Yo! Sorry for the late reply! I work Sat-Monday and didn't even notice you posted here until I was told in Discord yesterday after noon =pThank you for trying out Jiren!Quote- For some reason Simul mode completely breaks the character. Players constantly get stuck in custom states and such. At least with 4 JirensI finally threw 4 in there to see what happens and you're right! I'd gotten some reports these would break but thought it was a nothitby or playerpush issue. Which they were at one point too. Since my latest release of V4 I hadn't had any reports they were breaking. The issue is that one of the previous coders used a lot of enemy triggers instead of target triggers. Breaking the moves in simul. I spent the better part of today recoding those parts and it looks like I solved it. Watching 4 Jirens in simul didn't break anything (beside my ears)Quote- Is the forward dash missing because it's a beta, or because he's a grappler? Just asking because I'd vote against the latterIt's because he'd be too OP with forward dashes. His whole kit was made with not having the fwd dashes in mind. He was extensively tested with and without.Quote- "BOY!" and Stomping Crush could use a straight to the ground get hit animation, like in KOF or some of my charsCan do!Quote- Standing light punch Clsn1 might be a bit insaneI can see why you'd think that. Jiren's Lights are Mediums, his mediums are hards and his hards are specials. The clsn1 isn't out of the ordinary for a medium in HDBZ and it's a 8F jab because it follows MP timings.Quote- Destroyer Fist wall bounce is too floatyThis uses the same general wall bounce code used in all chars.Quote- Fire Kick fire effects on the opponent persist even after he's up and runningIf you are thinking the flames should go away after P1 or P2 has control that's not the case with these kinds of attacks in the game.Quote- Drop Kick has statetype = S for some frames after he leaves the ground. Can make him air walk if he's hit out of it- Going with Street Fighter here, Infinity Rush could switch between light/medium/strong versions if you extend it with the respective button- Infinity Rush shouldn't beat crossups- Tidal Wave shouldn't display a 2 hit combo. EX version on the other hand could indicate more hitsI will make these fixes/changesQuote- Same thing with Justice TornadoI didn't notice it was applying 2 hitsQuote- Corner Justice Tornado > Tidal Wave looks like it should be a thing. At the very least with the EX versionsYou have to be in his power mode to do these kinds of combos.Quote- Justice Tornado wall bounce trajectories are not very combo friendlyI'll play around with themQuote- Animation 40 could be one frame longer to help with the 360 commandsThis would have to be applied to all characters as the consensus is they should have a universal timing.Quote- There could be an advantage to charging Defying Glare all the way, like unblockable or guard crush- Defying Glare would look better staying planted in place while absorbing hits- Defying Glare should not hit behind JirenI should be able to apply all theseQuote- I noticed you can't input your own super commands during the opponent's super pausesThat's the only issue the Explodsive Buffering has. I actually solved this issue but it'd take a huge amount of time for me to apply the change. And after the next update of the game comes out I'm moving fully to Ikemen anyway. Which has easier solutions for the issue. So I decided not to waste days on the fix when I'll be moving anyway.Quote- Blazing Storm would have more potential if it did not knock down the opponentI brought this to the team and testers and it was pretty unanimously thought that it'd make the move way too strong.Quote- Colossal Uppercut should not have armor on recovery frames- Maybe add a PalFX to P2 to blend him with the Lv2 Magnetron Rage dome?I should remove that from the LVL1 recovery.I cannot add a palfx to P2 because that dome shares colors with Jiren. It's not always red/orangeQuote- The punching full screen animation in Jiren the Grey is cut towards the bottom in 4:3 aspect ratioYou mean the speed lines?Quote- Could be able to cancel normal attacks into Justice Flex (I love the Arnold pose)Funny enough the initial idea was that it was a special. At that point he could cancel it. But it got reduced to an alternative power charge and I don't think it should be able to cancel as such.Quote- Hellfire is another great ideaI'm glad you liked it! It was tough deciding what that should do. If MUGEN had the ability to poison it'd probably have done that instead. Proximity dmg to the flames.Quote- He regains a power bar after his finishers. Intentional?I tested and I believe you are doing them while in power mode and you have 3 bars of meter.In power mode all finishers no longer cost 3 bars. They cost 2.This is another standard across all characters.Quote- I only bring this up because it's a full game, but, regarding the movelist, LMS is an odd abbreviation for the buttons. LMH is more common. Also, you shouldn't have pictures where strong buttons (red) are to the left of the weak (blue) ones. It's confusing.I'll pass this along to Balthazar!
It's mostly on me for not being up to date with the game. I did hesitate before complaining about SLP, hehe.JustNoPoint said, January 25, 2022, 09:46:16 pmIt's because he'd be too OP with forward dashes. His whole kit was made with not having the fwd dashes in mind. He was extensively tested with and without.Could be the worst dash in the game. It just feels odd without one. But it's just one opinion.JustNoPoint said, January 25, 2022, 09:46:16 pmThis would have to be applied to all characters as the consensus is they should have a universal timing.Just for Jiren, really. And I did not just make that up. I know you're not making a Capcom game, but fire up Alpha or even Marvel VS Capcom and have Ryu and Zangief jump at the same time and you'll see.QuoteYou mean the speed lines?I mean this:https://imgur.com/a/d5ZMscaI couldn't help but play a little bit more when I went to grab the screenshot, so here's a few more things:- Many of his normal attacks hit even after being "reversed" (reversaldef). I don't know if that makes any difference in the full game, but in regular Mugen it means they go through autoguard, parries, etc.- The red aura he gets in anti-projectile attacks is out of sync in the standing medium punch. Some other attacks as well, but only after they connect- His safe fall anim (5200) seems odd and has the landing dust show up more than once
PotS said, January 26, 2022, 09:43:55 amIt's mostly on me for not being up to date with the game. I did hesitate before complaining about SLP, hehe.It's always better to ask if intentional. Many times when I code I'm just speed coding for a short period of time and do stupid stuff.QuoteCould be the worst dash in the game. It just feels odd without one. But it's just one opinion.I had been considering adding it with his config.txtI'll go ahead and do that for the next version. I get I could make it slow and not able to attack out of it. But I really like seeing people use his teleport dash to get in for ground throws and such. Another thought is to have him do his sHP if you input the dash command. It's pretty much his dash equivalent QuoteJust for Jiren, really. And I did not just make that up. I know you're not making a Capcom game, but fire up Alpha or even Marvel VS Capcom and have Ryu and Zangief jump at the same time and you'll see.I believe you. I'll run that by the team. It shouldn't be a big deal imoQuoteI mean this:https://imgur.com/a/d5ZMscaWhat version of mugen are you using. Mine doesn't look like this and neither did Toni's.QuoteI couldn't help but play a little bit more when I went to grab the screenshot, so here's a few more things:- Many of his normal attacks hit even after being "reversed" (reversaldef). I don't know if that makes any difference in the full game, but in regular Mugen it means they go through autoguard, parries, etc.That's right! Keep playing!!!This is because most normals are using a helper for armor. I assume these moves are hitting his helper instead. This is another thing I am considering recoding when we get to ikemen since it makes armor easier. The current method is the standard armor all of our chars use if they have armor. Without making every anim 1 tic frames it's the best we got for MUGEN =pQuote- The red aura he gets in anti-projectile attacks is out of sync in the standing medium punch. Some other attacks as well, but only after they connectProbably needs a ignorehitpause edit: well that's not it. The only thing I can think of is that the root's pause is making it get out of sync. It should be changing to the root's animelemno though so I'm not sure why it'd be getting out of sync.Code: [State 6666, 2] ;this will allow the helper to replicate the same animation than the roottype = ChangeAnimtriggerall = SelfAnimExist(root,Anim) ;prevent debug error on custom animstrigger1 = Anim != (root, anim)trigger2 = AnimElemNo(0) > (root, AnimElemNo(0))value = root, animelem = root,AnimElemNo(0)ignorehitpause = 1Quote- His safe fall anim (5200) seems odd and has the landing dust show up more than onceI'll take a look! Thanks for the additional feedback!
JustNoPoint said, January 26, 2022, 02:29:30 pmPotS said, January 26, 2022, 09:43:55 amQuoteI mean this:https://imgur.com/a/d5ZMscaWhat version of mugen are you using. Mine doesn't look like this and neither did Toni's.That's actually a stage-specific bug, it happens on Mountainside Temple and Training Room but not on HDBZ stages.
JustNoPoint said, January 26, 2022, 02:29:30 pmBut I really like seeing people use his teleport dash to get in for ground throws and such.I hadn't even thought of that. It kind of makes the dash handicap pointless because that move is already better than I imagined his dash should be.QuoteWhat version of mugen are you using. Mine doesn't look like this and neither did Toni's.It's 1.0 and I can confirm jenngra505's post. Probably just need a different postype for the animation.QuoteThis is because most normals are using a helper for armor. I assume these moves are hitting his helper instead.I had a look and it's because of this:Code: [State 200, 1]type = HitDeftriggerall = Var(18) <= 15trigger1 = !MoveContactEvery time you want that condition it should be "!movecontact && !movereversed" instead.QuoteProbably needs a ignorehitpause edit: well that's not it. The only thing I can think of is that the root's pause is making it get out of sync. It should be changing to the root's animelemno though so I'm not sure why it'd be getting out of sync.Code: [State 6666, 2] ;this will allow the helper to replicate the same animation than the roottype = ChangeAnimtriggerall = SelfAnimExist(root,Anim) ;prevent debug error on custom animstrigger1 = Anim != (root, anim)trigger2 = AnimElemNo(0) > (root, AnimElemNo(0))value = root, animelem = root,AnimElemNo(0)ignorehitpause = 1I think the triggerall should be the only trigger. Let it sync every tick.
https://network.mugenguild.com/balthazar/hyperdbz/movelist/movelist.htmlRefresh with F5 if needed, I updated the notation buttons on the movelist main page, now they are ordered from Light to Strong. I think that makes a bit more sense? I did however keep the monniker Strong instead of Heavy, because in the movelist descriptions I refer to 'Strong' versions of moves countless times and I'm not quite ready to replace all of that for every character's movelist just yet!Of course this change won't be present yet in any of the offline versions of the movelist, but it could be in a next big update.Thanks for all your feedback man.
This should hopefully be the final beta update before he goes into 5.1Pretty much all that's left is ai and some special intros.Link to Jirenhttps://network.mugenguild.com/balthazar/hyperdbz/character-info.html?name=JirenAnd if you haven't been keeping up he won COTM for December! If you haven't done so please help support him for COTY!https://mugenguild.com/forum/topics/character-year-2021-195257.0.htmlHuge changelog from last updateSpoiler, click to toggle visibilty-added more safeguards to punch out of screen winpose-fixed invuln/armor on LVL1&2 ColUpper-fixed normal hit air recovery-Added random chance of phone booth for cozy intro-added voices to back turned winpose-added rage winpose-brought back old large Jiren portrait for clown intro-replaced time over anim-added ground fx to superhero landing intro-added sndfx and dust to back throw landing-gave strong normals dedicated call outs like spcials-updated sprites for cozy and suit intro-added new snd to dive from B throw-added a combination failsafe for punch away winpose-added !MoveReversed to triggers-armor aura anim fx fix-lowered big body Jiren down a bit LVL0 finisher-added debris on lvl1 finisher fatality--adjusted mountains on fatality and KO--fixed issues with Jiren not appearing--added dust trail as P2 passes through mountains-updated Punch P2 off screen winpose to work better if chars are too far away-updated huge Jiren head in intro-updated shock sprites-replaced rotated sprites for Storm Shot and removed scaling on their explosions :rollseyes: -replaced sound of 15 degree storm shot firing for lower volume overall-fixed lower placement on some chars during air to ground slam-added cozy and suit intros-improved look of ground tech-glare kills again-fixed issue where ai could interrupt it's moves to attack opponent if they were hit by cHP-removed armor from LVL1 Colossal Uppercut-reduced hitbox of glare a bit in front and behind on non projectile tanked version-Glare and ColUpper2 no longer have pushback when being hit-Tidal Wave no longer counts as a hit when grabs. EX adds more hits as they grind-can move from different strengths when using FISTS-adjusted how Hard and EX 360 wall bounce-added POTS style KD to F+MP and D+HK in air-dropkick set to air on the frame it should be-fixed layering issues on P1/P2 back and ground throws-edited the background for the LVL3 finisher so it no longer can possibly have a gap at top-fixed Jiren disappearing too late and layering of mountain in LVL1 finisher-readded the LVL indicator images-jump start now 5 frames-fixed sound issues with HKD for non HDBZ chars-fixed dmg issue with Get Lost on nonHDBZ chars-fixed issue with armor on Emo Exit start-added grin+wind winpose-added Punch away winpose-LVL3 should no longer work vs helpers-fixed opponent appearing 1 frame before blackout in finisher 0-recoded where mountains in LVL1 finisher spawn-adjusted layering on LVL1 finisher fireball--adjusted when opponent and mountain vanish--adjusted when KO occurs--fixed debug flood on LVL1 fatality-Finisher 2 kills a bit sooner-fixed negative edge on emo entry/exit-fixed Toppo coming in for LVL3 finisher fatality-fixed issue with LVL1 360 setting a limiter on cHP when combo'd into-Giant Clown won't play vs strongman and up in the sky intro-readjusted layering of troopers-added unique final death anim-added SGS DING sound to finisher 3 fatality-finishers destroy helpers if they are caught-fixed repeating snd on fatalities-Toppo has correct colors-covered top of screen for crater bg-punch winpose should no longer trigger vs farmer-fixed lvl1 fatality (again)-fixed emo bars