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VS. STYLE DEBUTS Presents: JEDAH DOHMA (Read 12524 times)

Started by ShinZankuro, October 22, 2016, 08:18:33 AM
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VS. STYLE DEBUTS Presents: JEDAH DOHMA
New #1  October 22, 2016, 08:18:33 AM
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From Majingen[And the crappy demon baby god LOL], to the VS. Style Debuts :D

a SPECIAL Halloween gift for everyone!

JEDAH DOHMA!!!!!!!!!!





Finally updated him at the point he is now a whole new char. New mechanics and new things. Should thanks everyone who downloaded the old version of him, and at same time, saying sorry for delaying A LOT for updating him. RL is a bitch, you guys already knew it.

So, please as much I can request, be fun with that character! Hope you guys enjoy it :)

DOWNLOAD?: HIEEEHAHAHAHAHAHAHAHWHUWHAHAH!!! :DOWNLOAD!!


Spoiler: README, MOVELIST AND CREDITS (click to see content)



Spoiler: OLD VERSOPM AND README (click to see content)

- Any suggestions for conversions? Look on my thread and have fun! :)
- Want to commission me for a artwork? Just come here
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Last Edit: August 29, 2017, 11:24:47 PM by ShinZankuro
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#2  October 22, 2016, 08:23:24 AM
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Thanks man, glad to see you're back at making Vs. Style characters.
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#3  October 22, 2016, 08:31:52 AM
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Fuck yes! This is exactly i was hoping for. An updated version of Jedah. The wait was worth it, even after at least a year ago, and i am not gonna complain about that, since his gameplay will be much better. :)
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#4  October 22, 2016, 08:39:40 AM
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Two years, to be exact X''D

Hope you enjoy, and have sure the wait was worthy :)

- Any suggestions for conversions? Look on my thread and have fun! :)
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#5  October 22, 2016, 08:49:34 AM
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Great improvement with Jedah, my friend! :D

A suggestion for Prova Di Siervo: the effects during the slam should be slightly smaller... and blood-coloured. ;)
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#6  October 22, 2016, 08:53:14 AM
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Noting your suggestion, my friend! The slam I can reduce with a scale coding.. I just need to make the explosions to have the blood colors XD

Thanks the feedback man! :D

- Any suggestions for conversions? Look on my thread and have fun! :)
- Want to commission me for a artwork? Just come here
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#7  October 22, 2016, 09:51:49 AM
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Noting your suggestion, my friend! The slam I can reduce with a scale coding.. I just need to make the explosions to have the blood colors XD

Thanks the feedback man! :D

And an another thing about Ira=Piano: the blades around Jedah should release a blood effect. You could use the Dio=Sega's disappear effect.

About Anima=Laceratta, it should be similar to Trish's hyper move in MVC3: when the blade is launched, it should follow the opponent.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#8  October 22, 2016, 04:51:34 PM
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I was waiting for this guy to get updated myself, and I'm definitely not disappointed. Just a couple of things worth noting:

-When you use Dio=Sega in the air, the blades get launched before he throws them in the animation.
-If you KO with Provia=Di=Servo, the contract will still be there, but the enemy go into their lay-down pose, rather than looking like they were still in the contract.
-The spinning blade on Orrore=Nero is a bit too close to Jedah, in my opinion.
-Anima=Lacerata's spear portal thing will be behind his sprite when it should be over his sprite and a bit away from him, if that makes any sense.
-Crouching MP has almost no pushback.

Edit: Update on the Provia=Di=Servo thing, I'm not sure if this is a 1.1 thing or not because it doesn't happen against himself, but using Provia=Di=Servo will cause the enemy to fall..and keep falling. Right through the floor xD
Last Edit: October 22, 2016, 05:11:03 PM by Project.13
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#9  October 22, 2016, 06:28:08 PM
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Whaaat? :v
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#10  October 22, 2016, 06:44:29 PM
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I was waiting for this guy to get updated myself, and I'm definitely not disappointed. Just a couple of things worth noting:

-When you use Dio=Sega in the air, the blades get launched before he throws them in the animation.
-If you KO with Provia=Di=Servo, the contract will still be there, but the enemy go into their lay-down pose, rather than looking like they were still in the contract.
-The spinning blade on Orrore=Nero is a bit too close to Jedah, in my opinion.
-Anima=Lacerata's spear portal thing will be behind his sprite when it should be over his sprite and a bit away from him, if that makes any sense.
-Crouching MP has almost no pushback.

Edit: Update on the Provia=Di=Servo thing, I'm not sure if this is a 1.1 thing or not because it doesn't happen against himself, but using Provia=Di=Servo will cause the enemy to fall..and keep falling. Right through the floor xD


Noting your suggestion, my friend! The slam I can reduce with a scale coding.. I just need to make the explosions to have the blood colors XD

Thanks the feedback man! :D

And an another thing about Ira=Piano: the blades around Jedah should release a blood effect. You could use the Dio=Sega's disappear effect.

About Anima=Laceratta, it should be similar to Trish's hyper move in MVC3: when the blade is launched, it should follow the opponent.



Thanks for the feedbacks! After readed it, I put my efforts to work on this issues, and I finally fixed all of it! :D

Now, Anima=Laceratta has the sprpriority fixed and Orrore=Nero will travel the screen like Trish's Round Harvest :D

EDIT: Also added different slam sparks for Provia=Di=Servo :D

Download on the same link on first post!

- Any suggestions for conversions? Look on my thread and have fun! :)
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Last Edit: October 22, 2016, 06:58:11 PM by ShinZankuro
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#11  October 22, 2016, 07:11:12 PM
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I can't wait to see Leilei and Pyron updates too :)
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#12  October 22, 2016, 08:21:47 PM
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I've got a small bug with him:
When making an air block, Jedah stays in the block animation and starts moving backwards. I can't get out of that until the opponent hits him.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#13  October 22, 2016, 08:26:40 PM
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/\

Fixed! Thanks for the feedback :)
 [It was a conflict between the guard states on my common1 and the guard states from the char cns]

Just redownload him :D

- Any suggestions for conversions? Look on my thread and have fun! :)
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#14  October 22, 2016, 10:32:43 PM
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#15  October 22, 2016, 10:42:16 PM
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Thanks for the infos Memo ;D

That site can be useful especially for getting hitbox infos for normals and specials. Although I don't like much "lots of green boxes", who could make the move looks kinda strange in FF XD

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#16  October 22, 2016, 10:45:01 PM
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Thanks for the infos Memo ;D

That site can be useful especially for getting hitbox infos for normals and specials. Although I don't like much "lots of green boxes", who could make the move looks kinda strange in FF XD

the green boxes aren't important, those are just push boxes maybe if mugen updates
And incorporates push boxes then lol they can be useful

lui

Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#17  October 22, 2016, 11:05:44 PM
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green boxes are default boxes that take place if there is no regular bluebox present.

essentially they function like blue boxes
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#18  October 22, 2016, 11:08:29 PM
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I see... When I was working on some characters, there was some movements who have a LOT of green boxes. At the end of the begin action, the character looks kinda weird with that lot of green boxes XD [That's why I normally put my efforts to make a more regular get hit boxes for all frames]

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#19  October 22, 2016, 11:28:15 PM
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green boxes are default boxes that take place if there is no regular bluebox present.

essentially they function like blue boxes

In mugen yes, I use all green boxes in my chars but in capcom games those are the player push boxes
And since mugen doesn't have push boxes (for now I hope) those can be ignored when creating
A mugen char
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#20  October 23, 2016, 01:45:37 AM
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Sorry for the break in convo, but two things I noticed and another kind of nitpick.

-Dio=Sega doesn't have blocksounds.
-On the note of sounds, Jedah doesn't have a land sound either. Could argue that he doesn't need one cause he floats, but still worth mentioning =P

The nitpicky thing is that HK feels weird. I mean, it was slower and knocked back in source, but it doesn't here. Doesn't give it the powerful feel it did in DS, but you don't have to change it if you don't want to. Just my own two cents.

Edit: Orrore=Nero doesn't have block sparks.
Last Edit: October 23, 2016, 02:18:50 AM by Project.13
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#21  October 23, 2016, 02:03:03 AM
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Kinda odd but.. Is there a land sound sfx on VS games? At least on MvC and MvC2 I don't remember to hear a foot step after landing O_O

Dio=Sega blocksounds was fixed :D

About the HK, the slasher weapon.. Well, normally on VS games, they adapts some moves to be ''nerfed'' compared to the source games. Also this was necessary to make raves/ground combos possible. Since some normal moves who could be potentially knock down moves was adjusted... Until I can remember, knock down normal moves are only the crouching HK on capcom crossover games[I don't remember now if TvC, MvC3 and later crossover games started to apply the regular mechanics on their core].

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#22  October 23, 2016, 03:00:07 AM
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the energy on my house stopped working for a moment. Reuploaded him with all fixes I did until now.

Download on same link ^^

- Any suggestions for conversions? Look on my thread and have fun! :)
- Want to commission me for a artwork? Just come here
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#23  October 23, 2016, 05:08:46 AM
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Orrore=Nero still doesn't have blocksparks. Also, Nero=Fatica feels weird in the sense that he strikes the blood bubble six times before slashing it with his scythe, but the hit counter goes to three before kind of just zooming to nine after the second hit. I also feel like for a better flow, the nail stab should be the third hit where whatever his LK is supposed to be should be the second.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#24  October 23, 2016, 06:18:56 AM
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Fixed the blocksparks ,and adjusted Nero=Fatica with your suggestions!

Thanks again P.13 :D

Download on the same link!

- Any suggestions for conversions? Look on my thread and have fun! :)
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#25  October 23, 2016, 06:28:10 AM
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Now I feel bad because I just noticed that Orrore=Nero gives back power xD Hopefully that's the last thing though.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#26  October 23, 2016, 06:30:17 AM
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/\ Fixed now also xD

Thanks again haha >D

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#27  October 23, 2016, 07:10:15 PM
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I might be bad at this myself xD Jumping LP, LK and MK don't have block hitsounds. Also, noting that the Vs. Series is a lot more fast-paced than the other Capcom fighters that the characters are from, I don't think there should be a pause after each hit in Jedah's HP. On that note, maybe lessen the pause between the blade spin and then Jedah dragging the opponent into hell-or-whatever during Finale=Rosso?
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#28  October 23, 2016, 08:16:48 PM
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- Added AI
- Adjusted some pausetimes on some moves (Thanks again Project.13, for the feedbacks! :D)
- Added blocksounds on aerial basic moves


Download on same link! :D


EDIT: Reuploaded again, because the file was missing the readme, added again!

- Any suggestions for conversions? Look on my thread and have fun! :)
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Last Edit: October 23, 2016, 08:25:25 PM by ShinZankuro
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#29  October 23, 2016, 08:46:08 PM
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I was actually asking if you could reduce the time between Jedah's spin and him pulling the opponent down during Finale=Rosso. Also something I just caught is that the blade spin during Finale=Rosso doesn't have any sound, but when he does the spin during Ira=Piano, it does.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#30  October 23, 2016, 09:31:24 PM
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You know what would be cool? If, when finishing the enemy with Provia di Servo, instead of letting the enemy fall, the contract stays there with the enemy in it.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#31  October 23, 2016, 09:39:47 PM
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You know what would be cool? If, when finishing the enemy with Provia di Servo, instead of letting the enemy fall, the contract stays there with the enemy in it.

Like on original Vampire Savior? But I don't know if it's possible on mugen because on the source game, a "clone" of the dead character stays on contract while a soulless body falls on ground

I was actually asking if you could reduce the time between Jedah's spin and him pulling the opponent down during Finale=Rosso. Also something I just caught is that the blade spin during Finale=Rosso doesn't have any sound, but when he does the spin during Ira=Piano, it does.

Hmmm, let me check it....

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#32  October 23, 2016, 11:07:32 PM
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- Fixed sound on Finale Rosso spin start :D
- Adjusted pausetime on the same move

Thanks again² to Project.13 for feedbacks :D

Download on same link!

EDIT: Reuploaded again with new select portrait :)


EDIT 2: Increased speed between Finale=Rosso spin success and the hand trap activation :D

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Last Edit: October 23, 2016, 11:15:54 PM by ShinZankuro
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#33  October 24, 2016, 06:51:01 AM
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A few more things I caught and think should be mentioned after a bit of consideration, mainly for balancing and what not, but one thing that needs to be looked at.

-You can't cancel HP into Dio=Sega unless you use Dio=Sega on it's own, or cancel Dio=Sega into one of the other normals.
-Orrore=Nero launching the opponent up and away on the final hit can open them up to some pretty insane combos, including some that involve another Orrore=Nero. Maybe it should just launch them straight away and closer to the ground.
-On the note of Dio=Sega, it seems a little too big and too close to Jedah, especially in the LP version. I'd also suggest adjusting it so the spinning blades aren't IN the ground.
-Ira=Spinta is a little cheap, thinking about it. It's a fast command grab with a simple motion. I'd suggest slowing it down a bit and making it a half-circle motion rather than a reverse DP.
-Also, just a bit of a suggestion on a perspective kind of thing. Maybe instead of Jedah's taunt being the exasperated sigh, have it just be the smirk from his winpose?
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#34  October 24, 2016, 07:09:41 AM
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/\ Gonna look into it :)

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#35  October 24, 2016, 07:38:21 AM
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- Adjusted basic raves[basic combos]
- Adjusted Dio=Sega size
- Adjusted also Orrore=Nero to not send the enemy so far high
- Changed Ira=Spinta to "F,DF,D,DB,B + Kick" [That's on readme also :) ]


I only didn't changed the taunt because it's from source game [And as far I can remember, taunts doens't change from source games to Crossovers]

Download on first post! Thanks again³ to Project.13 :)

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#36  October 24, 2016, 07:43:44 AM
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Well, Morrigan's did slighty change, I think? In MvC1, her taunt was adjusted so Lilith appeared in it, and she formed different "clothing" in a sense. Blonus since she's also a DarkStalkers character =P
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#37  October 24, 2016, 10:07:18 AM
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Tested. I like him so much! :D

One last feedback/suggestion about Nero=Fatica: the version that you realized it should be applied only to HP version. For LP version, Jedah should attack only with the scythe, instead the MP version should be the ES version of Nero=Fatica in Dark Stalkers.

About Prova=Di=Siervo: you could add two or three slams.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#38  October 24, 2016, 05:30:52 PM
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Good suggestion! I should need to apply it. For a strange reason when I tried to make the other versions of Fatica the code was turned mess [It was hard coded]

For Prova=Di=Servo, I really want to add more slams. :)

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#39  October 24, 2016, 05:48:46 PM
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So this is something I came across just by happenstance, but if the enemy is killed by the very last spear of Anima=Laceratta, the hyper KO bg won't show up.

Edit: Also, in addition to crouching MP into standing MK being pretty much impossible, you can only cancel HP into Dio=Sega on the first hit, and only occasionally. I doubt that's intentional.

Edit to the edit: Only noticed this because I KO'ed with it and the slow down helped me see it, but the blood bubble during Nero=Fatica seems to disappear a bit early, like almost just before it seems like it should. Maybe delay the bubble a few ticks or frames or whatever it's called? xD
Last Edit: October 24, 2016, 05:59:27 PM by Project.13
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#40  October 24, 2016, 07:03:33 PM
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First issue fixed :)

Nero=Fatica shield timing was fixed also :D

About the crouching combo, it's more because of the fact all characters[or almost the majority] normally can link crouching moves to launchers

Download on same link! :)

EDIT: Thanks to Gladiacloud, I was managed to add more action to Prova=Di=Servo :D

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Last Edit: October 24, 2016, 07:09:48 PM by ShinZankuro
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#41  October 25, 2016, 03:09:47 AM
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HK is actually kind of unsafe now. Not just on block, but even on hit. The opponent has more than enough time to hit you once the HK is over, even after they've been successfully hit with it. Sure, the problem can be "alleviated" by just canceling a special or a hyper after it, but still lol I remember your older Jedah had HK being identical to the DS source and it was able to chain and everything else just fine.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#42  October 25, 2016, 03:27:06 AM
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Hmmm, about HK, I think just adjusting the ticks on that animation could fix it.

Let me check it :D

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#43  October 25, 2016, 04:08:28 AM
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Micro update!

- Adjusted HK speed animation.

- Also I made HK to be a somewat "knock down" move, like certain basic moves from MvC games :)

Just download again, same link :D

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#44  October 25, 2016, 05:42:19 AM
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So, I actually thought of an idea for a Level 3 at the cost of kind of scrapping Provia=Di=Servo and Finale=Rosso, because it combines the two. I hope you don't mind my interjection.

It starts off like Provia=Di=Servo, but the hand is much larger and when it slams down, it slams the enemy through the ground and into Hell. Jedah floats down with his arms crossed and says something [I guess you can decide what he says lol] and the hands start to stab at the opponent slowly before growing in speed with Jedah laughing the whole time before they pop back out of the ground.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#45  October 25, 2016, 05:44:32 AM
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Hey, that's actually a nice idea.

And seeing this I can imagine a re-edited animation using Abyss III form titanic hand from MvC2. That's a nice thing to see on a future update :)

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#46  October 25, 2016, 07:04:14 AM
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There's obviously gotta be some kind of balancing for it though. If it's going to work like Provia=Di=Servo at the beginning, then it's going to have a long start-up or be unblockable. Unless it's done similar to Dormammu's Dark Dimension, where it's fast but the initial hit can only be blocked low, but in Jedah's case if it connects then it triggers the cutscene of what I described.

Also trying to think of a name for it. I don't wanna be generic/lazy and just fuse the names of Provia=Di=Servo and Finale=Rosso lol
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#47  October 25, 2016, 07:15:58 AM
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Obviously it should need to have a italian ominous/demonic theme name.

Something like I did with the two new hypers I converted to this Jedah [Orrore=Nero - Dark Horror and Anima=Laceratta - Slashed/Dilaccerated Soul]

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#48  October 25, 2016, 07:48:21 AM
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How about Cremisi=Eclisse? According to Google Translate [Lol] it's what Crimson Eclipse translates into Italian.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#49  October 25, 2016, 07:51:40 AM
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"MAJESTOSO" [Majestic in italian LOL]

Great name!! :D

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#50  October 25, 2016, 07:57:26 AM
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Genuinely pleased that you like the name and the idea of the attack ^^
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#51  October 25, 2016, 08:10:11 AM
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I will definitely consider it to be his "Omega Combo"[Special unique Level 3 attacks, who only few characters on my project have].

I will study how I could code it and potentially edit some animations from Abyss hand who could fit very well with the hand trap attack :D

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#52  October 25, 2016, 08:14:09 AM
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Glad to hear it. You think it's gonna be difficult to make it so the Abyss hand is the same color or similar to the other blood effect colors in Jedah's palette?
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#53  October 25, 2016, 11:43:59 PM
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Quick but very special update!

- Added a new spin-dizzy animation! Thanks to Chamat for that animation! You ROCKS!! :D

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#54  October 27, 2016, 02:49:10 AM
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Orrore=Nero has just a bit too long of a start-up time now, though. Can't zig-zag chain into it anymore.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#55  November 01, 2016, 04:45:03 AM
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Here it is, as i promise. :)
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#56  November 01, 2016, 05:25:07 AM
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Great video, my Friend :D :D

Thanks again o/

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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#57  November 02, 2016, 12:01:41 AM
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#58  November 17, 2016, 03:21:16 AM
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Great Release bro
HIDDEN BOSS
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#59  November 17, 2016, 03:22:56 AM
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Thanks man! I'm surprised there's still people downloading him actually XD

- Any suggestions for conversions? Look on my thread and have fun! :)
- Want to commission me for a artwork? Just come here
- Donations is welcome