numbers are pretty off. 5AAA and 5AAAA normally cannot go into 2B, and the whole 5B series cannot gatling into 2B. 5BB is a bit too fast, and 5BBB should not be jump-cancellable. 236C however is supposed to be jump-cancellable but it isn't on here.
Here's a video of me in BBTAG with input viewer so you can see the gatlings, and jump cancel attempts in play.
https://streamable.com/rrdhbe

Hakumen's 5A series feels fine considering this is primarily a 1v1 game so it shouldn't hurt so much, but something I noticed is 5A shouldn't push you forward and really makes it hard to cut things without hurting yourself, and it's a decent bit too fast too. 5B should do a good bit more damage as his neutral relies on it and you're not getting much off it normally without meter, when you account for accurate gatlings. 236B is supposed to be much slower and does a ton more damage, and 236C hurts relatively accurately too but the first hit is supposed to be the heavier hitting one, not the second. 236BC when fully charged is supposed to do immensely more damage than here, it does about 70% of your health and in resonance it practically is a killing blow on its own. 214BC is also supposed to be active from frame 1 like his normal counters are. Here's a video so you can see the speed of these moves better, and their original damage values.
https://streamable.com/p6wmrn

If anything confuses you or more specifics are needed I'm willing to help, Hakumen is an extremely special character to the fighting game genre and I'm all for helping making him as polished as can be.
Discord; ScarletScythe#2103
Re: Hakumen v2.0
#71  September 05, 2021, 07:52:43 am
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Hakumen has received several updates:
Quote
-Fixed the timing on some certain attack animations.
-Hakumen's B commands are no longer cancellable to his 2B.
-Increased damage of Zantetsu and EX Renka.
-Damage Scaling System on Distortion Drives revamped.
-Yukikaze now can be triggered from the 1st frame instead of later than the older version.
-Fixed an error where the "Invalid" message popped up in some cases in combat which isn't supposed to be.
-Minor aesthetics adjustments.


Feel free to let me know your feedback here or PMs if you don't mind. I appreciate them very much. As I said before, Hakumen was my very first character to be taken shape in OHMSBY's style and I made him with lots of trials and errors. Ironically, he is the only character that did NOT be made using OHMSBY's template. With that being said, his pressure in the first place was horrendous for me because I haven't even played BBTAG yet. That's why I always look for informations and feedbacks to make him better. So if there is a feedback, regardless of being big or small, I always value them more than ever.
Re: Hakumen v2.0
#72  September 05, 2021, 10:40:42 am
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So far feeling much better and I was actually pretty surprised to see the dial A frame changes, they feel practically 1:1 to BBTAG and that's pretty great so well done there, the new damage values feel almost all on par but I still believe B and j.B should hurt a bit more than they do now, and EX Renka isn't jump cancellable on hit.

2B can gatling into 5A which I'm sure isn't intended, and Gurren, 214B is supposed to have a counterpart for 214A that is slightly faster on startup, less range, and less damage, instead of what we have now which is j.214a but grounded.

There's also an issue with Hakumen's counters in general losing to projectiles in most cases due to them just going through them outright, where in BBTAG if a projectile hits he attempts to grab, or in Yanagi's case, he'll plow through them and grab the opponent, and Yukikaze just activates on them in general. His counters are also supposed to work on grabs too but they seem not to here.

Final bit of feedback for this one, 2B and 2C shouldn't move Hakumen forward at all. Him being a neutral heavy character means moving forward on these moves puts him at some good risk and generally put him more at disadvantage than they help.

Here's a video showing BBTAG Hakumen's 5B damage, 214A alongside 214B, and then a bit on each of his counter's triggers on projectiles.
https://streamable.com/etir54
Hope it helps and thanks for your continuous hard work, once I feel like I need input no more on Hakumen I'll gladly give some feedback on Hazama next.
Discord; ScarletScythe#2103
Re: Hakumen v2.0
#73  September 07, 2021, 05:32:56 am
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Hakumen has been updated.
Quote
-Increased damage of certain attack moves.
-214A now will be a counterpart of 214B.
-Fixed an error where Hakumen's counter moves didn't trigger when getting hit by projectiles.
Re: Hakumen v2.0
#74  September 08, 2021, 06:31:43 pm
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Sorry for the late post, had some weird problems getting back into my account on here, apparently can't do PMs as of right now so another post here will have to do, thankfully though this gave me the time to eventually find an issue with the new Hakumen update at the very least before making a useless post beforehand.

Hakumen's 214A seems to not follow the laws of Hakumen's special into special mechanics, you can go from 214A into 236B for example for absolutely zero meter, and you cannot do any special back into 214A.

214C, Yanagi, still gets slowed down a lot by projectiles and probably needs to retain a bit more speed if hit by one.

Yukikaze when it gets hit by a projectile, isn't supposed to freeze the screen apparently. I had forgotten about this and apparently Hazama's chain counts as a melee in BBTAG so it triggered the melee followup. Here's how it normally looks...
https://streamable.com/2jaquy
Please keep in mind the hitbox here is around the very top of Hakumen's head, you cannot block this but you CAN jump over it.

Hakumen's step dash puts him airborn and lets him double jump out of it, and press buttons like j5a very quickly in pressure because of this. I'll be honest about this, I feel this goes under the two other "issues' I've noticed with your Hakumen that I don't know if they should actually be fixed because they aren't really super busted from what I see and are just fun. Those other two things being you can't normally DP with Hakumen and pick someone up for free, as you can here. You have to special cancel and spend meter normally while here his DP and Yukikaze both let you scoop someone up with a normal.
https://streamable.com/lfgomw
This is intentionally taken from Centralfiction because I believe if you're going to make the counters followup options accurate, the more fun and a pretty fair way to do it is from his source game instead of BBTAG.

You can fix these if you absolutely want true accuracy in your Hakumen, but I'd say they're relatively harmless besides maybe the stepdash issue, which does slow his horizontal movement down a good bit and slightly mess with his neutral.
Discord; ScarletScythe#2103
Re: Hakumen v2.0
#75  September 15, 2021, 06:10:13 am
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Sorry for not being on MFG for a while. I've been pretty hectic with my private life lately.
Speaking of the mentioned bugs, they have been fixed in a row. Please redownload him to prevent bugs and errors.

Changelog:
Quote
-Increased Yanagi's speed.
-Fixed an error where 214A couldn't link to other specials and cost no meter to perform.
-Fixed an error where Yukikaze completely froze the screen when getting triggered by enemy's projectiles.
Demonstration:https://streamable.com/d5h5zi
-Fixed an error where Hakumen could jump cancel during his forward dash.


I decided not to let Hakumen cancel his distortion drives to any of his specials. The reason is because I find it kinda unsettling to do so when both of his distortion drives are good combo-enders. Of course, that's not the case with Yukikaze. But I don't think that letting Hakumen continue attacking after a counter move is a decent modification. So I might just keep it that way. As for Hakumen himself, I'm not really sure if there were some differences were made between the BBTAG version and BBCF version. So I decided to make my own Hakumen that based on the BBTAG version, while still keeping some of the customizations of my own (and OHMSBY's). I'll be checking him and the previous characters again in the future. So if you don't mind, I'd really recommend using PM to contact me for updates to prevent people from reupdating/redownloading my characters again and again.