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Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED!)  (Read 31241 times)

Started by Veolf, March 16, 2012, 12:15:12 pm
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Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED!)
#1  March 16, 2012, 12:15:12 pm
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Finally finished Lilith, and... she was a pain to do, thanks to (Targetbind - cough)
Well, I tried to be accurate, so feel free to post feedback and suggestions for fixes or such.
I will update her as soon as I can, and feel free to tell me to when should I update.

Images:




Readme and credits are given properly this time.
Lilith should have mechanics same as her VP gameplay.
She has a lot of grab specials (Hence a Grappler-Type character)
Apparently she only has 1 super (Atomic Buster - combining 4-5 of her special grabs into a super grab finale?)
AI is coded (Intermediate so far - will update if anyone want harder difficulty)


Video: Will upload soon but you can check my WIP video on my WIP thread.

Fixes:
Command Tweaks - for Arcade Sticks and Keyboard users
Fixed Command Issues regarding moves
State tweaks on attacks (stun, crossup clsn, some explod differentiation for heavy/medium).
Increase damage values according to game itself.
New Ports - Ask me if you want custom pictures.

Lilith Updated:
More visible wing fx, and longer super time. Sorry, was busy playing DC Universe Online with friend =x="
DL:
http://mugencoder.com/characters.php?id=7
Last Edit: March 20, 2012, 07:12:44 am by SXVector
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector
#2  March 16, 2012, 12:43:42 pm
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Feedback:

- London Lariat Stun seems to cause the character to freeze for the rest of the round inless you press ctrl+I
Spoiler, click to toggle visibilty

- Why do the standing and walking CLSNs move? they should stay in one place.

thats all i got for now. will post more if i find out anything
something looks a little off...

My youtube channel: http://www.youtube.com/user/TVeanko
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector
#3  March 16, 2012, 12:52:34 pm
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Feedback:

- London Lariat Stun seems to cause the character to freeze for the rest of the round inless you press ctrl+I
Spoiler, click to toggle visibilty

- Why do the standing and walking CLSNs move? they should stay in one place.
- Some parts of the walking animation won't fit well with the same clsn.

thats all i got for now. will post more if i find out anything

Hmm.. the first the clsn standing clsns stays in one place (Well most of it).
Weird - the stun actually does that? o-O

- Uh, I forgot to edit the time for the animation for "everybody" for the stun ._. - fixing atm

Tiny Update:
Fixed the Lariat Stun
http://www.mediafire.com/?lwg3nhvcaugd2bs

Will keep in check with other possible errors!
Last Edit: March 16, 2012, 12:59:51 pm by SXVector
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector
#4  March 16, 2012, 02:50:46 pm
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Your big portrait is messed up, all the black areas are completely transparent.  Really though, you shouldn't be using a sprite from the character as a portrait that's just lazy.


Why did you make the DP motions F,D,F?
The helper should not follow as closely as she does, it looks really strange when even the slightest movement causes her to abruptly change animation.
London Lariat stun lets your opponent recover before you've even finished your animation!  (Gravity issue, you'll see it when you play against heavier characters.)
Hot Udon Noodle doesn't even work, not to mention having the wrong input.
5C isn't moving her forward at all, and doesn't have a recovery animation?
5B also lacks a recovery animation.
j.B can't cross up, it's pretty worthless.
j.C doesn't have nearly enough hitstun.

Five minutes of observation, cutting this short for now.
You should also give this page a lookover http://wiki.mizuumi.net/w/Vanguard_Princess/Lilith
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector
#5  March 16, 2012, 03:21:24 pm
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she no run  :-\
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector
#6  March 16, 2012, 03:22:42 pm
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Grapplers generally don't.
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector
#7  March 16, 2012, 08:13:15 pm
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Your big portrait is messed up, all the black areas are completely transparent.  Really though, you shouldn't be using a sprite from the character as a portrait that's just lazy.


Why did you make the DP motions F,D,F?
The helper should not follow as closely as she does, it looks really strange when even the slightest movement causes her to abruptly change animation.
London Lariat stun lets your opponent recover before you've even finished your animation!  (Gravity issue, you'll see it when you play against heavier characters.)
Hot Udon Noodle doesn't even work, not to mention having the wrong input.
5C isn't moving her forward at all, and doesn't have a recovery animation?
5B also lacks a recovery animation.
j.B can't cross up, it's pretty worthless.
j.C doesn't have nearly enough hitstun.

Five minutes of observation, cutting this short for now.
You should also give this page a lookover http://wiki.mizuumi.net/w/Vanguard_Princess/Lilith

If you meant stunner - it was 623+c (would of been easier if I used 626+c)
Well, I can't really find a good port pic (most of them has a bg on them) -> Will do.
Hmm.. I'll check that about Lariat stun o-o -> Guess not enough targetbinding time!
j.B - hmm.. I'll probably have to velset this
j.C - will do.

I did used this page as reference, though  I have to do redo some commands. Will check about the helper issue, hmm..

The fire does work o-O -> D,F,D,c (262+c) <- short form and its easier to do.

5B and 5C is being tweaked too atm.
Last Edit: March 16, 2012, 08:49:59 pm by SXVector
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector
#8  March 16, 2012, 08:50:20 pm
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I can get the fire to work once in a full moon.
And no, 626 is not easier to do than 623 in fact it's rather annoying especially playing on stick where it's not as natural to skip over the diagonal.

Also, look at the hitbox on j.B vs the one you made.  I have no idea how a velset is gonna fix that.


[State -1, Hot Udon Newdle!]
type = ChangeState
value = 222
triggerall = !AIlevel
triggerall = command = "Hot Udon Newdle!"
trigger1 = statetype = S
trigger1 = ctrl

And here's why you're having a problem.  Your input ends with DOWN, and the trigger is for statetype=S.  Think about it
Special moves should almost never use statetype=S,  stick with !=A
Last Edit: March 16, 2012, 08:54:45 pm by Avatar Of Woe
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#9  March 16, 2012, 10:48:23 pm
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Fixes:
Command Tweaks - for Arcade Sticks and Keyboard users
Fixed Command Issues regarding moves
State tweaks on attacks (stun, crossup clsn, some explod differentiation for heavy/medium).
Increase damage values according to game itself.
New Ports - Ask me if you want custom pictures.

UDPATED: LINK
http://www.mediafire.com/?4v671j647xd6s1m
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#10  March 16, 2012, 11:56:56 pm
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And now j.C is an infinite all by itself  --;
Why does it come out in only 5 frames?



Quote
[Command]
name = "London Lariat Stun 2"     ;Required (do not remove)
command = F,D,F,z
time = 25

[Command]
name = "London Lariat Stun 2"     ;Required (do not remove)
command = F,DF,D,DF,F,z
time = 25

Oh god why

Quote
[Command]
name = "London Lariat Stun 2"     ;Required (do not remove)
command = F,D,DF,z
time = 25

Just do this...
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#11  March 17, 2012, 12:00:55 am
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Holly cow that was so damn fast, will download her at home tonight, will not feedback cause I really suck at that  --;
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#12  March 17, 2012, 12:08:49 am
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The elbow drop is unblockable.  I can only block it if I was already stuck in a blocking animation.

Her HCF throw can whiff at point blank.


The big portrait transparency is still screwed.
Last Edit: March 17, 2012, 12:33:20 am by Avatar Of Woe
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#13  March 17, 2012, 12:55:59 am
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And now j.C is an infinite all by itself  --;
Why does it come out in only 5 frames?



Quote
[Command]
name = "London Lariat Stun 2"     ;Required (do not remove)
command = F,D,F,z
time = 25

[Command]
name = "London Lariat Stun 2"     ;Required (do not remove)
command = F,DF,D,DF,F,z
time = 25

Oh god why

Quote
[Command]
name = "London Lariat Stun 2"     ;Required (do not remove)
command = F,D,DF,z
time = 25

Just do this...

>_<" okay okay, weird, I guess I should change the hit flag for that, guess I'll have to put better clsns on that throw ,
thanks for the command. j.C - 5 frames? hmm.. will check.

Fixed the clsns on her HCF throw, looking at j.C atm and the elbow drop.

Sigh - this unblockable hit is weird even though I surround the red clsn with blue clsn o-o
Last Edit: March 17, 2012, 01:17:18 am by SXVector
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#14  March 17, 2012, 01:29:27 am
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CLSN doesn't determine whether an attack is blockable or unblockable. Check the attack state itself and make sure there isn't some kind of time=0 in there.
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#15  March 17, 2012, 01:33:06 am
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CLSN doesn't determine whether an attack is blockable or unblockable. Check the attack state itself and make sure there isn't some kind of time=0 in there.

I used animelem = 1, I used appropriate hit/guard flags

Here is the hitstate itself.

Spoiler, click to toggle visibilty

The state itself is
S - Standing
A - Attack
S - Standing Physics
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#16  March 17, 2012, 01:41:58 am
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animelem = 1 is bad.
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#17  March 17, 2012, 01:53:39 am
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animelem = 1 is bad.

Uhmm.. but the clsn is on first animelem and I used time =0, now animelem = 1 is bad.. I don't think its the triggers that is causing the unblockable o-O
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#18  March 17, 2012, 02:12:00 am
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You can't use either of those because having an attack active on the first frame of any given state causes it to be unblockable.

Check this out

[State 210]
Type = HitDef
Trigger1 = time = 0

\/

[State 210]
Type = HitDef
Trigger1 = time = 1


Fixed!
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#19  March 17, 2012, 02:23:38 am
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You can't use either of those because having an attack active on the first frame of any given state causes it to be unblockable.

Check this out

[State 210]
Type = HitDef
Trigger1 = time = 0

\/

[State 210]
Type = HitDef
Trigger1 = time = 1


Fixed!

Thanks - I learn something new everyday XD
Ok - will now upload the fixes now

UPDATE
http://www.mediafire.com/?qqjp6mp7ldmvodw

Now - also fixed the helper selection debug error and hopefully that spin loop debug on grab/striker immediate attack with better ports.
Last Edit: March 17, 2012, 04:34:00 am by SXVector
Re: Lilith (Vanguard Princess) 1.0 Release - SXVector (UPDATED)
#20  March 17, 2012, 08:14:26 am
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Are you going to add the sprite where she does her special and grows devil wings for a second?



@ 21-22 seconds of the vid

Edit: Don't know how to code a vid ._.