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Shin LVL 2 Akuma and MK vs SF Chameleon Updated. (Read 40223 times)

Started by ESFAndy011, June 30, 2009, 10:00:46 am
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Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#1  June 30, 2009, 10:00:46 am
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So yeah, here's what's up:

Akuma:

- Fixed grabbing clsn
- Scaled down hitsparks (big thanks to Rajaa for this one). Also made the animations vary between normal and diagonal hitsparks. I think it looks more interesting this way.
- Slowed down stance animation
- Fixed qcfx2+kick super when you hit the opponent in the back. Also sped it up a little to give it more impact
- Fixed Shun Goku Satsu from not hitting enemies if they block or whatever
- Removed combo infinite (mp, hp, lp)
- Removed diving kick infinite (Upward half-circle, kick all the time, preferably with a stick)
- Made the qcbx2+kick super cost 2 super bars and deal 320 damage in total (figured it'd be fair to make it cost more if it's not gonna get hit by projectiles or grapples)
- Fixed supers giving life back if Akuma comboes the opponent long enough

So yeah, all the relevant stuff should be fixed by now. And yes, I realize the palettes aren't the shit either, but I did my best considering how poorly the original palette is done. Silver silk palette has been done by AceKombat.

Chameleon:

- Fixed diving kick infinite
- Better diagonal harpoon alignment
- Both horizontal and diagonal harpoon should work properly now in team mode
- Teleport punch has 3 different functions now:
   LP - simple hit without bouncing off or making the opponent fall. Good for comboing.
   MP - same as LP on the ground, but very different in mid-air. Punches the opponent in the stomache and gets him on the floor, just like Akuma's diving kick.
   HP - almost the same thing as the original, but with no pausetime and it really nails the opponent on the floor. Chameleon bounces off the opponent upon hit as before, but now does 60 damage.
- Ice clones can now be done from the ground as well.
- Flame breath attack is kinda glow-ish now.
- Hitsparks scaled down (not hi-res btw, but still look good)
- Might still have a couple of bugs, but the ice clone standing is more stable now last time I checked.
- Sliding kick now stops if blocked.


And now...


INTERACTIVITY:

Now, some people might remember me mentioning this to them, some know what it's about, others don't.

You're probably thinking about Intros when they come across each other, right? Lol, yeah, that's cute. No.

What I'm talking about here is the following:

- Akuma can now counter Chameleon's diagonal harpoon with a diving kick. Simply input the qcf+kick command right when you start being pulled. Costs 1 whole powerbar though, so you better know what to do afterwards. It pretty much costs that much because it can entirely turn the tables.

- Chameleon can protect himself from Akuma's SGS. All you have to do is input the SGS command (x, x, fwd, a, z, as most if not all of us already know) while you're being hit with the attack. Timing it properly is up to you. Now, the power bars play a very important role in this, for it might decide if poor Chameleon's gonna stick around for a second chance or not. If you have 3 power bars, you will spend them all and won't be hurt one bit. If you have 2, you will suffer a quarter of the damage you should when you don't manage to block it. If you have 1, a third. If you have no powerbar, half.

- Also, (this one's my personal favorite) Akuma can actually grab the ice clone and toss it into Chameleon's face (so to speak). Just go near it, hit a grapple command (x+a or y+b) and then you can choose the direction you wish to throw it at. If you're in mid-air, it's either horizontally or diagonal downwards. If you're standing, it's either horizontally or diagonally upwards. Just hold the corresponding directions.


Spoiler, click to toggle visibilty

Whew... never typed so much before regarding updates.

Anyway, as usual, you know the drill:

www.freewebs.com/esfandy011
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Last Edit: June 30, 2009, 10:07:16 am by ESFAndy011
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#2  June 30, 2009, 10:47:33 am
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HEY TNAKS MAN GOD GREAT WORK :o
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#3  June 30, 2009, 11:18:17 am
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Updates! ;D
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#4  July 01, 2009, 05:20:28 am
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Hype  ;D ! *Downloads*

After playing around with it , it's a very nice update .

However I noticed that faking hadoukens or recovery from a hadouken have been removed :P I kinda liked how it could turn out but oh well , if it could be put in a cheap direction then I guess it should be removed .

Edit : Found a few infinities and bugs ESFAndy :'( It's hard to perform especially with KB though . Chameleons air teleport quick punch has infinity properties is repeating the same thing over . Another infinity ( This one is easy to perform ) is performing standing or air teleport quick punch and freeze and repeating the pattern . Would you like me to make video of it ?

Also applying MP-FP-QP to SGS string from Shin Lvl 2 Akuma towards a -blocking- opponent can't jump out of the SGS still btw . The opponent can still wall jump a super from Shin Lvl 2 Akuma such as the tatsumaki super still .

More Edit : Holding jump forward ( Didn't test Chameleon but only Shin Lvl 2 Akuma ) while going over the opponent doesn't turn around while still holding jump forward . Also crouch MK - crouch QP has an infinity loop . Chameleon could be cheap to run the time out and use ice clone to make himself go all the way up and stand on ice clone , wait for some to disappear and make some more above him and repeat the pattern .
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Last Edit: July 01, 2009, 06:55:40 am by AceKombat
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#5  July 01, 2009, 06:40:29 am
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I remember somewhat enjoying your Ryu about a year ago, and this Akuma is pretty fun too, really over the top and just... well fun :S
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#6  July 01, 2009, 07:22:51 am
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Aaaahh, yes, I remember you. You're the first person who gave me feedback when I got started. Thought you quit this forum or something.

I also got chunny, chameleon, raiden and ken done. Hope you enjoy them. :)

Edit : Found a few infinities and bugs ESFAndy :'( It's hard to perform especially with KB though . Chameleons air teleport quick punch has infinity properties is repeating the same thing over . Another infinity ( This one is easy to perform ) is performing standing or air teleport quick punch and freeze and repeating the pattern . Would you like me to make video of it ?

Also applying MP-FP-QP to SGS string from Shin Lvl 2 Akuma towards a -blocking- opponent can't jump out of the SGS still btw . The opponent can still wall jump a super from Shin Lvl 2 Akuma such as the tatsumaki super still .

More Edit : Holding jump forward ( Didn't test Chameleon but only Shin Lvl 2 Akuma ) while going over the opponent doesn't turn around while still holding jump forward . Also crouch MK - crouch QP has an infinity loop . Chameleon could be cheap to run the time out and use ice clone to make himself go all the way up and stand on ice clone , wait for some to disappear and make some more above him and repeat the pattern .

You know, I'm probably gonna need your contact info man, you're pretty good with testing. Do you use MSN or YIM or what? Seriously, PM me your contact info. :) If you have MSN, I'd rather use that.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#7  July 01, 2009, 09:52:41 am
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Little thing that happened with the AI (didn't test with human version) : Chameleon created many clones, then he run on them (they were almost making a floor in the air), and got to run in the air afterwards :

Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#8  July 01, 2009, 10:03:20 am
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Aw man, I'm sick and tired of that shit! >:( I think I should just remove that function and be done with it, I've already tried fixing it over 9000 times.
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#9  July 01, 2009, 04:32:54 pm
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Little thing that happened with the AI (didn't test with human version) : Chameleon created many clones, then he run on them (they were almost making a floor in the air), and got to run in the air afterwards :

http://img411.imageshack.us/img411/6213/chameleon.png
Aw man, I'm sick and tired of that shit! >:( I think I should just remove that function and be done with it, I've already tried fixing it over 9000 times.

I think the only few options Chameleon should have while on the ice clone is...

1 . Stand still
2 . Jump off
3 . Freeze downwards
4 . Flames ( I think flames while on ice clone should have faster start recovery than on the ground flames . )
5 . ( Not sure if this is in flash or if you may accept this idea ) Dive kick . However , the ice clone Chameleon is standing on and any other ice clones in the way while dive kicking onto the ground will follow down Cham's foot ( Bottom right or bottom left of collision box ) and if it hits the opponent , it will add dive kick damage plus add on some damage from the ice clones he dive kicked . Meh nvm , the movements for dive kick is already taken for the flames .

Did you modify the way Chameleon can hit the ice clones also ? Because I noticed some punchs like jump QP won't hit the ice clones most of the time . Also if you press start or QK+MK for ice while one the ground , Chameleon is unable to press an attack and has to move for the ice clone to come out in order to attack again .

More bugs/infinities :

Chameleon

-Any spear and a jumping attack ( This probably includes QK dive kick as well but difficult to perfect unless using macro :P ) can repeat in a infinity .

-Even though Chameleon has a invulnerability during QCF QCF punch freeze forceball super , people like Sh. Lvl. 2 Akuma can't hit confirm a QCB QCB kick charge super through the ice cause of Chameleon's invulnerability freeze forceball super .

Sh. Lvl. 2 Akuma

- The QCF 2X Kick infinity , well , can't really be infinitied , but put into a  little to powerful still . I'll upload a video to demonstrate an over powered combo

Parrying is still kinda hard . I think the problem is that the parry coding only seems to parry only when the forward button is released , not pressed .

BTW I fixed the silk silver palette to make it look a little less incomplete .
Mortal Kombat, is not about death, but cheating in mame. Need Mame cheats? Go Here.

#Put_kokonoe_in_usfiv #Kappa
Last Edit: July 01, 2009, 07:16:59 pm by AceKombat
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#10  July 01, 2009, 10:31:18 pm
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I think the only few options Chameleon should have while on the ice clone is...

1 . Stand still
2 . Jump off
3 . Freeze downwards
4 . Flames ( I think flames while on ice clone should have faster start recovery than on the ground flames . )
5 . ( Not sure if this is in flash or if you may accept this idea ) Dive kick . However , the ice clone Chameleon is standing on and any other ice clones in the way while dive kicking onto the ground will follow down Cham's foot ( Bottom right or bottom left of collision box ) and if it hits the opponent , it will add dive kick damage plus add on some damage from the ice clones he dive kicked . Meh nvm , the movements for dive kick is already taken for the flames .

1 to 4: Yeah, I should probably do that.

Did you modify the way Chameleon can hit the ice clones also ? Because I noticed some punchs like jump QP won't hit the ice clones most of the time . Also if you press start or QK+MK for ice while one the ground , Chameleon is unable to press an attack and has to move for the ice clone to come out in order to attack again .

More bugs/infinities :

Chameleon

-Any spear and a jumping attack ( This probably includes QK dive kick as well but difficult to perfect unless using macro :P ) can repeat in a infinity .

-Even though Chameleon has a invulnerability during QCF QCF punch freeze forceball super , people like Sh. Lvl. 2 Akuma can't hit confirm a QCB QCB kick charge super through the ice cause of Chameleon's invulnerability freeze forceball super .

Sh. Lvl. 2 Akuma

- The QCF 2X Kick infinity , well , can't really be infinitied , but put into a  little to powerful still . I'll upload a video to demonstrate an over powered combo

Parrying is still kinda hard . I think the problem is that the parry coding only seems to parry only when the forward button is released , not pressed .

BTW I fixed the silk silver palette to make it look a little less incomplete .

I haven't modified anything, he wasn't able to hit the ice clones with jump qp before.

Chameleon:

- I'll see what I can do.

- I should probably make him vulnerable if the ice is no more...

As for him not being able to attack... well I though that'd be too much control in his favor.

Akuma:

- Not really an infinity. :P I mean, I got 477 damage at the cost of 4 super bars in total. o.o So yeah, it's not even recommendable to do that.

- Yeah, gotta figure out a more proper way to do that.

Thanks for the feedback, if you got anything else, let me know. :)
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#11  July 02, 2009, 12:40:42 am
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I haven't modified anything, he wasn't able to hit the ice clones with jump qp before.

Hmm thought before he was able to attack it . Oh well .

- Not really an infinity. :P I mean, I got 477 damage at the cost of 4 super bars in total. o.o So yeah, it's not even recommendable to do that.

I gotten to 1459 damage using all 4 supers in its perfect use . I'll upload the video I guess .

Loving your characters man ;D !

Edit : I noticed when facing cpu Chameleon while playing as SL2 Akuma , Chameleon was able to break out of Shin Lvl 2 Akuma's long string combo ( Starting from the standing hits ) . Is this a cpu problem ?

Also when the opponent is on the ground via knockdown , Chameleon and jump on top of the person and ice clone downward when near the ground , and when the opponent gets up , the opponent gets freezed and can't really escape it .
Mortal Kombat, is not about death, but cheating in mame. Need Mame cheats? Go Here.

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Last Edit: July 02, 2009, 01:19:24 am by AceKombat
FIREBALLS!!!
#12  July 14, 2009, 07:15:54 pm
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Hey bro, sorry I hadn't had the time to post some feedback.

Okay, first of all I gotta say both characters are coming around very nicely, and I'm really diggin what you've done through the added interactivity...I can just say that is very, very cool.

Other than the bugs already pointed out, I did come across that floating bug with Chameleon once, but I'm just going to point out some visual stuff that's still bugging me about Akuma's fireballs. The flash you've put behind these varies in all cases and some of it is not centered right. Again, this is just visual feedback based on personal opinion.



Let's start with the ground fireballs...the Flash Effect on these are HUGE compared to the aerial ones.
- Low, Medium and High Ground fireball's flash could benefit from being much smaller. Also, note that in the Flash Movie, Proxicide made the flash look round for the Low fireballs and more oval like and wrapped around the sprites for the Medium and High fireballs.


Air Fireballs:
- Low Air fireball flash could be a tad smaller.
- Medium and High Air fireball flash look fine but are round unlike the Flash Movie and could be centered better.

Another thing, the motion command for both Fireball Supers seems to be inverted. Since diagonal fireballs are done with a D, DB, B motion...isn't it strange that the Diagonal Fireball Super be done with D, DF, F motion? It takes getting used to and would be more suitable if you inverted it.

One more thing. Can we expect his trademark Shun Goku Satsu symbol anim in a future update?


Keep rocking those creations, bro...Nobody does them like you.
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Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#13  July 14, 2009, 07:46:07 pm
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Hmmm.. ok I'll sort those out. In the meantime, I've been experimenting a little bit in order to solve this cooldown problem my characters have. I already tried decreasing the hittime greatly when they manage to block the attacks, but apparently that just won't cut it. I've decided my characters should have pushbacks, but only when the opponent blocks. This would go for all the characters I've made.

What do you guys think?
Millie, "Ozy and Millie" said:
"I think there are really three types of people: "Glass is half-full" sorts of people, "Glass is half-empty" sorts of people,
and people who will spit into the glass until that's fixed."
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#14  July 15, 2009, 06:04:55 am
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Hmmm.. ok I'll sort those out. In the meantime, I've been experimenting a little bit in order to solve this cooldown problem my characters have. I already tried decreasing the hittime greatly when they manage to block the attacks, but apparently that just won't cut it. I've decided my characters should have pushbacks, but only when the opponent blocks. This would go for all the characters I've made.

What do you guys think?

I wouldn't mind some pushbacks if someone blocks a hit or combo string .
Mortal Kombat, is not about death, but cheating in mame. Need Mame cheats? Go Here.

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Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#15  July 16, 2009, 11:14:31 pm
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Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#16  July 17, 2009, 12:24:24 am
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Shit is nice
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#17  July 25, 2009, 08:06:43 am
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I youst love this 2 chars seriusly they are awesome my fav is chameleon i kick ass whith him
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Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#18  July 26, 2009, 12:19:09 am
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actually I have one little nit-pick myself.
I'm not into all the bugs and bits myself, everything is solid imo
just one thing though...
do you plan on giving Cham. any of Akuma's moves, like in the Flash?
I wouldn't think giving him a Hurricane Kick and a SGS would be to hard
or am I just stupid for wanting such things? XD

on a side-note, he has enough projectiles he doesn't need any more (Chamelon that is)
Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#19  July 26, 2009, 12:48:22 am
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GT

Re: Shin LVL 2 Akuma and MK vs SF Chameleon Updated.
#20  July 26, 2009, 12:54:12 am
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lol You're so mean Mot.
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