Hello all,Here is the release, took forever as usual with my characters.As always I appreciate any feedback and if someone makes AI patches or Voice patches, feel free to send them my way and I will add them to the download.https://armandojc3.wixsite.com/vyncreations/downloads
+:- 1.1.- Crispy FXs.- Satisfying sparks and hit confirms.- Neat looking Hypers.-:- His normals don't have corner push for some reasons.- A lot of his FXs are not transparent (I'm using 1.1 btw).- SGS is x, x, F, x, z instead of x, x, F, a, z?- Misogi can't be ground-blocked?- His throw has debug floods.- His Light Axe Kick somehow always misses when chained from Heavy Kick.That's all for now as I'm kinda sleepy. He is definitely fancy but gameplay and coding seem rush. Definitely needs a lot of play testing but good job on the FXs.
Here's a new big portrait for him:You should probably save the original for the other version with Lessard and co's sprites.You should probably add a new Ultra aswell (Maybe a Hadouken or somethin') becuase he seems lonely with just the Metsu Shoryuken and SGS.
RagingRowen said, July 17, 2019, 06:41:40 pm You should probably add a new Ultra aswell (Maybe a Hadouken or somethin') becuase he seems lonely with just the Metsu Shoryuken and SGS.Nope, the moveset is as efficient as it is now. Kage isn't the type of characters that will hit confirm a long range Hadouken into another Ultra Hadouken. More Hypers will just make him another souless Ryu edit without any real weaknesses.
Yeah, I feel this the kind of character that would work better against other characters of his style. I tried to play him against PotS characters and he just didn't have the proper System mechanics.
Mr. Giang said, July 17, 2019, 06:39:35 pm- His Light Axe Kick somehow always misses when chained from Heavy Kick.It also misses them chained from his standing medium kick, i will test some morei sent you a PM!!hope this helps outMGMURROW
Macaulyn97 said, July 18, 2019, 12:49:16 amWait, what happened to Lessard's sprites?They're for another version that should be WIP rn.
This looks really nice Thanks for release also found these-His Ryusokyaku doesnt connect from Mid and Heavy strikes(both punch and kick) it doesnt hit-I dont know if this is intentional or not but i can use Kurekijin and cancel into Ashura Zankuu but i cant use Ashura zanku from Ex Kurekijin it only does it when Kage lands to ground it doesnt do that on air like normal version
Mr. Giang said, July 17, 2019, 06:39:35 pm-:- His normals don't have corner push for some reasons.except for all his light attacks and crouching fierce, the rest don't have corner push:the crouching medium punch can sometimes do infinite combo up till 100 hits and moreMr. Giang said, July 17, 2019, 06:39:35 pm-:- Misogi can't be ground-blocked?his misogi is unblockable which should be blockable or maybe it is a buff by vyn? just like he can jump back and do his Kurekijin where he can't do that in sfv?
Spoiler, click to toggle visibiltyhttps://streamable.com/5ptwaA couple things of noteKage has an interesting amount of metergain. This isn't much of an issue until you do things like looping his target combo and Hadouken to EX Hadouken https://streamable.com/r5r1jHis raging demon can be timed out before the move endsRyusokyaku cant combo from anything, EX Ryusokyaku can howeverHis 1 bar super cannot activate unless he has 2 or more barsHe can supposedly link into 8 standing or crouching medium punches before they scaleAnd its not an error, but something of note about Kage is that he can cancel any special into any ex special, its rather neat tbhIn any case Kage is odd but a neat character neverthelessThanks to Fclass for finding most of these
He can do the Dive Kick (down + MK in air) but is not listed in the readme, or at least I couldn't find it
I have seen so much progress on mugen characters over the years, good shit! Kage is one of my mains in sfv.
Very nice char!!But Axe kick can't chain normal attack cancel.I think this problem is very important.
Updated this character, download here as usual:https://www.mediafire.com/folder/a6bepg66b3bcp/Mugen_Characters#byxtb8uasox9f
To be honest with you I liked the old one better. I think you could have both up as they're quite different.Some stuff:- Small portrait is messed up in Mugen 1.0- The new intro is bugged at time 200- The Ryu palettes are a bad idea, I think. Unless you put them further back (I like to put the weirder ones somewhere in slots 7-12)- I'd make the standing hard punches the other way around: long reach by default, short reach if holding back- The "close" hard punch should probably hit as Kage extends his arm- The jumping dust effect is not lined up with the floor- He's too tall (height constant)- The overhead has too much pushback- The taunt voice keeps going if you cancel the taunt- If P2 is close to him during Shakunetsu Hadoken's startup his arm may end up layered on top of P2- Shakunetsu seems very weak all around- Misogi is still a Lv1 super despite the effects and readme- Misogi could do just a bit more damage, even though you can use it from anywhere. On the other hand it probably shouldn't be invincible- Power charge doesn't power charge (only Terry may do this)- Super cancelling his tatsu is weird because he can only do it after the frame that actually hits- Air tatsu is still invulnerable to fireballs during its recovery
My nitpicks:1. It's kinda cheap having his Overhead be cancellable, which isn't meant to be possible in source games.2. I'd recommend removing the poweradd from the Throw attempt, since it can be used as a rather silly way to charge power.3. Hadouken could use a bit more of a cancel window and a slightly longer hitpause, since the cancel timing's currently a little awkward.4. The timing is tight, but you can essentially get an infinite with Heavy Ryusokyaku then HP and so on. I'd suggest adjusting the frame data to not allow that link.5. I would suggest nerfing Metsu Ryusokyaku a bit so you can't use it more than once per combo for cheesy damage amounts.6. Raging Demon's damage could be toned down a bit.That's all I have ATM. He's got hella potential, but is a lil' uncomfortable in places.I kinda miss the Sparks from the original. Very meaty, sharp and Street Fighter-ey. The current ones are a bit too CvS which I understand if you're making things consistent throughout your new chars, but I still miss 'em.I also feel like he lacks the more interesting stuff like Senha Kassatsu and Sekieiken that helped make him more than just the typical shoto.If you want more inspiration, a good idea for Metsu Ryusokyaku would be making it like OMEGA Evil Ryu's Ryukosai.Additions like this could definitely help him stand out.It's still nice to see you back.
I thought you would move your old version to the z2_older versions folder as I want to compare the new version to the old version PotS said, April 27, 2023, 12:40:32 pmTo be honest with you I liked the old one better. I think you could have both up as they're quite different.Some stuff:- Small portrait is messed up in Mugen 1.0his newer characters are mainly for Mugen 1.1 iirc
Thanks pots and raging as always for testing, ill tackle all that stuff this weekend.And yes i will put the old version in the folder as well, no problem.
I'll gladly supply you with some palettes for him if you'd like..I swapped in a different small portrait, I do like the new voice for him ... he feels like he's missing ... something
Nice to see you attend to most of my feedback, but upon checking the update I noticed some more things:1. If you move at the right time, you can make the dust for his Taunt's stomp follow you before it disperses.2. Air Kurekijin makes the opponent fall a bit too fast, which makes the juggle timing a bit too precise to me.3. Metsu Ryusokyaku is half-fixed. You made it so you can't do it 3 times in a row, but you still can if you Super Cancel into each one (E.g. Super, then Hadouken into Super). The timing's precise, but I'm just warning you that it's there and possible.4. Misogi doesn't have a land sound if it misses.He's surely going places, but there's still a few things to nitpick and point out.