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Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17 (Read 13744 times)

Started by Cruz, August 08, 2017, 06:29:59 am
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Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17
#1  August 08, 2017, 06:29:59 am
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Hope things feel better now.


UPDATE:
<17.08.17>
 - Adjusted single HCF/HCB commands
 - Changed the command order of Gatling Attack
 - Adjusted Forward and Back Roll's velocity (Matches animation)

Download

 Also there is a Yoko update too.
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Last Edit: August 17, 2017, 06:11:24 pm by Cruz
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#2  August 08, 2017, 06:52:24 am
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very nice updates on clark and yoko!
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"Oh its all happening! Everything that's ever existed is happening at once!"
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#3  August 08, 2017, 07:22:52 am
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Imm just gonna quote myself.

Good job Cruz, I will put him trough his paces later and if I find anything funny I will report back, Thanks for the Yoko updates as well.
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#4  August 08, 2017, 10:19:52 am
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Great job!
Good updates. Testing now!
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#5  August 08, 2017, 07:29:01 pm
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Getting pump up and motivated, with more awesome content. Thanks for your contribution.
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#6  August 08, 2017, 09:28:52 pm
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I finished a copule of arcade mods with him, HE IS FUN. I find that I am pacing myself to the grabs and stuff.
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#7  August 08, 2017, 10:17:25 pm
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He plays smooth as hell, just like a DW styled character is supposed to, good job dude.
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Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#8  August 09, 2017, 12:44:03 am
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the only thing I suggest taking a look at is maybe  adding some armor to some of his EX attacks, or maybe the spin launcher punch to be immune to projectiles that way you can punish a hadouken it will also be easier to get in.

Edit. Or maybe some start up invulnerability on the grabs
As is right now, he can be jabbed out of all of his arsenal.
Last Edit: August 09, 2017, 02:12:06 am by PeXXeR
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#9  August 09, 2017, 03:11:25 am
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- I don't think he needs more armor on his EX moves but I might make EX Mount Tackle invincible on the "attack" part. EX Gatling Attack and EX Shining Wizard are projectile invincible.
With EX Gatling Attack's juggle reset:
  - You can do the Napalm Stretch followup to keep the opponent close to you and bring them to the corner.
  - Or do Mount Tackle to get good damage in but be warned they can still escape the followup.
- I think Frankensteiner will answer that. It's invincible on startup in order to hopefully beat out a situation like that.
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Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#10  August 09, 2017, 03:40:42 am
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ah cool, thanks.
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#11  August 09, 2017, 03:50:19 am
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thanks for share one of my fav chars
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#12  August 09, 2017, 08:32:25 pm
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Nice work Cruz. Thank you.
Re: Clark Still (Rework) + Yoko Update [Divinewolf]
#13  August 10, 2017, 07:53:35 pm
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Thanks everyone!
Clark has been updated with a few fixes.
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Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#14  August 10, 2017, 10:57:39 pm
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Oh nice, thanks for the updates.
Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#15  August 11, 2017, 07:10:21 pm
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Thanks!
After testing them, this is a real good job!
The gameplay is perfect to me.

Only one thing about Clark's EX Argentina Back Breaker.
Opponent spins a little fast when getting thrown.
I'm not that fan of this spinning effect either.
But it might just be me :)

Everything is OK IMO.
Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#16  August 11, 2017, 08:38:51 pm
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Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#17  August 11, 2017, 11:57:20 pm
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A lot better now. Thanks for the revamp of Clark, good job Cruz. :)
Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#18  August 16, 2017, 04:48:34 pm
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Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#19  August 16, 2017, 05:40:30 pm
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There are two Yokos now in your mediafire folder. I can see which one is the newest one, but I think the old one is redundant...
Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#20  August 16, 2017, 09:37:56 pm
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Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#21  August 17, 2017, 03:50:52 pm
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IDK much about Clark, but there are some things that are questionable to me, from a subjective/technical standpoint:

-Is it intentional for his Back Breaker special to combo? The HCF move.
 
-Your single HCF/HCB inputs... They're too lenient and interfere with other commands as you have them now. A lot of times, when I try to do his (hold)B(DB) -> F + P special, I'll get the Back Breaker instead, as my thumb will sometimes slide over down. With a time of 32 tick leniency, couple with this "$B,$D,$F" lenient input, and it's higher than the charge command taking priority over it; More times than not, you'll get it instead. You can also tap back, wait a bit, then do a QCF and still get Back Breaker. For single HCB/HCF motion, I personally do every single input for them, to prevent command conflict like this. I only use the shortcut HCB/HCF inputs for double motions. Perhaps cutting the tick leniency in half(32 -> 16) could rectify this as well. That's just a theory though, as I haven't tried it, though I doubt it.

-Techable special? The tackle maneuver. I can understand this for basic grapple, but to the best of my knowledge, I've never played a game where this was allowed against a char's special grapple. 

-His evasive rolls feel like the vel stops prematurely. Like he's still in the anim of rolling for like his last 2-3 frames of it, though it just stops abruptly, and he's rolling in place.
Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17
#22  August 17, 2017, 06:09:50 pm
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- That is KOF thing where grapplers can cancel into their command grabs and they will still connect. I had to lower the damage of his command grabs due to this feature.

- Just saw that on Jill, so I think it's fixed it now. Here's an example of the new command:
Code:
command = ~B, $D, F, x
time = 32
TO
command = ~B, DB, D, DF, F, x
time = 32
Also Gatling Attack is now ordered much like how KFG's Kung Fu Charge is ordered. (I assume that charge moves must always have priority over motion moves?)

- You can tech his Mount Tackle's followups in the KOF games. It was a unique property that I believe was later removed. (You can't tech this move in KOF XIV?)

- Fixed now, it lasts for a frame longer.

Thanks man! The character has been updated now.
Also I got that win pose glitch to work again with a running jump.
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Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17
#23  August 17, 2017, 07:58:38 pm
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Also Gatling Attack is now ordered much like how KFG's Kung Fu Charge is ordered. (I assume that charge moves must always have priority over motion moves?)

Not really...? I suppose that just boils down to what you find to be more difficult. I wouldn't put a charge command over a HCB/HCF or full circle, though it would go above a DP/RDP and QCF/QCB. 
Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17
New #24  August 17, 2017, 08:07:21 pm
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Last Edit: August 17, 2017, 08:18:02 pm by Cruz