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Messages by crp

    

Re: Super Buu Z2 [Project]

 August 10, 2017, 10:00:45 am View in topic context
 Posted by crp  in Super Buu Z2 [Project] (Started by Barker February 06, 2015, 02:22:19 am
 Board: Official Z2 Char Dev

    

Re: Hyper DBZ Launcher (Unofficial)

 May 13, 2017, 09:52:49 am View in topic context
 Posted by crp  in Hyper DBZ Launcher (Unofficial) (Started by Bullfrog April 13, 2017, 05:09:09 am
 Board: Hyper DBZ

It worked, thanks!
    

Re: Hyper DBZ Launcher (Unofficial)

 May 10, 2017, 02:28:34 pm View in topic context
 Posted by crp  in Hyper DBZ Launcher (Unofficial) (Started by Bullfrog April 13, 2017, 05:09:09 am
 Board: Hyper DBZ

Good job!
But I still have a problem with v4.1, when starting the launcher can't find HDBZMoveList.htm (I think it's this file name). How can I fix that?
    

Re: General HDBZ Discussion topic

 October 07, 2016, 09:14:13 pm View in topic context
 Posted by crp  in General HDBZ Discussion topic (Started by Iced May 15, 2015, 11:27:53 am
 Board: Hyper DBZ

Is Babidi's launcher forward+X working as intended? The untech time seems really too small for the move to be a launcher really.
    

Re: Piccolo Z2 [Project]

 September 24, 2016, 08:13:31 am View in topic context
 Posted by crp  in Piccolo Z2 [Project] (Started by Balthazar May 19, 2015, 10:57:17 pm
 Board: Official Z2 Char Dev

Awesome, can't wait to play Piccolo!
Is that a new stage I see?
    

Re: General HDBZ Discussion topic

 May 17, 2016, 06:01:36 pm View in topic context
 Posted by crp  in General HDBZ Discussion topic (Started by Iced May 15, 2015, 11:27:53 am
 Board: Hyper DBZ

According to the readme files only supers cost 0 power. It does not mention Ex specials.
Quote
- In Sanity mode, Supers can be performed as usual but cost Sanity Bar instead.

I think him not being able to counter is a bug too cause it uses power bar.
    

Re: General HDBZ Discussion topic

 May 14, 2016, 02:29:04 pm View in topic context
 Posted by crp  in General HDBZ Discussion topic (Started by Iced May 15, 2015, 11:27:53 am
 Board: Hyper DBZ

Sorry for the double post but in Sanity Mode Majin Vegeta's ex specials do not use bar. And in Unleashed Mode Gohan's Gekiretsu Ranbu will always have the level 3 finisher when the bar is below level 1.
    

Re: General HDBZ Discussion topic

 May 11, 2016, 10:36:22 am View in topic context
 Posted by crp  in General HDBZ Discussion topic (Started by Iced May 15, 2015, 11:27:53 am
 Board: Hyper DBZ

Since the Majin build Normal Vegeta's triple HK has become HK-crHK-crHK. I guess there are overlapping moves with Majin Vegeta that has the same kind of gatling.
    

Re: General HDBZ Discussion topic

 May 04, 2016, 10:59:23 am View in topic context
 Posted by crp  in General HDBZ Discussion topic (Started by Iced May 15, 2015, 11:27:53 am
 Board: Hyper DBZ

 :msurprised:

    

Re: General HDBZ Discussion topic

 May 02, 2016, 10:04:27 pm View in topic context
 Posted by crp  in General HDBZ Discussion topic (Started by Iced May 15, 2015, 11:27:53 am
 Board: Hyper DBZ

    

Re: Merry Hyper Dragon Ball NEW Majin Build 2015

 January 17, 2016, 06:46:40 pm View in topic context
 Posted by crp  in Merry Hyper Dragon Ball NEW Majin Build 2015 (Started by Iced December 23, 2015, 11:50:01 pm
 Board: Hyper DBZ

Yeah that's I believe to prevent infinites.

Ok, seems reasonable.
On another topic someone told me about a bug with Gohan that with an emotion bar below the first threshold you can perform the lvl3 finisher.
    

Re: Merry Hyper Dragon Ball NEW Majin Build 2015

 January 16, 2016, 10:39:23 am View in topic context
 Posted by crp  in Merry Hyper Dragon Ball NEW Majin Build 2015 (Started by Iced December 23, 2015, 11:50:01 pm
 Board: Hyper DBZ

If you do a normal aerial chain on a grounded opponent is it normal that he's getting knocked down?
    

Re: Merry Hyper Dragon Ball NEW Majin Build 2015

 January 15, 2016, 05:31:41 pm View in topic context
 Posted by crp  in Merry Hyper Dragon Ball NEW Majin Build 2015 (Started by Iced December 23, 2015, 11:50:01 pm
 Board: Hyper DBZ

Don't know if you are aware of this bug but performing Gohan's level 3 super with an emotion bar under level 1 will do the level 3 finisher.
    

Re: Merry Hyper Dragon Ball NEW Majin Build 2015

 January 09, 2016, 10:25:38 am View in topic context
 Posted by crp  in Merry Hyper Dragon Ball NEW Majin Build 2015 (Started by Iced December 23, 2015, 11:50:01 pm
 Board: Hyper DBZ

I did that with the P2 keyboard controls, but then when I tried to save it and then re-open the game the same thing happened, Hyper DBZ wouldn't start up.

I mean it's fine, I don't mind just manually enabling P2 pad/stick controls when I'm running casuals, but it'd be nice if I didn't have to do it all the time. In a perfect world, right?

Is it working for everybody else? I just downloaded the version provided, so I guess if it's just on my end the problem will go away if I just re-download the game.

I change it everytime I play with another player too. No other solution for me :(

    

Re: Merry Hyper Dragon Ball NEW Majin Build 2015

 January 07, 2016, 10:50:09 am View in topic context
 Posted by crp  in Merry Hyper Dragon Ball NEW Majin Build 2015 (Started by Iced December 23, 2015, 11:50:01 pm
 Board: Hyper DBZ

I switched the P2Joystick to type 1 since that's enabled, but when I did that, Hyper DBZ wouldn't start up. So I switched ";0" from disabled to enabled, but again, Hyper DBZ wouldn't start up. I set everything back to their default values and decided to consult somebody here for help.

Did you try to change Disabled to Enabled for player 2 in game with the keyboard (numpad 1235 I think are the default direction for player 2)?

    

Re: Vegeta Z2 [Project]

 January 02, 2016, 06:20:50 pm View in topic context
 Posted by crp  in Vegeta Z2 [Project] (Started by Balthazar January 02, 2011, 05:05:48 pm
 Board: Official Z2 Char Dev

Here are my updated combos for resprited Vegeta :


Is it possible to make the go-away animation of Vegeta's Final Flash time consistent? Right now, near the corner it won't hit in a basic launcher combo when midscreen it hits. That's because he takes too long to move off the screen when near the corner.
    

Re: Freeza Z2 [Project]

 December 30, 2015, 09:15:20 pm View in topic context
 Posted by crp  in Freeza Z2 [Project] (Started by Balthazar December 27, 2011, 06:59:29 pm
 Board: Official Z2 Char Dev

And I think he has a pseudo infinite but I can't check cause my execution is not that great.
The pseudo infinite would be : (EX Head Charge - aerial HP Head Charge land jMK->HP Head Charge land) * n until you run out of meter. It works anywhere in the screen cause the first EX Head Charge puts you and your opponent in the corner.
But for some reason the EX Head Charge at the start of the loop is tough to land because inputs are reversed for some time and the timing is tight. If someone can pull that off and check that this works that would be cool.
    

Re: Freeza Z2 [Project]

 December 30, 2015, 07:44:07 pm View in topic context
 Posted by crp  in Freeza Z2 [Project] (Started by Balthazar December 27, 2011, 06:59:29 pm
 Board: Official Z2 Char Dev

Here are my updated combos :

    

Re: Merry Hyper Dragon Ball NEW Majin Build 2015

 December 25, 2015, 10:19:09 am View in topic context
 Posted by crp  in Merry Hyper Dragon Ball NEW Majin Build 2015 (Started by Iced December 23, 2015, 11:50:01 pm
 Board: Hyper DBZ

Majin Vegeta is missing sounds when the japanese voice is set.
    

Re: Freeza Z2 [Project]

 December 24, 2015, 03:15:03 pm View in topic context
 Posted by crp  in Freeza Z2 [Project] (Started by Balthazar December 27, 2011, 06:59:29 pm
 Board: Official Z2 Char Dev

In the majin build if the Death Ball 75% is behind the other character he is pushed away from the Death Ball.