Since you updated T.Hawk again, can you replace the hitsparks sounds into the ones in PotS's own characters? For some reason, BahamianKing has hitsparks sounds have an echo effect to them and feels very jarring. If you listen carefully, you can hear it. Hope this can be changed.Okay, done and updated.
T.Hawk was one the characters that needed an update and probably would never have an official one, so thanks for that.
If you or y'all have any suggestions for similar edits, throw em' at meh!How about Blair and Poison by DivineWolf?
throw em' at meh!
When you say Warusaki's Zangief, do you mean Varo's? Waru's is CVS2 style though I know there was one PotS edit of it.
How about an update to victory's Mr Karate with cvs sprites and AI? that would be awesome.Of course it needs a lot of work and it is just my suggestion.
Roberts intro against Ken is broken in simul,not sure if its your version or the original robert was like this.
How about an update to victory's Mr Karate with cvs sprites and AI? that would be awesome.Of course it needs a lot of work and it is just my suggestion.
Varo's Blanka has a serious problem with the commands, I had to edit it to make him playable. Take Vega by Froz for example, or any character that need to charge buttons, Blanka's commands were too hard to execute. Also some of his sprites have default color even when you select another palette. His supers have a bit of delay on the Anim that I also had to change, it's very easy to block them.The main problem with varo's Blanka is that it's essentially Gal129's Blanka in a POTS styled template. In that sense it's pretty much a Frankenstein's monster of a character, because some things came from Descolor and H too.
I could update his Asura (Buckus' version) to have the sounds, more PotS FX and a Power Charge.
I could update his Asura (Buckus' version) to have the sounds, more PotS FX and a Power Charge.You might also want to fix the SGS glitch where when his opponent guard his SGS, it miss which is actually suppose to be unblockable
How about an update to victory's Mr Karate with cvs sprites and AI? that would be awesome.Of course it needs a lot of work and it is just my suggestion.
How about an update to victory's Mr Karate with cvs sprites and AI? that would be awesome.Of course it needs a lot of work and it is just my suggestion.
Totally on it, i've made his suggestion my own, along with Cyborg/Shotoborg and Evil Ryu from the same author bro.
Alright, here's a tease of the upcoming edit:
He'll have some gameplay adjustments, not excluding the adjustments to the FX and etc to make it closer to PotS style, for example: the Counter FX, Jump Land FX and a Level 3 Portrait of course.
I've yet to replace the Guard Breaker with the Power Charge and I'm not sure whether or not I should bother with adding Custom Combo. I'd add MAX mode but it woudn't be very effective with the lack of EX moves, that is unless I added some myself.
I've also added some custom voice samples becuase the Voice was just Oni's SF4 voice with one or two God Rugal samples.
https://streamable.com/nldkb
Yeah, I was considering that stance, because it felt too focused on Rugal to have the God stance when he should be centered between him and Akuma.
Also, I'm still concerned about the Mr. Karate thing. When "Totally on it" do you mean you're onto editing him?
Damn you're really on fire bro. :)
[youtube]https://www.youtube.com/watch?v=NEtcA2H3sF8[/youtube]
Yeah, i did a video of Akito since he gains such a great improvement from your updates.
I'm ready a video testing the other edits/updates (Choi, O.Rugal, Robert and T.Hawk).
All of them are great! I'll test Eagle, Tizoc and Goenitz later. Keep 'em coming Rowen!
I made a couple of simple fixes to his SFF, mainly fixing a few stray and out of place colors in his sprites and idle animations, as well as giving him a better portrait since the one you included was very pixelated by comparison. I also included a few extra palettes, one of which being a new default palette.
http://www.mediafire.com/file/ccenwmtz7vvaz3h/Goenitz+Fix+%2B+Palettes.rar
I hope you don't mind this.
Well it was an easy way to get a KO becuase it wouldn't happen when he threw down the opponent.Try having it Target the life a little later in the animation.
A little late again since I missed it and forgot, but I should mention when you edit one of R@CE AKIR@'s characters, you should change the landing effect to the white circular one which PotS's and Infinite's own characters use since his characters are the only ones that he never changed it on.
Also I think your port would look better with the Motion Blur effect like what I put.I don't know It might have to much saturation or something I'm looking at the Todoh picture you posted the colors seem off. a bit.
Gui you may have to change the link in your vid aswell.
You really dont play about those landing FX do ya? Lol The newer stuff has it changed but the older stuff doesn't. I havent taken the time to update them but its been years since I touched them thoI know, I wasn't serious on aesthetics feedback back in the day. That's why I never told you about it before. You're more than welcome to not update them and spend your focus on your newer works instead. I'll let RagingRowen or anyone else know to update them instead whenever they fix up your works.
[State -1, Power Charge]
type = ChangeState
value = 730
triggerAll = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Power < const(data.power) && !var(20)
trigger1 = ctrl && Power < const(data.power) && Power < PowerMax && !var(20)
trigger1 = !InGuardDist && P2BodyDist x >= 160 && Random < (50 * (AILevel ** 2 / 64.0))
Ok, I updated Robert's AI so he doesn't do the Power Charge problem and etc.
Ok, I updated Robert's AI so he doesn't do the Power Charge problem and etc.
He's still Hit or Miss though, at least when I tested him against Jmm's Ryo.
Ok, I updated Robert's AI so he doesn't do the Power Charge problem and etc.
He's still Hit or Miss though, at least when I tested him against Jmm's Ryo.
Well I'll be changing the super finish text and fixing some stuff like the Gaia Press.
Some other quality tweaks will be done too.
Also any update on your Igniz?
The first one is Mr. Ansatsuken's Ryu, changing some stuff to make him more up to date, adding stuff like the usual Backwards Roll and updated sounds (most notably his Run's).is it possible to adjust his hadoukens (all of the hadouken command) able to execute repeatedly without showing some of the punch animation sometimes? like this:
Whose' version is that?Mr. Ansatsuken's Ryu and this version is for Mugen 1.0
Also for the sake of consistency, I'll be editing the 1.0 version.
Whose' version is that?Mr. Ansatsuken's Ryu and this version is for Mugen 1.0
Also for the sake of consistency, I'll be editing the 1.0 version.
I didn't know ShinSmoke's Ryu until I just check him out and yup, that is the hadouken execution that I mentioned. If possible can you apply it to your Ryu?
Do you mean ShinSmoke's Edit? Becuase I checked his and he has the hadouken stuff you mentioned.
If I may offer a personal opinion, I consider Shinsmoke/Mwrly's latest edit THE official and original Pots Ryu, and Mr. Ansatsuken's edit as more of a spin-off as a OP every-single-move version. I agree with most and suggest you base your personal edits from the Shinsmoke/Mwrly version, carrying on from that.
Other news, next edit is gonna be Memo's Terry Bogard (Latest Version).
Is Vanessa the latest version ? Because there was alot of leaks and the version i have seems to be infinite styled with color seperationNo its not, ask Mark85(Mete), the leaker. Should have the newer one as well as some others. Should be more updated than those from Mugen Archive, less work for you.
;===============================
;=== LEVEL 3 SUPER SELECTION ===
;===============================
; Value chosen selects the Super
; 0 = Power Stream
; 1 = Rising Beat
; 2 = Rising Force
; 3 = Trinity Geyser
;
; Var(40)= D, DF, F, D, DF, F, 2p
; Var(41)= D, DB, B, D, DB, B, 2p
[State 5900, D, DF, F, D, DF, F, 2p]
type = VarSet
trigger1 = 1
v = 40
value = 1
[State 5900, D, DB, B, D, DB, B, 2p]
type = VarSet
trigger1 = 1
v = 41
value = 2
Hi! First congratulations! You’re making an awesome job with your edits!
I am very happy with your plans about my and Ranza’s Zero.
If you want, i have an updated version, unreleased but still beta.
PM me if you’re interested!
I will likely be using Mr Karate's Beta.Alright then, since Mr. Karate decided to send you his updated beta as I didn't expect him to originally. But since it's unreleased, there's no telling what he has done to it and only you could tell. I hope in his beta, he removed all of the MvC2 related stuff and fixed the stuff I did on my edit. I thought you haven't started it yet, so I asked.
The problem is that I'd already started editing another version of him not too long ago.
I haven't recieved his beta yet.Ahhh, that explains why the weird PM. Also, I found this video on RamzaNeko's WIP topic and is the last known progress he shown about him:
Well if I'm correct Gui has Cody in the works.
Anyways be sure to give feedback on Vanessa, and that includes y'all reading this.
Fine, I did a quickie on him:
- Fixed Zero Counter
- Removed Electro Stage Interaction.
- Removed clone from Level 3 Super Pause.
- Added Modern Land FX.
- Changed Super Jump and Projectile hit sounds.
https://mega.nz/#!L2h2jCpZ!BkMlBY6Kmif7lyhqxQqVbdoP2OKQgtA5kNVYXboRjXM
If you are still willing to edit him, go ahead.
I think I saw on SwaggaKings' channel that Varo_Hades is doing a Cody with Dampir's sprites. I'm not where he'll be available though.
No need to “update” my scraps, because I do, I’m active.Are you planning to release them outside of fullgame environment?
Wouldn’t it be wiser to edit the characters of creators who are no longer active?
Or at the very least, actually learn how to update the characters beyond cosmetics?
You aren’t going to update say DW’s characters better than he.
No need to “update” my scraps, because I do, I’m active.
Gui santos needs content for his channel, doesn’t actually seem to keen on “updating” anything unlike the rest of you.
You even say it yourself, that "you don't want to wait for that" yet what are you doing now Swit? Suggesting work for someone else to do while you do what? I'm suggesting you learn yourself so you can have good content. None of my stuff is private fyi. How do you have all these edits in the first place? Where were you when I tried doing this the cvsu way, which 99% of these edits come from? I am wrong at thinking you guys actually want better content, only thing I can apologize for. You are okay when the bare minimum. You think my intent is negative, but I want better for you, maybe the reason I bust my ass to bring you something of quality, but nooo its not a Gui edit/update/release. Keep thinking that small minded a## way of thinking. You only think like that if you do nothing yourself, as if creators must abide by your whims.No need to “update” my scraps, because I do, I’m active.Are you planning to release them outside of fullgame environment?
To be honest if I can choose between your ancient edits (2016/2017) updated to work correctly in mugen and vague perspective of a fullgame that may or may not be released in who knows how many years, I am ok with getting the former. Especially here, with Rowen's support and polishing based on community feedback.
Denigrating the topic with such words...
Gui, you are trash of a person, you are the only one I'm talking shit to. Everything negative only goes towards you lol Where exactly would your channel be if not for someones else content? Why do you use my name in your tags? What do you "actually" do??Cut this shit out immediately. Totally unacceptable behavior. C'mon now.
Yes, Gui is my new word for "half-ass" No, I don't want drama, yes you are scum its hard not to jab you.
I’m not talking about you. I said what I said to you, if you don’t want to improve, nothing more to say.It's Rowen's topic, you posted directly after Rowen, and you've never ever seemed wont to use the quote feature, so I'm not sure how you can continue to act surprised that people aren't able to read your mind to know who you're truly talking about at any particular moment in time.
The thing to GUI, yes that was.
I want to @jmorph and say read from top to bottom, I did use the quote to answer when speaking to more than one. You mixed up me saying it’s a personal attack with me saying my initial feedback wasn’t. It wasn’t a demand the first thing said, a suggestion which the user even said himself probably misreading my intent. Only getting unsavory when mentioning gui. Hey, I followed the rules, you don’t usually listen and just ban, go ahead if you want to.Thanks for the suggestion, but I read the topic top to bottom before I posted the first time. I also think you are misunderstanding my comment about the personal attacks; perhaps re-reading more carefully will help.
Why would you say an edit isn’t a personal attack geez then?
@ing me, you mean fu*** me right? OMFG, you're even worst than i and many people thought. :no:urban dictionary to the rescue!
He likely mean't mentioning/messaging you, at least that's how I read it.
urban dictionary to the rescue!
https://www.urbandictionary.com/define.php?term=%40ing
You have a fan base. Use it to actually help/teach. You put no effort into these "updates". To me, you don't care about them if you can't even put any time into these works. Yes, that pisses me off. It's not my place to tell anyone anything yes, most people just ignore it. I'm not saying anything to put anyone down(besides you). Things have been stagnate for a while now, people have no choice, but to accept anything they can get their hands on. I apologize for saying that, though I don't want your respect. Sorry for derailing, but I think you all shouldn't be content with this when some of these new guys put hrs/weeks into their stuff, you deserve that same quality if anything. If you really are okay with bare minimum then fine.Now this is where I disagree with you. If Rowen wanted to update Terry for example, he could have updated CrazyKoopa's version and saved himself the time where most of the feedback I presented don't have some of those issues. But no, he choose to fix Memo's instead as I'm aware that his was pretty unfinished and left abandoned by it's own creator. But if Rowen goes out all the way to fix everything I mentioned, then I can officially say he put "effort" to it. So cut some slack already, you abandoned you own work so you don't have the right to call him or gui007 out.
I'm really gonna have to insist people start posting on topic because this is getting ridiculous.
Hmm... at this point it might just be better to split this off into its own topic because it seems like a discussion people really wanna get in on?
I enjoyed reading that Charma and thanks for sharing that. Not everyone is going to be into that though, I’m seeing. Solid, that post wasn’t to Rowen, he just replied at the same time coming out above me.Oh, I see. I'll admit I did miss that. It kinda confused me when you didn't quote him, that's why I thought you were. But seriously, gui or Rowen weren't the only one doing this kind of stuff. Prime SC was too before he stopped. Even Jmorphman himself admitted he edited works such as CrazyKoopa's Eagle and Ryo. In fact, I would have probably done it as well if no one else was going to. But in the end, I figured PotS styled characters are too complex for me, so I decided to give them the feedback instead as I have a keen eye on them. So yeah, if the original creators went offline and left their characters unfinished for years, it's up to people like these two to finish them. Just because you're still here doesn't mean they are.
Ultimately do whatever works best for you. Again, Charma right on the money, damn.
And to gui, even though I couldn't spend the time editing characters myself, I'm glad to be able to contribute for you and Rowen some way, shape or form. So thanks for that.
i just got cody and right off the bat he's add004 compatible, why is that?
delete the add004 code at the start of def file,change add004basic.reb1 to add004basic.cns
and rename it in def,should work fine now.
OK, Cody updated:Maybe his alternate sff?
- J.LK clsn adjusted, easier to hit standing opponents now.
- add004 stuff complete and utterly removed, at least that's what I hope.
- New 9000,1 Port
https://mega.nz/#!32oAAQTS!VkquCBjgcjE8xa_x6jdU408_SWFCXhOgf-5JaHS8bgU
I don't really know what else to edit to him aside from all the FX. I might change his MAX/Lvl2 Dead End Irony to be the LVL3/MAX Variant.
I don't really know what else to edit to him aside from all the FX. I might change his MAX/Lvl2 Dead End Irony to be the LVL3/MAX Variant.
;#ADD004BASIC PIEs#
I sincerely wonder if these were what Gui was trying to fix. Back to the add004 clone problems, I'm assuming those came from not using the add004basic.reb2 file where all the edits were done.
Still no Zero beta from Mr Karate.That was a video on Mr. Karate's beta that he personally posted, assuming this will be the one he'll send you. Can't believe he still hasn't sent it to you yet even though he asked you himself. First he complains someone edits his work back then, but now he offers you to finish it and doesn't deliver. What's up with that? Seeing the work you did with Terry, I'm very certain you can do a fantastic job.
I'm not sure what's keeping him, I can either live with it or get the Beta from the video SZ26 posted.
I'll also be doing an edit to Tiger-Boy's edit of Varo's edit of PotS Cammy. I'm gonna port her Mugen 1.0 AI and re-enable moves like the Air Cannon Drill and Cannon Revenge.
- Actually it was because it barely did any hits when Super cancelled from specials that cause knockdown, I tried taking reference from Victorys' Evil Ryu but kinda failed.- I see.
- Well I didn't want to give it too much because of the Stun feature.- I thought about this too, it's ok to leave the damage as it is if you want.
- It does use the CS by Victorys and Varo_Hades, that's something, right?For some reason I thought the CS was not included. lol
Also Omega Rugal gains meter off of the Genocide cutter at the end of Destruction Omega.
Tested his update and I seem to have found two things that are present but weren't in the last one and and another more details I missed:Open up the char with ff3,change to the default palette in the palette tab to the right,open up advanced palette editor,save the port,replace it with the one you saved,save and done.
-His lifebar portrait is no longer the default palette on the select screen (When editing the SFF through Fighter Factory, this seems to be an issue if the default palette was somewhere else like 4 instead of 1 as of most PotS style characters. I couldn't figure out how to change it back while keeping the
Varo_Hades' Zangief is now on the To-Do list.
For two thing, I noticed some oddities with his intros and color seperation.
He also has some odd commands, like Vodka Fire just being D,DF, not D,DF,F.
Open up the char with ff3,change to the default palette in the palette tab to the right,open up advanced palette editor,save the port,replace it with the one you saved,save and done.Tried this on Mr. Ansatsuken's Q and it doesn't work. But I may have I figured out why I had trouble. Turns out he doesn't have any palettes from pal1 to pal12 assigned in the def. 1.0 and later characters has the option not to use them and will use the [Palette Keymap] with the order set in the SFF file. For the lifebar portrait, they will always use the first set palette in the select screen and can only use that one. Changing the portrait's color in the SFF if it's not the default color will cause it to get stuck and the palette will not change for it except for the sprites. I guess that's why the default palette for Infinite's characters are always 1 and never 4 and they have the option to use a palette selector in-game. I changed Ryu's palette from (1,1) to (1,4) for his lifebar portrait and it worked fine because he has a set of pals assigned in the def. Thought anyone here should know in case they don't.
I may have found a problem with Terry Bogard. It doesn't have the special intro vs. Jmorphman's Ken.
type = ChangeState
trigger1 = var(40) != 1
trigger1 = NumEnemy
trigger1 = RoundNo = 1
trigger1 = Enemy, AuthorName = "MEMO" && Enemy, Name = "Terry Bogard"
value = 199
Also some nitpicks:
- Can you add randoms to his voice in normal moves? Is annoying having him screaming everytime he does something.
- If you don't want to create a new anim/state for the Special Intro against Mika, use state 192, the only difference between this and the actual intro is he starts the intro off screen, then run onscreen before doing his pose.
Also thank you for changing his commands, it was almost impossible performing them on a keyboard. Good edit so far.
Why not release an intro patch for him?
Thought i'd leave a suggestion aswell,would you mind touching up Leona by ReixSeiryu ?
Just do Infinite's then
maybe i can see my next project...yet another alternate sff for leona,what do you think...
Okay my fellas, Cammy is out and Terry's had some touches, go back to the beginning to get em'.
Shoutouts to DeathScythe and IsRageNeko for starting the edit, Neko did the new CS while DS modernized the character to match PotS updates and fixed certain animations and more, it's all in the Editors Readme file if you care about that.
I've got DS's Akuma on the lineup now, I'll be giving him his Messatsu Gorasen and some other tweaks and twists.
-Power Wave, Round Wave, Burn Knuckle, Crack Shoot, Power Dunk, Power Charge and the 1st hit of Fire Kick still have no envshake when it hits the opponent.
-The 2nd hit of Buster Wolf is unblockable if the 1st hit was blocked in the air (I found this one recently).
-The swing sound of Crack Shoot should play earlier (It plays after Terry swings his leg).
-The landing sound effect seems to play after the landing effect appears on the Burn Knuckle.
[youtube]https://youtu.be/jA93dncIqmM[/youtube]
@Rowen, @DS and @Neko, with no doubt i said that this is the best Cammy for MUGEN!
Yeah, it really is. You fellas nailed it in this edit!
Good job on Terry, I have yet to test Cammy though.
The only thing I can see that's left is the crack shoot and Ex crack shoot.
I don't see a reason for it to be two hits even the normal one let alone 3 for the EX one, it just looks weird.
Call me boring or what the fuck, I would keep both at 1 hit and maybe I;ll try to do something cool with the ex version.
I'll hopefully get the Terry and Cammy fixes out tomorrow.
For now, here's Akuma's new big port:
(https://i.imgur.com/IWXPWQf.png)
Might redo this one, the beads are the biggest nitpick for me.
Nice showcase!!
Nice video gui, I recognize my remixed version of Cammy theme playing in the background :mlol:
I may do something with Kold's DS chars, it depends on what the Darkstalkers vs Street Fighter team does.
What was the ending that was removed ? I am kinda interested to see it.
Interested, I've been tempted to update him.
Maybe when I get Akuma done with....
Interested, I've been tempted to update him.
Maybe when I get Akuma done with....
And will be interesting to see your edit of DS's Akuma since for me this version is the best of him (i said that already when DS released him :P).
Sure, give credit where needed though.
What Chun-Lis are you using though?
Made an icon for Cammy: (https://i.imgur.com/qoKPfIY.png)
(Not my best work but it will do)
But for now... can you hook me up with a Level 3 port for M.Bison? And sorry for going off topic
dunno if this was included in the latest fixes but its still a thing.
(https://i.gyazo.com/ad274c3c55cd92247c47c724d6cc888c.png)
Need some palettes for Cammy?
(https://i.imgur.com/0XfyUaI.png)(https://i.imgur.com/gg8FyqZ.png)(https://i.imgur.com/shi761W.png)(https://i.imgur.com/poVfIoM.png)(https://i.imgur.com/efjxinC.png)(https://i.imgur.com/J9uVKhH.png)(https://i.imgur.com/aXQ6SUb.png)(https://i.imgur.com/kMpMQA2.png)
Nice small port Neko, are you using my method or CozySquirtle's one? Also I agree with Rowen, you could have used soft colors for the scar, but other than that, loved it.
Nice pals too sabockee, I wish I was that creative when making palettes.
Rowen, are you going to update Cammy more? With the palettes and the LV3 fix, not sure if you included Neko's new port in the latest version too. Anyway, if you do, I'll wait for it.
Wait where is DS's method posted?
is akuma released already? can't find the link on the 1st page
Okay, I tweaked it (hopefully), check first post.
Also here's a sneak peak of the DP Flame FX.
https://streamable.com/z0gkn
Used DW's Akuma and Jmm's Ken as references.
Looking good man.Probably because it's the default FightFX (I use NDSilva's PotS FightFX), I'll try to give him the real PotS slam stuff at some point.
One last thing I noticed with Terry the slam sound on the grab for two kicks is missing.
Terry slams the OP but then nothing.
Turning on the volume there is a slam sound I think but its very short and barely noticeable and it does not fit at all tbh.
Quick question, do these edits all have custom combo or still use max mode? (For those that apply)
yuri and sakura, i need them for my planned Mugen game :P
I'll likely have to wait till the poll is over, but I see people are hinting at me updating the Yuri and Sakura mostly.
I also have another quickie I'll release some time tomorrow at the earliest.
dunno who to vote for but akuma super hadoukens doesn't go full screen. if you play at a wider stage.
dunno who to vote for but akuma super hadoukens doesn't go full screen. if you play at a wider stage.
Yea that's a problem since Pots Gouki times. The solution is to manually fix the code in the helper file. You can use camerazoom or just increase the distance.
Well my plans for Dan is to make his moveset more CvS oriented with the original Mugen moves removed.
Mr. A gave him a ton of moves, mostly supers, and even an Evil mode.
I'd also like to see an sff without the upscaled sprites.
I'll keep it because sure, it's boss worthy.
Aight so it's at a draw for the poll. I'm gonna keep the Extra sounds in if a character I'm editing has them I guess.
I'll be back tomorrow, likely with a Seth update.
I have a few Shinrei characters from a zip file provided by swit, and Yang and Yun are in it, but not the Karin.
I may have have a crack at his Shen Woo that's in it aswell.
I have a few Shinrei characters from a zip file provided by swit, and Yang and Yun are in it, but not the Karin.
I may have have a crack at his Shen Woo that's in it aswell.
that would be great if you could share, since I couldn't get the one I found online to work with my ikemen build currently, I'd love to try her out if possible.I have a few Shinrei characters from a zip file provided by swit, and Yang and Yun are in it, but not the Karin.
I may have have a crack at his Shen Woo that's in it aswell.
I have an edited version of Blaze by Shinrei if you are interested
Well if it's a problem I may use the XIII voice instead is you're referring to the Trinity Geyser.
Well if it's a problem I may use the XIII voice instead is you're referring to the Trinity Geyser.
nah it didn't really noticeable except for pre-kof xiii voice. i think xiv and allstar voice sound similar.
and yeah i agree with wonder , a rip from smash bros would be great but you have to wait longer.
EDIT: he's out today.
btw , i know this is a problem for most lost avenger's creation but cody cannot attack while running.
Something is wrong. He doesn't have damage scaling.Spoiler, click to toggle visibilty
Something is wrong. He doesn't have damage scaling.Spoiler, click to toggle visibilty
IIRC, damage scaling on POTS style characters doesn't go into effect until it reaches 7 hits. Then the damage will begin to drop. Its standard in all of the pots style characters (Atleast the ones that i know of. POTS, Jmorphman, DW, etc.) I could be wrong though.
first really well made conversion , the AI feels like i am fighting seth from the game it is spot on whoever made the ai did a really good job.
i noticed that weak shoryuken can be spammable on corners and do possible infinite if you timed it right i did 30 hit combo and it speaking of damage scaling seems like his weak shoryuken has it reverse it grows stronger when every hit , but i'm not sure i didn't pull out any tools for debugging besides playing the character.
I have not played SF4 in a long time but is that level 1 unblockable in source as well ?You mean the Tandem Storm, likely because I did use USF4 as reference.
His normals are kinda weird, he has like no combos at all you cant chain even a standing lp consistently. No CLP to CLK either.
I cant cancel a normal into his specials as well.
- Violent Ryu? I've had him untouched for months, I may reboot him as Kage or w/e.
quick question, how do you remove the add004 content from some of your edits. for example like vannessa
I'll be adding the extra sprites from that version for use in the next update.
I'm not too keen on the Shoryuken followups there though.
He also lacks Tenmakujinkyaku sprites.
@M206: Sounds intriguing, I'll message ya some moves to do.
i'm not sure if this has been mentioned, but zangief's banishing flat doesn't seem to banish any projectiles,
and his EX running grab should be able to run through one hit
Another quickie in the form of Captain America.
I know ReddBrink has him on his WIP list, but I made this for my roster.
My biggest issue with him is the Air Normals, but that isn't much of a worry as long as it gets fixed at some point.
What you mentioned isn't much of a worry to me, but I'll see what I can do.
I'm not in the mood for Discord, but I might come over one day.
Well for Cap. my plan was to make his Level 1 Hyper S&S either so only 2 S&Ss or keep it at 3 S&Ss but less hits like in UMvC3, then making the original super the Level 2 version.
As for Mai, I'm trying not to give her one too many supers, I just was put off by her Level 3 being a MAX Cho HSB, but I'll look into that when the time comes.
Another edit coming tonight, if I can get it out.
Well EX Modes are kinda inconvenient IMO because it may not have everyone's favorite moves the original misses and vice versa.
Alex just dropped, download and get Hyper Bomb'd.
Alex just dropped, download and get Hyper Bomb'd.
I don't know if this would be a difficult edit, but I think I have Hayato by varo_hades edited by BahamainKing100, while I don't know of any specific technical issues, he for some reason has a DREAM CANCEL image appear during a super cancel I believe, and for some reason his charge command isn't the usual y+b, I've tried altering the command, and in the CMD file it seems correct but it only works I think if you hold down 3 or 4 buttons B+X+Y (maybe A as well)
Ok, MAX Boomerang Raid fixed, I also somewhat fixed the missing afterimages on the Backdrop Bombs.I don't know if this would be a difficult edit, but I think I have Hayato by varo_hades edited by BahamainKing100, while I don't know of any specific technical issues, he for some reason has a DREAM CANCEL image appear during a super cancel I believe, and for some reason his charge command isn't the usual y+b, I've tried altering the command, and in the CMD file it seems correct but it only works I think if you hold down 3 or 4 buttons B+X+Y (maybe A as well)
I dunno, BahamianKing plans to update him by himself soon, I heard that from him recently.
I'll get to this when I can sir.
In other news, Omega Rugal's been updated.
His Supers no longer do godlike damage and a few nitpicks have been attended to.
I do hope to see Falcon's official update though.
EDIT: I found a bug with Omega Rugal. Both your edit & Falcon Rapper's original: https://streamable.com/2txgp
Not sure if it extends to moves other than EX Genocide Cutter.
Use the actual modify feature on your post next time instead of whatever you thought you were doing, please
EDIT: I found a bug with Omega Rugal. Both your edit & Falcon Rapper's original: https://streamable.com/2txgp
Not sure if it extends to moves other than EX Genocide Cutter.
What the frick? I'm gonna have to look into that one for real.
*I can’t help but think Gravity Smash would be better as a EX/Super only move, considering how really powerful it is. Ether that, or maybe shrink the hitbox a little so Rugal can be hit with low attacks during it. Or both. I’d say probably both.
Captain updated again, including Chain Combos.
I'll get to the Rugal thing later.*I can’t help but think Gravity Smash would be better as a EX/Super only move, considering how really powerful it is. Ether that, or maybe shrink the hitbox a little so Rugal can be hit with low attacks during it. Or both. I’d say probably both.
I may consider that, replacing the EX Reppuken, but what about the Air version? I'd consider it if he had an Air Dark Smash like CvS2.
...in one of his intros, this happend. https://i.imgur.com/VvhTDuZ.mp4
- Also in one of his intros, this happend. https://i.imgur.com/VvhTDuZ.mp4
- Also in one of his intros, this happend. https://i.imgur.com/VvhTDuZ.mp4:cawg:
- Also in one of his intros, this happend. https://i.imgur.com/VvhTDuZ.mp4
Doesn't happen to me. Stage issue maybe?
cap can't attack while running.
cap can't attack while running.
Fixed, bud.
Just a quick question: Any chance of updating Mika's AI a bit? It feels a bit lacking at the moment, and she could use the boost.Not much of a worry for me as of now.
Yuri finished and added, you know where to look.Just a quick question: Any chance of updating Mika's AI a bit? It feels a bit lacking at the moment, and she could use the boost.Not much of a worry for me as of now.
Yuri finished and added, you know where to look.Just a quick question: Any chance of updating Mika's AI a bit? It feels a bit lacking at the moment, and she could use the boost.Not much of a worry for me as of now.
Bless!
I see you got Zero and Mr. Karate on that list. How soon will we be seeing those? :D
Here's my feedback on Yuri:
-Standing MK does the same amount of damage as the standing WK and shares the same light hit sound effect.
-Her dash and run are conflicting each other as the sound and dust effects are played twice at the same time.
-En Yoku should have a MP hit sound and does as much damage as a standing HK (Also, the command on the readme is wrong. Should be F + y).
-Hien Rekkou doesn't have landing effects when she touches the ground except for the last one.
-Haoh Raiouken doesn't have a landing sound effect when she touches the ground (The landing effect itself is there, just no sound effect for it).
-She doesn't have a voice clip when power charging (0,5) and when she maxes out (0,29).
-The command for Yuri Chou Enbu seems to be too strict.
-A suggestion and entirely optional, but can you add PotS's lifebar portrait from his Yuri as a alternative since she shares the same palette?
Tested again. Unfortunately, I still got some more feedback for her as there's stuff I missed or couldn't do on the previous update:
-Standing MK has no envshake on the hit (I completely forgot about this since it's also an Infinite style character).
-Close standing MK still has the light kick hit sound and no envshake on the hit (Also does the same amount of damage as a standing WK).
-Now that you got the Yuri Chou Enbu command working, I noticed there's no running sound effects when she runs and sliding sound effects when she misses (Couldn't mention this before because the command was previously too strict).
-Dash and run issue still persists (An easy for this is to make the dash sound and effect start up later so it doesn't conflict as it's playing both at the same time when running).
-En Yoku still does HK damage for a MP attack (Damage needs to be nerfed and use a MP hit sound).
-Haoh Raiouken still has no landing sound effect when she touches the ground.
Hopefully, that should be all of it. I don't understand why Quickfist decide to make the standing WK and MK do the exact same thing.
Oh this is nice, downloading Yuri rn, gotta see how you've improved her, thanks for the edit, she desperately needed it and I wasn't gonna do it. I'll post some feedback If I find anything. DLing some of the others too
Decided to do a bit of Zero.I hope you consider removing the MvC launcher and the super jump in the end of the video. It's no longer a PotS style character even though it has the aesthetics of one.
https://streamable.com/0xich
You'll notice I omitted the Electric Sound and that's because it overlapped itself on certain moves like his EX Ryuenjin and eventually got super loud.
Despite few issues like the fact that Yuri have no sound during and after the Power Charge, you really did a great improvement in the Kyokugenryu Gal. :)I already mentioned those issues and Rowen already updated her with the fixes. The version you're using is outdated.
I already mentioned those issues and Rowen already updated her with the fixes. The version you're using is outdated.
That hyper orb should be on his leg for the kick hyper.
Also his looks like an akuma sprite swap tbh bar some of the level 2's
I know simplicity is good and all, but damn even the super fireball from akuma ?
Why ? Ken's been in a 10000 games surely theres moves that will fit better.
Heh. Taking on Evil Ken, huh?
Well, here is my suggestion: you better try and do the MSSC Versions of Original as MAX Versions of all the MAXable supers, as you did with Shoryureppa.
Well, not exactly. I found a few things that could be looked at:
-The hitsparks on standing MK and jumping MK are misaligned.
-There's no sliding effecting on crouching MK.
-Both punch and kick throws have no envshake on the hits.
-The landing effect on the 2nd upper of MAX Thunder Genocide is misaligned.
After that plus the additional portraits, then I can officially call it complete.
Could you do Knuckle's Maki and Yamazaki?
Could you do Knuckle's Maki and Yamazaki?
He should be updating those, I may give him another month or two before I consider it.
Yeah I'm aware of that Dan thing, Mr. A is sorta infamous for that kinda stuff.Spoiler, click to toggle visibilty
Yeah I'm aware of that Dan thing, Mr. A is sorta infamous for that kinda stuff.
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
WTF? Had no idea about that shit on Dan. Ansatsuken is even more disturbed than i thought.
Anyway, good luck with the future updates Rowen, looking forward to them.
He has been literally accused of including Child Pornography on his newest character here, on this site dear Gui, Damn... :(
Could you do Knuckle's Maki and Yamazaki?
He should be updating those, I may give him another month or two before I consider it.
Ah, that sounds cool. I remember hearing hearing he wanted to give Yamazaki the Level 5 version of Drill & his 2003 LDM. I wonder if he'll do that?Spoiler, click to toggle visibilty
THIS IS NOT A REQUEST!!
Are you going to keep normal Ken's stance in Evil Ken or are you going to put that one from Violent Ken? That would help making a difference between them. Thanks!!
I'm very slowly working on Yamazaki, so no worries. :) As for Maki, there's not much I wanted to add, besides that thing from SFA3 where you can loop the hit grab attacks and a new Level 3, but you have ideas and whatnot, I'll be happy to look over with feedback and other stuff.
Also, I heard what happened with Mr. A. Jesus Christ, I thought the Dan thing was a stupid edit in the video, but that's real? That's real scummy.
These news are pretty good! Specially Evil Ken's, um... sorry to insist, i just wanted to if it's late to suggest NDS_Silva's edit of Koldskool's Spider-Man receiving your treatment.
Yeah I'm aware of that Dan thing, Mr. A is sorta infamous for that kinda stuff.Spoiler, click to toggle visibilty
didn't he's post got locked due to pornography but i checked the sff and i found nothing. and i know ohgaki's original version had it and ansatsuken removed it , well that's what i've seen plus the original ohgaki postis still here in the site and no ones bothering to remove it.
good to know. he's a great creator i don't wanna see him get into trouble.He was still caught though.
You plan on editing Cruz's Shermie?Not at this moment, but I would attempt an AI for her.
I've checked aswell, he might've removed it post-ban or somethin'.
RagingRowen, Can You Please Make Your Own Dan Intsead.
RagingRowen, Can You Please Make Your Own Dan Intsead.
If this is on the topic on Mr. A., sure.
I have CS'd Dan sprites (non-upscaled) coming soon, I'll make use of them when the time comes.
But Q will still be Mr. A's.
I would also like to vouch that you do Dan as soon as your able to get to him, least to remove some of Mr A's stench off him with your own personal edits. Maybe some of Mr A's other characters too since his Q and Dudley are, IMO, the best ones around.
Quick update to Zangief, mostly with 1 new normal.
I'm aware Banishing Fist doesn't 'banish' projectiles as mentioned in Bahamian's edit's thread. When I get it right I'll fix that.I would also like to vouch that you do Dan as soon as your able to get to him, least to remove some of Mr A's stench off him with your own personal edits. Maybe some of Mr A's other characters too since his Q and Dudley are, IMO, the best ones around.
Yeah I'll most likely do that.
His already has those modes, it's just whether I'll keep them is the question.
Should probably just be EX Mode Dan at that point.His already has those modes, it's just whether I'll keep them is the question.
Eh, i think Evil & Master Dan are kind of redundant. Although... you could have normal Dan be more like CVS, & have Evil Dan be more SVC Chaos/SF4 Omega, etc.
These news are pretty good! Specially Evil Ken's, um... sorry to insist, i just wanted to if it's late to suggest NDS_Silva's edit of Koldskool's Spider-Man receiving your treatment.
I dunno, the coding's far from PotS' style, so it may have to be similar to what Iron Man got.
with ryu one of his intros with evil ryu has a glitch.
with ryu one of his intros with evil ryu has a glitch.
I am aware of that. It depends on the stage and start positions it seems.
Pretty much the same thing that happend with my edit of PotS Guy in his special intro against Cody or Haggar.
Nope, it's the barrel intro, it's the position of Guy after he break the barrels.
-A minor asthethic, but the basic attacks where she draws her sword should be the same ones used by Nakoruru instead of normal swing sounds.Plus more I found after some more testing:
-EX Chikayori te Kiru Nari doesn't have a swing sound nor there is a sound where the opponent hits the wall.
-Jumping WP should be a weak slash sound.
-Throw 1 has no envshake like the basic hits.
More feedback for Terry.
in the KOF games Terry can cancel from a crouching low punch to an uppercut (crouching heavy punch) and then to an burning knuckle, your edit cannot do that and its a shame because combos like jumping HK crouching LK crouching HP to a low burning knuckle are missing.
The power charge(the move not power charge in mugen) commands and the leg slide commands, are they the same ? i sometimes get different results by doing the command ?
Also the leg slide looks super sped up, Terry by QB has the speed and look fine why not take a look at that for refference ?
The throw slam sound is missing when throwing an OP to the groung from the two kick throw.
Why not let terry cancel from the EX burning knuckle to the level 1 buster wolf ? pretty much most of the pots chars can do normal -> special-> hyper bar the DW's MVC stuff which is fair game in my book cause of chains and stuff.
Terry cant do that.
Speaking of your other edits, Rowen, do you still plan on updating your edit of Varo_Hades's Jack Krauser?
Because i have some feedback: http://mugenguild.com/forum/topics/jack-krauser-pots-style-varohades-188137.0.html
*The arrows still have hitboxes when they lay on the ground after being blocked, meaning they can still block grounded projectiles.
*I can't seem to be able to block the explosion the robot makes after it has been hit.
*Nor can i seem to destroy the regular grenade.
*His AI can also infinite combo the player with a single knife attack.
*The machine gun super has no blue CLSN's on his firing arm. (It has no CLSNs at all, in fact.)
More feedback for Terry.
in the KOF games Terry can cancel from a crouching low punch to an uppercut (crouching heavy punch) and then to an burning knuckle, your edit cannot do that and its a shame because combos like jumping HK crouching LK crouching HP to a low burning knuckle are missing.
The power charge(the move not power charge in mugen) commands and the leg slide commands, are they the same ? i sometimes get different results by doing the command ?
Also the leg slide looks super sped up, Terry by QB has the speed and look fine why not take a look at that for refference ?
The throw slam sound is missing when throwing an OP to the groung from the two kick throw.
Why not let terry cancel from the EX burning knuckle to the level 1 buster wolf ? pretty much most of the pots chars can do normal -> special-> hyper bar the DW's MVC stuff which is fair game in my book cause of chains and stuff.
Terry cant do that.
Fire Kick is Charge B, F while Power Charge is HCF for your curiosity.
I'll look into the cancels when I return to him which shouldn't be too long.
Are you willing to try the other edits I've done?
Oh I actually have one more quick update soon, Sennou did a few finishing touches I suggested to him.
does Hibiki have CS included?
What's with this love to Hibiki? You and Sennou-Room did a fantastic job!
However, you didn't fixed the "Ma o Tsumeru Koto Kanyou Nari" and "Ma o Oku Koto Kanyou Nari" command.
Take a look of yourself and you know what I mean.
Zangief should also armour through one hit in his EX Running Bear Grab. Not sure if you or BK were going to implement it
Evil Ken is out fellas, a first of this kind of edit for 2020.Zangief should also armour through one hit in his EX Running Bear Grab. Not sure if you or BK were going to implement it
Just maybe...
Yeah he doesn't have those, and I didn't feel like adding any.
It's normal for PotS bosses to lack EX moves though, but I'll try to add some if the demand is big.
I believe victorys just didnt add them because he lacked time or something.That explains why it never saw a official release.
Here's my feedback on Evil Ken (I didn't get around testing him until now):
-His special intro doesn't play with PotS's Shin Gouki or Victorys's own Evil Ryu as the intro state's type is set on Null.
-The landing sound effect is played too early on his back dash (And I think it's playing a step sound instead of a landing sound effect).
-The explosion effect on the MAX Shinryuken is misaligned as it's on the upper left corner of the screen.
-The last hit miss animation of his Shippu Jinraikyaku has no swing sound.
-The hitsparks and guard sparks on Inazuma Kakato Wari and Ushiro Mawashi Geri is misaligned and stays on the same position whether if the opponent was hit farther or not.
-The last hitspark on his Tsukami Nage throw doesn't have envshake like the rest of the hits.
Other than the missing EX moves, that should be all of it. While it's true for PotS bosses to lack EX moves, Victorys's Evil Ryu has them. So it would be weird for Evil Ken not to.
This misplaced fire isn't happening for me, maybe it's just that I'm using 1.1.
Here's another potential choice of edit, in the form of another dug-out varo_hades commission, Frank West. (I grew interest to this after seeing it in a Prime SC video)
There's a couple of issues like his frame data, missing sounds or FX and the weapon helpers (One example is when you combo Plunger Attack into S.HP).
https://www.dropbox.com/s/zlj1k9r36iiy8hk/frank%20west.rar?dl=0
Special thanks to Shadic12 for providing this guy.
Here's another potential choice of edit, in the form of another dug-out varo_hades commission, Frank West. (I grew interest to this after seeing it in a Prime SC video)
There's a couple of issues like his frame data, missing sounds or FX and the weapon helpers (One example is when you combo Plunger Attack into S.HP).
https://www.dropbox.com/s/zlj1k9r36iiy8hk/frank%20west.rar?dl=0
Special thanks to Shadic12 for providing this guy.
You mean like Kamekaze’s Frank West? Hmmm... i can’t help but think that in this case, it might be better to use Kaze’s as a base, and then convert it to POTS style from there. Not to say you can’t use bits & pieces of Varo’s edit - because of course you can - i just think it would probably be better to use more from the original rather than Varo’s edits, considering how lackluster they appear to be. At least, in my opinion, anyway. This is just a suggestion, of course: what you do/use is entirely up to you.
Oh, hey, nice to see that people are still interested in my old stuff.
I never finished Evil Ken nor finished updating my old stuff, mostly due to lack of motivation. However, the latest version of Evil Ken that I have got actual EX moves though I don't remember if I ever uploaded that version. Tell me if you would like me to upload it if I didn't.
Oh, hey, nice to see that people are still interested in my old stuff.
I never finished Evil Ken nor finished updating my old stuff, mostly due to lack of motivation. However, the latest version of Evil Ken that I have got actual EX moves though I don't remember if I ever uploaded that version. Tell me if you would like me to upload it if I didn't.
Oh, hey, nice to see that people are still interested in my old stuff.Your latest version of Evil Ken doesn't have Ex moves found in your wip thread:
I never finished Evil Ken nor finished updating my old stuff, mostly due to lack of motivation. However, the latest version of Evil Ken that I have got actual EX moves though I don't remember if I ever uploaded that version. Tell me if you would like me to upload it if I didn't.
Hey, hello there. I'm not dead yet, but I couldn't do anything Mugen related for a while, so I'm just leaving an incomplete Beta of Evil Ken since I haven't made any progress. He may have some bugs but I'm afraid that I won't be able to fix them for some time. Sorry if I missed some palettes by the way.
http://www.mediafire.com/download/illy7u7w2532abw/EvilKenBeta.rar
Hi :)
Well, I'm back with some news.
UPDATES:
- Evil Ryu: Currently updating him, I'm lacking FX for his Metsu Hadouken (SSF4AE version) so any help would be appreciated.
- Ken: Okay, he's not going to be Evil Ken anymore, I plan to change him into a 4-mode Ken which will include Normal Ken, EX Ken, Violent Ken and Evil Ken. Haven't started on that yet so it will take quite a while.
- Ryu: Here is his movelist, normal mode based on CvS2, EX mode got stuff from his different appearances, such as replacing his usual Tatsumaki for the SFEX one, for example. He's pretty much done.
Spoiler, click to toggle visibilty- Rest of characters: I've changed some stuff on all of them, mostly not very noticeable changes though, but everyone is going to get updated for the next release topic.
FUTURE WIPS:
- Akuma (3 modes)
- Dan (2 or 3 modes, not sure yet)
- ??? (it's not another shoto lol)
Suggestions are welcome.
I was thinking since Victorys has released his Evil Ken that has Ex special moves, maybe I would like to suggest that if RagingRowan updates his Evil Ken, might as well have two types of Evil Kens like keeping this current Evil Ken and having another alternate Evil Ken that has EX special moves where player can hold start in the select screen to choose him or having alternate def such as ExEvilKen.def for instance.
Is Vanessa CSed? Thinking about making a patch
Just curious, why go with Varo's Alex instead of editing JZ's or GM's ?
I feel they are coded better and are a more solid base to go from.
Just grabbed Alex some feedback.
He feels really floaty when moving around his jump takes ages to falldown.
His frame data is really weird as well.
Crouching low kick is -7 ?
standing low kick was -5 ?
When you stand and hit low punch alex will grunt every single time. If you spam LP it just is grading on your ears.
While im shite with alex and cant give you like gameplay feedback I suggest going over the frame data and making it a bit more standard.
Here is Alex's frame data from 3rd strike while it wont fit with CVS it would be way better then the current one.
You can also play and view the hitboxes from here and can port them over really quick if you want to, you can slow down every anim to a single tick with the hitboxes turned on.
I remember mugen being weird with frame data and that you had to convert it or your char will be slow and shit but fuck me if I remember how to do that.
http://ensabahnur.free.fr/BastonNew/index.php?id=1
Your Ryu and Sakura doesn't do the special intro. Only Sakura, and there is missing haouken?Don't bother giving him feedback for now. He won't be able to respond to it due to a "postblock." I also have some as well as it was originally meant for Bahamian's original and posted alongside his Karin, but I forgot. For the time being, I would hold off until he returns.
I think the idea was he could log in and see posts, but he can't post himself.
Dark Sakura could have the Air Hadouken. Just an Idea!Might just do it.
Just tested the update and I found two issues:
-Her special intro with Ryu doesn't play and only the normal intros once the match is loaded for the 1st time unless the round is reset using F4. If you set your debug options to be turned off, Sakura's will never play except for Ryu's.
-The strong ground shockwave on Haru Ranman is misaligned and plays when Sakura lands on the opponent, not when they hit the ground (Which there is already a strong ground shockwave sound effect for).
Another suggestion since I mentioned it earlier during Sakura's feedback. Are you going to edit his Karin as well? I did left feedback for him as I noticed some issues, but he doesn't seem to understand them even though I was being clear about it. So I was hoping you would take over instead since you know what you're doing. Judging by the screenshot for Sakura, you probably might as I noticed Karin's size is rescaled.
Also, since you're taking a while with Zero, I was thinking about making my own version using OHMSBY's style using the resources from that beta. Haven't started it yet as it's just an idea and still trying to get progress on Mario, don't know when you are going to get around it.
I rescaled the Karin for the sake of Consistency, but it's a possibility.Alright, hope you do consider it as she has a couple of issues that may never be fixed by Bahamian himself.
Still not brave enough for Zero, despite the "better than nothing" preview I did a while back.
I'm okay with you starting an OHMSBY version, it's not the same style after all. Have you tried Giang's edit by any chance yet?
I rescaled the Karin for the sake of Consistency, but it's a possibility.Alright, hope you do consider it as she has a couple of issues that may never be fixed by Bahamian himself.
Still not brave enough for Zero, despite the "better than nothing" preview I did a while back.
I'm okay with you starting an OHMSBY version, it's not the same style after all. Have you tried Giang's edit by any chance yet?
I guess you want to make him good as possible with high expectations. I don't blame you as Zero is not the type of character you want to mess up on.
My idea was to keep the current MvC combo attacks, while yours could stick true with the regular PotS style without them. Why no, I haven't yet actually. Since you mentioned that, I'll go download him. Maybe they're might be something I could use and will credit him if I do.
You're wrong. I like very much of your chars and this is a sad decision you maked. It's very drastic. Mugen need more stuff like your chars. Don't give up man. If you don't liked the edit of Rowen, you need only say to him stop make this with your material. That's all.
but i might cancel all that i have planned and just keep them for myself. i feel no matter how best i try to help bring life to these old chars nobody will really appreciate it. since you all think raging does a wonderful job of making the chars play better than i leave it all to him. i had many chars to come but im just not really motivated nomore. sorry to all who actually like the chars i shared. peace and take care
nobody will really appreciate itAre you implying that not many people download your characters? There are at least a hundred more guests that lurk here and they most likely enjoy your edits when you post them.
Yuri - Is there a way we can remove the palette selection? May I fix her sprites?Yuri - Does the Palette Selector config not work for Yuri?
Sakura - Her intro with Ryu, does it work for Trololo's Ryu??
Ryu - Is he up to date?!
-BahamianKing What made you think we don't like your content? Is it because of RagingRowen's Updates? He's just making some enhancements. Please keep sharing your content. A lot of people will be disappointed if you don't. Think about it, dude.
What sprites are you talking about?
i think he means the other dampir sprites that use his sprites from earlier kof games as a base
Anyway, i found this issue (https://i.imgur.com/NQiwQgk.mp4) on K'. It won't happend that often tho and stops only if i move K'.
he had chain and air combos with no config file to turn it off. Looks like everything else when it comes to gameplay and aesthetics is fixed.
It sounds like you're talking about QuickFist's version, as that was more custom in terms of "gameplay and aesthetics" and those 2 were notably different.Nah, I'm still talking about Chazzanova's original as I remembered it still had the "Chain Combos/Air Combos" for some reason as that's the one I downloaded years ago prior to your edit (Unless there was another version out there that had them removed already). QuickFist's version is more custom and changed more aesthetics like hitsparks, effects and made him 4 buttons instead of 6, so there's no way I was talking about that one.
Wow great!!!
May I add him on my cvs game? :)
Thanks... :)Wow great!!!
May I add him on my cvs game? :)
Since you already put my other edits into your game, it'll be a Yes. Just make sure he blends with your system and style because my Vanessa and Tizoc are Infinite Style which varies slightly from the usual PotS style.
I'm glad he doesn't have Max Mode anymore, as he had some high damaging combos with it.
I'm glad he doesn't have Max Mode anymore, as he had some high damaging combos with it.
He still needs some polish for damage dampening, as there are combos where the dampening doesn't go into affect. For example, J. HP, close HP, Ein Trigger, Second Shell, HP, (Max) Chain Drive goes into the 600s. Do the same combo, but end in Hyper Chain Drive instead of (Max) Chain Drive gets damage in the 700s.
Did you found the group's number 5950 in Alex's Case for the Cheap K.O.? and don't forget the Headbutt and Sleeper Hold.
Great update on batsu but the run needs to be updated badly...
Coming Soon:
- Robert (NGBC/XI Styled) by Chazzanova
- Athena by DivineWolf ('98 Sprites by Dampir)
Ah, I love XI/NGBC Robert. What changes/tweaks do you have in mind for him & Athena, other than the '98 sprites?
My main goal for Robert (Which is the current WIP) is to clean up a few of his attacks and to make him more worthy of an 'EX' equivalent to DW's Robert.
My main goal for Athena is to fix a few errors in the CS like her other costumes.
Mainly his Command Normals, Throws and a few specials. I also plan to make his Kuzuryuu Sen a Level 1/2 like in KOF 2000/2K2 UM's EX Robert. The new Level 3 is most likely to be a Ryuko Ranbu (Maybe the MAX2/HSDM version 2K2 UM EX Robert does, in contrast to DW's version using Non-EX Robert's).
I'm not that keen on the Short-Ranged thing for the Ryuugeki Ken. I'm not into that variant, same for the EX Shippu Kyaku (The singular kick is more suited for Ryo).
The Muei Shippu was planned as a third Level 1/2 for my edit of DW's but I was too afraid I'd mess it up since I was using Vans' version as a base and I can get frustrated when converting code from non-PotS chars. DGO's CvS2 version has it though, which could be a bit easier. I'll have to find out when I decide to update him.
that's nice , what are you gonna give him for his level 3?
https://streamable.com/omu2jt
Got his Kuzuryu Sen change done (No longer a Level 3). If the Ryuu Zanshou FX looks different to you, that's because I Hi-Res'd it in GIMP. I may tackle the rest of his FX at a later date.
It might needs FX made out of this projectile which his the Haoh Shokoken he fires at the end of it. It could try it myself if time runs low though.
(https://i.imgur.com/DpWRUBC.gif)
that's nice , what are you gonna give him for his level 3?
It's to be his Metsu Ryuko Ranbu is 2k2 UM's EX Robert's HSDM/MAX2. It might needs FX made out of this projectile which his the Haoh Shokoken he fires at the end of it. It could try it myself if time runs low though.
(https://i.imgur.com/DpWRUBC.gif)
Ok, here's what the Super looks like as of now.
https://streamable.com/c1h9gy
Used Victorys' Takuma as reference for the Shokoken part.
I'll change the FX later.
(https://i.imgur.com/ixFjO6k.png)(https://i.imgur.com/VsV6iO3.png)
https://streamable.com/j3nejb
Here's his Level 3 now.
(https://i.imgur.com/WQDqBid.gif)
The colors might be a lil' rough due to the color amount, but I'd say it's good.
(https://i.imgur.com/OS7EXWK.png)
How about now? Note that the video is a lil' brighter for some reason.
Jmorphman got something similar done for his Demitri. He got someone to hi res the demon head projectile for him. You could ask him.
This requires some layering to be done where one has the original image and the other has the blur. Im trying to get it down, but its a bit tricky. I"ll let you know if i am successful
Decided to Hi-Res more FX while I'm here and waiting:
https://streamable.com/gmvr09
I also gave the EX Genei Kyaku some more forward range, so it should be good for pressure and rushdown stuff.
Great work bro.Not a problem, fixed the missing sound along with a few minor things, including removing all the leftover FX pngs and etc.
I don't know if it's because i config on add004 but the sound effect of the Alpha Counter is the same sound effect of Parry.
Yep I saw 'em.
Updated the link and added credit buddy.
You know what to do, fellas.
https://www.mediafire.com/file/n2osblqd7nsjb95/Mr.Karate.rar/file
Here's something I'll be editing for BahamianKing.
He's pretty weird in terms of his moveset. No Ryuko Ranbu and his Level 3 is the Chou Haoh Shikou Ken (3 Projectiles) which I feel should be the MAX Shikou Ken like what XIII and Victorys' versions did.
My plan for him is a Composite version which elements from Takuma and both Normal and Serious Karate.
I might send an earlier version of him to BK for him to use for his release because he let me fix him up.
https://www.mediafire.com/file/n2osblqd7nsjb95/Mr.Karate.rar/fileI have some comments for this version:
Here's something I'll be editing for BahamianKing.
He's pretty weird in terms of his moveset. No Ryuko Ranbu and his Level 3 is the Chou Haoh Shikou Ken (3 Projectiles) which I feel should be the MAX Shikou Ken like what XIII and Victorys' versions did.
My plan for him is a Composite version which elements from Takuma and both Normal and Serious Karate.
I might send an earlier version of him to BK for him to use for his release because he let me fix him up.
That's becuase these are Demongorne's sprites. I know he did Bliss sprites for Normal Karate sprites but these are Serious Sprites and they lack a Bliss.
That's becuase these are Demongorne's sprites. I know he did Bliss sprites for Normal Karate sprites but these are Serious Sprites and they lack a Bliss.
Couldn't Mr.Karate use the Normal Karate's Midnight Bliss animation?
Looks pretty good, Rowen. I'm looking forward to seeing Mr.Karate in action.
By the way, do you have any plans to update your edit of DivineWolf's Mai?
Because i think your edit is based off of a older revision of her,
since the new one has some new stuff that's not in your edit, such as a new Medium Punch animation.
Karate Update:Nice to hear that, it will have Serious mode?
I'll post gameplay footage of him soon, then maybe a quick Beta edit so to speak.
I've used Victorys' Mr. Karate and Takuma along with KoopaKoot's Takuma for a bit of reference. Jmorphman's Ryo was also used for stuff like the Haoh Shikouken (Which lacked an extra Healthpoint), but it has the issue where it does double damage when timed correctly with an incoming projectile, which I reported a while back. This issue doesn't occur with Victorys' version though so I may take a bit from it.
I also changed the Shikouken FX to Victorys', which I improved upon as seen below:
Before: (https://i.imgur.com/w20wUUq.gif) After: (https://i.imgur.com/lv8nyUS.gif)
My plan is Normal Mode but with a few elements and moves from Serious Mode and his XIII version, mainly through EX Moves and MAX Supers, kinda like what's done with Akuma using Shin Akuma elements in the same areas.
For Supers I'll add his Ryuko Ranbu and (Shin) Kishin Geki. The Level 3 will either be his SvC Chou Ryuko Ranbu (Unblockable) or the XIII Kishin Sanga Geki.
Custom Combo for now seeing it's what's in the System (Based on Jmorphman chars).
I'm not really that fussed about the Combo and Max difference between chars, it just take what the original has unless there's a small issue which I usually fix. It can be odd in a 'full game' environment though.
How's Mr.Karate coming along?
Nice of you, but the voice volume needs a buff, but I can do that.
also rowen, varo's cs for his sakura was Shiyo's not his.
His lifebar portrait is not using his default palette on the select screen.
Zangief by varo_hades:oh man, you remove the master mode :( why not wait till you have done an EX mode on him then you remove the master mode? Looks like I need to keep the old version that has the master mode :(Spoiler, click to toggle visibilty
Did you test him on Mugen 1.1b?I'm using 1.0 so it's fine as their palette will change anyway during gameplay. But this issue is mostly applies to 1.1b because their lifebars portraits during gameplay will be stuck due to a bug with the engine and the way the order of the palettes are assigned. The default palette is cvs.act, but the lifebar portrait is applied to SF2.act (Which the colors are sightly different to the original and kinda hard to notice). That same issue goes with Ryu and Robert as well, but they're more obvious.
oh man, you remove the master mode :( why not wait till you have done an EX mode on him then you remove the master mode? Looks like I need to keep the old version that has the master mode :(I tested the Master mode a little bit, but I barely saw any differences between that and his Mech mode. It felt like a palette swap of Mech mode, but can do Super Aerial Russian Slam and Ultimate Atomic Buster like the normal mode. It just feels kinda redundant.
3 updates this time around.
For Captain America, Zangief and Cammy.
'Merica's update was provided my Mark85 who really did a number on him, and I made some finishing touches like I normally do.
did you or Mark85 give Captain America a Max version of Hyper Stars & Stripes yet?
As a bonus and incentive, here's a Mr. Karate corner combo for you lot:
https://streamable.com/7ysuwt
Not yet. It'll likely be done in the next update. This may involve changing the S&S amount for each though, I could just do the usual 2 for LVL1 and 3 for LVL2.
Are you gonna make Takuma?? I seen someone made new CvS sprites for Takuma, it looks really freaking good.There's an edit to Victorys' version with those Sprites done my Mark85 if you're interested.
There's an edit to Victorys' version with those Sprites done my Mark85 if you're interested.
I might post another clip when I think I've got something worth showing.
Where?? I gotta check it out. :shocked2:
You Planing edit Ibuki from varo_hades?
You Planing edit Ibuki from varo_hades?
But Infinite has a version coming. I'll wait a couple of months or so just in case, but he might sneak attack the moment I get started with it.
Coming Soon:
- Sodom by varo_hades (Somewhat Started)
- Athena by DivineWolf ('98 Sprites by Dampir) (Not Started)
- Rugal by ReddBrink (Not Started)
- Haohmaru by Chazzanova (Not Started)
- M.Bison/Vega by Froz (Not Started)
And me, I working in Master Akito sprites in this moment.
I plan to give Rugal some more combos and extra stuff like Dead End Screamer.
Sounds pretty good.
Though i think Reddbrink's Rugal already has Dead End Screamer.
Although i think it only has the air version of it.
ah ok that makes sense if you're going to try and keep it for consistency with JMM's but would be nice if it was an option through a config file or something, as DW also has his Morrigan/Lilith which do have a charge as well, I just wasn't sure what style you were going for.Since you kept mentioning it, you might as well use varo_hades and gui's edit of her instead as it has what you want. Their edit is based on the CvS2 gameplay which includes the power charge.
I also changed Ryu's Palette Mapping so the Select Portrait thing shouldn't be a problem no more.You did on the def, but the SFF file itself wasn't as you forgot to adapt to the lifebar portrait to the palette so it still shows up as his SFA3 palette on the select screen. I begun to notice as the last update on it is 8/20 and not 8/25.
i saw that divinewolf's athena with dampir's sprite edits is also in the list.
i'd suggest to use my sff fix on the sprites since i've fixed the standing animations, and the white thingy on the gloves not appearing on some sprites. so it will save you bit more work.(i didn't fixed the uniform though, i never bothered to do that tbh.)
http://www.mediafire.com/file/lq6b1fg1k1zut6v/file
Ryu's update is also out. I fixed the SFA/SFZ 3 Normal vs Evil Intro where Ryu's Elbow wouldn't connect on certain stages and the Shakunetsu Hadouken FX was changed to that seen in my Rowen's Randoms thread.
The both fists is a Takuma thing though, but maybe. I might do the XIII thing where P2 is launched straight up for the EX version.I normaly dont like asking people but its there a way for you to take my request ? and have a Charlotte POTS style mugen character from Samurai showdown 4 that I found and maybe you can make its better ? because I don't know how you do things with them. let me know if you don't mind over look at this character and I send you a pm of the character Mr. RR :)
Honda added.
Light edit here, since I felt this boy was pretty lonely seeing the rest of PotS' originals have gotten at least one edit or follow-up in the past.
Edits include adding the Modern DW Hitsparks and a few changes to his EX Moves, inspired by those of his newer appearances.
could you make an easy command patch? , it is very difficult to play with clark using the keyboard
https://streamable.com/5hfl4pThis is a nitpicky thing but you should have the FX fade away instead of disappearing instantly.
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0
[state a]
type = varadd
trigger1 = time >= 174
v = 1
value = 13
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1), 256
[State 200, 7]
type = destroyself
trigger1 = var(1) >= 256
I'm using Explods for it like Victorys did.Oh thats right i forgot i changed it so its a helper. thats my bad. if you want, here is the helper trigger & helper state.
Do you have plans on doing any updates/edits to Cruz's other characters?
I wonder what Cruz's been up to, recently?
I don't think i've heard from them in a while.
planning on adding orochi version for shermie?
Infinite's Jin added bros.
Have you heard back from Bahamian about Mr. Karate?
Nice job on jin are planning to update Infinites and R@ce older characters like Ralf and Yamazaki because they could use it.
Nice job on jin are planning to update Infinites and R@ce older characters like Ralf and Yamazaki because they could use it.
Ralf might have a chance. Yamazaki isn't really necessary due to Knuckles' version existing unless you want an updated Infinite styled version.
It was missing hitboxes on one of her Hit anims. Fixed. Redownload.
you mean...something like...sprite edits
While Bahamian's doing Karate, next up on the list:
https://streamable.com/gpmxm7Spoiler, click to toggle visibilty
Mr. Karate out!
I'll tease a lil' something else later folks.
Thanks folks, here she is:
(https://i.imgur.com/hADbe9q.png)(https://i.imgur.com/f29aK0N.png)
New sprites coming in the next update, folkies.
standing higk kick has insane cornerpush you dont need to use the cornerpush value at hitdef while you are using cornerpussh system,make it 0
Sol's out my peeps. You know what to do and it begins with D.
Word of warning that I added some non-PotS stuff to help lean towards his playstyle an increased juggle limit with his normals, Air Dash (A GG staple) alongside Air Volcanic Viper and Bandit Revolver.
Dragon Install doesn't act like in source with the Power Drain instead of the Timer with Health Advantage, but it works unlike the original Alpha version Rei plucked out and I thought it would be different enough. Call it a Beta if you wanna, I just wanna get the difficult part over with but I know I'll get slack. He kinda needed this to become acceptable. Updates will follow as you may assume.
I'll drop Vanessa's update later.
Several clean-ups, rebalances and Dampir's sprites. No stand out changes besides the latter, but it's sure to be better than last time.
Do you take requests for edits? Found this Gato by ShinRei that might need some editingI've heard of it and tried it. Seems to be GM's version, and I am pretty stingy when it comes to chars with different coding from the PotS and Infinite styles. That's why I had issues with Cody and C' America.
Vanessa's update has been released with the new sprites buds. Give her a hit.
Also did an update to Sol that disables Power Charging and such during the Dragon Install after seeing Gui's preview vid.
Cancelling the champion upper lv1 into the max version doesn't make the max hyper hit depends if the you cancelled it after the 3 hits or not.(it least in my case anyway.) which ends up making the opponent freeze
[youtube]https://www.youtube.com/watch?v=Rk02ShHKSbo[/youtube]
(idk why the vid has no audio, prob a recording error or something. too lazy to redo).
Fixed that. Redownload.
Though one question:
To do:
Proper Dragon Install.
What do you have in mind?
Making it function more like Guilty Gear?
What do you have in mind?Yes that's the plan, when I get the chance, energy and balls.
Making it function more like Guilty Gear?
- HK Hien Shippukyaku should not have the same juggle properties as the EX version, as it makes it too good and the EX version kind of redundant. It should just knock down
- Both versions of Kyokugen Kohou don't damage damper when combo-ed into
And that's how the Dampener works though (Only acts when cancels occur),Doesn't mean it's limited to that. JMorphman's Kusanagi, POTS Guy, Infinite's Shingo, to name examples, have it to where they have combos into supers without super-canceling, and the scaling still goes into effect for the super.
Doesn't mean it's limited to that. JMorphman's Kusanagi, POTS Guy, Infinite's Shingo, to name examples, have it to where they have combos into supers without super-canceling, and the scaling still goes into effect for the super.
Another small Ryu update today.
Someone reported he can't do the Long Low Jump, probably because of the outdated coding.
As you may assume, this has been fixed.
If I can make a suggestion, any chance you could tackle C. Viper by NDSilva? She's already fairly solid but needs a few extra tweaks to be perfect, imo. She also has the sprites for Burning Dance/Viper Full Throttle in her SFF, but they're unfortunately completely unused.
As of now I don't have much to say except this:
https://streamable.com/uy8j5m
Using QuickFist's CS so go wild when possible.
Assuming you want moves with those sprites, I'm not too sure since I'm crap with throws and cinematic stuff.
I'm making a separate EX Mode for him. Normal Mode (the Original version) is to stay the same for the most part.
You'll see I also made the Kohou (HP) 2 hits. I can't really change much with a lack of sprites (KOF Hien Shippukyaku for example).
Even with these limitations, it will have a few novel changes, so stay tuned.
Thanks! Question: for your ex mode, could you add the kof 96 stance? I saw one made by cvsnb on DV
(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/f25a376d-1b6e-4b2b-b59d-427076006ab5/d6hy7b8-586b76e0-fe8a-490f-b813-6ce8cfa6e339.gif?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvZjI1YTM3NmQtMWI2ZS00YjJiLWI1OWQtNDI3MDc2MDA2YWI1XC9kNmh5N2I4LTU4NmI3NmUwLWZlOGEtNDkwZi1iODEzLTZjZThjZmE2ZTMzOS5naWYifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.TGeer_WL-jZBUZQvuxNWsBirAcBm8B6t6S8csZYF1Kg)
I'm making a separate EX Mode for him. Normal Mode (the Original version) is to stay the same for the most part.
You'll see I also made the Kohou (HP) 2 hits. I can't really change much with a lack of sprites (KOF Hien Shippukyaku for example).
Even with these limitations, it will have a few novel changes, so stay tuned.
Btw this is for you
https://mugenguild.com/forum/topics/kenjou-lirts-icons-192580.msg2505469.html#new
Btw this is for you
https://mugenguild.com/forum/topics/kenjou-lirts-icons-192580.msg2505469.html#new
Could you pinpoint the portrait? I assume you're referring to the Hibiki one since that's the only one I have edited as of now.
Some viofitz stuff that can be usefull
https://www.deviantart.com/jadencorsair/art/Hybrid-Ryo-Special-Move-14374529
Almost done...
https://streamable.com/15nfaf
amazing, thank you man! sorry for the noobest of the questions but is there any way you can config chain/air combos like infinite's?? really love the cvs/mvc mixture and i fell in love with your ryu, thank you beforehand!!
The next fighter is....
(https://i.imgur.com/KjM6Pve.png)
Any guesses?
The next fighter is....
(https://i.imgur.com/KjM6Pve.png)
Any guesses?
The next fighter is....
(https://i.imgur.com/KjM6Pve.png)
Any guesses?
Ryo released, folks.
Ah, neat stuff. The edit seems pretty sweet so far.
I'll let you know if i find any bugs or anything.
Do you have any plans to add the KOF XI karate chop special
from CrazyKoopa's Ryo?
The next fighter is....
(https://i.imgur.com/KjM6Pve.png)
Any guesses?
I'd rather add the Kohou Shippuken. There were (sorta) sprites for them in VioFitz' sheet, but they lack the big reel back before the punch.
CvS the Abstract started it on DeviantArt back then where it was more accurate but it wasn't finished.
The next fighter is....
(https://i.imgur.com/KjM6Pve.png)
Any guesses?
Also this is it just me or do the extra def on Ryo not work right. For some reason whenever I use the Normal def I get EX ryo instead.
Update: I found the problem. It was the mode detection in normal ryo st file
Before
[State 5900, Mode Detection]
type = VarSet
trigger1 = 1
var(40) = 1;ifElse((PalNo > 6), 1, 0)
ignoreHitPause = 1
After
[State 5900, Mode Detection]
type = VarSet
trigger1 = 1
var(40) = 0;ifElse((PalNo > 6), 1, 0)
ignoreHitPause = 1
As promised:
https://streamable.com/rpdpzl
His CS is updated?! I've been waiting for this every since it was first made! Thanks, Rowen!!
I hope the next char is Bison (dictator).
Burning Crusher's variants sacrifice distance for damage becuase I didn't make animation variants. And when you say strong and EX Grand Hurricane do you mean the Grand Upper? Becuase that's what I adjusted.Ah, ok. Yes I meant Grand Upper. It was 5 am when I posted that feedback and wanted to post it as soon as possible as it was released right before I went to sleep. My bad, but glad you figured it out. And one last thing after testing again:
For the Dragon Burst I simply decreased the yAccel.
Also on your readme since you credited me, can you change my name to ZolidSone instead? I'm planning to change my username soon for personal reasons and I like to be referred and credited as that from now on.
That Terry will probably require a patch, not only to fix things to make him recognize Ken correctly, but also to redo the actual animation for said intro (which was reanimated/re-timed to better match CvS2).
Fine, I'll do that in the next release. I'll stealth-update it with the hitsound change which was also planned but not added.Thanks for that too. Other than that, I have no other issues to report on him.
No update plans. I just uploaded the latest version so Akito can complete his roster.That's a shame. Akito could have benefited with these fixes as some of these didn't appear until after this stealth update (Mostly regarding the lifebar portrait on the select screen and the blue hitspark on the Buster Punch as it's a throw and not a special attack). I can fix them on your behalf as it's not too difficult to do, but Akito gets the say whether he wants it or not.
As I've said, I've moved to Karma's and keeping this one for preservation.
May do a small stealth-patch with the intro, but it's just not in my interest.
Hi, I have the same version of this update. Terry will be added in my full game (news coming soon) and I need him with multicolored sparks.So if I had to update Terry in Rowen's behalf, it has to be the fourth one due to the multicolored hitsparks. I usually try to have just red to get them close to the original PotS style on my roster as possible. If not, I don't mind as other PotS creators already have multicolored by default anyway.
PS: I sended a PM for you.
Here's the special and super movelist for both versions of Bison:Oh, an edit for Froz's Bison? Looks pretty cool.
Here's a small tease of what Final mode is capable of:
https://streamable.com/6wreqz
By the way Meldo said (on the Discord server) that Bison's anim for the Final mode's projectile special is misaligned so you do need to fix that
That's fixed.
I don't use Discord (currently). What else of interest has been said on there?
Here's the special and super movelist for both versions of Bison:
Normal:
Specials:
Psycho Crusher
Double Knee Press
Head Press
Devil Reverse
Psycho Banish
Bison Warp
Supers:
Mega Psycho Crusher
Knee Press Nightmare
Level 3 Supers:
Final Psycho Crusher
Psycho Punisher
Final:
Specials:
Psycho Crusher
Double Knee Press
Head Press
Devil Reverse
Psycho Shot
Psycho Field
Bison Warp
Supers:
Psycho Cannon
Knee Press Nightmare
Level 3 Supers:
Final Psycho Crusher
Psycho Explosion
I disabled Final's special KPN becuase of funkiness with hits from the clones along with the Level 2 Final Psycho Crusher for a lil' balancing.
Here's a small tease of what Final mode is capable of:
https://streamable.com/6wreqzSpoiler, click to toggle visibilty
Bison snip
Bison snip
I'm looking forward to Lord Bison!
No Psycho Impact btw? (his dash up punch special)
Bison has dropped. Hit the download folder, bros.
Knuckles' Dhalsim is next. I'll drop info when I get to him.
Thanks again, peeps.
- I liked the Head-Press tracking this version has.
- Isn't this a normal PotS thing? The 'still recieve inputs' thing is a common occurance with KOs for the winning character. Could you expand?
I'll check the Ikemen thing when my interest grows into it. Does it occur on charge characters with the same system like Jmm's Guile?
Feedback:
-He doesn't do his special intro with Knuckles8864's Iori or Karma's normal and EX Iori as it goes by his current name on the standalone def files and not Charma like the one with all modes.
-The dash dust appears twice when running as it plays for both the dash and the run at the same time.
-The hitspark and guard spark of his standing MK, standing HK and crouching HP is slightly misaligned if they hit the opponent slightly far away.
Overall, that's all for the issues I found. He definitely needed the update.
The latest version of Karma's Iori in his Mediafire folder has the authorname of "CharmaKarmeleon", that's why it's like that. I added Knuckles' though. I've moved to Karma's either way and that's why I left his out at first. I might change my mind if his updated version ever releases and is up to standard.Yeah, I'm aware. I was using his EX Iori standalone alongside Knuckles' and all the standalone Iori defs (Except the one that uses all modes) were using his current name. No worries, I can fix that myself by simply adding another trigger.
Guess he finally decided to settle with "KarmaCharmeleon" for all his characters. As for me, I'll be strictly keeping "ZolidSone" as an M.U.G.E.N author and won't be using it anywhere else.offtopic but since it's a bit jarring seeing Karma referred to as he over and over in this topic, a bit of discord trivia - KarmaCharmeleon is a girl.
a patch with easier commands for keyboard players would be great
I find it a bit more difficult now to do the crouching charge supers, going from down+back to forward/DF x2 , either doesn't register or it's really strict, which makes trying to do the super from a crouch a bit more annoying. It's just strange because doing the normal specials from down crouching to forward seems fine.
[Command]
name = "SomersaultStrike"
command = ~DB, $D, F, UF, a
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, $D, F, UF, b
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, $D, F, UF, c
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, $D, F, UF, ~a
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, $D, F, UF, ~b
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, $D, F, UF, ~c
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, DF, DB, UF, a
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, DF, DB, UF, b
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, DF, DB, UF, c
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, DF, DB, UF, ~a
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, DF, DB, UF, ~b
time = 32
[Command]
name = "SomersaultStrike"
command = ~DB, DF, DB, UF, ~c
time = 32
[Command]
name = "MAXSomersaultStrike"
command = ~DB, $D, F, UF, a+b
time = 32
[Command]
name = "MAXSomersaultStrike"
command = ~DB, $D, F, UF, b+c
time = 32
[Command]
name = "MAXSomersaultStrike"
command = ~DB, $D, F, UF, a+c
time = 32
[Command]
name = "MAXSomersaultStrike"
command = ~DB, DF, DB, UF, a+b
time = 32
[Command]
name = "MAXSomersaultStrike"
command = ~DB, DF, DB, UF, b+c
time = 32
[Command]
name = "MAXSomersaultStrike"
command = ~DB, DF, DB, UF, a+c
time = 32
@RagingRowen: Since this has been bought up, I face similar issues with Shin Akuma on keyboard as well. His Ashura Senku command always brings out Messatsu Goshoryu at level 1 and above. His demon flip controls are tricky to execute and a lot of time bring out the Messatsu Gorasen instead. I was wondering why you used D, DF, F, D, DF, F, k for that super instead of D, DB, B, D, DB, B, k because that command is unused and is standard for Messatsu Gorasen in most games.
a patch with easier commands for keyboard players would be great
What commands are you having issues with? I'll attend to them if need be. I plan on adding Explodsive Buffering down the line though.
Update: M.Bison now uses $B,$F,$B,F for charge supers. This should resolve XANDERAC's issue. Redownload.
Thanks for the update on Axel RR!
I'm willing to help out a bit with the search work, just dm me.
Which Dhalsim? There's no upload.
You added multicolored sparks in this Dhalsim?
I don't know if you noticed, but every time you save the SFF, the lifebar portrait on the select screen is no longer the default palette as long as it's set on 4. It will keep resetting yourself to whatever palette is 1 set on. I fixed it by going to the lifebar portrait on the SFF and applying the default palette 4 to it. But every time I try to save it, the multicolored hitsparks you added on them ended up being bugged as they are orange and blue/purple mixed for the specials and supers respectively.
This issue happened with K' and Terry.
This has been fixed for the both of them. Redownload.I downloaded and noticed the SFF has not been touched with either of them. Simply changing the pal order on the def file isn't enough. I haven't touched anything on them besides "apply the current palette to the specified sprites" (applying the default palette on the lifebar portrait) using Fighter Factory Studio. Even though it shows the correct palette on the select screen after that, this what happens during gameplay:
@RagingRowen: Since this has been bought up, I face similar issues with Shin Akuma on keyboard as well. His Ashura Senku command always brings out Messatsu Goshoryu at level 1 and above. His demon flip controls are tricky to execute and a lot of time bring out the Messatsu Gorasen instead. I was wondering why you used D, DF, F, D, DF, F, k for that super instead of D, DB, B, D, DB, B, k because that command is unused and is standard for Messatsu Gorasen in most games.
I dunno about the Hitspark thing since it doesn't occur on my end, but I removed Terry's duplicates.You had to apply a different palette to the small portrait first, then that weird mixed multicolor hitspark stuff happens. Since you're using 1.1, you would have noticed it easily as it's not their default palette on the lifebars as their palette are stuck to whatever was 1 originally. If not on the select screen, then during a match on the lifebars unless you used custom portraits.
It may just be that I'm using 1.1 over 1.0 which I assume is what you're using.
Hello, I wanted to mention to you that this issue happens to me many times as well. It's mostly MUGEN's fault. MUGEN does not handle any double or triple presses very well. I forgot the logistics behind the bug, but it's buggy and increases the chance of only processing your Ashura Senkuu as a regular DP. I know exactly what you mean on this.
Many times I'm in an online match, and I try to do the teleport, but I accidentally do a DP and end up getting killed. It sucks, and it is annoying.
That Akuma that you are referring to, does it use Vans' deep buffering command system? Or any of its derivatives, such as Explodsive? I believe the most updated deep buffering system from Vans & JZ has fixed this issue. I dont quite remember if Explodsive fixed double press issues.
You should check the command system first and then get back to us on that.
You had to apply a different palette to the small portrait first, then that weird mixed multicolor hitspark stuff happens. Since you're using 1.1, you would have noticed it easily as it's not their default palette on the lifebars as their palette are stuck to whatever was 1 originally. If not on the select screen, then during a match on the lifebars unless you used custom portraits.
I tested again and don't know what you did, but it seems like you managed to fix the lifebar portrait issue with their default palette while keeping the multicolor hitsparks not mixed for both. So everything is good and hopefully it doesn't happen with your future edits while adding the multicolored hitsparks in.
I guess that's that then. Sorry about that.It's all right. Thank you for still fixing it on Terry despite you saying no update plans. Had K' not shared that same issue, I would not have mentioned it.
It's Explodsive. Maybe I'll try updating it to something from newer characters or updates that utilize it like Jmm's Ken.
I think its better. Feels smoother. Haven't had any supers coming out unexpectedly.
I think its better. Feels smoother. Haven't had any supers coming out unexpectedly.
That's nice to hear.
I have another quickie on the way today or tomorrow. It's small but I'll work.
Man, I don't believe, you maked this VERY fast!
You helped me again, thanks friend!
Hello, I wanted to mention to you that this issue happens to me many times as well. It's mostly MUGEN's fault. MUGEN does not handle any double or triple presses very well. I forgot the logistics behind the bug, but it's buggy and increases the chance of only processing your Ashura Senkuu as a regular DP. I know exactly what you mean on this.The EXPLODsive Buffering System is not, in any way, shape, or form derivative of any prior alternate command buffer system. We used no code but our own.
Many times I'm in an online match, and I try to do the teleport, but I accidentally do a DP and end up getting killed. It sucks, and it is annoying.
That Akuma that you are referring to, does it use Vans' deep buffering command system? Or any of its derivatives, such as Explodsive? I believe the most updated deep buffering system from Vans & JZ has fixed this issue. I dont quite remember if Explodsive fixed double press issues.
I think the issue with the Vans/Explodsive buffering has to do with the way it handles Negative Edges. DW's updated characters had this issue for me as well until I commented out the NE coding for it. I don't NE at all so it's not a loss for me, but that's my experience with it.
Sorry, I didnt know that. I thought explodsive was based on Vans' Deep buffering, IIRC Vans' command buffer was firstly discovered right? I could've sworn it was somewhat related or based on Vans' system. I know they operate somewhat differently but similarly, so one would naturally think one was based on another's solution or logic theory. IdkA buffering system wouldn't really be "discovered", it would be invented. And indeed, Vans was the first person to create an alternative to MUGEN's default one.
What I do know, is that 2p or 2k is handled pretty bad for Mugen by default. I'm not sure if explodsive addressed this or not, but I remember sometime last year it was fixed with JZ kamekaze and TTTTsd.Theoretically someone could use only the directional input explods and keep using MUGEN's default command system, but otherwise, a proper implementation of EXPLODsive Buffering would not run into that issue.
Idk if you ever played CvS2, but that game has a lot of negative edge. Are you saying you don't want negative edge at all? because it's somewhat supposed to be there depending on various titles. Or did you disable it because it did not seem accurate to a source game? Just asking, because another friend of mine complained about negative edge until I told him it's supposed to be there.
Thanks my good peep.
In other news: Dhalsim released. You know where to look.
K' also got a mini-update with lil' things I did back in 2020.
Sounds neat. Will try them out when i get the chance.
By the way, I found this video just now about your edit of Vanessa.
It's kind of old, but i felt i should bring it to your attention, just in case:
https://www.youtube.com/watch?v=1lwiCPUBO_8
Small Axel update.
June 20th 2021:
- Added a couple of SOR4 voice clips.
- Fixed the usage of EX Moves in Custom Combo by the AI.
I'd add more voices, mainly the grunts and KO sound, but the extracted sounds (Using a tool by PauloManrique if you're interested or wanna help) aren't organized and it was already exhausting looking for the two I used.
I'll be a pain looking for all of his attack and hurt sounds without accidentally using sounds from other chars.
Yes. This has since been patched out thanks to juggle limits and less y.velocity on launch.
Going ambitious by making a movelist video:
[youtube]https://youtu.be/DhxIcJhjUVM[/youtube]
RagingRowen are you working on Kagura chizuru? because you have her on the Goenitz video.
Megaman needs more love, friend. Have a incomplete version maked by Shinrei, you have interest in him?
Wait for update in sprites of Zero.
Goenitz' Update has been unleashed. Head over to the MEGA Folder.
I'm going to relax myself on edits for now and start new ones next week.
Still accepting feedback though.
Goenitz' Update has been unleashed. Head over to the MEGA Folder.
I'm going to relax myself on edits for now and start new ones next week.
Still accepting feedback though.
-The wind effect on Ibuki Nagayo has shadows.
Is the AI better now?
Is the AI better now?
I don't see shadows on my end. I've tried both the normal outcome and additional attack.(https://i.imgur.com/UfdRqO0.png)
Hey Rowen,
Goenitz can cancel crouch light kick into itself before the active frames
https://streamable.com/l16djd
also its the startup is 7 frames, crouch medium is 6f, and hard is 5f. not sure if intentional
-When the opponent is thrown to the ground from a successful Ibuki Nagayo, there is no normal ground shockwave when they touch the ground the first time (For that part, a strong ground one and sound would fit better as they hit the ground hard).
That's what I mean't when I said Polish Ibuki Nagayo's ending in the To-Do List. I fixed the shockwave though, but not the hitsparks.Oh, I thought it just needed some small tweaks. Didn't know you planned an overhaul to it.
The whole super has a few weird issues like this which I haven't fixed yet.
I think newer chars do not have a changelist,or I can find it,like Axel,Dhalsim,Bison etcc
any possibility for soon Seth Update?
Since you updated Ryu again, I got some small feedback for him:
-Both normal and super jump sound effects feels too loud.
-Seoi Nage and Kikoku Tsuki is missing a strong punch swing sound when the opponent is thrown (It was used on the special intro against Ken, but not on the throws themselves).
-He doesn't do his special intro against DivineWolf's Akuma when using Evil Ryu (As Master Ryu, he'll do the normal non-DeathScythe Akuma intro instead of the Evil one).
-He doesn't do his special intro against Ryo when using Master Ryu.
-He doesn't do his special intro against himself as Evil Ryu when using Master Ryu or the other way around.
I liked this edit, but, why you removed configurations of multicolored sparks, sounds and other stuff?
PS: If I add these configurations again in .config, will work in THIS Daimon?
It would be good if you keep this for people who prefer the POTS/Infinite style (like me) so that we can modify things in the .config however we like.
I liked this edit, but, why you removed configurations of multicolored sparks, sounds and other stuff?
PS: If I add these configurations again in .config, will work in THIS Daimon?
It would be good if you keep this for people who prefer the POTS/Infinite style (like me) so that we can modify things in the .config however we like.
I did this to make him closer to traditional PotS style which is what I aim towards in my roster.
I wouldn't suggest re-adding the configs, but he still has Multi-Colored sparks by default which I know you're into.
In my opinion, you don't need to remove the options from inside the .config, as several of these options are already inside it just to make these changes.
I wanted to put this Daimon in a POTS/Infinite project in the future and I wanted it to have chain combos and air combos, if I put those options back inside this Daimon, will it work?
The sparks I use the multicolored ones, you could have kept this in the .config (that's for that), so there's no need to remove this option from there, but the chain combos and air combos I won't be able to because they don't exist anymore this option inside the .config, can you understand?
It's sad. I'll search this is original Falcon .cmd to restore.
And about sparks, you talking about the normal ou multicolored?
In my opinion, you don't need to remove the options from inside the .config, as several of these options are already inside it just to make these changes.I'm not familiar with how these chars are coded internally but I assume, balance wise, having to think about character having chain combos or not is extra work (same is the case with extra max mode instead of custom combo). I'm glad that this character not having chain stuff is not an afterthought, like it's the case with Infinite's characters (which I'm pretty sure are tested and balanced around having chain combos, considering how off they often feel when you disable that option)
Sorry for double post.
I don't find Guile patch in first post.
[youtube]https://youtu.be/h6N0kvprTtI[/youtube]
Such improvement on this.
Daimon updated.
Mainly includes more CvS hit velocities and hitspark fixes.
Hey Rowen I doubt you have time but I was wondering if you can fix an issue I can't quite resolve on Falcon Rappers Shermie, I am currently using the most recent version of Ikemen, but this issue remains over the last few versions I've tried so I don't think it's the engine, I think it may be something with the character, but I'm not sure if it has the same issue in mugen. Long story short, when I go into her config file and set her to Orochi mode, she starts in that form, and has the appropriate moveset, but upon moving to the next round she just defaults back to normal Shermie with that moveset instead. I was wondering if you knew a fix for this as, Falcon Rappers Yashiro has an Orochi form too but doesn't have this same issue.
I doubt the sff is compatible with both but maybe if that is the case, you can use that to at least have all the sprites you would need as well, either way, if that is something you can do in the future when you find some time between your projects, that would be awesome, regardless of which version you use
Me again, bros. Going on a little break/hiatus from Reiji and SF All-Stars, but I've got this to show for the time being:
I'm curious to know wich characters are "obsolete"
I mean in the "Pre-May 2021" ones.
I'm not sure I followed all the newer equivalents
If you pick Evil Ryu as P1 and normal Ryu as P2, Evil Ryu does his SGS intro while normal Ryu does one of his "normal vs evil" intros.
I'm curious to know wich characters are "obsolete"
I mean in the "Pre-May 2021" ones.
I'm not sure I followed all the newer equivalents
Well the Robert and Mai are, due to being put behind my DW's recent AI updates. The rest should be fine but there are updated versions in the new Mega and Drive folders.
POTS Ryu > CvS2 Ryu
just sayin'
EDIT : I'm not sure where to check for these new folders.
POTS Ryu > CvS2 Ryu
just sayin'
Yes, like many POTS characters.
EDIT : I'm not sure where to check for these new folders.
Drive's under "August 2021 Releases and onwards" and Mega's under "May-August 2021 Releases and Updates".
POTS Ryu > CvS2 Ryu
just sayin'
Yes, like many POTS characters.
I wouldn't say many. In most cases they're pretty well stacked against each other. There's some instances where one's styles and mechanics favor a certain character better than the other. It all depends. But if you have more fun with the POTS system, that's personal preference for sure.
Surprise Ryu update time again!
I know someone is already making a likely more accurate and up-to-date Ryu, but I got extravagant to hit him with CvS2 hitbox data, there's still some things missing, but it should be the best the original PotS Ryu has been at.
Same link as always.
Who's making a pots style Ryu?
You're VERY fast friend, thanks again!
PS: This char is a beta?