Posted by Jmorphman
in Shingo (featuring a brand new CvS sprite set by Troy!); Joe updated (2023/01/22) (Started by Jmorphman January 01, 2023, 03:58:19 am
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
Ah, I didn't notice the post right before mentioning the commands. I'm fine with them as is. I thought it was an actual update, but you were just trying to accommodate Macaulyn97. My mistake.no worries!
Did this and it broke my character. Cut and paste. Double checked my values. Still broken. Will you be adding this to the original download?This is pretty clearly just meant as an option for the one specific person who asked for it (though anyone is free to use it). I wouldn't completely and permanently change the commands of multiple moves so suddenly based on only a single person having an issue. QCB, HCF and HCBx2 commands are in so many of my characters, and there is no reason to abandon them now.
[State -1, Shingo Kinsei Ore Shiki: Kamukura]
type = ChangeState
value = 3200
triggerAll = !AILevel
;command = "QCB, QCB"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030114)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030016))
;x + y / x + z / y + z
triggerAll = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 3000 && !var(20)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
[State -1, MAX Burning Shingo]
type = ChangeState
value = 3150
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 2000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)
[State -1, Burning Shingo]
type = ChangeState
value = 3100
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a / b / c
triggerAll = NumExplod(90000230) || NumExplod(90000235) || NumExplod(90000240) || NumExplod(90000245) || NumExplod(90000250) || NumExplod(90000255)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 1000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
-.101 Shiki: Oboro Guruma MikanseiWhich characters does it fail on? I would also recommend replacing your common1.cns with a fixed version that gets rid of the VelAdd bug in the hit states. It causes the opponent to fall faster than they should. In most circumstances this isn't all that noticeable (a single hit attack would probably only have the enemy hit the floor a few ticks earlier than they should), but Shingo's Oboro Gurama is so drawn out that the erroneous, duplicated VelAdds really add up fast.
Seems like the strong/hard version of the move sometimes misses hit on the 3rd part.
Like if the 2nd part don't lunch high enough sometimes. So 3rd part jumps high with an opponent not high enough.
I cannot say what make the launcher lower sometimes on 2nd part of the move.
(I tested with different enemies)
-.100 Shiki: Oniyaki MikanseiIt goes up exactly as high as Kyo's version does; the initial vels are -11.25, -8.75, and -6.25 for HP, MP, and LP respectively. The MP version ends up being the exact midpoint between the LP and MP versions.
For this one I'm not sure either, but seems like the medium version of the move don't go higher enough compared to light and strong version.
IMO, it needs just a little tweak.
But perhaps it's just an illusion.
I am curious as to why the normal version of 'Shingo Kinsei Ore Shiki: Nie Togi' is blockable, as it was never that way in sourceNie Togi is a proximity unblockable in KOF, and those don't really exist in any other game (and I personally find them to be a strange concept in general). I opted to make it a normal attack à la Ryo's HCB+p move in CvS2: that was also a proximity unblockable in KOF, but Capcom made it into a normal attack. I also made the EX versions of both moves command throws, harkening back in a way to their proximity unblockable origins.
I have a question: how do I alter the commands of the character? Some of those commands are really bad for me to use in a keyboard.Which commands need changing? The buffering system is not exactly intuitive to mess around with so it'll probably be easier for me to showcase what needs changing.
- Fixed the thought bubble in the turns intro, which was displaying incorrectly
- The thought bubble used in various intros, default taunt, and Kamukura were incorrectly not bound to Shingo; they now are locked in
place relative to his position
- Added custom hit states for the upward launching kicks in Oboro Guruma Mikansei; this should help all hits connect, even against
opponents who erroneously apply a VelAdd twice on a single tick multiple times as they are falling.
i was just waiting for some expert coder to get some kind of guard crush after a special!!As mentioned in the readme, it's from Karma's Rugal. I just made some minor modifications.
I've take some of your code and i've implemented it in my Sagat (and maybe in future Zangief), I hope it's not a problem for you (of course i'll give you credit)!
Well, y'know... a EX mode of sorts maybe could remedy this kind of situation; even if his moveset changes through the KOF games are a bit more nuanced compared to Kyo's.His moveset changes are so exceedingly minor over the years that I just don't think it's worth it. Outside of 2003/XI, I guess, but practically everyone had some kind of big change in those two games—they were throwing a lot of stuff at the wall and not all of it stuck (but good on them for trying). And I don't think the Shingo stuff is gonna stick when he finally reappears after like 15 years in XV's DLC.
Maybe Capcom vs SNK was a bit misleading as a title, because I guess essentially they wanted to make SF vs KOF with a few guests.Oh yeah, those games are 100% meant to highlight each company's respective fighting game franchises, and probably would've just been titled "Street Fighter Vs. The King of Fighters" if that was not a terrible title.
wonder what would happen if I wrote the schizopost about Jin being poorly written. I really fucking do. If I wrote all of that, y'all would've jumped on it like the pack of rabid dogs you are.Well, if you insist...
NOMINEES
Mash Kyrielight by Resentone
Akame by OHMSBY
Kanji Tatsumi by Ichida
SF1 Lee by Rabano
Dee Jay by ELECTR0
Street Master Ken by Basara-kun
Spudley by Genosan742
Byakuya by Resentone
Blackheart by KatsupSpecial
Crewmate by Gemeos dos Jogos
Ryuko718 by Odb718
11/20 ready... I think we might start the new poll, guys
sorry if i deleted by accident:
https://mugenguild.com/forum/topics/character-month-october-2022-voting-196985.msg2540156.html
Bro, what the fuck are you doing. The mod staff is responsible for COTM stuff, not any random user.
OHMSBY i got a question for you can you do a mazinkaiser char his specials wil be turbo smasher punch rust tornadao gigant missle proton beam fireblaster and his astral finish mazin kaiser will use kaiser nova on low heath but on regular heath he use final kaiser blade.Don't demand others to make characters for you.