SecondDeath777's Request Topic

Started by SecondDeath777, April 29, 2016, 01:54:22 AM

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SecondDeath777

Although tireless searching of the internet allowed me to locate one, it does not have Permanent Paragon Mode, which I would like to use for those playthroughs when I'm done with some bullshit. Anybody have one/know where I can find one with the PPM update?

SecondDeath777

I'm not just talking about melee counters. I was also hoping for projectile counters/reflections as well. Badass, flashy hypers and/or finishers get bonus points as well, as I also like to end my matches with a bang. So, if you've got 'em, I'll take 'em. Thanks in advance.

Ethereal

There's a fair number of characters I know with counters.

- Geese Howard (Atemi Nage, physical counter "PREDICTABO!"; Raging Dead End (or at least PotS' Geese), physical counter)
- Rock Howard (Crack Counter, physical counter)
- Athena Asamiya (Psycho Reflector, reflects projectiles)
- Hibiki Takane (Melding Being Blade / I o Awasu Nari, physical counter)
- Shin Akuma (Tenma Shurettou, physical counter)
- Psychopath Kyo (Barrier, physical counter that can also stop projectiles)
- Trouble Man (Just Stop, physical counter)
- Magic Geese, derivative of aforementioned Geese Howard (Nobody's Listening, physical counter)
- Segalow (MatadoroSlip, double-duty physical/projectile counter)

That's only counting characters I have on my roster.

SecondDeath777

Wow. Segalow is almost exactly what I was looking for. Not PRECISELY what, but i digress. Thanks for helping out. I'll leave the thread open though, in case anybody wants to continue adding to our lovely list of finesse-happy douche canoes.

Foobs


SecondDeath777

Seems pretty fun...but Chrome thinks it's malware.  :mlol:

Nakiri

I don`t know you like or not but this 3 Character is good of me for counter all attack
http://ux.getuploader.com/otika/

SecondDeath777

>goes to play as Accelerator in training
>"Huh, wonder if he has a standard combo system"
>3rd hit is a fucking point blank sniper rifle
>dies laughing
Seriously though, these are really good. Thanks for these, Nakiri.

AlexSin

Ingrid from CFJ/E (Capcom Fighting Jam/Evolution) also has some counter-attacks, but I don't know if there's a good conversion of her for Mugen.

SecondDeath777

 Sorry for lacking an update for a bit, but as a little fun fact for Sin-, she was already in my roster.  :hyo:

concord23

#10
to reflect the projectiles the char doing the projectile must have a helper doing it and that helper should be coded as able to be reflected so that the code for the reflector wich is just "reversaldef" statecontroller with SCA,AP attribute has p2stateno like that for example:
[Statedef 11455888]
type = U
movetype = A
physics = U
ctrl = 0
movehitpersist = 1

[state 11455]
type = RemoveExplod
trigger1 = !time
[state 11450]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11455];that is the indispensabe statecontroller needed
type = selfstate
trigger1 = time=2
value=prevstateno

I have edit shingouki whose author is "phantom of the server" like that if you wish to try I WILL upload it to you the next time 
so just replace the p2stateno of the reversaldef with that code
go to the discussion thread that i posted "character reflecting projectile exactly":
http://mugenguild.com/forum/topics/character-reflecting-projectile-exactly-174061.0.html

SecondDeath777

#11
Cool freakin' beans. May I request you do that for three more Goukis? Because when I run Akuma, I ususally go Turns mode and order it as Shin Gouki, Shin Oni, God Akuma, and Rare Akuma. The idea is that he sorta holds back less and less as he deems his foe more and more worthy.
----------------------
Edit: Or at least throw me the code I need to slip into the .cns, the animations i need to add, and the code in the .cmd. As I already edited these characters myself, as their strongest hypers are instant kills, and all cost nothing when the opponent has 300 or less life. Or at least NOW they act like that.

concord23

thanks alot SecondDeath777 at least i am getting approuved by you
here is the new link for shingouki that i made all his projectile able to be reflected :
http://www.mediafire.com/download/nz9wx99x11wt534/cvs_ShinGouki.zip
the code for the helper of HADOUKEN: add the commented states and the states wrote with var(43):
[Statedef 1005]
type=A
physics=N
movetype=A
anim=1005
ctrl=0
velset=0,0
sprpriority=4
juggle=5
[state 11455];this is triggered when the opponent(toyomi hideiochi for example) has just reversed hadouken
type = turn
trigger1 = prevstateno!=0&&prevstateno!=1005
persistent=0
[State 1025, strengthvar];this is triggred when the projectile comes out from the reflector
type=varset
trigger1=prevstateno!=0
trigger1=facing!=root,facing
var(43)=1
[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,NP,SP,HP
stateno=1006
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 1005, strengthvar]
type=varset
trigger1=!time
var(10)=root,var(10)
[State 1005, distvar]
type=varset
trigger1=!time
var(1)=floor(root, p2dist x)
[State 1005, movehitvar]
type=varset
trigger1=movehit&&numtarget
trigger1=target,movetype=H
var(3)=1
ignorehitpause=1

[State 1005, vel]
type=velset
trigger1=1
x=ifelse(var(10)=3,6,ifelse(var(10)=2,4.5,3))
y=0

[State 1005, assert]
type=assertspecial
trigger1=1
flag=noshadow
ignorehitpause=1

[State 1005, hitsnd]
type=playsnd
trigger1=movehit&&numtarget
trigger1=target,time=0&&target,movetype=H
value=2,7
persistent=0
ignorehitpause=1

[State 1005, hit]
type=hitdef
triggerall=!var(43);this indispensable for the normal situation of being not reversed
trigger1=1
priority=6,Hit
attr=S,SP
damage=ceil(ifelse(var(1)<160,100,90)*(1-root,fvar(10)+((root,fvar(11))*!(root,var(20)))+root,fvar(12))),5
animtype=Hard
affectteam=E;this indispensable for the normal situation of being not reversed
hitflag=MAF
guardflag=MA
pausetime=4/((root,var(20)>0)+1),4/((root,var(20)>0)+1)
sparkno=-1
guard.sparkno=s7001
guardsound=s2,0
ground.type=High
ground.slidetime=24/((root,var(20)>0)+1)
ground.hittime=24/((root,var(20)>0)+1)
ground.velocity=-vel x*ifelse(var(1)<160,.75,1),ifelse(var(1)<160,-2.5,0)
ground.cornerpush.veloff=0
air.velocity=-vel x,-2
fall=ifelse(var(1)<160,1,0)
air.fall=1
fall.recover=0
p2facing=1
getpower=180*!(root,var(20))
envshake.time=12
envshake.freq=100
envshake.ampl=4
sprpriority=4
[State 1005, hit]
type=hitdef
triggerall=var(43);this indispensable for the situation of being reversed and the projectile is targeting the origial owner gouki
trigger1=1
priority=6,Hit
attr=S,SP
damage=ceil(ifelse(var(1)<160,100,90)*(1-root,fvar(10)+((root,fvar(11))*!(root,var(20)))+root,fvar(12))),5
animtype=Hard
affectteam=F;this indispensable for the situation of being reversed and the projectile is targeting the origial owner gouki
hitflag=MAF
guardflag=MA
pausetime=4/((root,var(20)>0)+1),4/((root,var(20)>0)+1)
sparkno=-1
guard.sparkno=s7001
guardsound=s2,0
ground.type=High
ground.slidetime=24/((root,var(20)>0)+1)
ground.hittime=24/((root,var(20)>0)+1)
ground.velocity=-vel x*ifelse(var(1)<160,.75,1),ifelse(var(1)<160,-2.5,0)
ground.cornerpush.veloff=0
air.velocity=-vel x,-2
fall=ifelse(var(1)<160,1,0)
air.fall=1
fall.recover=0
p2facing=1
getpower=180*!(root,var(20))
envshake.time=12
envshake.freq=100
envshake.ampl=4
sprpriority=4
[State 1005, sparks]
type=explod
triggerall=!var(43);this indispensable for the normal situation of being not reversed
trigger1=movehit&&numtarget
trigger1=(target,movetype=H)&&!(target,time)
anim=7020+(random%8)
ID=7000
sprpriority=5
postype=p2
pos=(target,const(size.ground.front)-10),-floor(p2dist y)
removetime=-2
ownpal=1
facing=-1
ignorehitpause=1
persistent=0
pausemovetime=100
supermovetime=100
[State 1005, sparks]
type=explod
triggerall=var(43);this indispensable for the situation of being reversed and the projectile is targeting the origial owner gouki
trigger1=movehit&&numtarget
trigger1=(target,movetype=H)&&!(target,time)
anim=7020+(random%8)
ID=7000
sprpriority=5
postype=p1
pos=(root,const(size.ground.front)-10),0
removetime=-2
ownpal=1
facing=-1
ignorehitpause=1
persistent=0
pausemovetime=100
supermovetime=100
[State 1005, end]
type=changestate
trigger1=movecontact
value=1006
ignorehitpause=1
[State 1006, end]
type=destroyself
trigger1=frontedgedist<-105||backedgedist<-120
so that's it and not ommit this code in statedef -1:
[State -2, block];this is essencial for blocking when the projectile is reversed
type=changestate
triggerall=ctrl
trigger1=command="holdback"
trigger1=numhelper&&helper,movetype=A
trigger1=helper,var(43)
trigger1=helper,rootdist x<=160
value=120
ignorehitpause=1

and the code for the reflector reflector's reversaldef p2stateno:
[Statedef 11455888];assuming reversaldef's p2stateno=11455888
type = U
movetype = A
physics = U
ctrl = 0
movehitpersist = 1

[state 11455]
type = RemoveExplod
trigger1 = !time
[state 11450]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[state 11455];that is the indispensabe statecontroller needed
type = selfstate
trigger1 = time=2
value=prevstateno

SecondDeath777

No problem. You keep at it, you might just make that elusive universal reflector. The internet was invented, after all.

Basara Bogard

I already posted this in the other thread about this, but isn't bad if I put it here too:
Quote from: Basara-kun on May 20, 2016, 08:05:27 AM
Some characters that have projectile reflections on MUGEN are CVS2 Eagle, Rugal and Adel, Athena Asamiya, Kula Diamond and various of her clones, N-Mario's Guile, Eri Hasumi, Fox McCloud, etc.

SecondDeath777

Yup. Good to put it where people will look for it.

SecondDeath777


Kazagami


Add me at Kazagami#7568 for an invite link to the WaifuLaifu Discord Server


SecondDeath777


SecondDeath777

Well, this is me reviving the thread in hopes that I'll get a reply someday.