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VS. STYLE DEBUTS Presents: JEDAH DOHMA (Read 18671 times)

Started by ShinZankuro, October 22, 2016, 08:18:33 am
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VS. STYLE DEBUTS Presents: JEDAH DOHMA
New #1  October 22, 2016, 08:18:33 am
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From Majingen[And the crappy demon baby god LOL], to the VS. Style Debuts :D

a SPECIAL Halloween gift for everyone!

JEDAH DOHMA!!!!!!!!!!





Finally updated him at the point he is now a whole new char. New mechanics and new things. Should thanks everyone who downloaded the old version of him, and at same time, saying sorry for delaying A LOT for updating him. RL is a bitch, you guys already knew it.

So, please as much I can request, be fun with that character! Hope you guys enjoy it :)

DOWNLOAD?: HIEEEHAHAHAHAHAHAHAHWHUWHAHAH!!! :DOWNLOAD!!


Spoiler: README, MOVELIST AND CREDITS (click to see content)



Spoiler: OLD VERSOPM AND README (click to see content)
- Want to commission me for a artwork? Just come here
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Last Edit: August 29, 2017, 11:24:47 pm by ShinZankuro
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#2  October 22, 2016, 08:23:24 am
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Thanks man, glad to see you're back at making Vs. Style characters.
Lasagna
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#3  October 22, 2016, 08:31:52 am
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Fuck yes! This is exactly i was hoping for. An updated version of Jedah. The wait was worth it, even after at least a year ago, and i am not gonna complain about that, since his gameplay will be much better. :)
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#4  October 22, 2016, 08:39:40 am
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Two years, to be exact X''D

Hope you enjoy, and have sure the wait was worthy :)
- Want to commission me for a artwork? Just come here
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#5  October 22, 2016, 08:49:34 am
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Great improvement with Jedah, my friend! :D

A suggestion for Prova Di Siervo: the effects during the slam should be slightly smaller... and blood-coloured. ;)
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#6  October 22, 2016, 08:53:14 am
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Noting your suggestion, my friend! The slam I can reduce with a scale coding.. I just need to make the explosions to have the blood colors XD

Thanks the feedback man! :D
- Want to commission me for a artwork? Just come here
- Donations is welcome
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#7  October 22, 2016, 09:51:49 am
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Noting your suggestion, my friend! The slam I can reduce with a scale coding.. I just need to make the explosions to have the blood colors XD

Thanks the feedback man! :D

And an another thing about Ira=Piano: the blades around Jedah should release a blood effect. You could use the Dio=Sega's disappear effect.

About Anima=Laceratta, it should be similar to Trish's hyper move in MVC3: when the blade is launched, it should follow the opponent.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#8  October 22, 2016, 04:51:34 pm
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I was waiting for this guy to get updated myself, and I'm definitely not disappointed. Just a couple of things worth noting:

-When you use Dio=Sega in the air, the blades get launched before he throws them in the animation.
-If you KO with Provia=Di=Servo, the contract will still be there, but the enemy go into their lay-down pose, rather than looking like they were still in the contract.
-The spinning blade on Orrore=Nero is a bit too close to Jedah, in my opinion.
-Anima=Lacerata's spear portal thing will be behind his sprite when it should be over his sprite and a bit away from him, if that makes any sense.
-Crouching MP has almost no pushback.

Edit: Update on the Provia=Di=Servo thing, I'm not sure if this is a 1.1 thing or not because it doesn't happen against himself, but using Provia=Di=Servo will cause the enemy to fall..and keep falling. Right through the floor xD
Last Edit: October 22, 2016, 05:11:03 pm by Project.13
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#9  October 22, 2016, 06:28:08 pm
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Whaaat? :v
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#10  October 22, 2016, 06:44:29 pm
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I was waiting for this guy to get updated myself, and I'm definitely not disappointed. Just a couple of things worth noting:

-When you use Dio=Sega in the air, the blades get launched before he throws them in the animation.
-If you KO with Provia=Di=Servo, the contract will still be there, but the enemy go into their lay-down pose, rather than looking like they were still in the contract.
-The spinning blade on Orrore=Nero is a bit too close to Jedah, in my opinion.
-Anima=Lacerata's spear portal thing will be behind his sprite when it should be over his sprite and a bit away from him, if that makes any sense.
-Crouching MP has almost no pushback.

Edit: Update on the Provia=Di=Servo thing, I'm not sure if this is a 1.1 thing or not because it doesn't happen against himself, but using Provia=Di=Servo will cause the enemy to fall..and keep falling. Right through the floor xD


Noting your suggestion, my friend! The slam I can reduce with a scale coding.. I just need to make the explosions to have the blood colors XD

Thanks the feedback man! :D

And an another thing about Ira=Piano: the blades around Jedah should release a blood effect. You could use the Dio=Sega's disappear effect.

About Anima=Laceratta, it should be similar to Trish's hyper move in MVC3: when the blade is launched, it should follow the opponent.



Thanks for the feedbacks! After readed it, I put my efforts to work on this issues, and I finally fixed all of it! :D

Now, Anima=Laceratta has the sprpriority fixed and Orrore=Nero will travel the screen like Trish's Round Harvest :D

EDIT: Also added different slam sparks for Provia=Di=Servo :D

Download on the same link on first post!
- Want to commission me for a artwork? Just come here
- Donations is welcome
Last Edit: October 22, 2016, 06:58:11 pm by ShinZankuro
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#11  October 22, 2016, 07:11:12 pm
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I can't wait to see Leilei and Pyron updates too :)
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#12  October 22, 2016, 08:21:47 pm
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I've got a small bug with him:
When making an air block, Jedah stays in the block animation and starts moving backwards. I can't get out of that until the opponent hits him.
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#13  October 22, 2016, 08:26:40 pm
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/\

Fixed! Thanks for the feedback :)
 [It was a conflict between the guard states on my common1 and the guard states from the char cns]

Just redownload him :D
- Want to commission me for a artwork? Just come here
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#14  October 22, 2016, 10:32:43 pm
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#15  October 22, 2016, 10:42:16 pm
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Thanks for the infos Memo ;D

That site can be useful especially for getting hitbox infos for normals and specials. Although I don't like much "lots of green boxes", who could make the move looks kinda strange in FF XD
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#16  October 22, 2016, 10:45:01 pm
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Thanks for the infos Memo ;D

That site can be useful especially for getting hitbox infos for normals and specials. Although I don't like much "lots of green boxes", who could make the move looks kinda strange in FF XD

the green boxes aren't important, those are just push boxes maybe if mugen updates
And incorporates push boxes then lol they can be useful

lui

Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#17  October 22, 2016, 11:05:44 pm
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green boxes are default boxes that take place if there is no regular bluebox present.

essentially they function like blue boxes
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#18  October 22, 2016, 11:08:29 pm
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I see... When I was working on some characters, there was some movements who have a LOT of green boxes. At the end of the begin action, the character looks kinda weird with that lot of green boxes XD [That's why I normally put my efforts to make a more regular get hit boxes for all frames]
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Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#19  October 22, 2016, 11:28:15 pm
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green boxes are default boxes that take place if there is no regular bluebox present.

essentially they function like blue boxes

In mugen yes, I use all green boxes in my chars but in capcom games those are the player push boxes
And since mugen doesn't have push boxes (for now I hope) those can be ignored when creating
A mugen char
Re: VS. STYLE DEBUTS Presents: JEDAH DOHMA
#20  October 23, 2016, 01:45:37 am
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Sorry for the break in convo, but two things I noticed and another kind of nitpick.

-Dio=Sega doesn't have blocksounds.
-On the note of sounds, Jedah doesn't have a land sound either. Could argue that he doesn't need one cause he floats, but still worth mentioning =P

The nitpicky thing is that HK feels weird. I mean, it was slower and knocked back in source, but it doesn't here. Doesn't give it the powerful feel it did in DS, but you don't have to change it if you don't want to. Just my own two cents.

Edit: Orrore=Nero doesn't have block sparks.
Last Edit: October 23, 2016, 02:18:50 am by Project.13