The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: KarmaCharizard on April 21, 2019, 02:40:00 AM

Title: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 21, 2019, 02:40:00 AM
Working on Genjuro from Samurai Shodown in Jmorphman's CvS-ish system.

Features:
- Moveset from Samurai Shodown V Special, the best Samurai Shodown game.
- Accurate hitboxes from Samurai Shodown V Special.
- Fame data adjusted to CvS standards by comparing Haohmaru and Nakoruru.
- Small color separation.
- A character that should feel right for both CvS2 and SSVSP players.

I've been toying around with Fighter Factory for about one year now. Started this project ten days ago. This is my first character and I'm learning a lot stuff on the get go. I would like to thank people from MUGEN.NET and Cyanide, Bannana, and Vans for helping me out when in trouble. Also Jmorphman for both the template and helping.
(https://i.imgur.com/oIk4WL5.png)(https://i.imgur.com/oi4Opqo.png)
(https://i.imgur.com/usOYbhJ.png)(https://i.imgur.com/nTvBHRe.png)
Spoiler: To do (click to see content)

I still don't know how to do a palette template but I'll look in to it later and post the result here to get some palettes.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on April 21, 2019, 02:44:57 AM
Ooooh. Nice FX on the Slash Moves.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: FeLo_Llop on April 21, 2019, 02:55:53 AM
First of: good choice!
Second: nice FX!
Third: why not using Dampir's CvS sheet, if you're with a Jmorphman's style?(just a suggestion, not a request).
Spoiler, click to toggle visibilty

PS: And also a cool user portrait. Touch-a touch-a touch-a touch me / I wanna be dirty! Chill me, thrill me, fulfill me / Creature of the night!
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 21, 2019, 04:09:32 AM
I prefer SSV sprites, they're more consistent.

Also cool user portrait too.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Henry Hero on April 21, 2019, 06:32:01 AM
hey! Glad to see you're making progress with him!
when you're ready for beta testing I will gladly continue to help you with this.
more SamSho chars are always welcome.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: BahamianKing242 on April 21, 2019, 04:23:56 PM
holy crap! nice! one of my favs from ss!
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 21, 2019, 05:32:54 PM
One of my dream characters for mugen. I wish you good luck in your endeavours - Genjuro looks good so far.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Mazemerald. on April 21, 2019, 06:38:15 PM
Very cool.

I would like the samurai spirits chars could be more valorized in CVS style, Charlotte,jubei and ukyo can be great in this style.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 22, 2019, 07:53:40 PM
So I've been working on Genjuro a little bit more, mainly on fixing and adding stuff. Now the crossup on MP and HP rekkas work as they should.

Spoiler: To do (click to see content)

I think I'm gonna release a beta version of Genjuro and his palette template once the highlighted issues are done.

Thanks to everyone for the support.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 23, 2019, 03:31:25 PM
https://www.mediafire.com/file/319av6oz3m6h6fx/Genjuro.rar/file <-- Beta
EX moves and supers missing. Would be really helpful to receive feedback from both CvS and SS players.


Template
(https://i.imgur.com/3uzdLV6.png)

CvS
(https://i.imgur.com/rTwuBcU.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Henry Hero on April 23, 2019, 04:35:37 PM
here's my feedback

- the cancel window from one stage of Sanrensatsu to the next seems very strict, both by SS standards and CvS standards, you can look at Kyo or Iori's rekkas for reference.
- Jumping slashes FX continue to play after you land if you do it close to the ground, it looks very weird because the attack didn't come out, but the slash FX did.
- his back throw animation looks very very odd, he seems to turn around but then he's on the same side, if you look at how it's done on SSV: Special it looks much better there.
- the sword stays in front of P2 on Hyakkisatsu success animation, you could crop the sword in a different animation and spawn a helper / explod to make it look like it goes through the enemy.
- he goes below the ground when bouncing from a knockdown
- his crouching HP is extremely fast for the range and damage it does, I think some balancing is necessary there.

- I think close MP should be special cancellable, that's just my personal opinion, not a flaw with the character.

that's all I found for now.
Aside from that, he feels really good to play coming from a SSV Genjuro player. I'll post if I find anything else.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 23, 2019, 07:13:03 PM
-While using something like SSV as a guideline for range and priority of attacks and his overall clsns is cool, I advise against using them exactly from said game. None of the chars use their hitboxes from another specific/respective game in CvS. The pacing is different. SS is a slower, poking, high risk/high reward kinda game. CvS is Capcom based. Faster, more combo oriented. You'll have to adjust the char overall to reflect that, so in sync, his hitboxes should follow suit. A approximation of a CvS theme is what you're striving for after all.

-Back roll has no invulnerability.

-Projectiles are not restricted properly:
Spoiler, click to toggle visibilty
His slow animation will not make up for this.

-Dodge kick variant leads to invalid state:
Spoiler, click to toggle visibilty

-DP has no invulnerability on startup, or any type of clsns mapping to compensate. Which means you won't be using this for any type of interrupting. Also, HP version just flies over most people's heads. The damage on these attacks aren't very good either. Disregard the first part. Clsns are mapped to give him priority on startup.

-Should use CvS slash whiff and sword guard SFX for sword attacks.

-A suggestion: Instead of neutral j.HP having an alternate animation, while having j.MK/HK being the same thing, just slightly sped up for HK; Using that anim for his j.HK would give him more variety and give the player incentive to use at least one of his jump kick attacks. Cause as they are now, they're not very good.

-Why is stand far HP basically 100 damage stronger than close HP? I know far attacks should be stronger than close, but that's quite a boost. On that note, close stand LP/LK cause the same damage as their far variants. Also, you have another odd damage spike with close/far stand MP(32/70).

Feels good for the most part. Can't really get a full picture until he's further along. Though you have a solid/strong foundation and that's where it all starts.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on April 23, 2019, 08:20:57 PM
(https://i.imgur.com/sPFCUBm.png)
A quick custom palette.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 23, 2019, 11:20:33 PM
(https://i.imgur.com/0NX64ii.png)
(https://i.imgur.com/WHgfUUa.png)
(https://i.imgur.com/49RV11Q.png)
(https://i.imgur.com/nMkKGjs.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 23, 2019, 11:44:54 PM
- the cancel window from one stage of Sanrensatsu to the next seems very strict, both by SS standards and CvS standards, you can look at Kyo or Iori's rekkas for reference.
- Fixed.
- Jumping slashes FX continue to play after you land if you do it close to the ground, it looks very weird because the attack didn't come out, but the slash FX did.
- Fixed.
- his back throw animation looks very very odd, he seems to turn around but then he's on the same side, if you look at how it's done on SSV: Special it looks much better there.
- Now it's done just like SSV: Special, I was trying to be consistent with Jmorphman characters but you're right.
- the sword stays in front of P2 on Hyakkisatsu success animation, you could crop the sword in a different animation and spawn a helper / explod to make it look like it goes through the enemy.
-Hahahaha it looked really stupid. Fixed, thanks for the suggestion, I actually did not have any clue on how to handle that.
- he goes below the ground when bouncing from a knockdown
- Agaisnt which moves? I can't seem to replicate this.
- his crouching HP is extremely fast for the range and damage it does, I think some balancing is necessary there.
- I overlooked this so bad, you're right. Gotta nerf that soon.
- I think close MP should be special cancellable, that's just my personal opinion, not a flaw with the character.
- It supposed to be canceled actually, but a piece of code was preventing it. Fixed, thanks.
-While using something like SSV as a guideline for range and priority of attacks and his overall clsns is cool, I advise against using them exactly from said game. None of the chars use their hitboxes from another specific/respective game in CvS. The pacing is different. SS is a slower, poking, high risk/high reward kinda game. CvS is Capcom based. Faster, more combo oriented. You'll have to adjust the char overall to reflect that, so in sync, his hitboxes should follow suit. A approximation of a CvS theme is what you're striving for after all.
- I partially agree with you on this, and I'll try to look into it towards the final release mainly because I'm not really sure on how to handle hitboxes. It's true that none of CvS characters use the hitboxes from source, but I honestly don't get the criteria behind on how Capcom adapted them. I mean, they make the game from scratch, don't really think that there's that much criteria. For now the hitboxes are functional enough, and my gameplay design is not good enough to pull hitboxes out of my ass and have a good result.

Now let's be clear on something. While it's true that CvS is faster and more combo oriented, Haohmaru playstyle in CvS is not. At least not if you want to play him in an optimal way. Maybe that's why he's kinda bad even having a solid match up agaisnt Sagat. He's more about pokes than specials and comboing, with a high risk/high reward kinda game (just like you descrived SS). Haohmaru honestly feels like he's a character from a different game, which is good IMO (nearly every character from SSVSP feel like they come from another game due to their stupid gimmicks, and that's what makes SSVSP one of my favourite fightning games of all times). I tried to speed up most of Genjuro's stuff by comparing his moves to the two adaptations of Haohmaru (in terms of velocities, frame data and damage). As a result Genjuro should feel just like Haohmaru in terms of slow gameplay.

Sorry for the wall of text but I wanted to substantiate mi vision on how Genjuro could have been if he was on CvS.
-Back roll has no invulnerability.
- Fixed. There were a fuck ton of issues with the roll and dodges thank you so much for reporting this.
-Projectiles are not restricted properly:
Spoiler, click to toggle visibilty
His slow animation will not make up for this.
- Fixed.

-Dodge kick variant leads to invalid state:
Spoiler, click to toggle visibilty
- Fixed.

-DP has no invulnerability on startup, or any type of clsns mapping to compensate. Which means you won't be using this for any type of interrupting. Also, HP version just flies over most people's heads. The damage on these attacks aren't very good either. Disregard the first part. Clsns are mapped to give him priority on startup.
- He's supposed to have invul on the top part of his body, ye. Actually that's how HP version works in source, he just flies over regular standing opponents (I think he can hit gedo). The move has really good range and fast startup but goes over most of the standing characters, which is why LP version is way more useful. In SvC the move works very differently, but I'm trying to avoid using SvC as reference mainly because I hate that crappy game and love SamSho V haha. About damage, the move does tiny damage on source but I'll look into it.

-Should use CvS slash whiff and sword guard SFX for sword attacks.
- With whiff you mean the woosh sounds of snd's Group 2? I'm using the same as POTS Nakoruru. Added sword guard sfx.

-A suggestion: Instead of neutral j.HP having an alternate animation, while having j.MK/HK being the same thing, just slightly sped up for HK; Using that anim for his j.HK would give him more variety and give the player incentive to use at least one of his jump kick attacks. Cause as they are now, they're not very good.
- Gotta be honest, I'm really tempted on making this change, but I want to avoid using slash animations for jumping kicks really bad. j.lp and j.mp are based on Haohmaru air kicks on CvS (he even uses the same anim for both j.mp and j.hp haha). I agree that they're not that good. I'll see what I do.

-Why is stand far HP basically 100 damage stronger than close HP? I know far attacks should be stronger than close, but that's quite a boost. On that note, close stand LP/LK cause the same damage as their far variants. Also, you have another odd damage spike with close/far stand MP(32/70).
- HP damage difference cames from CvS Haohmaru too. far HP does 3000 damage and cl HP does 1800, reasonable considering how open Haohmaru is when he doesn't hit far HP. Fixed LP/LK. Will look into close/far MP, the jump is quite high in SSV but I did something wrong because is not more than double.

Feels good for the most part. Can't really get a full picture until he's further along. Though you have a solid/strong foundation and that's where it all starts.
- I'll start working on EX and Supers once I can polish the foundation a little bit more.

Thanks to you both for the feedback, is really helpful. You might have play this beta and feel that a lot of things are out of place, that's because this is my very first character and while I'm having a lot of fun, some things are quite hard to get into.

And thanks you both sabockee and RagingRowen for the palettes, those are quite nice.

If anyone is interested on helping me out, I would really appreciate a small portrait and palettes. Would also be really cool if someone comes up with any idea of special intros agaisnt Sagat (scar thing), Iori (red hair thing) and Haohmaru (rival thing) using existing sprites. Coding help is well received too ofc.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: ArtistofLegacy on April 24, 2019, 12:35:13 AM
Probably not that interesting but there's a special intro with Haohmaru in NGBC. https://youtu.be/Qe1KiJ13S2o?t=43
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 24, 2019, 02:52:32 AM
- I partially agree with you on this, and I'll try to look into it towards the final release mainly because I'm not really sure on how to handle hitboxes. It's true that none of CvS characters use the hitboxes from source, but I honestly don't get the criteria behind on how Capcom adapted them. I mean, they make the game from scratch, don't really think that there's that much criteria. For now the hitboxes are functional enough, and my gameplay design is not good enough to pull hitboxes out of my ass and have a good result.

Now let's be clear on something. While it's true that CvS is faster and more combo oriented, Haohmaru playstyle in CvS is not. At least not if you want to play him in an optimal way. Maybe that's why he's kinda bad even having a solid match up agaisnt Sagat. He's more about pokes than specials and comboing, with a high risk/high reward kinda game (just like you descrived SS). Haohmaru honestly feels like he's a character from a different game, which is good IMO (nearly every character from SSVSP feel like they come from another game due to their stupid gimmicks, and that's what makes SSVSP one of my favourite fightning games of all times). I tried to speed up most of Genjuro's stuff by comparing his moves to the two adaptations of Haohmaru (in terms of velocities, frame data and damage). As a result Genjuro should feel just like Haohmaru in terms of slow gameplay.

You're jumping to assumptions. I never said Haohmaru was a faster combo char in CvS. Though he is a fair bit faster than his SS incarnations. Haohmaru is a slower char in the cast, but I disagree that he feels out of place. It's just a different approach you have to take with him. Your Genjuro speed wise, feels alright. That was never a cause for concern. I'm saying his clsns are odd for the format you adapting to, because the game they're pulled from are from that slower paced style. At any rate, don't worry about it too much, you're good. This is something that can be tweaked over time.

- He's supposed to have invul on the top part of his body, ye. Actually that's how HP version works in source, he just flies over regular standing opponents (I think he can hit gedo). The move has really good range and fast startup but goes over most of the standing characters, which is why LP version is way more useful. In SvC the move works very differently, but I'm trying to avoid using SvC as reference mainly because I hate that crappy game and love SamSho V haha. About damage, the move does tiny damage on source but I'll look into it.

NGBC could be used as a good reference. That game was good, albeit a bit boring.

- With whiff you mean the woosh sounds of snd's Group 2? I'm using the same as POTS Nakoruru. Added sword guard sfx.

I guess? Don't remember what group it is. It sounds different from Haohmaru though.

You might have play this beta and feel that a lot of things are out of place, that's because this is my very first character and while I'm having a lot of fun, some things are quite hard to get into.

Relax man. You're on the right track as I've already said. Just keep having fun and learning as you go.

Would also be really cool if someone comes up with any idea of special intros agaisnt Sagat (scar thing), Iori (red hair thing) and Haohmaru (rival thing) using existing sprites.

Red hair thing?(Iori) I got nothing now, though why Iori and Sagat specifically? I get Haohmaru. Meh, reasoning isn't important. I'll ponder on it a bit and see if I can come up with something.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 24, 2019, 09:39:05 PM
(https://i.imgur.com/edEQQth.png)
(https://i.imgur.com/m3WyYfZ.png)
(https://i.imgur.com/nFZkOl6.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: 2Dee4ever on April 24, 2019, 10:55:32 PM
Rivals.
Easy = Issen cross over(ngbc dual assault)
Advanced = Choreograph a fight scene(This is the easiest way to have a special intro with any group of characters)
I would also suggest something to do with rage. Idk if you were going to incorporate as a move.

The coolest thing would be the weapon clash, lack of sprites unfortunately.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on April 24, 2019, 11:16:34 PM
Looking forward to this.

As for intros, I would just add an intro with a Jman char as a little nod, let's say an intro with Jman's chun ?
https://youtu.be/n07MHnzAqg0?t=72
Genjuro is a killer after all so that Chun intro won't be out of place.( I have no idea what chun is saying)

Or maybe an intro with Yamazaki/Geese/Rugal/Akuma/Bison/ something among those lines.


Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 25, 2019, 03:14:15 AM
-You're gonna want to add this parameter to all of you slash FX explods:

Code:
removeongethit=1

You may also have to take some extra precautions in State -2 with said slash FX when you start implementing super cancels and all.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Henry Hero on April 25, 2019, 02:00:43 PM
- Against which moves? I can't seem to replicate this.

against every move that makes him bounce up from the ground.

bounce below
Spoiler, click to toggle visibilty

stay on the ground
Spoiler, click to toggle visibilty

comparison
Spoiler, click to toggle visibilty
these were just a couple of frames apart.

you can replicate this with Genjuro vs Genjuro just by Kyoyokujin on each other.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 25, 2019, 03:36:06 PM
Probably not that interesting but there's a special intro with Haohmaru in NGBC. https://youtu.be/Qe1KiJ13S2o?t=43
- !! This is good enough. Thanks!
You're jumping to assumptions. I never said Haohmaru was a faster combo char in CvS. Though he is a fair bit faster than his SS incarnations. Haohmaru is a slower char in the cast, but I disagree that he feels out of place. It's just a different approach you have to take with him. Your Genjuro speed wise, feels alright. That was never a cause for concern. I'm saying his clsns are odd for the format you adapting to, because the game they're pulled from are from that slower paced style. At any rate, don't worry about it too much, you're good. This is something that can be tweaked over time.
- Ye I jumped into assumptions.
NGBC could be used as a good reference. That game was good, albeit a bit boring.
- I have plans for the NGBC content actually. I'm focusing on regular Genjuro right now but I'm gonna add an alternate Bust Mode in the future (like, if I ever work on another character haha), using SS3 as base for normals, having all the missing specials from Bust, and changing the properties of some moves (DP should work as a traditional DP like in NGBC, with toned down velocities and hitboxes on the ground and invisibility, instead of being based on SSVSP).
I guess? Don't remember what group it is. It sounds different from Haohmaru though.
- Gotcha, you're right. Changed the sounds to the CvS ones.
Relax man. You're on the right track as I've already said. Just keep having fun and learning as you go.
- Thanks man, I'm digging this very much even if I have a fuck ton of noob mistakes.
Red hair thing?(Iori) I got nothing now, though why Iori and Sagat specifically? I get Haohmaru. Meh, reasoning isn't important. I'll ponder on it a bit and see if I can come up with something.
- Ye I liked that kind of interactions from CvS, where characters with design similarities had special intros agaisnt each other (Terry vs Ken or Ryu vs Ryo, or Joe and Sagat for example). Sharing red hair and scar seem like a good enough to justify an intro haha.

(https://i.imgur.com/edEQQth.png)
(https://i.imgur.com/m3WyYfZ.png)
(https://i.imgur.com/nFZkOl6.png)
- Those are quite good palettes man, thanks a lot. Getting a bust vibe from the last one, it looks really good.
Rivals.
Easy = Issen cross over(ngbc dual assault)
Advanced = Choreograph a fight scene(This is the easiest way to have a special intro with any group of characters)
I would also suggest something to do with rage. Idk if you were going to incorporate as a move.

The coolest thing would be the weapon clash, lack of sprites unfortunately.
- Choreographing a fight scene sounds like an alternative, specially for Sagat and Iori. For Haohmaru I'm not sure, I know NGBC is a dream match so it doesn't matter but it always felt a little bit counterintuitive to have rivals to death working together on a final super. But it could work having a boss character in the center on the screen (in the same fashion as Rugal's Guile Statue), and then both samurais applying issen to it before settling things down. Maybe the boss character could be random with many cameos. Gotta think about it, thanks for the idea.
Looking forward to this.

As for intros, I would just add an intro with a Jman char as a little nod, let's say an intro with Jman's chun ?
https://youtu.be/n07MHnzAqg0?t=72
Genjuro is a killer after all so that Chun intro won't be out of place.( I have no idea what chun is saying)

Or maybe an intro with Yamazaki/Geese/Rugal/Akuma/Bison/ something among those lines.
- Ye I definitely want an intro agaisnt Sagat because of them sharing a scar as a core part of their design. Not sure about Chuns but his should be triggering when facing Genjuro maybe? I think that it was coded to trigger agaisnt many evil characters, don't know if Kibagami was one of them.
-You're gonna want to add this parameter to all of you slash FX explods:

Code:
removeongethit=1

You may also have to take some extra precautions in State -2 with said slash FX when you start implementing super cancels and all.
- Yes! Actually when fixing the jumping slashes bug reported by Henry Hero I noticed I didn't add the removexplod states in the -2. I added all of them like this:

Code:
[State -2, Remove s.LP Explod]
type = RemoveExplod
trigger1 = NumExplod(10200) && StateNo != 200
ID = 10200
- Of course changing accordingly to the respective explods. I think that should be enough for them to dissapear when hit, but gotta add later the removeongethit just in case.
- Against which moves? I can't seem to replicate this.

against every move that makes him bounce up from the ground.

bounce below
Spoiler, click to toggle visibilty

stay on the ground
Spoiler, click to toggle visibilty

comparison
Spoiler, click to toggle visibilty
these were just a couple of frames apart.

you can replicate this with Genjuro vs Genjuro just by Kyoyokujin on each other.
- I think I fixed this, I was using the wrong anim. It still seems a little bit weird but should be fixed. Thanks for reporting.


If you guys want to download a more updated version here's the link
https://www.mediafire.com/file/pmi5jjie07dcsn0/Genjuro.rar/file
Still no supers/ex moves, I'm gonna start working on them today. I want to add Issen as a lvl 1 super, I think Chazzanova handled it like Sakazaki's Ryuuko Ranbu, seems like an okay direction to take.

Bust Genjuro's level 3 should be Issen too, but then I might add some properties from SamSho to the Super (like doing damage proportional to the health missing).

Also, I'm tempted on adding suicide as a command. Phantom of the Server had it in his Nakoruru to start the next match with full bar (replicating suicide giving full rage when used).

Thank you all for helping me out.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 25, 2019, 05:08:41 PM
-I think it'd be OK to make his far cr.MP hit low like Haohmaru's.

-You might as well make s.MK able to cancel into special/supers as well. Since you're using it for his dodge kick variant and it looks like it would allow it regardless. One dodge attack is suppose to knock p2 away. The other is suppose to allow cancelling from. It's too bad he doesn't have any other kicks, because it would have been a lot better to keep that as a command normal.

-Projectiles are still not restricted properly. During the disperse state of the projectile, basically when your var allows you to throw another one, you can constantly keep throwing them during that time(and beyond as long as you keep chucking em out), ignoring the var restrictions entirely.



The idea of a suicide move doesn't sound too appealing imo. I hardly ever find this useful for PotS Nakoruru. Since you build meter from attacking, getting hit, and can even power charge and parry, it's kinda superfluous. Though if you want to, it honestly neither helps nor hinders him, so have at it. Feeling a lot better. Good job.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on April 25, 2019, 05:19:53 PM
The idea of a suicide move doesn't sound too appealing imo. I hardly ever find this useful for PotS Nakoruru. Since you build meter from attacking, getting hit, and can even power charge and parry, it kinda superfluous. Though if you want to, it honestly neither helps nor hinders him, so have at it. Feeling a lot better. Good job.
I feel the Suicide has use when you have like 0 power and have no chance of a comeback so you give in at that point for an extra boost next round.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Dalek Basara on April 25, 2019, 07:10:07 PM
The idea of a suicide move doesn't sound too appealing imo. I hardly ever find this useful for PotS Nakoruru. Since you build meter from attacking, getting hit, and can even power charge and parry, it kinda superfluous. Though if you want to, it honestly neither helps nor hinders him, so have at it. Feeling a lot better. Good job.
I feel the Suicide has use when you have like 0 power and have no chance of a comeback so you give in at that point for an extra boost next round.
The Suicide move in III and IV is used as that, but also you start the next round with your powerbar at full (all the 3 bars in the case of MUGEN). Too bad in V and V Special that doesn't apply anymore (you only start the next round as normal, no full powerbar anymore and in the next games the move was deleted)

Good to see more SS characters are made in 2019, even with it's in CVS-like style (nothing personal, I'm just tired of this "style"), good luck with it, genjuro is a great character and is great to see he receives more love in these days. I hope to make some palettes in these days
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on April 25, 2019, 07:46:37 PM
Just tested Genjuro he feels nice, I did notice some stuff.

When he uses the DF any punch special the only first hit that chains with the rest of the combo is the light version,
When u use the DF with the mp and hp the first hit does not chain with the 2nd and 3d one.

Dunno if this was by design but I believe its worth reporting.
Also some of the hitboxes that I assume you're gonna tweak when the char is finished are a bit iffy.


Also do you plan to give him a buffer system ?

Again he feels really nice.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 25, 2019, 08:32:23 PM
(https://i.imgur.com/aSZzCLK.png)
Sorry for spaming your thread with palettes.
Just one more. Genjuro cosplaying Geese Howard.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 25, 2019, 09:18:22 PM
Also do you plan to give him a buffer system ?

He is using it.



-For the slowdown when hitting p2 with heavy slashes; This occurs even if p2 parries it. So, you're gonna want to add a NumTarget stipulation to the slowdown as well.

-For Hyakki Satsu, is it not supposed to cause chip damage? Seems odd, cause it gives p2 meter on block but doesn't cause chip damage.

-This isn't a bug I don't think, but I'm curious: What's the conditions of his projectile sometimes bouncing up from hitting p2, then coming back down to hit them again? I know this is how it worked in one(or multiples) of those SS games, though can't remember them either. Currently, it seems random.

There was something else...but, I can't remember... I'll report back when(if) I remember.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 25, 2019, 11:59:04 PM
-I think it'd be OK to make his far cr.MP hit low like Haohmaru's.
- Yeah I agree, actually it hits low in source, no way it shoudnt in this conversion.

-You might as well make s.MK able to cancel into special/supers as well. Since you're using it for his dodge kick variant and it looks like it would allow it regardless. One dodge attack is suppose to knock p2 away. The other is suppose to allow cancelling from. It's too bad he doesn't have any other kicks, because it would have been a lot better to keep that as a command normal.
- Done, good to know that. I agree it's a shame that I don't have other kicks for Genjuro :/ he doesn't really have command now besides throws but oh well.

-Projectiles are still not restricted properly. During the disperse state of the projectile, basically when your var allows you to throw another one, you can constantly keep throwing them during that time(and beyond as long as you keep chucking em out), ignoring the var restrictions entirely.
- Now it's 100% fixed, moved the negative ParentVarAdd to Statedef 1008 where the fade anim is already done.
The idea of a suicide move doesn't sound too appealing imo. I hardly ever find this useful for PotS Nakoruru. Since you build meter from attacking, getting hit, and can even power charge and parry, it's kinda superfluous. Though if you want to, it honestly neither helps nor hinders him, so have at it. Feeling a lot better. Good job.
- It's true that with power charge is really redundant to have suicide. I mean of course it could have situational uses but you got me with that argument. I don't think I'm gonna add it.

Thanks a lot for the
-For the slowdown when hitting p2 with heavy slashes; This occurs even if p2 parries it. So, you're gonna want to add a NumTarget stipulation to the slowdown as well.
- Added.
-For Hyakki Satsu, is it not supposed to cause chip damage? Seems odd, cause it gives p2 meter on block but doesn't cause chip damage.
- You're right, added.
-This isn't a bug I don't think, but I'm curious: What's the conditions of his projectile sometimes bouncing up from hitting p2, then coming back down to hit them again? I know this is how it worked in one(or multiples) of those SS games, though can't remember them either. Currently, it seems random.
- The projectile bounces when you hold the attack buton while your opponent is blocking the projectile. About that, it was kinda hard to get the veloticies of the bouncing, and I'm 100% sure that I'm gonna change them because they need a lot of work.

Overall thanks a lot for your feedback, it's been really helpful for developing this character. It shows that you know the system well.

When he uses the DF any punch special the only first hit that chains with the rest of the combo is the light version,
When u use the DF with the mp and hp the first hit does not chain with the 2nd and 3d one.

Dunno if this was by design but I believe its worth reporting.
- That's actually intended, in source you can combo off the light rekkas but not with medium and hard. This is something that carries into SvC if I'm not mistaken. The medium/hard rekkas also crossup when close making a bit of a mindgame about which way you wanna block them (you can go from light Sanrensatsu into light, medium or hard Sanrensatsu2). Thing is, in SamSho the second rekkas make up for the non-chain shit with huuuuge damage buff. Sanrensatsu: Tsuno goes from doing tiny damage to do literally more than Sanrensatsu: Rin. I think I should make changes in order to mimic that, because right now there's not that much incentive for the player to use medium/hard over light rekkas.

Also some of the hitboxes that I assume you're gonna tweak when the char is finished are a bit iffy.
- Actually the hitboxes are partially done. Ye I might make tweaks to make them more cvsish but they're pretty much functional. If you see something weird please report it because I might have ripped some hitboxes wrong.

Also do you plan to give him a buffer system ?
- As said by DW, ye! It uses Jmorphman buffering system (it came form Benimaru, the character that I used as a template.
Again he feels really nice.
- Good to know!
(https://i.imgur.com/aSZzCLK.png)
Sorry for spaming your thread with palettes.
Just one more. Genjuro cosplaying Geese Howard.
Dude be my guest. Your pals are fire, would love to see more. If it's not too much to ask maybe one inspired on his 2019 design?

Thank yall for checking this out.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 26, 2019, 10:28:14 AM
Conveying his 2019 attire to this template was kinda tricky. Hopefully you like the result . I tried my best. I've made few more as well.

(https://i.imgur.com/i9fDzCf.png)
(https://i.imgur.com/zw3tIEz.png)
(https://i.imgur.com/OyBM1Ay.png)
(https://i.imgur.com/uDVVgIb.png)
(https://i.imgur.com/qOBbT4A.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KOFHERO77 on April 26, 2019, 06:32:07 PM
Yo Susan here's a small portrait:
(https://i.imgur.com/9w11jHD.png)
HadeS made it,just adapted it to work on your CS
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Alpaca-San on April 26, 2019, 08:36:08 PM
Actually, in Samurai Shodown 5-5 Special the Suicide move resets the timer for rage mode if you are in it. Yeah, being able to throw a round to just have a free touch of death loaded was one of many ideas in Samurai Shodown 4 that wasn't very good so they had to nerf it into that.

In a character that's using meter charge it's redundant but hey it doesn't hurt as an easter egg. I mean, like why use taunts in most fighting games. Not absolutely everything has to have a point.

Also I would at least use SS5sp's hitboxes as the foundation for what you're going with. There are nuances and things people miss when they just make up their hitboxes and it contributes to the overall horrible feeling a lot of customized characters have.

Also DW please play Samurai Shodown. No I'm actually not insulting your feedback at all. It's pretty good really. I just really want you and the entire world to play more of that series :3

Edit: One more thing, since you're using hitbox data I assume you also have that Genjuro aligned to an accurate axis. If you are using accurate axis, make sure the down.bounce offset is set to 0 as it's 20 by default. That usually solves underground floor bounces.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 26, 2019, 08:55:36 PM
Let me quote myself, because it seems some people are under the assumption I'm telling him to make up all the clsns:

-While using something like SSV as a guideline for range and priority of attacks and his overall clsns is cool, I advise against using them exactly from said game. None of the chars use their hitboxes from another specific/respective game in CvS.

I have played SS. One more than any others, due to owning it on Genesis. Played 2 a good amount as well on arcade. While only playing 3 a handful of times on arcade. That's where it ended for me. I'll probably pick up the new one when it comes out. It's been years since I've played any of them, but that doesn't mean I've never played any of them. Back then though, I wasn't about to pay like $700+ for a Neo Geo console, and I never saw the others on arcade anymore around my living area.

I'll admit I'm not the biggest fan, but it's alright overall. Genjuro was one of my fave chars when he was introduced. As for the suicide, I said there too that if you want to add it, go for it. It really doesn't matter whether you do or don't. That aside, I may provide a pal or 2 later. Along with seeing if I can find his SvC big port. I used to have it, maybe I just can't remember where I put it.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on April 26, 2019, 09:31:27 PM
(https://i.gyazo.com/69ed9495ea084ac9a548b75e71d4bc38.png)
Sounds great !

As for the hitboxes. I understand but the HK ones are a bit iffy, they maybe source accurate but for mugen I would cover my basis.
I suggest taking a Look at a Jman/DW char for similar moves  and adjust if you would like.

I was crap at SS from day one but I really liked the games, KOF ,SF and MVC were the three big things where I lived games like SS were chilling in the BG but were still really loved.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 27, 2019, 05:43:01 PM
If you go to Cybaster's domain here and go to the hosted section; there you will find a bunch of ports converted by Saikoro. He did all the ports from SvC. You can get Genjuro's port there.

EDIT:

-In regards to the projectile bounce; It should destroy itself when coming into contact with the ground, or something along those lines. As it is now, he's stuck not being able to throw it again for a long time because it just goes underground, but it's technically still there, restricting him from doing it again.

-His special command grab has horrible range. Can't it at least have the range of his basic grabs?
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 29, 2019, 12:21:06 AM
@sabockee those are some pretty sick pals. Thanks a lot.
@KOF_HERO_77 That portrait is good enough, thanks. Is too bright atm so I think I'll change the tone.
@Alpaca-San Thanks for the heads up about down.bounce offset. I honestly didn't know that at all.
@PeXXeR I'll look into it. I think that there's even a hitbox that is not used in source because is tiny (thigs might be the one that seems odd).
@DW
- I wanted to ask you about this actually. You see, the trigger
Code:
FrontEdgeDist < -100 || BackEdgeDist < -100
Seems to work just fine for horizontal helpers. I tried changing these for something like TopEdgeDist/DownEdgeDist/UpEdgeDist/BottomEdgeDist. None of these seem to works. I tried googling for the equivalent but didn't had any luck. Do you know what's the correct line? Thanks a lot in advance.
- I'll buff it at least to Benimaru's throw range. I feel you on this one.
Also thanks for the palette, looks nice.
Btw downloaded Saikoro's port, not my cup of tea. Anyway I'm fine with the big portrait that I'm using, I like SSV's art very much. But thanks anyway.

I was unable to code that much these days because of work. Between yesterday's evening and today's afternoon I coded Gokou Zan. It was honestly quite hard, p2 states are a bitch to program but I've done it. It might seem as not a lot of work had been made but to me it was quite a lot. I'm thinking about how to do lvl 2 version, maybe less startup frames and 4 more hits? It would be nice to know how to play fucking hanafuda in order to know if there's any symbolism behind the cards that pop up during moves and make it more coherent in terms of aesthetics. I was also thinking about buffing the move a lot for lvl 2. Gokou Zan is an okayish an move in SSVSP, you can cancel into it from a couple moves for extra damage but is not really good as an anti-air despite how it looks. Maybe giving the move bigger hitboxes and a little bit of range could do the trick.

I'm still not sure about what the lvl 3 should be. There's his Fudajimai (https://youtu.be/TBaJS5ioLuA?t=685) fatality from SSV that is quite generic to be honest. SSIV's is an even less interesting autocombo. In SSVI he has this stupid shoryureppa like move that I guess is based on his rekkas from bust genjuro, and is as generic. btw fuck SSVI.

Iseen is an option too, having the move doing more damage the less remaining health Genjuro has. If I don't go with Issen as his lvl 3 move, it will definitely be his lvl 3 on bust mode.

In terms of functionality I think that they're all suited to be Ryoku Ranbu like moves, which is something that I don't enjoy that much because if I keep Issen as a lvl 1 it would mean that there's two of the same kind of moves on the moveset (not something unheard of on fightning games but there's generally something to balance them out in terms of usefulness besides the obvious +meter/+damage vs -meter/-damage).

Just sharing my thoughts, any suggestions would be appreciated. I did not play the 3D games (I played Sen for a couple days but I do not have memories of the game feeling any good).
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 29, 2019, 03:49:38 AM
You can use Pos Y to detect when it hits the ground:

Code:
[State #, End]
type = ChangeState
trigger1 = Pos y >=0
value =  ;<--- Your disperse state here

Or just add another trigger to the DestroySelf with the above trigger. If you really want it to go underground, I suppose something like:

Code:
trigger1 = Pos y >= 20

Just increase the Y position to where it'll destroy itself as soon as it reaches the desired position.



As for his supers, buffing Gokou Zan with a bit more range is cool. Though you could actually make it a legit anti air by just making him invulnerable during the active frames, and making it unblockable for p2 in the air. Range wouldn't be that big of a deal, with the aforementioned buffs. Two-four extra hits for the MAX version sounds good enough. It's really the damage that's the most important aspect.

That fatality move looks good enough as is to me for a lv 3. Up to you though. What's that super where he slashes them on the ground multiple times, while those cards show up in a row as p2 goes back from each slash, then he ends it with the straight stab? I'm guessing that his alternate mode or something? I always liked the aesthetics of that move.

Issen could be his Lv3 as well if you wanted to go a simpler route. You could add like a cherry blossom FX to it or something of the like, when connecting with p2 to look cooler. Someone made an edit of Genjuro LONG ago that had an FX like that for Issen. The overall char wasn't very good, though them FX were pretty nice, especially the cherry blossom FX they had on Issen.



Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Dalek Basara on April 29, 2019, 05:20:06 AM
OK, finally tested Genjuro and this is my feedback, maybe it's not SS-accurate as Arpa or CVS-like accurate that some of the feedback here, but anyway this is what I found:
That's all I found. In general it's a solid character and I enjoyed playing with him. As a suggestion, you can make the 15-hit manual combo from SSIV as an auto-combo super in some of the modes, would get very cool on him ;)

Also, I made you a palette:
(https://i.imgur.com/gNkn1kr.png)
Kuki Tohma from SS Warriors Rage (old Haohmaru in that said said Tohma reminds him to Genjuro, so I use that as reference)
Aaaand... I wanted to make more, but I found bugs in your template:
As I said, I wanted to make more, but those bugs on the palette didn't inspired me much to make more, maybe I'll make more later :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 29, 2019, 01:37:35 PM
You can use Pos Y to detect when it hits the ground:

Code:
[State #, End]
type = ChangeState
trigger1 = Pos y >=0
value =  ;<--- Your disperse state here

Or just add another trigger to the DestroySelf with the above trigger. If you really want it to go underground, I suppose something like:

Code:
trigger1 = Pos y >= 20

Just increase the Y position to where it'll destroy itself as soon as it reaches the desired position.
Works like a charm, thanks.

As for his supers, buffing Gokou Zan with a bit more range is cool. Though you could actually make it a legit anti air by just making him invulnerable during the active frames, and making it unblockable for p2 in the air. Range wouldn't be that big of a deal, with the aforementioned buffs. Two-four extra hits for the MAX version sounds good enough. It's really the damage that's the most important aspect.
Giving him invulnerability during active frames and unblockable properties agaisnt air p2 sounds good, but here's the hitboxes for lvl 1 (taken from source of course):
(https://i.imgur.com/PqIg9c3.png)
(https://i.imgur.com/ZKXkcfS.png)
This plus the fact that it barely moves (in source it moves about about 24 pixels during startup frames) makes me think that a buff on the hitboxes is needed in order to fill the anti-air duty.

As for the active, I've been playing koi koi last night in order to get an idea of how many hits Genjuro should do. Since Goko is literally the best combination, I will probably need to do either 3 hits with 3 light cards that can make Sanko or 4 hits with the four needed cards to make Shiko.

That fatality move looks good enough as is to me for a lv 3. Up to you though. What's that super where he slashes them on the ground multiple times, while those cards show up in a row as p2 goes back from each slash, then he ends it with the straight stab? I'm guessing that his alternate mode or something? I always liked the aesthetics of that move.
I'm not really sure about the move you're talking about. It sounds like bust version of Goko (present in NGBC) but I'm not sure if you're referring to this super. It might be because I didn't play every single SamSho game. Honestly my forte is on SSVSP and SSII (the very best games of the series IMO, and some of the best fightning games of all times), I also played a lot of SSIV growing up, but not as much as the first two. My desire of making Bust Genjuro more accurate to SSIII comes actually from wanting to learn that game.
(https://www.fightersgeneration.com/characters/genjuro-smoke.gif)
Not realted but I love this winpose from SSII haha.



OK, finally tested Genjuro and this is my feedback, maybe it's not SS-accurate as Arpa or CVS-like accurate that some of the feedback here, but anyway this is what I found:
- Who is Arpa? When dming Jmorphman on discord he also mentioned him/her but I didn't have any luck founding the user on the forum.
  • In general he feels heavy and slow, not sure if it's about the JM's standards or the data you put on the char, but it feels heavy on the jump, like he got problems to jump, and he runs very slow. As I played with, Genjuro is a bit faster than that
- He feels as heavy and slow as Haohmaru in CvS2. In source Genjuro has the exact same mobility as Haohmaru (jump frames, both walk speeds) minus the dash speed, where Genjuro is a tiny bit faster, which is way Genjuro has the same basic mobility values as CvS2 Haohmaru.
  • Strong Touha Houyoku Jin doesn't hit the opponent and even passes over him/her. As I remember, every version of this Shoryuken-like move hits the enemy on the ground, not sure if this is the case, but it feels weird
- You're remembering wrong, his strong dp on source goes over most of his oponents (regular size and stupid girl size) on the ground.
  • For a moment I thought you made at least one move for the Bust move, but I was foolish and nothing happens but a nice palette u_u
- I do not have intentions of starting Bust Genjuro right now, I will in the future if I decide to keep coding characters.
  • If this char has a CVS-like system, shouldn't he combine the weak-medium-strong attacks? I barely can combine air attacks with ground ones
- Are you talking about chain combos? If you are, that's MvC, not CvS. Genjuro is by no means supposed to combo weak into medium into strong, that would mean that a confirm from his LP would secure his HP, which either does dino damage of is slandered by a damage dampener. He has Custom Combo anyway.

  • I was reading about getting the dampering system, but I found this Genjuro makes very few damage in general... or at last I felt that here, since SS chars makes good portion of damages just with normal slashes (just comparing him with CVS2 Haohmaru, for example). Maybe it is balanced for a normal MUGEN character, but for a SS char, it feels like he makes no damage at all IMO
- Most of his damage values came from comparing him to Haohmaru from CvS2. Jmorphman divides original CvS2 values by 14.1975308642 if I'm not mistaken. As such, a lot of his power cames from normals, his hp does more damage than most of his specials for example. You might be thinking about his dp doing tiny damage, and while that's true, that's how it is on source (it's actually buffed). The character is consistent in terms of adapting values, and still does a good portion of damage by poking. If you're expecting damage values from SamSho, that would make no sense because I'm not trying to replicate the system (I might in the future).

That's all I found. In general it's a solid character and I enjoyed playing with him. As a suggestion, you can make the 15-hit manual combo from SSIV as an auto-combo super in some of the modes, would get very cool on him ;)
- I'll think about it, but I'm not very fond on auto combos as supers and already have two possible ranbu moves on the works.

Also, I made you a palette:
(https://i.imgur.com/gNkn1kr.png)
Kuki Tohma from SS Warriors Rage (old Haohmaru in that said said Tohma reminds him to Genjuro, so I use that as reference)
Aaaand... I wanted to make more, but I found bugs in your template:
  • There're dark points in the hair that shared colors with other parts. There's no problem with dark/black colors, but in my case (and also seen in Sabockee's Geese palette), it notices too much. Same thing on the umbrella
  • The white in the headband shares colors with eyes and other parts, I wanted to make totally black (sharing colors with pants), but took me the eyes and other parts. Also in the chibi-Genjuro, the headbans shares with other colors (it is orange in my palette LOL)
  • The white part of the sword has like 3-4 types of white and can't be painted of other colors. Tohma's sword is colored red-to-orange, effect I couldn't make on Genjuro since the template uses other whites on the palette
As I said, I wanted to make more, but those bugs on the palette didn't inspired me much to make more, maybe I'll make more later :P
Thanks for the palette and thanks for pointing out the mistakes on the template, I'm not experienced doing a palette template to be honest. Doll Genjuro's headband was a mistake on color separation so thanks for pointing it out. Good thing is that the indexes are fine so all the palettes are usable. But about the sword, he is supposed to share the white with eyes and headband.

If someone wants to make a new template using the sff be my guest. If not, using the current one does the job just fine since the indexes are not wrong.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Dalek Basara on April 29, 2019, 03:51:38 PM
- Who is Arpa? When dming Jmorphman on discord he also mentioned him/her but I didn't have any luck founding the user on the forum.
He already posted here, but in the forum is known as Alpaca-san :P he knows a lot of SS chars, especially in MUGEN, so he could be a good guide if you want some SS accuracy

Thanks for the aclaration on the points, so he's accurate to JM's chars as well to CVS2 Haohmaru, good to know that. Also, I think I can make more palettes soon, let me experiment more with that ;)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 29, 2019, 04:27:45 PM
Yo Basara, I tried loading your palette but it seems that the program you use to make palettes messed up the index.

Try using Fighter Factory or Photoshop or I will not be able to insert them.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Dalek Basara on April 29, 2019, 04:33:37 PM
 :mwhoa:
OK, I'll make it again. The program I used to make the palette (Paint Shop Pro) probably inverted the palette, so I'll do it in Photoshop instead, sorry
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 29, 2019, 04:54:39 PM
Chameleon, use FF3's "Invert all the colors of the palette" in the Advanced Palette Editing section. Sometimes older versions of FF/other programs like Gimp/Photoshop will swap the table like this. It looks messed up, because it's been swapped, all you have to do is re-invert it with said option.

Also, yes Arpa=Alpaca-san. He's a big fan of the series and knows a lot about it overall. It'd be wise to heed his advice in all things SS related.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: sabockee on April 29, 2019, 05:07:50 PM
Doll Genjuro's headband was a mistake on color separation so thanks for pointing it out.

You may want to check his Midnight Bliss sprites as well. Some colors seem to be messed up.
(https://i.imgur.com/NlawcNn.png)

Also, I've made a bunch of new palettes :)
(https://i.imgur.com/uYViGa5.png)
(https://i.imgur.com/qff96aY.png)
(https://i.imgur.com/oWk6zcC.png)
(https://i.imgur.com/tut0iXt.png)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 29, 2019, 05:11:10 PM
(https://i.imgur.com/8rZ5tDC.png)-->(https://i.imgur.com/UJ2UcRb.png)

I think the indexes were not inverted, don't really know what happened in the process. No problem though.

How can I tag people from the forum? I tried a couple of posts ago but it didn't work. I'll tag Alpaca-san once I post the next beta (missing Issen and his lvl 3 right now, and all EX specials).

Also thanks for the palettes sabockee, your palettes are all quite good. I'll try to fix midnight bliss ASAP, it gave me a lot of problems since it's from dampir/drex cvs sprites.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 29, 2019, 05:27:37 PM
Type "@" right before the user's name, then ":" . So, @ --> Alpaca-san --> : Or hover over their profile and see their "real" moniker, doing the same as above.

@Arpa:

^Like that.



(https://i.imgur.com/CNvC8hR.png)
Neo Discipline

Don't use the old one. :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Dalek Basara on April 29, 2019, 05:54:46 PM
OK, now it's fixed
(https://i.imgur.com/nE1Vuwa.png)
I made few changes to the palette, like I left white the headband and I found another dark color to be filled with Genjuro's dark hair, so now it looks like the black spots of the former palette are gone.

I think the indexes were not inverted, don't really know what happened in the process. No problem though.
I noticed the same issue too, maybe it has to be the "save as" feature in PSP. I wanted to invert the palette as DW noticed before but I found that, so I remade it under Photoshop instead, shouldn't be problems now

Neo Discipline

Don't use the old one. :P
And about making a Tohma palette, that one looks a lot like Seishiro :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 30, 2019, 03:12:07 PM
https://www.mediafire.com/file/v7865h2qb5zbvch/Genjuro.rar/file
@DW: New beta is up. Regular and MAX version of Gokou Zan, and Issen, are coded. Would like to ask you for some help regarding an issue: during success gokou zan (regular, sounds not implemented on MAX Gokou Zan) I implemented the voicelines for each hit. The problem is that they suddenly cut. I tried changing the channels (even using a different channel for every voice line, and always being different from wosh and hit sounds) but I don't able to fix this issue. If you could lend me a hand with this problem would be appreciated.

- MAX Gokou Zan doesn't have the improved properties nor a buffed hitbox (for now).
- There's placeholder damage for the suppers right now. Issen damage will be inversely proportional to user's life. +50% HP will do the minimum damage of a lvl 1 super in CvS2; -5% HP will do as much damage as strong lvl 2 super in CvS2. Still don't know which damage values I'm gonna use as reference.

Sick palette btw, loved it.

Testing the implemented supers in general would be apreciated. It's probably because I'm a newbie but making custom states is a nightmare haha.

Also @Peter B. Parker:, now the palette works perfectly. Thanks, it looks quite nice.

Once fixed all these issues, only the lvl 3 and EX moves will be missing for final beta version.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on April 30, 2019, 07:08:02 PM
Don't give them a channel at all. They're close together timing wise and short, so with all of them having the same channel, they'll cut each other off whenever the other triggers. Basically delete the channel parameter.

I can't seem to do Issen at all... QCB -> QCF + any punch is what it says in the Readme, ain't working though. Well, honestly the way you have it written in the Readme...I hope you don't have it coded the way it reads there. Gokou Zan feels a bit stiff as well. I'm not sure if you have this coded as a true double QCF, or as QCF -> D,DF + any punch. The latter would be better.

Also, I hate to say, but his projectile still isn't restricted properly. The way it's supposed to work is, he's supposed to be able to throw another one when an active one is gone, or not in a active state. So, during the state when it hits p2, showing the card then turning into cherry blossoms(disperse state), he should be allowed to throw another. He can't currently, he has to wait until the projectile is basically gone before he can throw another.

EDIT:

And about making a Tohma palette, that one looks a lot like Seishiro :P

I have no clue who that is lol. It's based off TMNT Leo Fast Forward season.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on April 30, 2019, 08:25:48 PM
Don't give them a channel at all. They're close together timing wise and short, so with all of them having the same channel, they'll cut each other off whenever the other triggers. Basically delete the channel parameter.
- Done. Gotta learn more about playsnd, I thought that channels were mandatory.


I can't seem to do Issen at all... QCB -> QCF + any punch is what it says in the Readme, ain't working though. Well, honestly the way you have it written in the Readme...I hope you don't have it coded the way it reads there.
- Sorry, forgot to say that I'm using HCBx2+punch as a placeholder. I'm not sure about what the command is gonna be, since it source is usually 3 attack buttons at the same time (in SSVSP is medium slash, kick and special).
Gokou Zan feels a bit stiff as well. I'm not sure if you have this coded as a true double QCF, or as QCF -> D,DF + any punch. The latter would be better.
- It's coded as in Jmorphman's Benimaru double QCF, using the exact lines of code haha. I honestly have problems reading his buffering system, but I'll try to get better and check this issue out.
Also, I hate to say, but his projectile still isn't restricted properly. The way it's supposed to work is, he's supposed to be able to throw another one when an active one is gone, or not in a active state. So, during the state when it hits p2, showing the card then turning into cherry blossoms(disperse state), he should be allowed to throw another. He can't currently, he has to wait until the projectile is basically gone before he can throw another.
- I think now it's fixed. I think I get what I was doing wrong.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on May 01, 2019, 04:41:37 PM
Sorry for double posting.

@DW:
So I need to adress the elephant in the room. Fudajimai fatality in source is a dash that when connects goes into autocombo and kills the opponent. Problem is quite simple: I don't want the lvl 3 to be the same type of move as Issen. I have a thought on how to play around this issue, and is related to the Rage Explosion mechanic:

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

In source this is a mechanic that you can perform while in ground during hitstun or standing. It has 2-3 frames of startup, pushes back your opponent, has full invincibility, is unblockable, and does no damage. It also fucks your rage meter for the rest of the match and you can perform the fatality if your opponent is in kenki gauge range and you're in round 2-3. Fatalities are invincibe blockable dashes.

I remember SNK handling rage explosion poorly in SvC. If I remember right, it's the exceed, and it's a slash that you can combo into. Then you enter in pretty much charged K-Groove and you can perform Issen. Far different from SSV, where you can Issen only during Muga no Kyouchi (was that the name or I'm messing the name up with some Prince of Tennis power-up?)

Two ways of adapting Rage Explosion into a level 3:

1) 2 frames stratup that pushes back your opponent. Does have full invicivility but is blockable, cannot be performed during hittstun and still does no damage. When hit, it combos automatically into Fudajimai fatality.
2) Trying to reproduce SSVSP as much a possible, having rage explosion being a get out of jail unblockable card. Going into rage explosion would put you in rage (+damage during a short period of time, in SSV Genjuro's rage last 8 seconds). During rage you can perform Fudajimai.

Option 2 seems natural as is super accurate, but would cause a fuck ton of balancing issues, plus Fudajimai would still be too similar to Issen in terms of function (Issen being potentially more efficent in terms of meter due to scaling damage). Of course there's not a "CvS2" way of handling this because CvS2 had K-Groove to cover rage as a mechanic and Haohmaru didn't have access to Rage Explosion during K-Groove.

Option 1 seems quite simple and still fairly strong for a lvl 3 and I think is the way to go but would like to get your opinion since you're experimented with converting this kind of characters.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on May 01, 2019, 05:00:57 PM
Option 1 sounds good to me. They both could work, though option 1 is more streamline, and sounds like something that would have been done for CvS. It still holds the essence of the move, but "modernized" so to speak. I like it.

On the subject of Issen though, I like how Waru/Chazz handled this for Haohmaru a bit better then the way you did it. I mean, it's essentially the same, yes, but the initial hit, into a dash back, then the slash through has more "OMMPH!"

I know the way you have it currently is straight from source, though it lacks impact. I think doing it the way Waru/Chazz did it for Haohmaru would give it a better feel overall. I think that super I mentioned earlier is a custom super made in MUGEN... Cause I looked through a showcase of SS2-6 for Genjuro, and didn't see the move anywhere in them.

Lines were blurred... Disregard, though I think I'll try and find it anyway just to show it. I'll also see if I can find some of those cherry blossom FX I saw with someone's Issen attack on their Genjuro. Looked really nice. It can help set him apart a bit more from Haohmaru. Even thought the move is practically the same between the two, alternate aesthetics can give the illusion they're different. :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: 2Dee4ever on May 01, 2019, 05:23:36 PM
You could always do it the NGBC way.

I had a similar idea of using rage, but may not fit what you are going for.
Spoiler, click to toggle visibilty
I made it so, Issen can only be used after it etc. So it could also work as a lvl3.
Spoiler, click to toggle visibilty
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on May 01, 2019, 09:16:19 PM
This is the super and the FX I was talking about:

Spoiler, click to toggle visibilty

Took me a while to find this, cuz it's some way back shit. Just wanted you to see the super I was referring to. I don't think it's a official super though, so disregard. Also, this is the Genjuro I was talking about. Now Arpa, don't jump down my throat about this. The Genjuro wasn't very good, we know this. I'm not suggesting he use it as any type of reference. Though the FX/SFX for Issen, are very clean and unique/befitting for Genjuro. Just throwing it out there. Whether you(Chameleon) do or don't, it's entirely up to you man.

Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on May 01, 2019, 10:44:04 PM
Man, that effect on the lvl 3 desperation move looks so cool.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Dalek Basara on May 02, 2019, 12:15:21 AM
Totally agree, those FX look sick AF :D

Also, I got inspired and I made some palettes based on the SS 3D games, also all psychopaths as Genjuro:
(https://i.imgur.com/U8DbXcU.png)
Haito Kanakura from Warriors Rage
(https://i.imgur.com/psrHZVG.png)
Yaci Izanagi, also from Warriors Rage
(https://i.imgur.com/sjzaJPL.png)
Deku (Haohmaru's evil clone) from the first SS64... but also could count as Asura from SS64-2 :P

I hope you like them ;)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Alpaca-San on May 02, 2019, 06:55:50 AM
What do you mean don't get on your throat Divinewolf? I thought you liked erotic asphyxiation...
Anyways
* I see very noticeable issues with the slashing fx
(https://i.imgur.com/Wj3uI5P.png)
should be layered behind him like
(https://i.imgur.com/vdThdz5.png)

(https://i.imgur.com/Dfjmupa.png)
is a bit off sync from
(https://i.imgur.com/Iszil8g.png)

* For the throw, the opponent should slide a bit before the kick as they're being pushed. As of right now it looks like Genjuro is aggressively making the opponent talk to the hand.

* In general Genjuro feels too weighted even by CVS standards. I feel more like I'm playing Samurai Shodown 3 all over again. Perhaps I'm spoiled by how light footed he can be in SS4-SS5sp.

My suggestions for how to handle Rage Explosion are as follows:

A) Instead of Exceed Combos, allow him to execute a Rage Explosion once per match. Its duration scales on how close you are to losing like in 4, the early 3D games, and the 2019 reboot (Current life total, if you lost a round). This also opens up Issen with the negative lifeadd scaling the same way.

B) What Warusaki did was make the Zetsumei Ougi and Issen share one level 3: It's that near invulnerable dash move but the Issen happens if it won't do enough damage to KO the opponent and the Zetsumei Ougi happens if the move is going to do enough damage to KO the opponent.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on May 02, 2019, 04:59:31 PM
What do you mean don't get on your throat Divinewolf? I thought you liked erotic asphyxiation...

Gotti...



Well, since it was brought up, I might as well give my opinion on it too. Custom(Excel) Combo.... What you want to do is up to you, Chameleon. Though, I was talking with JZ a few days ago, and to be totally honest, this ability is useless for like, 90% of the chars that have it. A lot of people do stuff like give normals that shouldn't have forward momentum, forward momentum to create the illusion that the mechanic is useful.

This is a high tier ability in CvS, but only for specific chars, like the infamous Sakura SRK loop. A-Groove for most other chars, is trash, because they have no loop to take advantage of. Arpa's idea sounds good honestly. It'd be way more useful than CC for Genjuro. Though as I said, it's entirely up to you.

EDIT:

I initially read that wrong. I thought Arpa said Excel, not Exceed. I'm not 100% on what that refers to. So, yeah... Still, it's all up to you(Chameleon). Regardless of anything suggestions/opinions thrown your way. I don't want to overload you with stuff.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Alpaca-San on May 02, 2019, 06:31:26 PM
I meant excel. For whatever reason I was originally thinking of about how it was done in SVC Chaos and that leaked into my post. Like what you people have done. You instilled SVC Chaos into this poor Alpaca's brain.

Also yeah, the thing with original combos too is that POTS version is actually nerfed as well. Like, almost nobody really needs it as you're putting your meter to better use with super cancels.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on May 02, 2019, 09:33:27 PM
Spoiler: Spoiler because too much text, thanks to everyone for the feedback and palettes! (click to see content)



I'll try to adress messages from both Alpaca-san and DW regarding CC and Rage.

First, regarding Alpaca's suggestions for rage explosion:

- Right now I'm using Issen as lvl 1, still doing damage that scales with the less life you have. Minimum damage is 1800 cvs units when 100%-50% life, and maximum damage being 4000 cvs units when in 5%-1%. I'm not sure what reference I used for the minimum (I think that the weakest -in terms of damage- supers in cvs2 does a minimum of 2000 units), but for the maximum damage I went for a value similar (+/- 200 units, can't remember) to Rugal's lvl 2 super grab.
- This Genjuro is mostly based on ssvsp instead of iv (because ssvsp is prolly my favourite ss game) where as you probably know Issen is limited to time slow state. Inserting proper versions of rage, rage explosion, fatality when in rage explosion, time slow, and issen should require to fuck the entire jmorphman's system in the ass, or at least change a lot of stuff.
- Have in mind that it really hurts me to alter the mechanics of both rage explosion and zatsumei ougi this much, especially since I started to mess around with programming for this engine when using Character of the Month as a reference for good quality (because half of the characters, --especially the ones that won the early cotm entries- are quite good), and then discovering that some of the cotm winners, while solid in terms of coding, anal raped the identities of the characters that they were converting.

Regarding CC (mosty to DW) and his uses of CvS2 (NOT Jmorphman's CC), I think you're undervaluing A-Groove a lot when saying that is trash for most of the characters. I know you're refering to the fact that is not that good when there's not a loop to abuse, but it's still the best groove for like 10-15 characters and some of these are the most stupid strong characters in the game (Blanka, Hibiki, Sakura). Of course Sagat is not good in A Groove but let's be honest, you can masturbate while only using Sagat's normals and still win some matches with how good they are, especially cr.hp. Heck, Haohmaru's best groove is either a groove or k groove (depending on how agressive you want to be). But it's true that Custom Combo in Jmorphman system is somewhat nerfed and not optimal.

Now I'm not gonna play dumb here. Not only for Genjuro but for every single SamSho character, the most efficient way to conver them into CvS-custom gameplay would be to just use K-Groove as base. You could implement all the mechanics that are giving me problems and have them being accurate characters to  both to CvS and SamSho standards. The thing is, I'm still not that experienced when it comes to programming (heck, I'm having problems with basic stuff like reading Jmorphman's buffering system, or adapting constants from source). For now I'm gonna keep the system as it is, and make Rage Explosion into auto Fatality his lvl 3. Later, when feeling more comfortable with this engine, I might try to go nuts and recreate a version of K-Groove more accurate to SSVSP, with rage explosion, fatality, and maybe even time slow.

I'll upload a version of Genjuro once jumping values (yaccel is giving me problems) are 100% right and lvl 3 is finished. I'm in finals period so it might take me a week.

Thanks a lot for the feedback and the discussion, it is helpful.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on May 03, 2019, 03:28:30 AM
I'm sorry, as I was using A-Groove/CC interchangeably. I'm mainly referring to POTS nerfed version of it. Also, it's not trash, it's just my lingo so to speak. In Mugen or in CvS(especially) it's only selectively useful officially. Though you wouldn't be able to tell that if Mugen was your only guide for that lol. At any rate, none of that matters. Sorry for overloading you with concepts and all. Just stick to your scheme, while fixing any bugs or anything out of place as you have.

I don't want you to get discouraged or anything. You are doing a great job. I would have advised against using any buffering system your first time out... I know stuff like that can be hard to follow. Though you are handling it well.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: BahamianKing242 on May 03, 2019, 07:33:56 PM
just finish my kof version of genjuro feel free to use some ideas if you like! or need any help just ask me!

 


Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Alpaca-San on May 03, 2019, 07:50:10 PM
I hope player 1's palette isn't one of the ideas you're hoping to see used :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on May 09, 2019, 05:11:59 PM
https://www.mediafire.com/file/0u4a911r7hhoqqh/Genjuro.rar

Okay,
 
- Simplified moveset. Issen is the lvl 3 and he just has 1 regular Super (not unheard of, see SvC or well, SamSho). Does scaling damage depending on missing life. for no the command is hcbf+pp but I'll probably change it to 646+pp (I think that was his command for double Issen in NGBC?). A lot of assets came from JeanBurau so thanks!
- Changed all of his movement velocities, now he should feel way more like Haohmaru in CvS2 (almost 100% like him).
- All ex moves coded but rekkas. Still not sure on how to handle them but I discuss an idea with DivineWolf.
- Damage values are pretty much done.

Things to do:
- Adjust bouncing card y velocities for both regular and ex special.
- Add ex rekkas.
- Test for damage issues and add dampering where is needed.
- AI (not a fucking clue on this btw, barely any experience with cmd overall)

Thing I might add:
One command move based on his 66b from SSVSP, does two slashes where the first one hits low and the second one knocks down and causes wall bounce. It is a really useful tool since it's part of Genjuro's basic mixup with bouncing card.
Not 100% if I'm gonna add this.

Any kind of testing is appreciated.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: BahamianKing242 on May 10, 2019, 02:30:07 PM
i can help you out with the A.I
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on May 29, 2019, 06:59:14 PM
(https://i.imgur.com/nJiMqou.png)(https://i.imgur.com/zUAf7El.png)(https://i.imgur.com/mpM0o9u.png)(https://i.imgur.com/GGo19TP.png)(https://i.imgur.com/LsXtTEm.png)(https://i.imgur.com/zIbY6Uq.png)

Working on Blanka right now. He's missing EX moves, lvl 2 Ground Shave Rolling, lvl 3 Shout of Earth, some fixes on his links, and shock related stuff. Don't know how much time it will take me to finish this guy. I'll try to make his A-Groove combos as strong as in CvS2.

MOVESET
Code:

<NORMAL>
     
.Rock Crush F + y
.Amazon River Run DF + z
.Coward Crouch D + 3p
.Surprise Forward F + 3k
.Surprise Back B + 3k
.Raid Jump k
.Wild Lift p
.Surprise Forward F + 3k
.Surprise Back B + 3k
.Wild Fang         F/B + 2p (near opponent)
.Jungle Wheel F/B + 2k (near opponent)
.Jungle Slam F/B + 2p (Air, near opponent)
.Wild Shoot F/B + 2k (Air, near opponent)
     

<SPECIAL>
     
.Electric Thunder (EX) k, k, k, k, k
.Rolling Attack (EX) (charge) B, F, p
.Backstep Roll (EX) (charge) B, F, k
.Vertical Roll (EX) (charge) D, U, k
     

<SUPER>
     
.Ground Shave Roll (MAX) (charge) B, F, B, F, k
.Direct Lightning (MAX) (charge) B, F, B, F, p
.Tropical Hazard (MAX) WIP?


<LV3 SUPER>

.Shout of Earth              WIP

- Not sure if Tropical Hazar will make the cut.
- Will have an special intro agaisnt my Genjuro.

 ;)
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on May 29, 2019, 07:04:07 PM
Varo Hades' has a version with the Tropical Hazard, will you take reference from that? EDIT: Oh and an AI, if you're interested.

What's planned for the next char? If you even have any rn.

Edit: Shout of Earth isn't really a Lvl3 in spirit becuase it was a All-3-Levels super. I'd suggest making it another LVL 1/2 and for the new LVL3 maybe taking inspiration from SFV's Dynamic Rolling CA or maybe the Shout of Thunder from SF4 where he had 2 Variations (Varo's version did this).
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on May 29, 2019, 09:17:37 PM
Varo Hades' has a version with the Tropical Hazard, will you take reference from that? EDIT: Oh and an AI, if you're interested.
(...)(Varo's version did this).
Why would I take his version as reference for Tropical Hazard when I could simply use SFA3 as source? I'm consciously not using ANYTHING from varo's Blanka. Not even his color separation.

What's planned for the next char? If you even have any rn.
Not 100% sure. Maybe a grappler from SNK? Shermie? Would also be really cool to make a character with some kind of gimmick. Maybe Chang feat. Choi from CvS2? I want to use the next 2-3 characters as learning experience. Then again in two weeks I could be like: OK let's make Alice from KoFXIV using POKET's sprites. Or Iori. Dunno.

Shout of Earth isn't really a Lvl3 in spirit becuase it was a All-3-Levels super. I'd suggest making it another LVL 1/2 and for the new LVL3 maybe taking inspiration from SFV's Dynamic Rolling CA or maybe the Shout of Thunder from SF4 where he had 2 Variations
I mean Shout of Earth it's one of Blanka's Ultra Combos from SF4 (what are you reffering as Shout of Thunder I think). Actually me doubting of adding Tropical Hazard is not only because the move is weird and impractical, it's because I'm considering making the move as you suggested (lvl 1 MAX, with anti-air variation as in SF4) and adding his SF5 Critical Art as a lvl 3 (not sure if I can work around with the sprites though).
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: RagingRowen on May 29, 2019, 09:36:29 PM
Chang + Choi would be cool, I'd love to see what new supers you'd give to them.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: GTOAkira on June 01, 2019, 11:10:06 PM
Not sure if you are using it but varo hades did a CS for blanka
http://mugenguild.com/forum/topics/blanka-street-fighter-pots-gameplay-165413.0.html
(http://i62.tinypic.com/287kf3a.png)
Title: Re: Susan Sarandon's WIP thread: Blanka
Post by: RagingRowen on June 01, 2019, 11:11:56 PM
He clearly said a couple posts ago he wouldn't take reference from Varo's version, sorry.
Also this char's Small Port is blessed.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: PeXXeR on June 01, 2019, 11:21:39 PM
Cool Blanka !
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: Staubhold on June 01, 2019, 11:33:06 PM
Working on Blanka right now. He's missing EX moves, lvl 2 Ground Shave Rolling, lvl 3 Shout of Earth, some fixes on his links, and shock related stuff. Don't know how much time it will take me to finish this guy. I'll try to make his A-Groove combos as strong as in CvS2.

Thank you. Finally some Blanka love!

MOVESET
Code:
<SPECIAL>
     
.Electric Thunder (EX) k, k, k, k, k
Hold on... Typo? Electric Thunder with p, not with k...

Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: KarmaCharizard on June 03, 2019, 12:28:46 PM
Thanks a lot of the support guys! Just passing to say that I'm on the finish line with this guy. I'm having a little bit of troubles with the lvl 3 (from the design standpoint to the technical standpoint) but no biggies. If anyone has USFIV's ultra 2 fxs for Blanka, they're welcomed.

MOVESET
Code:
<SPECIAL>
     
.Electric Thunder (EX) k, k, k, k, k
Hold on... Typo? Electric Thunder with p, not with k...
Yeah, typo. Don't you worry :P
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: DW on June 03, 2019, 05:24:06 PM
Looking good. You are progressing rapidly as well. Keep up the good work.
Title: Re: Susan Sarandon's WIP thread: Genjuro Kibagami
Post by: senorfro on June 08, 2019, 10:03:02 PM
For Genjuro
- With exception of Hyakki Satsu (and of course Sanren Satsu: Kiba ), the other moves are missing their EX sound
- Why is there some slowdown for his HP during Custom Combo?