In the video I see him instantly recovering and using an attack after being launched to the air. Can somebody explain what happened there?
Some Feedback.
Damage is weird all over. Not exactly what I call MK accurate.
Ok... Fatalities don't work so far.
Comboing is stiff overall, even for a custom style, but it jsut looks stiff.
His standing hitbox is as thin as a toothpick.
Also, LOL infinite priorities on every attack.
When Scorpion retracts his spear, it hits the opponent, but doesn't spear the opponent though, just hits him.Oh by the way, the spear is spammable if it misses. So if it misses and finishes the whole animation that cans till hurt you, he can launch it again without penalty.
Oh by the way, he has loads of invincibility frames in start-ups of his moves.
lol i lol'd so hard at that.. ur feedback is horrid no offence...1.. thats apart of the move.. wen have u ever seen a proper scorpion retract the spear in the first place lol.. hahahaha don't say nothing about mk accurate wen u haven't really got a clue on how scorpion plays... yes there is some minor bugs to this char.. but damn dude.. lol ppl already said it has NEW moves.. and bleed is already aware of all the minor bugs.. all the bugs will be fixed on the release of his project type scorpion lol whoever found this found a very OLD version.
Here's the latest version of Scorpion for Mugen1.0
http://www.sendspace.com/file/pevhbk
I'm not sure what you mean about the fatalities not working, I don't have any problems with them.
Toasty = U,U,HP At jump distance
Mob = F,F,D,U,Run At jump distance
Stretcher = DF+HP+LP at close distance
Spear Decap = Any spear special that catches the enemy. This one only works against my Scorpion right now.
Infinite priorities on every attack, is again because that's the way MK has it. I got some video footage of MKTrilogy with the collision display on, so that's what I was working with when trying to get some stuff like UMK3. If this is a problem I can add the blue collisions where the Red ones are.
The spear in the custom mode is made to work that way, catch on the way out and hit on the way back.
The spear chains are slow enough so it can be countered easily, what moves are spammable? I'm countering it consistently, maybe non MK characters have trouble with it?
Invincibility frames on startup of moves I'm not sure what you mean, which ones are you looking at?
The air recovery is normal air recovery like kfm. He just has a custom state for it that changes the animation and landing. The move can be toned down.
As for the bugs... this is a real pain, I fix all the bugs as I run in to them but new ones show up no matter what. I just have to keep fixing them as they become known.
I liked the Scopion POwww friendly was , Show ! Just think that they should make the sprites of the character even ,with sprites different XD
;D :sugoi:
What stage was it messing up on?
It sounds like a problem with the stage boundary, I've noticed some stages have the limit set far from the edge of the stage so Scorpion can't reach it for the wall slam. I can set a timer on the carry like Raiden, that should take care of this problem.
The move doesn't fit Scorpion?
What if that carry move was changed to something like a tackle, or maybe once he hit the enemy it works like the MK9 throw, where he drops the guy and just pull the spear back?
I haven't made an intro or ending vs Sub Zero, but I did get a special sequence with the spear, where Sub will catch and freeze it.
This is for my Sub Zero though, and I haven't converted him from MKP to Regular mugen yet. The conversion for Scorpion was pretty much a complete remake, I think all that's left from MKP are some old sprites and a few actions.
http://www.youtube.com/watch?v=Y9mVCgQj6gc&feature=channel_video_title
The sound clip for the spear pull is ok I guess, If I can get a copy I can add it.
(http://i225.photobucket.com/albums/dd155/GM123456/Scorpion_UMK3_3dFinal_stance.gif)
She will be in 640x480 resolution? I hope so!
She'll be for 640 x 480
Scorpion is a she? o_O
She will be in 640x480 resolution? I hope so!She'll be for 640 x 480
Scorpion is a she? o_O
Sorry. I use Google Translator. My English is not very good and I reviewed the text before sending it :-\Yeah, I thought so. Nevermind. Don't want to be rude.
I was told there was some fee back on here, so I'm curious to see what's up.
Some things to clear up though, the default mode is totally custom. I'm not making a copy of any game with that one, just trying to be creative.
The UMK3 mode, I will never get that perfect, what I can do is get a general feel for it. I know it's way off, but over time with tweaking It can be more accurate.
On what critique I have so far.
Damage is weird because It hasn't been set. What I have so far is a base setting that every move is using, then it changes with damage scaling. That was increased earlier today, so overall less damage. What did 50% before does more like 25 or 30 now.
I'm not sure what you mean about the fatalities not working, I don't have any problems with them.
Toasty = U,U,HP At jump distance
Mob = F,F,D,U,Run At jump distance
Stretcher = DF+HP+LP at close distance
Spear Decap = Any spear special that catches the enemy. This one only works against my Scorpion right now.
Combos look fine to me, maybe you just aren't used to them?
I'm using a buffer system to get the timing I want to matter when you do the command. The commands are done by input of the next attack during the previous one, same as 3D fighters. Only the special 2 in 1's are using the movehit as the trigger.
The hit boxes are thicker now, I made them thin before because that's what they look like in MKT. It makes some combos miss, so I changed it back yesterday.
Infinite priorities on every attack, is again because that's the way MK has it. I got some video footage of MKTrilogy with the collision display on, so that's what I was working with when trying to get some stuff like UMK3. If this is a problem I can add the blue collisions where the Red ones are.
The spear in the custom mode is made to work that way, catch on the way out and hit on the way back.
The spear chains are slow enough so it can be countered easily, what moves are spammable? I'm countering it consistently, maybe non MK characters have trouble with it?
Invincibility frames on startup of moves I'm not sure what you mean, which ones are you looking at?
The air recovery is normal air recovery like kfm. He just has a custom state for it that changes the animation and landing. The move can be toned down.
Thanks for the critique, I'll try to fix some of these issues. This seems to be the only place I get any real feed back on the problems.
Hopefully I can get an new version uploaded soon, I already fixed a bunch of bugs on it since the last post on youtube, but I'll have a look at the things mentioned here before posting a new link.
As for the bugs... this is a real pain, I fix all the bugs as I run in to them but new ones show up no matter what. I just have to keep fixing them as they become known.
Sorry to speak for bleed, but he said he isn't making any more MKP characters, but he does plan on doing many more MK chars.
And BTW, besides bleed's (fantastic) work there are a few other pretty fair MK chars, like an Ermac by pneophen.