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Dan Smith (Killer7) by Bananachips released 10/03/11 (Read 8255 times)

Started by Phantom Blood, March 10, 2011, 06:21:24 pm
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Dan Smith (Killer7) by Bananachips released 10/03/11
#1  March 10, 2011, 06:21:24 pm
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BGMエンコできなかったよおおおおお クソッニートの漫画喫茶利用はキツいぜ DL先:http://www.This link no longer works, sorry /?d=91VQ3ZJ1(ヒット数修正済) ダンかっこいいよダン 挑発でも最弱最小でもないからな!! こんな仕様でやっていけるのかしら 威力は通常弾が50、トリプルタップで150、エネミースロウ発動時20、カウンター40です。大体20発くらいでHP1000のキャラをKOできます。

http://www.nicovideo.jp/watch/sm13832230

GOH

Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#2  March 10, 2011, 06:33:19 pm
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This looks rather interesting. I'll give it a whirl.
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#3  March 10, 2011, 11:47:03 pm
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I tried him he got an interesting gameplay based on how you played in Killer7 with some minor differences...

He can't jump nor Block, BUT, he got his trusty revolver to help keep a distance with the enemy, not to mention an easy to use counter move (B button) that can even be used to block BEAMS!!

Like in Killer 7, there are 3 blood vials that fills up after doing some damage to the enemy. With the C button, you can use a vial to restore Mr.Smith's health a bit. But if you got 3 vials, a full energy bar and rady your gun and fire with the C button. He will use the power of the spirit of his Revolver to fire a Collateral shot that will most likely dessimate the enemy.

If 1/3 of the energy bar is filled and he fires his gun with the Y button, he will fire 3 shoots in a row for increased damage, he can also use Z to fire a shot that stops time.

In order to fire his gun thoe, he must hold DOWN, in which he will aim his gun, and then, while holding DOWN, you press X or A to fire his gun...

Ofcourse, a revolver only holds so many bullets, if he runs out of ammo, he must reload by pressing UP...


While he may come of as cheap in some fronts, his lack of moves and the ability to jump and block can put in deep dodo which force players to learn to utilize his counter. Despite being to use thoe, his counter only does very little damage and is mostly made to stop an enemy from pummeling you to pieces.

His Collateral shot that does INSANE damage is very hard to earn since there is a high chanse you will have to heal during the fight, and the opponent probably has very little health left when you can use it. Still, it's a cool finisher. :)

He got lots of nifty details taken from his game, Killer7.

During the intro, the crossroad sign used when a player must choose a path, appears when he enters the stage reading "BATTLE FIELD", the same applies for his final rounc victory where a new sign reads "HARMAN'S ROOM", the save station from said game, and the room of his master...

His 1st round win features a Heaven Smile appearing behind Dan which is later killed in one shot and blown up into blood cells. The Heaven Smiles where the common enemy of Killer7, you could say there as many variants of Smiles that there are Pokémons, not only that, they were invicible to the naked eye and had to be revealed by scanning the area. His win taunt "This is too easy..." was also said by Dan when killing an enemy in one hit...

When knocked down, he explodes into a pool of blood but the blood forms back into his body when he gets up. This is what happens when you kill an enemy or when switching a character, he/she explodes into billions of blood cells, the blood later reemerges into the next character...

During his KO, the blood turns into a crimescene white marking with a brown paper bag lying near it splattered with blood. If a character died in Killer7, their cleaner, Garcian Smith, had to go to the point you died and pick up his remains, the Bloody paper bag...

The angel like figure that appears above Garcian during his Collateral Shoot is actually the angel that gives Dan his upgraded Revolver. On the same note, Dan's Revolver here IS the upgraded revolver...

The texts scene while hitting the opponent: BLOODY HELL, SWEET BLOOD and such, appeared when blood was absorbed from one hit killed Heaven Smiles...

Congclution:

A nice character that stays true to his origins while style being a cool fighter character, he is more based on strategy and keeping away. But some things could be improved on, the Counter could have a slight delay to avoid having it too spammy. And he could really need a jump...

Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#4  March 11, 2011, 03:54:19 am
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A little on topic Killer 7 has the most epic horse race ever!
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#5  March 11, 2011, 04:14:28 am
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Something tells me this character wasn't meant to be released to the public yet.

Tons of missing required sprites.
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#6  March 11, 2011, 04:40:38 am
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Last Edit: March 11, 2011, 08:17:42 am by Dcat
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#7  March 11, 2011, 08:14:51 am
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It's the megaupload thing.
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#8  March 11, 2011, 08:30:41 am
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In addition to the feedback that was posted, just a couple of things I noticed:
-you can interrupt his down-attack counter if you press the button again- this'll prevent anything from coming out
-the running sound effect doesn't loop continuously if you keep holding the run command.

Interesting approach that falls short of my expectations, it makes me want to try my hand at it again.
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#9  March 11, 2011, 09:04:16 am
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Well, here's my feedback:

- It's missing sprites and animation actions.

- That gun symbol is worthless. The guy will always shoot where the opponent is, even if you move away from that symbol after it locks on a certain place. So that means all his attacks are unavoidable. Fortunately he's really slow at reloading.

- All his attacks do tremendous chip damage. It's useless blocking, you still receive damage. Example, normal bullet attack does 50 damage if it's not blocked, but 40 damage if you block it.

- I call BS to the comment above about this thing dodging even lasers. It can't counter aerial attacks nor projectiles. And the attack range of the counter is so small that it hardly works as a counter. Don't know why you said it was great. It's useless and really dangerous to use if you use it normally. Unless... see below.

- Oh, but wait, you can use it in the middle of the reload animation to make it last less time and also counter any possibility of ground attacks to stop/hit you for damage (and have nice invincibilty frames to protect you). In fact, that counter seems to be able to cancel all the animations: dash, reload, shooting, supers and even his own counter if you countered somebody!

- He's way too fast walking, and sometimes its hitboxes disappear, allowing him to go through opponents. The worst is that his dash is a teleport with invincibility frames from startup until the end that lasts little time. Combine both things, and it's really difficult to get close to him. Let's hope the AI doesn't spam that.

- Can't see the difference between "a" and "x" attack, other than it aims to a different place. Oh, but something weird happens here. Supposely, "a" is supposed to trigger the hit animation of the opponent when an attack comes from below, yet all opponents react as if they were hit in the face (when the attack aims to the foot). The opposite happens with "x" (aims to head/chest yet reacts like I shoot the legs). I'm really lost there.

- "y" attack does 180 damage if you don't block (and 150 if you block, which proves my point above about chip damage). And this attack has a problem, and it's that it spends all power you have. The attack costs a minimum of 1000 power, yet it does the same with 3000 power.

- "z" attacks is unblockable. Also, it makes the opponent freeze completely for a long time. I really don't like this easy to hit "super", specially if you can't dodge it nor block it. Also, same problem as above. Consumes 2000 power, yet it spends all of it, even if I have 3000 power.

- You know the vials near the bullets? Fill three of them, and you'll have a nice undodgable and unblockable attack that does 777 damage. I see what they did there, but it's not the best way to add it. Specially when it's so easy to fill that vials. And why doesn't he lose the blood if you cancel the attack?

- He can heal himself by using one vial. If he didn't fill his vials so easily, it wouldn't be a problem, but because he has one available after spending an entire round of bullets, it's too easy to spam. And it heals 300 of his health, which IMO is way too much.

It's nice, but gameplay needs a lot of work. Right now it's cheap because of gameplay flaws.
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#10  March 11, 2011, 11:04:32 am
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Also, why in hell do hitsparks not appear when hitting him ? Or is my Mugen config flawed ?
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#11  March 11, 2011, 02:29:53 pm
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Also, why in hell do hitsparks not appear when hitting him ? Or is my Mugen config flawed ?

It's the character. I tested, and it seems that as long as he doesn't move, hitsparks will appear. But the moment he's forced to exit that standing stance because he moves/gets hit/etc the hitsparks won't trigger again, until next round.
Last Edit: March 11, 2011, 03:27:15 pm by Nanashi_1337
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#12  March 11, 2011, 02:39:44 pm
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Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#13  March 11, 2011, 04:22:53 pm
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i think basically the problem here is that he's almost entirely accurate to Killer7 and doesn't take an actual fighting game system into consideration (the blood vials n' such)

it's a neat creation nonetheless though
Re: Dan Smith (Killer7) by Bananachips released 10/03/11
#14  March 11, 2011, 07:32:15 pm
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Looking at this character again, I had to see the CLSN.


....


HOW DO YOU MESS UP THE STANDING CLSN LIKE THAT?