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Hazama v2.0 (Read 20530 times)

Started by Vinnie, December 22, 2020, 05:06:39 am
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Re: Hazama by Ichida
#21  January 27, 2021, 05:47:21 am
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Hazama got a new update today.
- Fixed an error where Hazama lose 2 meters when cancelling Eternal Coil.
- Added a few more new palettes.
- Fixed 5A's animation. Rearranged hitboxes and hitsparks.
- Fixed an error where Hazama couldn't throw his projectile in 5B.
Re: Hazama by Ichida
#22  February 04, 2021, 08:28:53 am
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Found a bug, MUGEN crash if you run Hazama on Turn Gamemode after a round ends on MUGEN 1.1 (untested on other versions). first image is 4vs4 Hazama, second one is Hazama on both teams and a random Character. also Animation 5050 and 5090 has the wrong Loop animation (should be 50,60 but in the file it's 40,50)
Spoiler, click to toggle visibilty
Last Edit: February 04, 2021, 09:50:58 am by Resentone
Re: Hazama by Ichida
#23  February 07, 2021, 02:05:14 am
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Hazama got a new update today. (02/07/2021)
- Fixed an error where Hazama couldn't be played in Turn mode.
- Fixed the incorrect looping pattern in some animations.
Re: Hazama by Ichida
#24  February 07, 2021, 11:06:27 am
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Pardon the late response on feedback, I never got around testing your characters until now. Here it is:
-He can air jump when holding up (This was an intentional change OHMSBY made himself).
-The forward dash sound should be the same sound effect used in Mai's Juncture (The sliding dust on the Run Stop should use the sliding sound effect instead).
-The sliding dust on his forward dash is misaligned as it's nowhere close to where his front foot is.
-Effect 626 disappears by a frame and doesn't properly fade away.
-He doesn't slide a little bit when he misses his running throw (He shouldn't come to a complete halt when the animation starts).
-His air throw can't be rapid canceled after it successfully hits after grabbing.
-The sound effect where he sheaths his knife is timed incorrectly on his 2C.
-Rapid canceling the air and running throws right when it makes contact causes the opponent to freeze indefinitely (Can be caused by forward dashing on the ground or air).
-He shouldn't be able to rapid cancel any of his force breaks right when it makes contact with the opponent (There are times where they can be, but grappling moves aren't supposed to).
-His forward distortion drive and the 2nd hit of his B command normals doesn't have a jump sound effect when he leaps.
-Rapid canceling the forward distortion drive will cause the opponent to fall down instead of still launching them in the air (Making rapid canceling this distortion drive pointless as you can't juggle them).
-He's suppose to blink blue when he rapid canceled the last hit of his backwards distortion drive.
-His astral heat, backwards distortion drive and forward/backwards throws have the wrong attribute flags.

Because of the lack of a readme in the character files, it's much more difficult to determine certain moves if I don't know the names of them. I also never mentioned the misaligned effects as they still are and I already heard you said to use 1.1, but that shouldn't even be a thing at all if it was made for 1.0 in mind. On the next update, please add a readme as it's makes feedback easier and to know how to use the character.
I will still do detail and aesthetic feedback for the rest.
Re: Hazama by Ichida
#25  February 07, 2021, 03:24:15 pm
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Hazama has received several updates:
Spoiler, click to toggle visibilty
Re: Hazama by Ichida
#26  February 08, 2021, 01:13:12 am
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Thanks for the putting the readme, now my feedback will be less vague and easier for you to understand. I got some more for this update:
-The counter message doesn't play when the opponent is hit while attacking on the first hit of his B command normals (The part where the snake hook touches them).
-The sound effect where he sheaths his knife is still timed incorrectly on his 2C (If you pause and rapidly press scroll lock, you can notice it's plays during the 7th frame and should've play on the 11th one).
-The forward/backwards throws should launch them with some slight direction instead of completely up.
-The effect on Eternal Coils of the Dragon Serpent share the palfx when rapid canceling.
-Rapid canceling Serpent's Infernal Rapture should use 500 meter because it's used during a distortion drive.
-Devouring Fang and Rising Fang effects don't properly appear (I still need to mention it anyway).
-The effect on the last hit of his A command normals is misaligned (Same with the previous one).
-The hit spark and guard spark of his 2B and the 2nd hit of his B command normals is misaligned.
-Bloody Fang should make the opponent slide a little bit instead of coming to a complete halt.
-While air dashing, he is unable to use his air throw until the animation ends.
-There is no normal ground shockwave when the opponent hits the ground the from his Hungry Coils (Pretty sure it's this force break with the name as the readme doesn't clarify which is the ground or air as it shares the same input with EX Flying Sickle Thrust).
-EX Flying Sickle Thrust can be spammed in the air (You can easily lose your whole meter by doing this mistake).
-Attempting to rapid cancel anytime on Serpent's Infernal Rapture after the first hit will make the opponent "fall down" automatically (Because of this, you can't perform air combos as the rapid cancel interrupts it).
-Somehow, I got the opponent stuck and unable to attack using one of his moves on them (I can't replicate it exactly which one but I think it has something to do with one of the force breaks).
-For some reason, the opponent recovers when he touches on the ground after being hit by Serpent's Infernal Rapture (Training should only do that when his recover is turned on, not automatically).
-Even though it was adjusted, when you do a running throw and it misses, he should not come to a complete halt until the animation ends.
-Using the running throw on certain characters such as OHMSBY's makes the opponent missing frames.
-Hungry Darkness of 1000 Souls causes the opponent to disappear instead of falling down unless the opponent does any basic attack (Even though it isn't possible in an actual match, it's mostly for testing when used on Training).
-None of the attribute flags have been changed, here are the moves that need to be:
1. Hungry Darkness of 1000 Souls should be (H) instead of (V).
2. Forward/backwards throws should be a rope instead of (V).

I like how to added landing dust on the forward dash, I actually never thought of it that way and it works perfectly. You can keep the sliding dust at the end as is as it's looks like it's coming from his hand instead.

Hakumen also doesn't have a readme, I'll provide feedback for him once you do. I don't want to sound vague with it again like I did with Hazama. The reason I didn't test the character right away when it was released is that I was testing for OHMSBY and would've missed certain pieces of feedback such as the attribute flags, the same goes with him.
I will still do detail and aesthetic feedback for the rest.
Re: Hazama by Ichida
#27  February 09, 2021, 04:03:51 pm
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Update time.
Spoiler, click to toggle visibilty
Last Edit: February 09, 2021, 04:08:54 pm by Ichida
Re: Hazama by Ichida
#28  February 10, 2021, 06:17:35 am
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Update time.

Sweet. I'll test it out later when i get some free time.
By the way, i know this doesn't really have anything to do with the characters,
but i think you should probably find some other place to host stuff other than Google Drive.

I've been hearing reports of Google's glitch automated A.I system locking people out of their Google accounts,
& Google "Support" giving automated/no response(s) when they try to have it fixed.

This recently happened to the devs of Terraria, who cut ties with Google as a result:
https://www.siliconera.com/terraria-stadia-canceled-over-disabled-accounts/
Re: Hazama by Ichida
#29  February 10, 2021, 03:58:10 pm
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Re: Hazama by Ichida
#30  February 24, 2021, 03:43:52 pm
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Hazama has received a small update.

Quote
-Fixed an error where Hazama could perform an 'infinite' by mashing B.
Re: Hazama by Ichida
#31  May 14, 2021, 06:41:36 pm
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Hey could you please update that Hazama and Hakumen.. i need English voice want change for?
Re: Hazama by Ichida
#32  May 15, 2021, 06:44:57 am
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Hey could you please update that Hazama and Hakumen.. i need English voice want change for?
The English voice patch for both of them is already attached to the character file. You can go the .def file, look up for the line that said "sound   =  Hazama.snd", change it to "sound   =  HazamaEN.snd" for English. Or just keep it there if you prefer Japanese.
Re: Hazama by Ichida
#33  May 15, 2021, 09:22:01 am
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Oh.. i see... you have my thanks Ichida
Re: Hazama v2.0
#34  July 14, 2021, 12:02:03 pm
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Hazama 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: Hazama v2.0
#35  July 15, 2021, 12:52:57 am
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Small thing that no one hasn't really noted yet, but Hazama's text win quotes are still Terumi's.
I dunno what to put here for a signature.
Re: Hazama v2.0
#36  July 15, 2021, 02:34:24 am
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Feedback:
-The sound effects on his 2B needs to be rearranged (700,1 should play on the 11th frame and 700,2 on the 6th).
-Shadow Serpent has no upward momentum, causing the animation to cancel if the move is done too close to the ground.
-The snake head on Hungry Coils disappears once it makes contact with the opponent.
-The throw effect and chains on Hungry Coils are layered behind him.
-The old air dash effect on Bloody Fang needs to be slightly bigger (Similar size to Hakumen's Gurren).
-The EX spark feels bugged as the animation cuts off in the middle of his force breaks.
-Serpent's Infernal Rapture could use large sliding dust when he leaps in the air.
-The opponent's get hit animation on Eternal Coils of the Dragon Serpent still feels stiff as there's no shaking during each of the hits.

This is what I found after the new update (And a few I missed).

Edit: This applies to all your characters, not just Hazama. But any of them playing on player 2's side has their invalid message aligned off screen. Thought I mention this as OHMSBY recently fixed that in all of his characters.
I will still do detail and aesthetic feedback for the rest.
Last Edit: July 15, 2021, 03:41:06 am by ZolidSone
Re: Hazama v2.0
#37  July 15, 2021, 04:20:34 am
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Hazama has received an update.
Quote
-Fixed Hazama's victory quotes.
-Added sliding dust to Serpent's Infernal Rapture.
-General Aesthetic Changes.
-Fixed an error where the "Invalid" message didn't pop up for player 2.

-The opponent's get hit animation on Eternal Coils of the Dragon Serpent still feels stiff as there's no shaking during each of the hits.

With this, I switched from "p2stateno" to "Targetstate" and the results didn't seem to change much. I think that I might just keep it that way because it's somehow doesn't affect to the gameplay mechanics much.



Re: Hazama v2.0
#38  July 15, 2021, 05:59:32 am
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With this, I switched from "p2stateno" to "Targetstate" and the results didn't seem to change much. I think that I might just keep it that way because it's somehow doesn't affect to the gameplay mechanics much.
That's fine, just thought it would look better if the opponent doesn't look completely still while being hit. May have mentioned it before on previous feedback, but I don't remember.

Also, I seem to found small bugs regarding mostly the B command normals:
-I just noticed the snake head when used while standing doesn't fade anymore (Was this intentional so when the 3rd hit connects, it won't make it reappear again all of a sudden? I can understand if that's the case).
-The chain and the snake head shares the palfx when rapid canceling.
-Any version of the B command normals can be rapid canceled even if it doesn't make contact with the opponent (All it needs is for the snake head to touch the wall or the ground).
I will still do detail and aesthetic feedback for the rest.
Re: Hazama v2.0
#39  July 15, 2021, 12:05:21 pm
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Got them fixed. Please redownload Hazama again.

Was this intentional so when the 3rd hit connects, it won't make it reappear again all of a sudden.
Yes. It was made intentionally to be like that.
Re: Hazama v2.0
#40  July 19, 2021, 04:04:59 am
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