As a matter of fact, I do:-He could use another Constants.cns that gives him his CvS scaling.-His special intro with Cody/Haggar and Bushin Musou Renge doesn't have a landing effect and sound when he touches the ground.-His special intro with Cody/Haggar pushes him 3 pixels backwards at the end.-His dodges do not have their respective sound effects (Medium kick swing sound when dodging while standing and dash sound when forward/backwards dodging).-Seoi Nage, Tsukami Nage, Izuna Otoshi and Bushin Musou Renge are missing the medium punch swing sound when they miss the grab.-Seoi Nage is missing the strong kick swing sound when the opponent is thrown.-The hitspark and guard spark of standing HP, standing LK, standing MK and standing HK is misaligned when it hits the opponent slightly farther away.-His running animation is using only one of the step sounds on each step.-His run stop animation and crouching HK is missing the sliding dust effect when he skids.-Tessinhou can be canceled by pressing the punch button in the middle of the superpause.Glad you still kept this edit around and hope you give him the multicolor hitsparks like with the other edits as he still doesn't have any.
ZolidSone said, March 30, 2022, 02:09:48 PMAs a matter of fact, I do:-He could use another Constants.cns that gives him his CvS scaling.-His special intro with Cody/Haggar and Bushin Musou Renge doesn't have a landing effect and sound when he touches the ground.-His special intro with Cody/Haggar pushes him 3 pixels backwards at the end.-His dodges do not have their respective sound effects (Medium kick swing sound when dodging while standing and dash sound when forward/backwards dodging).-Seoi Nage, Tsukami Nage, Izuna Otoshi and Bushin Musou Renge are missing the medium punch swing sound when they miss the grab.-Seoi Nage is missing the strong kick swing sound when the opponent is thrown.-The hitspark and guard spark of standing HP, standing LK, standing MK and standing HK is misaligned when it hits the opponent slightly farther away.-His running animation is using only one of the step sounds on each step.-His run stop animation and crouching HK is missing the sliding dust effect when he skids.-Tessinhou can be canceled by pressing the punch button in the middle of the superpause.Glad you still kept this edit around and hope you give him the multicolor hitsparks like with the other edits as he still doesn't have any.My hero!
RagingRowen said, March 30, 2022, 04:56:21 PMScrew it.Guy has been updated with several fixes and extra adjustments. Redownload.My hero #1.
I actually found another edit of yours that isn't in this thread or the backups, it's a edit of varo_hades's Jack Krauser.You will add it to the Misc. Backups file?Also, what you're planning for the Batsu update? I already know you're going to remove the Infinite-style stuff from the character, but what more?
Ibuki added.Another toned down Infinite-styled char to fair better with PotS material, like with Daimon. I still think she needs more work, but I hope she'll be a good substitute until a legitimate traditional PotS version arrives.snowy997 said, April 05, 2022, 08:12:23 PMI actually found another edit of yours that isn't in this thread or the backups, it's a edit of varo_hades's Jack Krauser.You will add it to the Misc. Backups file?Also, what you're planning for the Batsu update? I already know you're going to remove the Infinite-style stuff from the character, but what more?I doubt it because I kinda regret that one, as it was rather unredeemable in retrospective.For Batsu, I'm likely gonna take a few changes from the SF All-Stars version I did.
Nice. It does feel odd going back to the 3S movelist after SFV.There are some weird feeling moves, mostly just because that's how Infinite's original version worked too. Glad to see there are changes to Kasumigake in mind, for instance; not a fan of it just being her old DP punch flip, would be interested to see something like that new EX dash from SFV. What did you have in mind when you said "more SFV moves"?
SNT said, April 06, 2022, 11:32:34 PMNice. It does feel odd going back to the 3S movelist after SFV.There are some weird feeling moves, mostly just because that's how Infinite's original version worked too. Glad to see there are changes to Kasumigake in mind, for instance; not a fan of it just being her old DP punch flip, would be interested to see something like that new EX dash from SFV. What did you have in mind when you said "more SFV moves"?The main thing I wanted to add was her Fuma Shuriken. I'm not sure how the rest like her Kunai ammo and Rokushaku Horokudama would work. I'd need sprites for them anyways.
Glad you released it buddy, however I think you should have waited a little longer before doing this as the damage dampening states are very stiff and visually uncomfortable to see when Ibuki falls to the ground.Anyway, I liked the change in the size scale to the CVS standard, it makes it more adapted to the other characters. The other changes are also good, but I'm not a good person to rate Ibuki as I don't play her regularly.
RagingRowen said, April 06, 2022, 11:52:14 PMThe main thing I wanted to add was her Fuma Shuriken. I'm not sure how the rest like her Kunai ammo and Rokushaku Horokudama would work. I'd need sprites for them anyways.Makes sense. Personally I'm not too keen on the ammo system either, but PotS' Lei-Lei has something that could show you how her bomb might work as a super. Other than that, the only other thing I'd think about is her glide, but that'd involve someone making new sprites.
I'm testing Ibuki.What is the source for the way her mk works?I cannot remember it worked this way in either SF3 or SF4To me it's unnatural.It just souds like "fan game" (I don't have the word)I'm curious to know why it's like that.Still testing.
Momotaro said, April 07, 2022, 07:13:10 PMI'm testing Ibuki.What is the source for the way her mk works?I cannot remember it worked this way in either SF3 or SF4To me it's unnatural.It just souds like "fan game" (I don't have the word)I'm curious to know why it's like that.Still testing.It's the forward movement, right? It seems like a nice buff though, but I'll rid her of it if it's detested.
Released an update to my old Tizoc edit today.I clearly didn't dig deep enough the first time, but now he's a lot more source faithful and has add problematic areas like his grabs toned down.There's still a rough area or two but I hope it's a sure-fire improvement.
RagingRowen said, May 21, 2022, 02:14:21 PMReleased an update to my old Tizoc edit today.I clearly didn't dig deep enough the first time, but now he's a lot more source faithful and has add problematic areas like his grabs toned down.There's still a rough area or two but I hope it's a sure-fire improvement.Oh, nice!Nothing removed ? (I'm not a Tizoc expert)
Momotaro said, May 21, 2022, 04:38:30 PMOh, nice!Nothing removed ? (I'm not a Tizoc expert)All I really removed/disabled were two of his custom supers (Griffon Rumble and 1 of his Level 3s). I also disabled an custom special back when I did my original edit.
Thanks for the clarification!I usually don't like when some content is removed unless it's still possible with config file.But I think you removed unnecessary ones.
I remember the old version had some effects that seemed off, I don't know if that was just due to some layering of the multihitting supers, I'll have to give him a look, always happy to see more fixes
https://streamable.com/xnd9b8Progress on Bison has been made today, as seen above.Took the second half from PotS' 2022 update of his.