
Board: Contributions of the Month
2023
Spoiler, click to toggle visibilty
- Tweaked hitvels for Oniyaki Mikansei during Custom Combo; now it's no longer possible to repeatedly mash the move in the corner and
rack up almost 500 damage.
- The custom states added to Oboro Guruma Mikansei inadvertently left the opponent in a custom state; this has been corrected.
This new Joe has a small bug: when he recovers from a fall close to the ground, he'll sink in.Oh whoops, I must've made a typo because his vertical movement doesn't stop when he does his recovery roll. A fixed version is now available on my site. (this doesn't count as an update!)
https://streamable.com/vh5z12
- As a result of a resolution miscalculation, certain hitboxes, velocities, and PosAdds that were taken from CvS2 were incorrect; data has thus been rerecorded and fixed. Hit vels have also (in most cases) been standardized to replicate CvS2 behavior.
- Using a juggle reset move twice no longer turns on the "juggle flag" (var(16)); it is now possible to combo off that second juggle reset move by activating Custom Combo, but otherwise, continuing the combo from that second move remains impossible (in most cases).
- State 5110 is now overriden to prevent hardcoded MUGEN behavior of early wakeup if buttons are mashed.
- More consistent handling of whether moves do hard or soft knockdown (in general: specials except for command throws do soft knockdown, command throws and supers do hard knockdown)
- Run stop no longer uses S physics and instead a more accurate VelAdd
- All aerial get hit animations now use the same hitbox
- Tweaked how hard the damage dampener kicks in when connecting a super off a juggle reset
- Throw whiff animation has a longer recovery period
- Most projectiles now use HitPause, HitTime, and vels identical to the ones used in medium normal attacks; however, the frame data is actually slightly improved by this change.
- EX Slash Kick now causes wall bounce... like it did originally.
- Resolved a bug in EX Ogon no Kakato where Joe would sometimes go above the oppponent and switch sides with them.
- Bakuretsuken shortcut command changed to F, D, DF + p (from HCB + p)
- Adjusted the anim timing and vels of Bakuretsu Hook; additionally, it now causes hard knockdown.
- Bakuretsu Upper now causes a juggle reset (with a limited ability to follow up compared to EX Bakuretsuken); it also shares the juggle reset with EX Bakuretsuken. Also added a brief afterimage effect to the startup.
- Fixed bug where Screw Upper would not connect on opponents with extremely thin hitboxes if done point blank.
- MAX Ogon no Tiger Kick damage increased.
- All superpauses in this character now take the same amount of time as all of my other characters; prior to this update, they all lasted 8 ticks longer compared to everyone else. This was done solely to ensure that the voice clips that play during Bakuretsu Hurricane Tiger Kakato didn't overlap over each other (the extra 8 ticks added enough of a buffer between the clips), but after playing around with it a bit, I've managed to place their respective start points in a way where they do not noticeably overlap one another.
- All move names have been standardized to use the official names (for example, "TNT Punch" is now "Bakuretsuken")
Due to the lack of Dio palettes I've made some that I'll post here in case anyone want to use it.Thanks for the palettes!Spoiler, click to toggle visibilty
Vampire Savior style - 99020, 99021, 99022
These animation standards are specifically patterned on Vampire Savior, and are designed to offer maximum flexibility to the character being transformed, allowing them to determine how they should animate (as opposed to Demitri dictating how they animate, which is how most of Midnight Bliss standards work). This is a brand new standard invented by me, and is (so far) exclusively used by my Demitri. Start using it!!! >:[
The standard is broken up into three animations:
Animation number: 99020
The character stands on the ground, often (but not always) reacting to their transformation in some way; this is sometimes a multi-sprite animation, like in the case of Felicia above, but in other cases, the character might just stand completely still. This animation can be any length, but only 47 ticks will be displayed before the character switches to the next animation in sequence.
Animation number: 99021
The character is held by their neck (or possibly some other body part; Felicia is held by her tail, e.g.) and drained of their blood. Typically consists of a single frame while the character is being held up, but before Demitri starts draining their blood, and then the rest of the animation consists of a few being drained frames that are looped and play for the rest of the animation. The animation (or sprite) axis must be centered on the location on the character's body that you want them to be held up by; otherwise, things will be displayed incorrectly. From the small amount of characters I've tested in Vampire Savior, there doesn't seem to be any set time period for when the character starts reacting to having their blood be drained; however, it's generally 39 ticks or in that general ballpark, so if you're not sure how long to have the first frame displayed, use that. This animation is displayed for a total of 93 ticks, but as with the previous animation, it's OK to exceed that length.
Animation number: 99022
The character, still being held up by their neck, completely drained of blood, looking like a desiccated corpse. Much like the previous animation, the axis must be located at the character's neck. This typically consists only of a single frame, but this standard supports animations of any length. The total amount of time this is displayed is only 18 ticks, however.
- A patch for the old 2010 version of PotS's Sakura, to add intro compatibility. I know some people are sticking with this old version so I thought I might as well put out a patch. The new, actually updated versions don't need me to provide patches anymore, of course!
Ah, I didn't notice the post right before mentioning the commands. I'm fine with them as is. I thought it was an actual update, but you were just trying to accommodate Macaulyn97. My mistake.no worries!
Did this and it broke my character. Cut and paste. Double checked my values. Still broken. Will you be adding this to the original download?This is pretty clearly just meant as an option for the one specific person who asked for it (though anyone is free to use it). I wouldn't completely and permanently change the commands of multiple moves so suddenly based on only a single person having an issue. QCB, HCF and HCBx2 commands are in so many of my characters, and there is no reason to abandon them now.
[State -1, Shingo Kinsei Ore Shiki: Kamukura]
type = ChangeState
value = 3200
triggerAll = !AILevel
;command = "QCB, QCB"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030114)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030016))
;x + y / x + z / y + z
triggerAll = (ifElse(NumExplod(90000200), 1, 0) + ifElse(NumExplod(90000210), 1, 0) + ifElse(NumExplod(90000220), 1, 0) >= 2) || (ifElse(NumExplod(90000205), 1, 0) + ifElse(NumExplod(90000215), 1, 0) + ifElse(NumExplod(90000225), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 3000 && !var(20)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
[State -1, MAX Burning Shingo]
type = ChangeState
value = 3150
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a + b / a + c / b + c
triggerAll = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2) || (ifElse(NumExplod(90000235), 1, 0) + ifElse(NumExplod(90000245), 1, 0) + ifElse(NumExplod(90000255), 1, 0) >= 2)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 2000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7) || var(8)
[State -1, Burning Shingo]
type = ChangeState
value = 3100
triggerAll = !AILevel
;command = "QCF, QCF"
triggerAll = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90030016)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90030114))
;a / b / c
triggerAll = NumExplod(90000230) || NumExplod(90000235) || NumExplod(90000240) || NumExplod(90000245) || NumExplod(90000250) || NumExplod(90000255)
triggerAll = RoundState = 2 && StateType != A && !NumProjID(131035)
triggerAll = power >= 1000 && var(20) <= 60
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(7)
-.101 Shiki: Oboro Guruma MikanseiWhich characters does it fail on? I would also recommend replacing your common1.cns with a fixed version that gets rid of the VelAdd bug in the hit states. It causes the opponent to fall faster than they should. In most circumstances this isn't all that noticeable (a single hit attack would probably only have the enemy hit the floor a few ticks earlier than they should), but Shingo's Oboro Gurama is so drawn out that the erroneous, duplicated VelAdds really add up fast.
Seems like the strong/hard version of the move sometimes misses hit on the 3rd part.
Like if the 2nd part don't lunch high enough sometimes. So 3rd part jumps high with an opponent not high enough.
I cannot say what make the launcher lower sometimes on 2nd part of the move.
(I tested with different enemies)
-.100 Shiki: Oniyaki MikanseiIt goes up exactly as high as Kyo's version does; the initial vels are -11.25, -8.75, and -6.25 for HP, MP, and LP respectively. The MP version ends up being the exact midpoint between the LP and MP versions.
For this one I'm not sure either, but seems like the medium version of the move don't go higher enough compared to light and strong version.
IMO, it needs just a little tweak.
But perhaps it's just an illusion.
I am curious as to why the normal version of 'Shingo Kinsei Ore Shiki: Nie Togi' is blockable, as it was never that way in sourceNie Togi is a proximity unblockable in KOF, and those don't really exist in any other game (and I personally find them to be a strange concept in general). I opted to make it a normal attack à la Ryo's HCB+p move in CvS2: that was also a proximity unblockable in KOF, but Capcom made it into a normal attack. I also made the EX versions of both moves command throws, harkening back in a way to their proximity unblockable origins.
I have a question: how do I alter the commands of the character? Some of those commands are really bad for me to use in a keyboard.Which commands need changing? The buffering system is not exactly intuitive to mess around with so it'll probably be easier for me to showcase what needs changing.
- Fixed the thought bubble in the turns intro, which was displaying incorrectly
- The thought bubble used in various intros, default taunt, and Kamukura were incorrectly not bound to Shingo; they now are locked in
place relative to his position
- Added custom hit states for the upward launching kicks in Oboro Guruma Mikansei; this should help all hits connect, even against
opponents who erroneously apply a VelAdd twice on a single tick multiple times as they are falling.
i was just waiting for some expert coder to get some kind of guard crush after a special!!As mentioned in the readme, it's from Karma's Rugal. I just made some minor modifications.
I've take some of your code and i've implemented it in my Sagat (and maybe in future Zangief), I hope it's not a problem for you (of course i'll give you credit)!![]()
![]()
Well, y'know... a EX mode of sorts maybe could remedy this kind of situation;His moveset changes are so exceedingly minor over the years that I just don't think it's worth it. Outside of 2003/XI, I guess, but practically everyone had some kind of big change in those two games—they were throwing a lot of stuff at the wall and not all of it stuck (but good on them for trying). And I don't think the Shingo stuff is gonna stick when he finally reappears after like 15 years in XV's DLC.even if his moveset changes through the KOF games are a bit more nuanced compared to Kyo's.