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Cloud and Tifa Updated, May 1st (Read 21463 times)

Started by Zero-Sennin, April 11, 2010, 06:48:08 am
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Poll

Should I edit Beppu & Panda's Kyko?

Hell yes.
14 (73.7%)
Hell no.
5 (26.3%)

Total Members Voted: 19

Voting closed: April 14, 2010, 06:48:08 am

Cloud and Tifa Updated, May 1st
#1  April 11, 2010, 06:48:08 am
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Just something I did on the side since
1) The boob bounce was aggravating me.
2) The gameplay got better but not exactly great (vels on the uppercut, for one).
3) I thought it a damn shame that the sprites were distorted by the resizing.

As I usually do with edits, I threw out the original coding and wrote my own, though in some cases I did keep what Yamakichi originally wrote.

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The poll is something I've been debating about for a while--the character is good, but my "character OCD" is acting up again (looking at the anims for a few things, etc) and it's nagging me. It closes in three days, so vote if you want.

Also, in case anyone cares, her SFF and AIR are clean of all ecchi-related things.

Here are piccys of Tifa.

Spoiler, click to toggle visibilty

...maybe Cloud next...but not likely, since I still have the fullgame that I should be working on to worry about.<__<;;;

...I just realized that most of my MUGEN conversions are women.
...Am I a bad man?
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Last Edit: May 01, 2010, 10:00:11 pm by Zero-Sennin
Re: Yamakichi's Tifa, Edited
#2  April 11, 2010, 07:06:24 am
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...Am I a bad man?
Hell no.

I'm disappointed by her size, though Yamakichi's to blame for that.
He shouldn't have worked on some retarded resolution while working on those sprites. D:
Re: Yamakichi's Tifa, Edited
#3  April 11, 2010, 08:43:17 am
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Seconded I will try her out and if I have the time make Custom Pals for Her!
Re: Yamakichi's Tifa, Edited
#4  April 11, 2010, 03:51:06 pm
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* If you hold down when you jump or run you'll see Tifa execute her landing (or stop running) animation, return to state 0 and executing the crouching animation again. This looks terrible and makes impossible to use crouching attacks after jumping/running, and makes me think you don't like the crouching ones.

* The fact that most of her moves cancel standing attacks, but not crouching ones is really annoying and it makes me ASSURE you don't like the crouching ones.

* You made a nice work enhanced power of HCF+kick and dp+punch, they feel much more useful. The new moves aren't spectacular, but they are ok, too.

* You removed EX attacks and chain combos. Some will like, but the makes the player feel like your edit is much more limited.

* You can supercancel QCF+P x 2 with QCB QCB+ punch, but not with QCB HCF + kick.

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

You improved some things in Yamakichi's char, but your edit looks, well, incomplete. There are some basic codes you forgot to add (actually you REMOVED them), and your new moves don't add much to gameplay (they don't received the same care as the old ones)

IMO Yamakichi's version still plays better, even with less moves.
Re: Yamakichi's Tifa, Edited
#5  April 11, 2010, 05:42:49 pm
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* If you hold down when you jump or run you'll see Tifa execute her landing (or stop running) animation, return to state 0 and executing the crouching animation again. This looks terrible and makes impossible to use crouching attacks after jumping/running, and makes me think you don't like the crouching ones.

* The fact that most of her moves cancel standing attacks, but not crouching ones is really annoying and it makes me ASSURE you don't like the crouching ones.

* You made a nice work enhanced power of HCF+kick and dp+punch, they feel much more useful. The new moves aren't spectacular, but they are ok, too.

* You removed EX attacks and chain combos. Some will like, but the makes the player feel like your edit is much more limited.

* You can supercancel QCF+P x 2 with QCB QCB+ punch, but not with QCB HCF + kick.

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

You improved some things in Yamakichi's char, but your edit looks, well, incomplete. There are some basic codes you forgot to add (actually you REMOVED them), and your new moves don't add much to gameplay (they don't received the same care as the old ones)

IMO Yamakichi's version still plays better, even with less moves.

...Ooh, I needed all of this feedback. I'll go back to the drawing board and address them one by one.

BTW has anyone had slowdown charging Final Heaven (2QCB+P)?
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Re: Yamakichi's Tifa, Edited
#6  April 11, 2010, 06:32:02 pm
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I like it. Definite keeper.
Re: Yamakichi's Tifa, Edited
#7  April 11, 2010, 09:25:13 pm
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Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#8  April 12, 2010, 12:09:09 am
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Not slowing down at all  o_O
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#9  April 12, 2010, 12:21:29 am
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Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#10  April 12, 2010, 12:31:25 am
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[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#11  April 12, 2010, 02:11:11 am
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I don't mind the removl of the boobs. But you may wnat to give the option to fans... who like the bouncing. This is too much of a weird subtopic.
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#12  April 12, 2010, 02:40:52 am
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where's that guy who loves making cvs sff's packs?

XD
Console collection: Xbox 360, Wii, PS2, Dreamcast, PSP, Genesis, N64, PSX. ==Next buy: Gameboy Color ==
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#13  April 12, 2010, 04:19:56 am
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Currently the scale I'm putting her on is 1.18,1.185. It's not perfect and still distorted, but it's better than being a midget and you can barely notice anything if you don't play in fullscreen.

Now, onto the feedback:
-The throw looks weird, even at 1,1. That's a problem that plagued the original because of enemy alignment.
-Her damage output is just too low in general. Normals hurt okay, but the specials could hurt a bit more, and the supers a lot more. Final Heaven does diddly squat for one level, and at 2 levels it's even worse. Waterkick and Meteor Strike suffer the same problem.
-Limit Break's damage output is alright, but the hit before the uppercut has so little hitstun that enemy can block the upper and everything else.
-Speaking of hitstuns, they're way too low on most attacks. Axe Kick is virtually useless because of that.

S'all I could find for now. but I think that after a bit of work, this will surpass the already subpar original by a long shot.
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#14  April 12, 2010, 04:04:20 pm
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As a rule I don't like to let specials or supers do too much damage--I'll adjust up the values but not significantly so.

Also, how's the throw "weird" exactly? Too far left, or too far right? Or too high? Low? Specifics save me a lot of effort.
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Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#15  April 12, 2010, 06:00:00 pm
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Starts too far left like the original and is too low.

Also, despite your rule, it's kinda' putting it to the extreme when a Lv.1 super like Final Heaven, especially fully charged, does as much damage as your usual special, and that the Lv.2 version does almost as much damage.

I mean, even Cammy did more damage. Tifa's output seemed like a joke in comparison, except for Limit Break which takes away a pretty big chunk... if fully connected. *points to low hitstuns*
Last Edit: April 12, 2010, 06:13:50 pm by Return of the Chalupacabra
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#16  April 12, 2010, 06:16:48 pm
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i'll have to download this later and check it out, nice to see someone else besides me editing those chars :)  Btw, i already released an edit of cloud a while back, you're welcome to do your own if you like but it seems a little redundant to do ;)

Anyways based on what i've been reading in the thread, it seems alot of feedback has been covered, but if i happen upon anything new i'll be sure to post :)
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#17  April 12, 2010, 06:18:02 pm
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Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/11
#18  April 12, 2010, 11:18:36 pm
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Oh hey JZ, you stopped by. Welcome to the party, nice to have ya in one of my release threads for the first time ever. :D

Yeah, Cloud's still a tossup. I'm leaning yes, but I always take a while to figure out what the hell I want to do....

Anyway, I've made an update. Go nab it. Even if it looks like I didn't change much, I did listen and changed the things that applied where I at least thought they applied (and probably still missed a buncha s%@t, but you know how it goes). At the very least I can promise that Limit Break is in full wrecking glory and that Axe Kick's pausetimes are fixed to accommodate.

~ZS

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PPS: ...I hope someone cracks those KOFXII files sooner or later.  :-\
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[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/12
#19  April 14, 2010, 01:37:02 am
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Okay, so far, I like how Tifa is going.
Stun times feel right, and her Lv.1 supers do proper damage.
However, I do feel the Lv.2 supers need to be a bit stronger for their worth, and the Lv.3 should be a bit weaker. I'd say let it be considering the time it takes to reach Lv.3, but then again, it doesn't take that long (perfect match ender timing), and it needs to be balanced with the values of the other supers.

Also, I have a suggestion.
You should let her jump landing frames be canceled out of, it would add more comboability.
Not being able to pursue a j.HK into her standing BnB's just feels... lacking.


So far, I am digging this Tifa a lot more than the original, plus the throw looks better this time around as well. :D
Re: Tifa Lockheart (Edited from Yamakichi's), updated 4/19--Cloud released too
#20  April 20, 2010, 01:06:47 am
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As the topic name very boldly declares, I have done as planned and bestowed upon the MOOJIN world new blood--a Tifa update and Cloud's release.

Sorry it took me so long, I was away from home for a bit. As of now I more or less consider Tifa finished, water FX or no--I'll touch her up if I have to, but it it's not life-threatening I'm not likely to get to it.

Also, based on the polls, I may or may not have chosen to start on Kyko. :ninja:

Get your fix at http://www.zerosenworkshop.x10hosting.com.

Hit me with feedback!

Oh, BTW, I saw that ya'll were postin's in my Cammy thread 'bout stuff. I am NOT going to promise that I will do more palettes very soon, mostly because it's a pain in the ass as it is now, I promise too many things as it is, and I am NOT good at figuring out sprite-side work for MUGEN characters, which does include re-paletting/removing palette colors/etc., especially since I'd have to re-clean every blasted sprite I made in the first place. However, I am happy that the current version, barring whatever may be wrong, is much more appealing to people than the first.

Till whenever.

~ZS
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[22:18] <Ebil_Homer> because you messed up?
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[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.