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Messages by jay_ts


Hokuto No Ken IPS (Dribble) System

 April 27, 2024, 05:46:03 am View in topic context
 Posted by jay_ts  in Hokuto No Ken IPS (Dribble) System (Started by jay_ts April 27, 2024, 05:46:03 am
 Board: IKEMEN Releases

This started out as a crazy what-if, but I and a friend of mine (M14 on AK1) decided to try this idea out. This is a commonstate zss script that replicates the IPS system of the Hokuto No Ken fighting game, where juggles will cause the opponent to fall faster and bounce off of the ground, allowing "dribble" combos. While this will limit aerial combos normally, if you accrue enough hits, you can create a crazy series of dribble juggles.

To install this script, simply put it in your data folder and go to save/config.json, and add "data/dribble.zss" where your common states are.

There are 2 presets:
"HnK" - Uses accurate combo rules that HnK has for the gravity (velocities, bounces beginning at 31 air combo hits, "basuke" limit being at around 120-130 hits). Recommended for existing HnK characters.
"Fun" - Creates a more lenient system, ground bounces begin at 20 air combo hits, and velocities are less tight, meaning that it will take far less work to create the crazy combos. Recommended if you just want to mess around with characters that don't normally have dribbles.

For the sake of convenience, the default preset is Fun. You can change this by commenting out all of the variables in the fun preset and uncommenting all the variables in the HnK preset, and vice versa if you wish to switch back.

Here are examples of dribble combos from characters that don't have a dribble system (or in Rei's case, a lackluster one):
Evil Ken
CvS2R Dictator

This will no doubt create easy infinites and ToDs with the right characters, but keep in mind this is an experiment, and was made for fun. Hope you find this to be a neat little thing you can mess around with.



"New" Kung Fu Man Edit

 April 13, 2024, 07:14:53 pm View in topic context
 Posted by jay_ts  in "New" Kung Fu Man Edit (Started by jay_ts April 13, 2024, 07:14:53 pm
 Board: Edits & Addons 1.0+

This experiment is what I think a "proper" Kung Fu Man would feel like. This is an edit of the original KFM to polish things like hitboxes, frame data, move properties, and overall making the character more refined while trying to stay faithful to the original. He has an improved combo system, new properties to some of his specials, some new system mechanics and an AI patch. I don't intend for this to replace KFM cuz that would be silly, rather this is just my take on what KFM would be like if he was an actual character and not a template.

Download Link:

Hope you enjoy.

Re: Custom Dee Jay Release

 February 25, 2024, 05:24:54 pm View in topic context
 Posted by jay_ts  in Custom Dee Jay Release (Started by jay_ts February 24, 2024, 05:40:26 pm
 Board: Your Releases, 1.0+

The bugs presented above have been fixed (i dont feel like quoting all the feedback cuz im tired) i'll point out some specific ones tho

the only bug i didnt seem to find myself was climax beat causing debug flood. i did the move several times in several different scenarios vs various characters (in 1.0) with debug on and i never got any debug messages, so i'll conclude that this is most likely an ikemen thing so unfortunately i cant do much about it.

sunrise festival's initial hit didnt feel right with a spark or a hit sound so i chose to have neither. what made it jarring was most likely the hit pause, so i lessened it on the initial hit, making it less awkward. then again, hitting sunrise festival and then just not doing anything afterwards is kinda odd so making it feel awkward after the hit is more or less an intended feature... unintentionally.

far has more range and has a lowered proxy activation range. i was intending to be an anti air but the low range made it difficult, so the range buff and less proxy range for should help.

for the mashing during festival, you can achieve something similar with deadly rave itself, except you just mash lights, mediums then heavies when the time comes. im not going to include a bunch of exceptions since it might make doing the rave more strict than usual, so i'll just leave it as is.

close HP dmg is meant to act as a win-win in terms of damage. while i normally wouldnt do this, i think deejay deserves it. you get 95dmg for the initial cancellable hit, and then 10 for the followup hit. this is supposed to encourage you to cancel into something otherwise you just get a weak followup. if you hit the second punch which isnt cancellable, then you get 95dmg so you arent saddled with 10 dmg.

inputs are more lenient for the charge supers, i got this feedback from several people actually so this was the first thing i fixed. as for the charge while running bug, i forgot to account for SOCD when making the charge buffer, so i included exceptions for it so you cant charge while holding back+forward or down+up. considering i was using a keyboard during production i should have noticed this but oh well its fixed now. as for the ranbu input its just a personal creative liberty, you can choose to like it or not. thats just how i felt the input would be like.

deejay has been updated to include these fixes and several other fixes i did seldom.


Custom Dee Jay Release

 February 24, 2024, 05:40:26 pm View in topic context
 Posted by jay_ts  in Custom Dee Jay Release (Started by jay_ts February 24, 2024, 05:40:26 pm
 Board: Your Releases, 1.0+

Its been a while since a release from me, and I got the itch to go and make another character. Dee Jay is a favorite of mine, I think he's a cool character and there aren't that many Dee Jays out there in MUGEN, so I decided to make one myself. Hope you like it.

Download Here

Re: Custom KOF King Leo/Shin Shishioh Release

 November 02, 2023, 09:22:33 pm View in topic context
 Posted by jay_ts  in Custom KOF King Leo/Shin Shishioh Release (Started by jay_ts October 30, 2023, 05:32:41 pm
 Board: Your Releases, 1.0+

- He has no KO scream when killed with throws

- In Ikemen, the second hit misses KFM. Probably worth pointing out
Second hit of what exactly? I checked Nightmare Knocker because it is 2 hits and you talked about it a bit so I assumed you meant that and it hits him fine. If you meant his lvl3 super which is also technically a 2 hitter, that also hits fine. I'm guessing the only other move you could mean aside from counter is his HK/EX Hunter Killer. Those also hit fine, even in ikemen for me. Maybe it is just a situational thing. Not to discredit this section of the feedback, I'm just curious as to what move exactly you were referring to.

- King's Armor preventing KO might be a bit too much, despite your disclaimer
I now have King's Armor not protect Leo from death, however he does take less damage from armor hits at a lower health (<25%) just to compensate.

- LK Nightmare Knocker grab part moves the camera a lot. Should disable movecamera for P2
- Landing LK Nightmare Knocker with your back against corner looks funny
The camera should be still during the grab and his posadds should be fixed to not be active when near the corner so it looks smoother when you're backed into the corner. LK Nightmare Knocker looks funny in motion because King Leo obviously doesn't have this variant in NGBC, only Kizuna. I really liked this variant though, and I tried reproducing it to the best of my ability. I think I'm satisfied with it,

- A lot of "has no helper 21474..." debug messages
Is this really an issue on Leo's end? I looked up all instances of "21474" to see if it was ever referenced as a trigger or helper, and I found nothing. The only instance of that number I found was the helper for the projectile detector, and it was only used in the pausemove and supermove time parameters, which will obviously not trigger that message. Even in game, I ran through several matches with player controlled and AI controlled Leo, and I never found that message. If you can let me know exactly when those messages pop up I can fix it, but I have never seen this appear on my end.

- The rest is stuff I think I mentioned before. Most glaringly the system has really strong universal mechanics that are almost free to use (a BnB combo gives you the meter for them)
I'll probably look into it but for King Leo specifically, I intentionally gave him way better meterbuild so that he was able to access all the mechanics at essentially all times without giving him infinite meter. I'll see how I can shift the balance of the mechanics when I release another KOF character. I think they're fine but it is the meter that I'll have to model to give the mechanics a more grounded foundation.

- After playing against him for a few minutes, light Beast Blow seems like his nastiest tool, heh. Just saying
Because it is his nastiest tool. Advancing half screen reach move that is +1 on block with crazy specialty meterbuild on hit. The AI spams it a lot because that's pretty much all he needs. It's also nerfed from Kizuna King Leo, where his Beast Blow is +7 on block, allowing for infinite blockstrings. I aint nerfing it cause I like it when he says dynamite and basically being able to be used whenever you feel like it.

- Don't think I ever said this before but I really like your palette work
Thanks, I try to make it visually appealing, I think I have a good sense of colors. Palettes 9-12 are attributed to someone else so part of that goes to them too, but for basically all of my characters I do palettes myself. It is a very fun process and I enjoy it a lot, and the results are usually satisfying once finished. If you can spot some particular patterns for some palettes I do in my characters I'll like... idk give you a cookie.

Custom KOF King Leo/Shin Shishioh Release

 October 30, 2023, 05:32:41 pm View in topic context
 Posted by jay_ts  in Custom KOF King Leo/Shin Shishioh Release (Started by jay_ts October 30, 2023, 05:32:41 pm
 Board: Your Releases, 1.0+

After being introduced to the Kizuna Encounter series, I really ended up liking King Leo, especially his voice. He is also in NGBC, so I decided to use those sprites and adapt him to a KOF style. This is more faithful to Kizuna Encounter compared to NGBC as I think King Leo is much different in ways I don't like in that game.

Disclaimer: This is intended to be a boss character, so he will have extremely broken tools. However, should you somehow find things like easy infinites or TODs that require very little effort/move variety I can fix those since that's broken in a way I did not intend.



Re: Custom Satomi Yajima Release

 October 23, 2023, 10:49:36 pm View in topic context
 Posted by jay_ts  in Custom Satomi Yajima Release (Started by jay_ts October 23, 2023, 05:59:56 pm
 Board: Your Releases, 1.0+

Punch throw can kill, the kick one couldn't, so i fixed that. The lvl3 only super should do a lot of damage because of a one time use, so maybe just a slight reduction but overall still a lot of damage.

Re: Custom Satomi Yajima Release

 October 23, 2023, 10:31:39 pm View in topic context
 Posted by jay_ts  in Custom Satomi Yajima Release (Started by jay_ts October 23, 2023, 05:59:56 pm
 Board: Your Releases, 1.0+

- Jumping hard punch does this weird thing where the hitbox grows. Normally it'd shrink, I think
Fixed. This was because I adjusted the hitbox for the first frame, but forgot to do it for the second one.

- cLK is probably a bit too good. More range than sLK but also faster and safer
I made it a 4 frame and adjusted the hurtbox to completely envelop the hitbox. st.LK is now +4 and gets a 3f startup.

- Half her normals don't have recovery frames flagged as idle
This was because I forgot to renumber the triggers in the movetype table. It went from trigger3 to trigger5 which caused the rest of the triggers to not be looked at. Should be fixed now.

- Throws are slow to come out but fast to recover. Seems deliberate but it's usually the other way around I think
I don't know what you mean. The recovery is 13f and the startup is 3f for punch and 5f for kick. It is using the identical frame data to throws from CvS2. Maybe it's just how the sprites look.

- She has two throws in the readme but only one comes out

- The way most of her motions are backwards (only one HCF) feels weird. Unnecessary conflict
This is a result of Variable Geo having really weird inputs for some characters. I wanted to keep it somewhat accurate and keep them. Either way, Ouhou would cause some sort of overlap no matter what input I used if I were to change it. I'm just going to keep them for the sake of source material.

- She has a lot of voice samples not using channel 0
Fixed. I used to use channel 2 until I realized that channel 0 stops sounds when the player is hurt so it is adjusted accordingly.

- Hissatsu Kyokushinken is limited to one per round? Seems odd considering it already spends all meter
It's supposed to be the lvl3 only super, however the take-away is that it is a one time use only super. You still get access to other lvl3 supers. However I will buff the damage to be 600 instead of 500.

- States 3000 and 3030 are still statetype S when she jumps
- States 3030 and 3035 don't start at pos y 0

- Her alpha counter has the same issues as Sagat: a lot of damage for a little meter and can kill. But at the same time also having push block makes it a lot less useful
GC damage is decreased, along with pushblock distance. It does around 90dmg. Pushblock distance decrease should allow you to use guard cancel to get a knockdown as opposed to a weak push away.

- Air version for Gokuensho would be cool. Then again it could make Shinku Karatake Wari less useful
It would look jank in motion, since she uses sprites that are clearly standing, and it would be hell to balance because if it behaved like a falling chop it would phase out her chop special, if it behaved like a hyper fighting tatsu that would just look wrong.

- She's still called Eagle in the debug clipboard

- The AI acts useless when far away. Probably because she lacks a fireball unlike some previous chars
- AI Kaenzan sometimes flies across the screen. Not sure what's up with that
I just decided to give her a higher chance of dashing when far away, and it seems to kinda work fine when she is at a distance, granted she's probably susceptible to fireball spam, but I didn't really care much about the AI. As for the Kaenzan glitch that should be fixed, I'm pretty sure it was the PosAdd causing it.

- Moves that can hit on two frames like sMP have to be parried twice. I know it's not your fault that I made parries as reversals but it may also allow them to beat other counter moves out there
I added a !MoveReversed trigger in st.MP. I was unaware of this because I did not test her vs characters with ReversalDef parries.

- 990 life is pretty arbitrary. I mean a pixel less of life is hardly a nerf
Changed life to 950.

- Gokuensho is pretty good at preventing jumps come to think of it. Not necessarily an issue but it's interesting since it also beats lows and is more or less safe (so it covers all 3 statetypes)
I have LK and MK Gokuensho as air blockable to prevent it from stopping jumps outright, but considering this is like her main move (strategy wise) I am fine with it being very versatile.

- Landing state uses jump sound

- Attacking in the air makes her unable to attack from the landing state. Seems like an unintended consequence of disabling trip guard as it makes jumpin combos a bit harder

- Same bug where if you kill her with a throw she'll only scream when returning to her own states

Also my other two S-Groove characters (Gief,Eagle) have a fix that allows them to properly use special winquotes, as I forgot to include some triggers that disallows special quotes to be used.

Custom Satomi Yajima Release

 October 23, 2023, 05:59:56 pm View in topic context
 Posted by jay_ts  in Custom Satomi Yajima Release (Started by jay_ts October 23, 2023, 05:59:56 pm
 Board: Your Releases, 1.0+

For the first release in a decent while I decided to tackle the obscure doujin fighting game Variable Geo. Particularly one of my all time favorite fighting game females, Satomi. There's some creative liberties taken with her moves to better reflect the environment of my style, however for the most part her move-set remains the same. She uses the custom "S-Groove" style.



Re: SFA2 Dan Hibiki has been released!!

 August 30, 2023, 11:49:59 pm View in topic context
 Posted by jay_ts  in SFA2 Dan Hibiki has been released!! (Started by Basara Lapis August 30, 2023, 04:28:45 am
 Board: Your Releases, older Mugen

After some testing, I've found... well, a lot about this Dan.

Though it's impossible to make something accurate to source game completely, there's a lot of things this Dan doesn't have.

Firstly, there is the hitboxes. You linked the Super Combo wiki, which has hitboxes, but when I checked in the AIR file, they are not only inaccurate, but they do that thing where the hitbox is completely enveloped by the hurtbox, which should not be the case. I know just having attack hitboxes aren't enough (the rest of the hurtboxes are done fairly well) but for the attacks themselves you should refer to the wiki and copy the hitboxes to the best of your ability.

Pushback is extremely low on Dan's moves, notably cr.MK and st.MP, they have a miniscule -1.5 pushback. You can link st.MP into itself up to 4 times, which shouldn't happen (and also results from st.MP being +5 when it should be +1). Pushback should be revised on almost all normals.

There's straight up ZERO special or super cancellable normals. The whole basis of street fighter combos involve cancelling normals into specials or supers so Dan should have them. The cancellability parameters are on the wiki.
Despite this, he has Alpha 1 chains? Alpha 2 never had these, they shouldn't be here.

A ton of sprites are misaligned, like his st.LP and his walking.

His stand and crouch jabs aren't mashable (can cancel into itself on whiff)

Gadouken is a massive +11 on hit, +10 on block. Because it has an 8-frame startup (should be 11 frame), he has a very easy corner infinite. It should be -13/-14/-15 on block for LP/MP/HP respectively, which is available on the wiki.

Koryuken hits on the wrong frame on the ground, it should be this frame. Also he doesn't have his random invincibility, instead having no invincibility at all.

Supers straight up blacken the background. It should just use the darken = 1 on the super pause sctrl.

Shinkuu Gadouken is also extremely plus when it should be minus.

When you hit a character with an alpha counter, the "spin" FX stays on them and never goes away.

He also lacks the recovery roll system that Alpha 2 has, refer to the wiki for how that works since I can't explain it succinctly here.

The biggest issue I have with this character is the custom combo. It is not accurate at all to alpha 2.
In alpha 2, when you do a custom combo, you walk forwards, while here you can move freely. You move forward when you do any normal which vaguely attempts to recreate what the custom is. The meter also drains incredibly slowly, when in alpha 2 it drains very quickly even at lvl3.
When combined with the lack of pushback, you can TOD by just mashing st.MP during custom combo.
There's also no i-frames and no blowback, so in reality this is less of an alpha 2 custom and more like a weird mix of cvs2 and alpha 3 custom combo.

Activating in the air causes all kinds of shit. He activates in the air three times regardless of level, and it will always drain his meter to zero. Also special moves can build meter during custom combo.

The damage values are in fact like 99% accurate to the alpha 2 totals, but why is that the case and then the frame data is sometimes completely inaccurate? converting A2 damage to MUGEN damage requires a little math while copying the frame data is merely just looking at the value and going from there.

Overall this Dan needs a ton of work before he can be a solid product, but I like the attempt at an Alpha 2 character which is quite uncommon in MUGEN, in fact I might do that myself in the future when I have the time, but as it stands I think you'll have to go back and do extensive testing in Alpha 2 itself with Dan to get a better feel.

Re: Custom KOF Akuma Release

 August 11, 2023, 07:48:55 pm View in topic context
 Posted by jay_ts  in Custom KOF Akuma Release (Started by jay_ts July 22, 2023, 03:25:42 am
 Board: Your Releases, 1.0+

This was extremely helpful and thanks for sharing it, as well as the one for your Sagat. I always love watching your combo videos too. I absolutely suck at doing most of them myself, but it's extremely entertaining to watch all the crazy sh*t you can pull off with your characters.
Thanks. You should try them out too, they're really satisfying to pull off in my opinion.

Re: Custom KOF Tizoc (Griffon) Release

 August 11, 2023, 02:32:06 am View in topic context
 Posted by jay_ts  in Custom KOF Tizoc (Griffon) Release (Started by jay_ts August 07, 2023, 10:32:28 am
 Board: Your Releases, 1.0+

Hi , Jay_ts . Not a mugen creator but just want to say that  I really dig your recent  kof characters . Big fan of your work  . I’m enjoying your Akuma . Gotta say it’s you and Soy Sauce have set the standard on what  KOF character creation ought to be .
Thank you for the kind words. Much appreciated. I'm actually not like a super duper fan of KOF itself, but the characters are pretty fun to make. Overall I think I ended it on a good note for now, it's just a matter of when I have the time to make characters again, but the continued support is much appreciated.

Re: Custom KOF Tizoc (Griffon) Release

 August 07, 2023, 02:52:14 pm View in topic context
 Posted by jay_ts  in Custom KOF Tizoc (Griffon) Release (Started by jay_ts August 07, 2023, 10:32:28 am
 Board: Your Releases, 1.0+

this should be resolved and i think it was due to mugen 1.0 asserting random chance differently so i had to alter that. it should be fixed but sometimes the engine is weird handling random numbers and state changes

Re: Custom KOF Tizoc (Griffon) Release

 August 07, 2023, 02:22:07 pm View in topic context
 Posted by jay_ts  in Custom KOF Tizoc (Griffon) Release (Started by jay_ts August 07, 2023, 10:32:28 am
 Board: Your Releases, 1.0+

Absolutely great news !!
I'm always fan of SNK wrestlers...

I wonder what you would do with Shermie or Angel etc.

Thanks for this release of Tizoc.
I like your work.
Great job. I love chars in this style. Keep it up bro
thank you both for the kind words, the support is always appreciated. as i've said in the main post i'm not really gonna be doing character creation for a long while, but it was fun while it lasted. i think 5 characters is enough for now, especially considering how quickly i was able to produce satisfactory, good quality results. When i do get back into the swing of things again the quality should not dip nor alter if anything it should be better, so stay tuned for that.

Custom KOF Tizoc (Griffon) Release

 August 07, 2023, 10:32:28 am View in topic context
 Posted by jay_ts  in Custom KOF Tizoc (Griffon) Release (Started by jay_ts August 07, 2023, 10:32:28 am
 Board: Your Releases, 1.0+

This will be my last character for a long while... Hope you like this little burst of characters I've been cooking up a little too quickly. Tizoc is a character I really liked but I never decided to tackle, and I decided to do that now. I think I can end on this for now, as I'm satisfied with the product. I may be slower to respond to feedback as life is getting really busy, but I will try my best to get to it.

Akuma and Sagat are also updated with some very minor changes.

Download Here:
or on the website:


Re: Custom KOF Akuma Release

 August 03, 2023, 11:05:31 am View in topic context
 Posted by jay_ts  in Custom KOF Akuma Release (Started by jay_ts July 22, 2023, 03:25:42 am
 Board: Your Releases, 1.0+

Added a short combo video for better understanding of combo structure.

Re: Custom KOF Sagat Release

 August 03, 2023, 10:58:22 am View in topic context
 Posted by jay_ts  in Custom KOF Sagat Release (Started by jay_ts July 19, 2023, 03:56:51 am
 Board: Your Releases, 1.0+

Added a short combo video for better understanding of combo structure.

Re: Custom Eagle Release

 July 31, 2023, 09:09:18 am View in topic context
 Posted by jay_ts  in Custom Eagle Release (Started by jay_ts July 30, 2023, 01:03:33 am
 Board: Your Releases, 1.0+


Re: Custom Eagle Release

 July 30, 2023, 09:23:51 pm View in topic context
 Posted by jay_ts  in Custom Eagle Release (Started by jay_ts July 30, 2023, 01:03:33 am
 Board: Your Releases, 1.0+

cool looking website you have made  :8): btw, i can't remember you did release your Hell Ruins stage before. anyway, is it possible for you to upload the old versions of your characters such as your ryu, ken, gouki, rugal, terry, dio, final dio, shadow dio etc aka those that were before your cvs2 reimagining characters?
I don't feel like putting those pieces of shit on my website, but you can still access them here:
You can also click on "Stuff" in my profile signature, and it takes you to my MUGEN mediafire folder. Go to "Older Characters" and all of what you're looking for is there.

- The guard cancel does 140 damage for half a bar and can kill
Lowered it to 100. I had it as 110 but I realized that GCs will always do counterhit damage so that's why the damage was so high. It's 80 in the code but it'll do around 100 in game.
- Guard cancel launch height makes me think that if I try hard enough there's something that can juggle from it
Yea juggle points prevent you from doing much of anything after a GC. To lessen this tease, I lowered the launch height by a lot.
- I think Push Block is kind of a boring mechanic in grounded chars such as this. Unless you want them to be more viable against Marvel, JoJo, etc
Yes I do want them to be usable vs. those types of characters. My personal IKEMEN build has a decent amount of both so yea I want to at least give them a chance.
- You could make Fool Percussion throw forward and Pile of Fools throw backward (by making Eagle dash the other way)
I'm fine with them both being side-switchable forward throws. It's just what I'm used to.
- Random thing but hard Canterbury Blue looks like it should hit low
I know this one's coming from left field since I'm partly a jojo's player, but I hate standing lows. However, since this is a very reactable one that gets basically no reward HP canterbury should hit low now.
- All versions of Manchester Black being stationary is a bit dull
I added steering with MP and HP versions of lariat. LP should be stationary though, just because of its duration.
- Medium Manchester Black spins faster than the hard one. Obviously nothing wrong with it but makes the strength progression awkward
I gave HP lariat the speed of MP, but added one extra loop of the spin, so it should look fine now.
- Close HK looks like it could be cancellable
Believe it or not that move has no cancel in CvS2. I wanted to keep it that way because he has close HP for max damage super combos and cr.HP for max damage meterless combos. cl.HK serves as a very + on block meaty and pressure tool.
- Close heavies should activate from a bit farther
Slightly increased proxy range.
- Oxford Red does a truckload of damage. I understand you can't combo into it so just checking
This was intentional initially, but looking at it now it does do way too much damage, it is now lowered. You can combo into it however, it is Eagle's main BnB ender. You combo into the MK version mainly from st.MK or cr.MP.
- Oxford Red pushback in the corner is different from in the middle of the screen
I gave more corner push on the last hit but I didn't want to add corner push on the "rave" hits because he might whiff the move from cornerpush. Also it makes Eagle's corner presence a little better since he isn't losing the corner over landing a combo.
- Same deal as Sagat about channel 0
- Going back to our exchanges I think Liverpool White could have some form of fireball invincibility so it doesn't have to be perfectly spaced
- Last hit of Liverpool White misses most chars (in Ikemen)
I added *some* fireball invul, but the main thing I did was shorten the size of the hurtbox, so he is able to fly over fireballs way easier. He's not going over tiger shots though, which is kinda intentional on Sagat's end since he's tall and the shot can be crouched under anyways.
Also I don't know what you mean by the last hit missing most chars. It hits fine on just about everyone I tried it on, maybe you mean that he jumps over them? If that's the case then that is intentional. I altered the hitbox so that it should hit everyone both horizontally and vertically if you mean that the hitbox literally misses them without the crossup.
- Super motions feel more strict than CvS2 (I know it's not supposed to be accurate but to give some reference point)
- Saint Andrew's Silver could use a different input so there's less overlap
I tend to not factor in doing inputs from someone else's view, I can do the super inputs no problem, but I fail to consider if for others it can be harder. I added a time parameter to the super confirms so more time should be given. As I said in an earlier reply, I have zero issues with Saint Andrew's Silver as well, but since you are the second person to say it, I guess it should be enough for me to change the command. It should now be QCB,HCF+PP.

Re: Custom Eagle Release

 July 30, 2023, 04:15:49 am View in topic context
 Posted by jay_ts  in Custom Eagle Release (Started by jay_ts July 30, 2023, 01:03:33 am
 Board: Your Releases, 1.0+

- Manchester Gold is labeled as QCFx2+K, but I can't get it to work unless I use QCBx2+P instead.
- Also it's listed in the command list as being QCBx2+PP.
Readme typos. Should be fixed.
- Is crouch HK supposed to wiff up close?
Yes. That is how it behaves in source and deters you from just mashing sweep up close.
- St. Andrew Silver's command being QCFx2 + 2P kind of conflicts with Union Jack Platinum's command being the same but with 1P.
I don't really have a problem at all with doing the move consistently, but I added an option to negative edge the move, so maybe it will be easier on your end.
- Actually, is St. Andrew SIlver supposed to have a health requirement? Because I couldn't it without hitting F2 in Fighter Factory.
- The readme says there's a Desperation mechanic, but I don't really see any indicator to show that it's active.
These are linked to the desperation mechanic. You start flashing white when you are below 25% health, that should be enough of a visual indication that it is active. When in desperation, you have access to your desperation super, which in this case is St. Andrew's Silver. Using it depletes all of your desperation and you cannot have access to the super for the rest of the round, but it does very high damage to compensate. The super itself has no meter requirements, but depletes all of your currently stored meter upon activation.