Rising from my grave: Saisyu Update

Started by Lurker, November 30, 2013, 08:14:36 PM

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Lurker

Hello everyone, this is my wip topic and I don't know what to say :laugh: so here are my wips:

Spoiler: Chars: (click to show)

Saisyu Kusanagi 80%

What lacks now:
- Maybe i will change his clsn, because now I am using vans Saisyu air, unless that kof clsn can be used for cvs chars.
- I will add more two supers, suggestions are welcome!
- Combos, I though of adding some of his kof98 combos.
But I can say that he is fully playable now.
Currently working on him.

Sion Tatari 60%

She have all the basics and most of hers specials, she only lacks all of her supers.

Kuroko Shirai 75%

She is almost complete, i would like to add new moves and supers, but I don't had good ideas, and she lack some animations (I am using the same animation for the crouching kicks lol).

Shingo Yabuki 1% :laugh:


This guy is complicated since I am not that good at spriting, but I will finish him someday he is my favorite char after all.

GTOAkira

nice wip cant wait for shingo since is a favorite of mine to
good luck
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-

G.Ryu

You got my attention with that Saisyu. Good luck. :2thumbsup:

TrinitroRoy

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Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
you are all small and can't grow manly sideburns

AiRiC

Yes keep it up with kyo's father he's looking good one of my favorite kof characters... Don't really care for little girls in fighting games but to each there own....

Lurker

A little update on Saisyu!  :)



Thanks for the support guys!

Chazzanova

Looking good :) It looks great. Is nice to see that more SNK characters are being adapted to this style.

Lurker

The level 3 super, somehow it looks incomplete to me, any suggestions?
Ah, it doesn't have a name, and I suck at naming things. >_<



Quote from: Shanghai Crab on December 09, 2013, 08:48:07 PM
Looking good :) It looks great. Is nice to see that more SNK characters are being adapted to this style.
Thanks man! I can't wait to play with your Duo Lon and with Shen one of yours future wips.

HUNGRY WOLF

He looks awesome!
Maybe towards the end after the last hit have him explode the character.  It gives it a flashy  finish you know what I mean.

QuickFist

Ok, I like it
Suggestions:
-Add more "impact" to the hits, a bit more envshake should do it
-The fire particles look a bit odd when he has P2 on the ground
-Agreed with Wolf, on the last hit make him blow up P2, and I'm talking about Kusanagi's Kiri Homura-type exploding hit

So far , pretty good Lurker, keep it up
If you need Beta-Testers, hit me up


Sinnesloschen

I don't think any more envshake is needed imo.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

DivineWolf

Use these values for envshake for super hits...

envshake.time = 18
envshake.ampl = 6
envShake.freq = 120


Should work out fine. IDK much about this guy aside from he's Kyo's father...? I think...? I know he's related to him in someway! Regardless, your bindings on your throws and this super look very woinky. You need to work on them so they animate more fluidly. The last portion of the lv3, where he's holding p2 down feels rushed imo. Could have him hold p2 down a bit longer as he charges for the final fire blast to finish them off.

Lurker

Quote from: Hungry Wolf on December 12, 2013, 04:50:37 AM
He looks awesome!
Maybe towards the end after the last hit have him explode the character.  It gives it a flashy  finish you know what I mean.


Yeah I will add this, maybe the Mushiki Pillar will do the job.

Quote from: Trash Boat on December 12, 2013, 05:23:45 AM
Ok, I like it
Suggestions:
-Add more "impact" to the hits, a bit more envshake should do it
-The fire particles look a bit odd when he has P2 on the ground
-Agreed with Wolf, on the last hit make him blow up P2, and I'm talking about Kusanagi's Kiri Homura-type exploding hit

So far , pretty good Lurker, keep it up
If you need Beta-Testers, hit me up

- Hum... like Xan said I don't think any more envshake is needed.
- When I saw this, was late (after 1:00 AM) so I decided to upload the video and fix this today, but thanks anyway.
- Maybe the fire pillar will make it, but now that you mentioned Kiri Homura...

Beta-Testers? Sure i will need it!

Quote from: DivineWolf on December 12, 2013, 05:48:32 AM
Use these values for envshake for super hits...

envshake.time = 18
envshake.ampl = 6
envShake.freq = 120


Should work out fine. IDK much about this guy aside from he's Kyo's father...? I think...? I know he's related to him in someway! Regardless, your bindings on your throws and this super look very woinky. You need to work on them so they animate more fluidly. The last portion of the lv3, where he's holding p2 down feels rushed imo. Could have him hold p2 down a bit longer as he charges for the final fire blast to finish them off.

I am using exactly these values for envshake  :P
Yup, he's Kyo's father and trained Shingo. Oh, the bindings of my throws are things that i must fix. About the time of p2 liedown yeah, I will let the p2 sleep a little longer. :laugh:

     Posted: December 19, 2013, 01:13:36 AM
Update! Now a better version of the lv3 super, and it feels almost complete to me, thanks for the feedback guys!



@[user id=79067]DivineWolf[/user]: about the throws, the PP throw works on that way even in kof'98  :gonkgoi:, I will see what I can do about this.

Ah, before I forget it, my lvl3 portrait don't match with the style, if someone can help me...

I wrote the post without help aka google, hope that my english is understandable  :P

AiRiC

I think for his lvl3 and this is just my thoughts he should have 8 hits of the qcb punches and the rest you gave it i think that would look really cool....
oh and here http://www.youtube.com/watch?v=nInH7lKPiLU   to inspire you.

HUNGRY WOLF

On your lvl3 super it looks much better, my only complain is the final explosion after it  hits it seems like its not as powerful, maybe make it pick up the enemy off the ground after the explosion to give it that feeling like you just blew his ass away lol

loving the progress Lurker, please keep it up  :2thumbsup:

Infinite Daze

Looking good so far, but
Quote from: Hungry Wolf on December 19, 2013, 02:28:12 AM
On your lvl3 super it looks much better, my only complain is the final explosion after it  hits it seems like its not as powerful, maybe make it pick up the enemy off the ground after the explosion to give it that feeling like you just blew his ass away lol
This.

since it looks like he is in a throw state for the final hit you might have to use a sctrl EnvShake at the exact animelem of the explosion.
[State 0, EnvShake];the numbers DivineWolf gave you should work great with it.
type = EnvShake
trigger1 = animelem=12;whatever animelem the last hit occurs
time = 18
freq = 120
ampl = 8

Adding a custom state(target) to the last hit might be awesome, where they are lifted off the ground and eventually fall back down this will also let you be able to have the flame particles on the target for the last hit on that explosion. Keep up the good work  :).

Lurker

#16
I am procrastinating too much... I work more when I am busy lol.

Quote from: AiRiC on December 19, 2013, 02:19:18 AM
I think for his lvl3 and this is just my thoughts he should have 8 hits of the qcb punches and the rest you gave it i think that would look really cool....
oh and here http://www.youtube.com/watch?v=nInH7lKPiLU   to inspire you.

8 hits on the qcb punches? I think it's good enough with 6 hits since the super takes a long time to end. Anyway, thanks for the feedback and the video!

Quote from: Hungry Wolf on December 19, 2013, 02:28:12 AM
On your lvl3 super it looks much better, my only complain is the final explosion after it  hits it seems like its not as powerful, maybe make it pick up the enemy off the ground after the explosion to give it that feeling like you just blew his ass away lol

loving the progress Lurker, please keep it up  :2thumbsup:
Quote from: Infinite Crisis on December 19, 2013, 02:37:40 PM
Looking good so far, but
Quote from: Hungry Wolf on December 19, 2013, 02:28:12 AM
On your lvl3 super it looks much better, my only complain is the final explosion after it  hits it seems like its not as powerful, maybe make it pick up the enemy off the ground after the explosion to give it that feeling like you just blew his ass away lol
This.

since it looks like he is in a throw state for the final hit you might have to use a sctrl EnvShake at the exact animelem of the explosion.
[State 0, EnvShake];the numbers DivineWolf gave you should work great with it.
type = EnvShake
trigger1 = animelem=12;whatever animelem the last hit occurs
time = 18
freq = 120
ampl = 8

Adding a custom state(target) to the last hit might be awesome, where they are lifted off the ground and eventually fall back down this will also let you be able to have the flame particles on the target for the last hit on that explosion. Keep up the good work  :).

The explosion idea and the envshake worked perfectly guys! Thanks!

Now the video:


GTOAkira

-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-

Víctorys



HUNGRY WOLF

That looks perfect Lurker    :2thumbsup: