The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, older Mugen => Topic started by: tJun on June 27, 2020, 08:55:56 AM

Title: CVS Decapre (ver 1.43) - Updated 14.2.2021
Post by: tJun on June 27, 2020, 08:55:56 AM
I have decided to complete this character that has been a long overdue project.

And finally here is CVS Decapre. This character has a Capcom vs SNK 2 system style with grooves.

Most of her moves are mostly taken from Ultra Street Fighter IV (some with modifications due to lack of sprites) and I have also included extra moves from Ultra Street Fighter IV Omega Mode. I am not very good in coding (and I have never played the original game) so this is my best attempt to convert a SFIV character to CVS style.

Decapre's strategy revolves around her great speed and unpredictable cross-ups, along with the use of her Psycho Power-infused daggers. Her unique attack "Scramble" is used to mix up her opponent in a variety of ways. Her supers have different utilities, each being better for different situations.
She is a charge character, therefore many of her moves require charge motions.

(https://i.imgur.com/vDgjs3h.png)

More images
Spoiler, click to toggle visibilty

*********************************************************************************************************************************************************

Updates (latest 14.2.2021):
Spoiler, click to toggle visibilty

Please take a look at the README!! file for more info especially on moves, combos and cvs gameplay.

***************************************************
CVS Decapre updated on 14.2.2021 (version 1.43)
***************************************************
CVS Decapre (version 1.43) : http://www.mediafire.com/file/d5p82zslr84atj4/cvsdecapre.rar/file (http://www.mediafire.com/file/d5p82zslr84atj4/cvsdecapre.rar/file) *link updated 14.2.2021*

Decapre (no groove and no charge) (version 1.43) : http://www.mediafire.com/file/uzorcewj9d04sue/Decapre.rar/file (http://www.mediafire.com/file/uzorcewj9d04sue/Decapre.rar/file) *no groove, no announcer voice, no score indicator, no charge version*

CVS system and announcer removal patch (with groove select system) by DW : http://www.mediafire.com/file/b4xirjsp0h5j5cl/cvsdecapre_2.rar/file (http://www.mediafire.com/file/b4xirjsp0h5j5cl/cvsdecapre_2.rar/file)

You can permanently fix to a groove or totally remove the grooves with this patch, which u can find here : https://mugenguild.com/forum/topics/cvs-groove-bar-removal-pls-173139.0.html (https://mugenguild.com/forum/topics/cvs-groove-bar-removal-pls-173139.0.html)

Feel free to check out my previous characters.
CVS Mature: https://mugenguild.com/forum/topics/cvs-mature-update-126168.0.html (https://mugenguild.com/forum/topics/cvs-mature-update-126168.0.html)
CVS Psylocke : http://mugenguild.com/forumx/index.php?topic=114871.0 (http://mugenguild.com/forumx/index.php?topic=114871.0)
CVS Poison : http://mugenguild.com/forumx/index.php?topic=91387.0 (http://mugenguild.com/forumx/index.php?topic=91387.0)

I probably will not be updating this character so frequently unless there are major bugs. Please do report to me if any bugs are found and I will try to fix them as soon as possible.

Many thanks to those who provide feedback for improvement of this character.

Thank you and take care!!
Title: Re: CVS Decapre
Post by: Nedflandeurse on June 27, 2020, 09:09:51 AM
Great! She looks nice!
Time to test!

Thanks for sharing this long time project!
Title: Re: CVS Decapre
Post by: SolidZone 26 on June 27, 2020, 12:53:09 PM
I found a few bugs after testing a few minutes:
-The first attack message still appears after getting hit by Psycho Stream or blocking it and hitting the opponent with any attack right after.
-The back dash animation stops before she touches the ground when walking backwards.
-Strafe Dagger command is too restrictive and doesn't work.
-Cannon Strike command doesn't work with with A.
Title: Re: CVS Decapre
Post by: tJun on June 27, 2020, 04:51:02 PM
Great! She looks nice!
Time to test!

Thanks for sharing this long time project!

Thank you  :D
Title: Re: CVS Decapre
Post by: tJun on June 27, 2020, 04:58:06 PM
I found a few bugs after testing a few minutes:
-The first attack message still appears after getting hit by Psycho Stream or blocking it and hitting the opponent with any attack right after.
-The back dash animation stops before she touches the ground when walking backwards.
-Strafe Dagger command is too restrictive and doesn't work.
-Cannon Strike command doesn't work with with A.

Much appreciated for the feedback. I will fix them in the next update.

For Strafe Dagger, I don't have problem executing the move. If you find it difficult to combo this from normal moves, perhaps can change the command into double quarter circle motion.
Title: Re: CVS Decapre
Post by: joeld on June 27, 2020, 05:53:09 PM
OMG!!! NICE
Title: Re: CVS Decapre
Post by: Charles_2011 on June 27, 2020, 05:59:48 PM
Amazing! Thank you so much!
Title: Re: CVS Decapre
Post by: KarmaCharmeleon on June 27, 2020, 06:05:33 PM
A can see the amount of love you put into this character. Congratulations! I can perform Strafe Dagger without any issues at all, the problem might be that it's listed as qcbx2+ punch in the readme when it should be the Sonic Hurricane motion.

- A lot of sprites (most notable the gethits) use palette 11000 so she's jumping from color to color all the time.
- I can see the future and tell you that keyboard users are going to complain because they cannot perform delta DCM (happened to me with Blanka). As with most of charge characters, a buffering system would suit her so well you can't imagine. If you don't have the time to do this I suggest you to add a little tutorial of how to perform deltas in keyboard (hold DB, never ever everrelease down->release back+press foward->press back->press up+kick) in the notes section.
- I can't connect Scramble>Break after hitting Psycho Stream. Can Lvl 3 Psycho Stream get the 9 hits back, please? :< It would really help for some combos.
- Mind buffing her dash a tiny bit? I'm not sure if it's Psycho Stream being faster than usual or her fast being slower but you should usually be able to outspeed the projectile with ease.

Thanks for sharing this character!
Title: Re: CVS Decapre
Post by: tJun on June 27, 2020, 07:49:46 PM
CVS Decapre version 1.1 released.

Character has been updated. Download link has been changed. An update log is included in the README!! file.


*Highly recommend to take a look at the Basic Combos under my README!! to learn how to play and perform combos*  :mhappy:
Title: Re: CVS Decapre
Post by: tJun on June 27, 2020, 08:05:58 PM
A can see the amount of love you put into this character. Congratulations! I can perform Strafe Dagger without any issues at all, the problem might be that it's listed as qcbx2+ punch in the readme when it should be the Sonic Hurricane motion.

- A lot of sprites (most notable the gethits) use palette 11000 so she's jumping from color to color all the time.
- I can see the future and tell you that keyboard users are going to complain because they cannot perform delta DCM (happened to me with Blanka). As with most of charge characters, a buffering system would suit her so well you can't imagine. If you don't have the time to do this I suggest you to add a little tutorial of how to perform deltas in keyboard (hold DB, never ever everrelease down->release back+press foward->press back->press up+kick) in the notes section.
- I can't connect Scramble>Break after hitting Psycho Stream. Can Lvl 3 Psycho Stream get the 9 hits back, please? :< It would really help for some combos.
- Mind buffing her dash a tiny bit? I'm not sure if it's Psycho Stream being faster than usual or her fast being slower but you should usually be able to outspeed the projectile with ease.

Thanks for sharing this character!

Thank you~  :sugoi:  I did put a lot of effort and time into this character. And I appreciate your feedback a lot.

-I have updated the character and enabled combo from Scramble -> Break after Psycho Stream connects but only for level 2 Psycho Stream (C-groove and EX-groove only) otherwise it will be way too overpowered and it wouldn't really feel like CVS-style.
-Psycho Stream has been changed to 9 hits at max level (I'm glad you pointed it out).
-Regarding the palettes, I realised too that some of the sprites do have a different palette, but that is because I got the sprites from the SFF that chuchoryu edited from Pullo's character. However, I don't really see any change of colours in-game. But I don't think I will be fixing this issue for the now, as it is going to be very time consuming.
-For charge characters, I have learned to execute charge motions on keyboard because I have always played using keyboard. But I don't have a tutorial for this. Haha. But to be honest, I don't really like charge characters. To tell u the truth, I initially made Decapre a non-charged character but decided to changed back to be accurate to original game source.
-Which dash are you referring to? The forward dash or run? I think both are ok, can outspeed the projectile without much difficulty.

Thank you guys.

@Charles_2011  @joeld
Title: Re: CVS Decapre
Post by: ,mem on June 27, 2020, 08:47:51 PM
When performing a neutral short-hop her jump anim seems to start repeating itself instead of animating like it does when she does something like a normal jump.
Also just curious not requesting or anything but are there any plans to do something like give her an EX mode based off of her Omega mode changes in USFIV?
Double also I think this is a pretty neat version of Decapre.
Title: Re: CVS Decapre
Post by: 【MFG】gui0007 on June 27, 2020, 09:53:12 PM


It's been 9 years and it was worth the wait. Glad to see another amazing person returning on MUGEN scenario.
Don't mind few issues like the "First Attack Message" tJun, i did the video before the update. :v
Thanks a lot for this great version of Decapre.

A can see the amount of love you put into this character.

Very indeed KC. Finally we have a proper Decapre on this style. :)
Title: Re: CVS Decapre
Post by: reporter vesgo on June 27, 2020, 10:32:00 PM
the char is excellent, but I suggest a patch for keyboard players because the lv3 command is almost impossible to execute
Title: Re: CVS Decapre
Post by: ,mem on June 27, 2020, 11:02:05 PM
The opponent can air recover out of her Target Combo 1(the launcher) and Break(Z) for Scramble (Ground to air).
Title: Re: CVS Decapre
Post by: tJun on June 28, 2020, 06:26:34 AM
*Minor updates*

CVS Decapre version 1.22 released.

Decapre with no groove and no charge version released.

- Download link for character updated.
- Download link for patch (charge and no charge versions) available in the first post.

*****

CVS Decapre version 1.21 released.

- Download link for character updated.
- Download link for patch available in the first post.

*****

CVS Decapre version 1.2 released.

Character has been updated. Download link has been changed. An update log is included in the README!! file.

Also included a small patch to change commands to non-charge motions. Changes to new commands can be found in README!! But I will post it here in case anyone cannot find it.

New commands (No-charge motion)
Spoiler, click to toggle visibilty

****

Thank you @Memes never die/Manby for addressing the issues. Regarding making a full omega mode, it would be fun to do but I don't think I will be doing it anytime soon. Another issue is lack of sprites, especially "Black Widow" and the new alternate attack <- + HK.

Thank you, 【MFG】gui0007 for the great showcase video.

Thank you, @reporter vesgo. Please download the new version from the updated link and apply the small patch to change to non-charge motion.
Title: Re: CVS Decapre (ver 1.22) Updated 28.6.2020
Post by: PRØJECT.13 on June 28, 2020, 07:29:34 PM
Man, this character is fun. I love how smooth she feels and pulling off her moves feels great. The only thing I noticed that hasn't been mentioned [the only other thing being the palettes issue] is that sometimes when I try to cancel Level 2 Strafe Dagger into Psycho Sting, I'll end up getting Rapid Dagger instead, despite the fact that I'm very clearly doing the input for Psycho Sting. I'm using the non-charge input patch, just in case that matters and isn't a present issue regardless.

Edit: Bug report update, two things I noticed while playing through Arcade mode with her:

- This doesn't always happen so I'm not sure what causes it but sometimes during either version of DCM, her slash effects sort of seem to fall off the screen rather than just disappear.
- When you game over with her in Arcade mode, rather than a dizzy or lose animation playing on the "Continue" screen, she'll play an intro and then her idle animation instead.
Title: Re: CVS Decapre (ver 1.22) Updated 28.6.2020
Post by: Charles_2011 on June 29, 2020, 12:29:07 AM
Thank you again, TJun for this, for the character and the updates. Decapre is one of my favorites characters in USFIV and now, have this character in my Mugen is really cool. I hope you continue working in this kind of chars.
Title: Re: CVS Decapre (ver 1.22) Updated 28.6.2020
Post by: DW on June 29, 2020, 02:58:30 AM
-You need to make more use of clsn constant. There's no reason why her mid body clsn during her stance should move. Her gethit clsns should share with her respective stance and crouch clsns. It's also more efficient code wise.

-Your conflicting FX is a bit jarring imo. Some of them are hi-res, others are not. You might as well just make them all hi res. I'm not talking about system FX(like dust and stuff), I mean her energy FX.

-Speaking of which, for her Psycho Crusher like super, the FX gains the wrong sprpriority and goes behind her. A lot of these FX, you should probably consider encasing(doubling) her in the FX with one in front, one behind, half transparency. Like for the aforementioned P.Crusher move.

-Forward roll feels strange momentum wise and is honestly somewhat of a hindrance because of this.

-Looking at the hitbox for her grab, and considering you're using Waru's chars as template, I'm hoping she can't grab opponents who land on the other side of her like Waru's can. A good way to make sure she can't, is to not have that extra large hitbox for it.

-Looks like you may still have a few pal issues left. Like when she turns her back winpose, one of her pigtails has the wrong shade for outlining. There may very well be more... However, I might be inclined to help out with this. Well, in a sense... I want to see how a CS will look on her. I'll post up a concept when/if I get around to it.

-You know, instead of linking to a very old patch that removes all the announcer/points stuff, you could just null it out yourself and provide that cns as an alt? TBH, the fact that those patches would work for a char you've just made in 2020 is a bit...disheartening. I've done this myself, if you want me to provide it? It doesn't lock someone in a grove either. They'll still be allowed to pick w/e groove they desire.

I'm not very familiar with the char, but she does feel well done overall. Good job. It's cool to see you still around, tJun. I have yet to do any arcade runs with her. We'll see if I run into anything else. I hope to see more from you, and progression into more modern ways of doing things.
Title: Re: CVS Decapre (ver 1.22) Updated 28.6.2020
Post by: PRØJECT.13 on June 29, 2020, 04:22:21 AM
Three more things, two bug updates and a little nit-picky kinda thing:

- The palette glitch seems to only be something that happens in the Fighter Factory Training Mode. It doesn't occur while playing through MUGEN normally, at least on my end.
- If Decapre gets grabbed by DuckSS' edit of N64Mario's Omega Zero, specifically the gun grab, she'll do her crumple animation KO but never get back up.
- The nitpicky thing deals with one of her winposes, specifically the one where she removes her mask and teleports away. It feels a bit off to have her do that during something like the first round of a match. It'd be best if it was saved as a match-ending winpose instead.
Title: Re: CVS Decapre (ver 1.22) Updated 28.6.2020
Post by: tJun on June 29, 2020, 01:26:40 PM
-You need to make more use of clsn constant. There's no reason why her mid body clsn during her stance should move. Her gethit clsns should share with her respective stance and crouch clsns. It's also more efficient code wise.

-Your conflicting FX is a bit jarring imo. Some of them are hi-res, others are not. You might as well just make them all hi res. I'm not talking about system FX(like dust and stuff), I mean her energy FX.

-Speaking of which, for her Psycho Crusher like super, the FX gains the wrong sprpriority and goes behind her. A lot of these FX, you should probably consider encasing(doubling) her in the FX with one in front, one behind, half transparency. Like for the aforementioned P.Crusher move.

-Forward roll feels strange momentum wise and is honestly somewhat of a hindrance because of this.

-Looking at the hitbox for her grab, and considering you're using Waru's chars as template, I'm hoping she can't grab opponents who land on the other side of her like Waru's can. A good way to make sure she can't, is to not have that extra large hitbox for it.

-Looks like you may still have a few pal issues left. Like when she turns her back winpose, one of her pigtails has the wrong shade for outlining. There may very well be more... However, I might be inclined to help out with this. Well, in a sense... I want to see how a CS will look on her. I'll post up a concept when/if I get around to it.

-You know, instead of linking to a very old patch that removes all the announcer/points stuff, you could just null it out yourself and provide that cns as an alt? TBH, the fact that those patches would work for a char you've just made in 2020 is a bit...disheartening. I've done this myself, if you want me to provide it? It doesn't lock someone in a grove either. They'll still be allowed to pick w/e groove they desire.

I'm not very familiar with the char, but she does feel well done overall. Good job. It's cool to see you still around, tJun. I have yet to do any arcade runs with her. We'll see if I run into anything else. I hope to see more from you, and progression into more modern ways of doing things.

Thank you for the valuable advice.

-I understand what you mean. Regarding the clsns, most of them are from based on another character that I used as a base and I'm not particularly concerned with them as I don't see this issue affecting gameplay. But I will try to fix the grossly inaccurate ones as much as I can detect.
-For the fx, I admit some are hi-res and some are not. However I am no spriter and I cannot produce the hi-res fx that I desire sometimes. Therefore I resorted to using what I can find from other characters. This is something I hope to change but it's quite difficult with my limited skills, unless someone offers to help make them.
-Since I am using waru's template, most likely the grab problem will be the same. I know some of his code and system may be not be perfect, probably obsolete in current standards. But this most likely require full re-coding, which I may not be able to work on with my capabilities plus I am not really good in coding. But I appreciate your input on this.
-I will fix the pal issue on her winpose and others if I can find. I would appreciate as many help as I can get on this.
-The groove removal patch is old and still works. I started working on this character quite a long time ago and it was abandoned until I decided to complete her. I didn't really intend to provide a non-groove version but since many preferred it, so I provide it in the link. I don't think this would be a priority for me to make a patch now. But if you can provide it, I would be thankful.

Btw, if you are interested to make Decapre, feel free to use anything from this character. I'm sure you will create a much better one.   :grin3:

Man, this character is fun. I love how smooth she feels and pulling off her moves feels great. The only thing I noticed that hasn't been mentioned [the only other thing being the palettes issue] is that sometimes when I try to cancel Level 2 Strafe Dagger into Psycho Sting, I'll end up getting Rapid Dagger instead, despite the fact that I'm very clearly doing the input for Psycho Sting. I'm using the non-charge input patch, just in case that matters and isn't a present issue regardless.

Edit: Bug report update, two things I noticed while playing through Arcade mode with her:

- This doesn't always happen so I'm not sure what causes it but sometimes during either version of DCM, her slash effects sort of seem to fall off the screen rather than just disappear.
- When you game over with her in Arcade mode, rather than a dizzy or lose animation playing on the "Continue" screen, she'll play an intro and then her idle animation instead.

-Are you referring to the psycho powered slash effects (not the hitsparks)? Sometimes the sprites will misalign but not totally fall off the screen. I think it's probably because I took a shortcut in coding them. Since its just an aesthetic issue, maybe I might work on it once I settled the more important ones.
-I don't have a problem with the lose animation on the continue screen. I tried it with basic winmugen and mugen 1.0. Is it a problem related to your screenpack?

Three more things, two bug updates and a little nit-picky kinda thing:

- The palette glitch seems to only be something that happens in the Fighter Factory Training Mode. It doesn't occur while playing through MUGEN normally, at least on my end.
- If Decapre gets grabbed by DuckSS' edit of N64Mario's Omega Zero, specifically the gun grab, she'll do her crumple animation KO but never get back up.
- The nitpicky thing deals with one of her winposes, specifically the one where she removes her mask and teleports away. It feels a bit off to have her do that during something like the first round of a match. It'd be best if it was saved as a match-ending winpose instead.

-Yes, the palette issue is noted when I am making this character on fighter factory. No palette issues in-game, however. Not a priority to fix for now.
-I tried it out and figured that the problem is mainly due to Omega Zero's "Opponent Collapse state" (State 825). That state may not be compatible for certain characters such as mine. You can just tweak a little bit of your triggers and it should work. But I can adjust my character and it should work.
-Winpose : your idea sounds good.

Thank you
Title: Re: CVS Decapre (ver 1.22) Updated 28.6.2020
Post by: DW on June 29, 2020, 04:46:21 PM
-I understand what you mean. Regarding the clsns, most of them are from based on another character that I used as a base and I'm not particularly concerned with them as I don't see this issue affecting gameplay. But I will try to fix the grossly inaccurate ones as much as I can detect.

It does affect gameplay, when it comes to her gethits. Combo attacks and all can whiff unfairly against her, because your clsns lack synergy. The clsns shouldn't change between those animations for that very reason. There's not a giant problem here, but it's something you should grow accustom to moving forward. It's actually easier to do it the way I'm saying. You simply just copy the values of the clsns in any text script, and reapply the same values where they apply.

Maybe I'll do it for you real quick as it wouldn't take much effort. Hopefully you'll see what I mean once I have.

-For the fx, I admit some are hi-res and some are not. However I am no spriter and I cannot produce the hi-res fx that I desire sometimes. Therefore I resorted to using what I can find from other characters. This is something I hope to change but it's quite difficult with my limited skills, unless someone offers to help make them.

I didn't mean you specifically. I can't hi res FX either. Though I'm sure all the FX you're using that isn't hi res, is hi res'd in other chars. Like the P.Crusher FX is in PotS' M.Bison. You could just take the FX from other chars and apply. Or, you could ask someone.


-Since I am using waru's template, most likely the grab problem will be the same. I know some of his code and system may be not be perfect, probably obsolete in current standards. But this most likely require full re-coding, which I may not be able to work on with my capabilities plus I am not really good in coding. But I appreciate your input on this.

Bruh... Just shrink the hitbox so it doesn't go behind her. It's not difficult. :-\ If the hitbox doesn't expand behind her, she can't grab opponents behind her.

-I will fix the pal issue on her winpose and others if I can find. I would appreciate as many help as I can get on this.

While looking over her various pals, it appears she already has good options color wise. I'll look more in depth tho. Fixing the pal issues is simple enough. I'll see about fixing them whenever I muster up the strength. :P

-The groove removal patch is old and still works. I started working on this character quite a long time ago and it was abandoned until I decided to complete her. I didn't really intend to provide a non-groove version but since many preferred it, so I provide it in the link. I don't think this would be a priority for me to make a patch now. But if you can provide it, I would be thankful.

Alright: http://www.mediafire.com/file/b4xirjsp0h5j5cl/cvsdecapre_2.rar/file

This removes all the CvS system stuff and annoucer. While allowing the player to still choose their groove. All you have to do is nullify(null) the helpers that do this. Look it over so you can see how to do it for yourself for possible future works. Scroll to the bottom of it, and look for all the helper stuff related to the system. You'll see I made it all read "type = null;helper". Those are the ones.

Btw, if you are interested to make Decapre, feel free to use anything from this character. I'm sure you will create a much better one.   :grin3:

I'm not interested, as I barely made Juli lol. BTW, nice with the special intro added, as subtle as it is, they do pair up. :) I don't mind helping you improve her however. Which isn't much, just fine tuning. You did a good job.

-I tried it out and figured that the problem is mainly due to Omega Zero's "Opponent Collapse state" (State 825). That state may not be compatible for certain characters such as mine. You can just tweak a little bit of your triggers and it should work. But I can adjust my character and it should work.

I'm not 100% certain on how Ducks coded said state, I'd imagine it redirects to p2's collapse state if they have one. If not, it'll use it's own. I believe the problem may be for your collapsed state, it has indefinite time for the last frame(-1). You should make the last frame loop instead, with timing. So, give it 1 tick and have it loop on the last frame.
Title: Re: CVS Decapre (ver 1.22) Updated 28.6.2020
Post by: tJun on June 29, 2020, 05:30:42 PM
CVS Decapre Version 1.3 released
*Download link for character updated*

Minor updates for now.
Next major update may not be any time soon as I will be busy with work.

It does affect gameplay, when it comes to her gethits. Combo attacks and all can whiff unfairly against her, because your clsns lack synergy. The clsns shouldn't change between those animations for that very reason. There's not a giant problem here, but it's something you should grow accustom to moving forward. It's actually easier to do it the way I'm saying. You simply just copy the values of the clsns in any text script, and reapply the same values where they apply.

Maybe I'll do it for you real quick as it wouldn't take much effort. Hopefully you'll see what I mean once I have.

I didn't mean you specifically. I can't hi res FX either. Though I'm sure all the FX you're using that isn't hi res, is hi res'd in other chars. Like the P.Crusher FX is in PotS' M.Bison. You could just take the FX from other chars and apply. Or, you could ask someone.

Bruh... Just shrink the hitbox so it doesn't go behind her. It's not difficult. :-\ If the hitbox doesn't expand behind her, she can't grab opponents behind her.

While looking over her various pals, it appears she already has good options color wise. I'll look more in depth tho. Fixing the pal issues is simple enough. I'll see about fixing them whenever I muster up the strength. :P

Alright: http://www.mediafire.com/file/b4xirjsp0h5j5cl/cvsdecapre_2.rar/file

This removes all the CvS system stuff and annoucer. While allowing the player to still choose their groove. All you have to do is nullify(null) the helpers that do this. Look it over so you can see how to do it for yourself for possible future works. Scroll to the bottom of it, and look for all the helper stuff related to the system. You'll see I made it all read "type = null;helper". Those are the ones.

I'm not interested, as I barely made Juli lol. BTW, nice with the special intro added, as subtle as it is, they do pair up. :) I don't mind helping you improve her however. Which isn't much, just fine tuning. You did a good job.

I'm not 100% certain on how Ducks coded said state, I'd imagine it redirects to p2's collapse state if they have one. If not, it'll use it's own. I believe the problem may be for your collapsed state, it has indefinite time for the last frame(-1). You should make the last frame loop instead, with timing. So, give it 1 tick and have it loop on the last frame.

Thank you very much for your advice and help. And thanks for the CVS system and announcer removal patch. I should be able to do it once I take a deeper look into it. I will probably take some time to work on the next update.. since I have to adjust the clns, grabs and fx (which need to be shared palette). Btw, I didn't know you made Juli. I will download and try it out someday. And I really like your Psylocke too. You are amazing!!
Regarding Ducks Omega Zero, it does change P2 state to state 825 using anim 5950. But my character gets stuck in state 825 and not change to gethit state 5110 because of the trigger animelem = 9 which is invalid for my character (which only has maximum animelem = 8). Anyway, i just added another element to my anim 5950 and it worked.
Title: Re: CVS Decapre (ver 1.3) Updated 29.6.2020
Post by: PRØJECT.13 on June 30, 2020, 02:42:38 AM
With more updates, this character starts to look and feel even better each time. She's definitely become one of my favorites to play as in my roster. There's still that input with Psycho Sting becoming Rapid Dagger sometimes though, still not sure what's up with that... If I may, I'd also like to make a bit of a suggestion about changing up Strafe Dagger a bit to stop it feeling so samey, and I hope I'm not overstepping any boundaries with this: Level 1 Strafe Dagger is fine as it is, as essentially the basic variant of the super. Level 2 version could hit six times, keeping the opponent standing until the last hit, which could be her crouching heavy punch, and the Level 3 variant can hit ten times, with the last three strikes being her close heavy punch followed by a Psycho Sting, which would knock the opponent back, as well..

I mainly suggest this because I remember variants of the supers in Capcom vs SNK 2 being different enough with each level, and this could also make it a bit more accurate to how the super looked in SFIV. If I'm being a bit much or otherwise overstepping boundaries, then feel free to ignore this ^^;
Title: Re: CVS Decapre (ver 1.3) Updated 29.6.2020
Post by: tJun on June 30, 2020, 03:50:48 PM
With more updates, this character starts to look and feel even better each time. She's definitely become one of my favorites to play as in my roster. There's still that input with Psycho Sting becoming Rapid Dagger sometimes though, still not sure what's up with that... If I may, I'd also like to make a bit of a suggestion about changing up Strafe Dagger a bit to stop it feeling so samey, and I hope I'm not overstepping any boundaries with this: Level 1 Strafe Dagger is fine as it is, as essentially the basic variant of the super. Level 2 version could hit six times, keeping the opponent standing until the last hit, which could be her crouching heavy punch, and the Level 3 variant can hit ten times, with the last three strikes being her close heavy punch followed by a Psycho Sting, which would knock the opponent back, as well..

I mainly suggest this because I remember variants of the supers in Capcom vs SNK 2 being different enough with each level, and this could also make it a bit more accurate to how the super looked in SFIV. If I'm being a bit much or otherwise overstepping boundaries, then feel free to ignore this ^^;

There's a mistake in one of the commands. I will fix it in the next update. If you cannot wait, just change this command in the cmd file :

Spoiler, click to toggle visibilty

For Strafe Dagger super, I know its a bit different from USFIV as it doesn't have the finishing attack with her psycho daggers. This mainly due to lack of sprites. I really appreciate your ideas but I feel that her current attack sprites are not so fitting for it. So far I am OK with the super with as it is, simple but effective. But who knows I might change it in the future.
Title: Re: CVS Decapre (ver 1.3) Updated 29.6.2020
Post by: PRØJECT.13 on July 01, 2020, 07:31:02 AM
Applied the command fix and it's great now, thanks. As far as Strafe Dagger, while I personally think the ideas would be a good middle ground for the super and wouldn't require any additional spriting, I can understand why you think that and respect your decision. I do like some of the other flavor compromises, like making DCM a Raging Demon type move.
Title: Re: CVS Decapre (ver 1.3) Updated 29.6.2020
Post by: Charles_2011 on July 06, 2020, 04:56:30 AM
Hello tJun.

I prefer the "No charge" version. Thank you for this character. I´ll be waiting for the next update.
Title: Re: CVS Decapre (ver 1.3) Updated 29.6.2020
Post by: heavyheaven on July 07, 2020, 10:55:23 PM
Your decapre is very good!!
I enjoy always.Amazing character!

-Scramble medium and strong versions are the opposite of the original USF4.
Title: Re: CVS Decapre (ver 1.4) - Updated 19.7.2020
Post by: tJun on July 19, 2020, 11:47:31 AM
CVS Decapre (Version 1.4) - Updated 19.7.2020

(https://i.imgur.com/Fb8vrFt.png)

-Fixed bugs, optimized hitboxes, upgraded hi-res fx and rectified palette issues. Added new palettes too .
Thank you to everybody for the feedback.

*Download link for character updated*

Hello tJun.

I prefer the "No charge" version. Thank you for this character. I´ll be waiting for the next update.
Thanks. Please check out the link for the updated version.

Your decapre is very good!!
I enjoy always.Amazing character!

-Scramble medium and strong versions are the opposite of the original USF4.
Thank you. It has been fixed.

Title: Re: CVS Decapre (ver 1.4) - Updated 19.7.2020
Post by: Charles_2011 on July 19, 2020, 11:48:05 PM
Hello tJun

First of all, thank you again for made this character, I love it. I believe that there are great improvements in this update but, I found this detail while I was testing the character:

(https://i.imgur.com/1qJEOIg.png)

(https://i.imgur.com/CPI8pfN.png)

Sometimes she doesn´t hit the opponent with that kick.

Thank you again my friend, really good work.
Title: Re: CVS Decapre (ver 1.41) - Updated 20.7.2020
Post by: tJun on July 20, 2020, 05:36:40 PM
CVS Decapre - Updated 20.7.2020 (Version 1.42)

*Download link for character updated in the first post*

Very minor but necessary update. Some hitbox issues were resolved. Sorry for the inconvenience.

Please re-download if you have previously updated to version 1.41 (wrong palette issue).  :sweatdrop:


I found this detail while I was testing the character:

Sometimes she doesn´t hit the opponent with that kick.

Thank you again my friend, really good work.

Thank you Charles_2011 for the feedback.

Title: Re: CVS Decapre (ver 1.43) - Updated 14.2.2021
Post by: tJun on February 14, 2021, 03:02:33 PM
CVS Decapre updated to version 1.43.
Minor updates.
Spoiler, click to toggle visibilty
Title: Re: CVS Decapre (ver 1.43) - Updated 14.2.2021
Post by: Charles_2011 on February 14, 2021, 04:19:00 PM
Hello Tjun.

Thank you for this, I really like this version of Decapre, It´s one of my favorites characters. I hope that you can bring more characters in this style.