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Re: Majin Monday Triple Threat! (Babidi, Majin Vegeta + Normal Vegeta updated!!!)

 May 22, 2015, 07:35:41 am View in topic context
avatar  Posted by TGYMK  in Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15] (Started by Balthazar May 18, 2015, 11:53:11 pm
 Board: Releases

Seems if Babidi's Sticky Bomb latches to someone during groundbounces they fly offscreen (up or down dependent on timing) permanently. Detonating it fixes the situation though.
Landing it on them after the tech window makes them stand up instantly, though.
    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 August 26, 2014, 12:31:55 am View in topic context
avatar  Posted by TGYMK  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: Hyper DBZ

    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 August 11, 2014, 01:06:27 am View in topic context
avatar  Posted by TGYMK  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: Hyper DBZ

Will Piccolo have a Pickle alt?
    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 August 07, 2014, 04:11:55 pm View in topic context
avatar  Posted by TGYMK  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: Hyper DBZ

    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 August 07, 2014, 07:11:28 am View in topic context
avatar  Posted by TGYMK  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: Hyper DBZ

Works fine on my build. Are you using a keyboard ? If this is the case, it's probably because it doesn't accept 3 simultaneous button presses.
And there we go. Thanks for solving this for me.
I feel like a derp now. Couldn't do some of Goku's supers either.

Is Frieza's hyper cancel intentional, though? I swore I saw it in the second HDBZ trailer, though not nearly as fast as possible in this build.

Interesting: Three level 1 death beams do better damage than one level 2 + one level 1 death beam.

This...coupled with the fact that Frieza can combo off his high counter if he OTGs in the corner.
    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 August 07, 2014, 02:10:25 am View in topic context
avatar  Posted by TGYMK  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: Hyper DBZ

Frieza definitely overtakes Vegeta as my favorite right now. Vegeta lost a lot of combo potential now I would say now that Wolverine Flip doesn't combo more than once anymore (it used to up to 3 times due to dash HK). After the dash HK nerf he still could've gone for three Wolverine Flips, but you can't in this build because dash HK put them into the knockdown state that Wolverine Flip needs to allow more than one loop. He still has his rising knee into 2146P super loop, which is nice, but it's negligible in damage when you're going for optimal stuff. He's still got some nice rushdown though (technically Vegeta has the least straight-forward rushdown in the game right now) but Frieza has more utility than Vegeta does and zones better to me, so I'll move to him now.

Also am I the only one who STILL can't do Vegeta's level 3 Bakuhatsuha?
    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 August 04, 2014, 05:06:21 am View in topic context
avatar  Posted by TGYMK  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: Hyper DBZ

    

Re: Hyper DRAGONBALL Z EVO 2014 -RELEASED

 August 03, 2014, 07:57:48 pm View in topic context
avatar  Posted by TGYMK  in Hyper DRAGONBALL Z EVO 2014 -RELEASED (Started by Iced July 10, 2014, 04:33:17 pm
 Board: Hyper DBZ

The Frieza j.HK infinite has to do with whiffing any aerial special BEFORE the opponent lands. If it hits it obviously ends the infinite, but if it whiffs, he gets his groundbounce back on j.HK. Death Wave needs to be done right as the character is landing so that the groundbouncing animation makes them avoid the hit, while Head Charge needs to be done right when you use j.HK, though later into the loop you need to delay the j.HK, which is why using Death Wave is more optimal. Head Charge will only make it a loop.

Also, are you supposed to be able to cancel Frieza's ground supers as fast as you can (after Death Wave hits)? I can literally cancel Beam/Saw as soon as the supers start, but I can't cancel Saw into itself. This also leaves behind the particles used for the super if you cancel it before it's finished (the Beam charge floats in front of Frieza, or the Saw above his head stays there.)

Are any of his hypers supposed to have invulnerability? They all do on startup. In fact most supers still do.

Head Charge does insane damage. Looping EX charge into regular charge, and repeating does over half hp for less bars than a full three super combo. There's not much point in using Frieza's supers for damage at that point, but that might be how you guys meant him to be. I kind of like it. His supers seem better for utility anyway.

Lastly, the pixel error on characters isn't only on Goku, it's happening to everyone.

I'll make a video about all this in a bit.
    

Re: Hyper Dragon Ball Z

 June 05, 2014, 06:20:17 am View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

Oh god the counter followups are scary. Save us!
    

Re: Hyper Dragon Ball Z

 May 26, 2014, 12:30:35 am View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

Sounds like a good fix!

Has anyone tried using supers to bait counters (blockstring, then super when you think they'll counter)? I've had the idea in mind for a while but since it's something I probably can't do using P1 and P2 myself, maybe someone else has. Maybe the super buffers during, after, before...not sure.
    

Re: Hyper Dragon Ball Z

 May 25, 2014, 03:19:17 pm View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

Honestly, his air machine gun temper is enough pressure as it is. in a Z2 only setting(and even VS  other style chars)  he can bait alpha counters and not get hit by the attack, also its like an incredible frame trap and traps the opponent, specially in the corner. So IMO idk about avoiding loops and whatnot,but taking it out as a pressure tool (I.E Making it that you cant cancel it on block or any other way of making it no longer used for pressure) i feel, wouldnt even affect his pressure severely seeing how his air machine gun temper serves as a better pressure tool.

True. It's pretty good, but it doesn't serve to actually help him start his work. That's what I meant, not just keeping the other dude blocking/panicking. I can't see Vegeta having much TO do that with once dash HK is nerfed that way, myself. Other quick ways to get in besides airdash, like backdash HP are really risky/unsafe and get countered easily. Very ground-based tactics he has, which isn't a bad thing, but it can be depending on how it's implemented.

Try what you guys feel is right!
    

Re: Hyper Dragon Ball Z

 May 25, 2014, 05:40:52 am View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

I'm in the process of updating previous Z2 characters. The goal is to have everybody up-to-date to release Gohan as we update everybody, and have something consistent.
That being said, this means I'll probably ask several questions to them combo pros, in order to ensure I understood their feedback correctly. ^_^

I removed the ability to jump cancel if the opponent has blocked Sliding Kick.
However, what you're saying is I should completely remove the ability to jump cancel out of Sliding Kick even if the opponent was hit by it (in order to avoid the empty cancel bug), but in exchange make it special cancellable (even if P2 has blocked sliding kick ?) into :
- Ki Blast (qcf+P)
- Machine Gun Temper (qcb+P)
- Wolverine Flip forward/backward (qcf/qcb+K)


Did I get this right ?

And for the 2nd part, you're saying to put "air.fall=0" instead of =1 to all Ki Blast moves, which will hopefully not create other weird stuff later on ?

This is a good idea, but this actually hurts Vegeta's cool rush-pressure style quite a bit; which in light of the way other characters work (SSJGoku's teleports and warp kamehameha threat, Goku's bicycle kick threat), he only really seems to have qcb+fireballs in the air for any kind of truly unique rushdown (wolverine flip is reminiscent of the other chars' strings in some ways) once dash HK's cancelability on block is gone. This is a fine change, but personally, I would miss it.

Underlined:
Spoiler, click to toggle visibilty

And I'm in no way a hivemind on this stuff, but I like to help out. Don't take what I'm saying as the "professional" way to go about it; this is just from my experience and knowledge on FGs in general. Vegeta is my favorite out of the demo three, because he's fast and his game is to pressure you over and over and not let you breathe, while Goku and SSJ Goku are all about threats and scaring you out of pressing buttons (or INTO pressing them), so this is how I would see him turning out if you wanted to fix him up.

And again, the only problem you're facing after all of this is done is the possibility that qcb+P into dash HK and repeat may still be an infinite juggle even without fireballs knocking down. Dash HK after qcb+P DOES take some time to activate though, so it just depends on how things go.

Hell, if you wanted to, you could just...only make it cancelable into Wolverine Flip. That'd be the end all fix right there, if you were to go along with the special cancelable idea. Then you'd be good, since Wolverine Flip is itself jump cancelable, and you retain all that pressure stuff I was talking about. Bam. You're set. No possible loops (there is one with dash HK into flip but it's only 3 times) or infinites at all.

I might've posted too much. Lol. Y'all can punch me for it later.
    

Re: Hyper Dragon Ball Z

 May 18, 2014, 07:19:22 am View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

-snip-

I was honestly really confused when I first saw the vid since I knew Goku had some pretty nice combo potential, but I didn't realize this was possible. Pretty insane.

And I now know why Kamehameha level 1 sometimes manages to shield from level 2 supers. The cloning during super flash thing. Derp.

Lastly, double Vegeta Final Flash can end up making one Vegeta stand airborne, probably if he blocks the last part of FF. The CPU tried to level 3 me again with his LKMKHK super but he stalled in mid-air during the frames where he should've hit me for a bit, then it went off just fine after that.
I'm having too much fun.
    

Re: Hyper Dragon Ball Z

 May 17, 2014, 02:31:37 pm View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

-snip-

Ah okay, this is where my "0 knowledge of coding" part shines. That's good!

And yeah, thanks for that AI thing. I'll try it out later. It IS something I want because the AI have common patterns on wakeup and etc when they have bar, so it's very easy to test things.

    

Re: Hyper Dragon Ball Z

 May 17, 2014, 06:03:04 am View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

EDIT: Didn't read completely, derp.

But yeah, seems teleport specials/supers (SSJ Goku teleport, Goku bicycle kick) done at the same time as level 2 supers will ALWAYS either freeze the game (SSJ Goku) or create a massive, seizure filled slowdown (Goku).

The invuln on Chou Kamehameha is weird too.

The problem with this is I'm still figuring out how to test OTHER things (non-beam supers, level 1 supers). SSJ Goku's AI in challenge mode only seems to do level 2 Kamehameha on wakeup, so it's easy as hell to test THAT, but not level 1 Kamehameha. I can also only test USING Goku and FIGHTING SSJ Goku, so Vegeta is untestable, until I find out how AI activation works or I manage to use my second hand for P2 better.

Weird thing though, you don't need to turn on Challenge Mode for his ai to activate, you just need to let the intro play out between them.


EDIT 2: WOAH WOAH WAIT WHAT. YOU CAN BLOCK A COUNTER? Holy shit. I've never seen that, a CPU just blocked my Goku low counter when I countered his jab. Maybe there was JUST enough time. That's an awesome counter-counter, actually. I like that.

lasteditiswear: https://www.youtube.com/watch?v=CLKf4ELEDz0&feature=youtu.be Just a nice little vid showing off another thingy. 3 Goku standing HP links in a row, pretty cool.
    

Re: Hyper Dragon Ball Z

 May 15, 2014, 05:47:03 pm View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

I believe its the challenge system, he started the training tracking and then fought on top. I guess that could be fixed by disabling second player in challenge mode.

Are you sure? The AI for SSJ Goku seems to activate for Challenge Mode (which is how you can train against AI outside of VS, only thing is they get infinite bar), but I don't think that was why these exploits happened because they've all happened to me in Arcade and regular Training too. I showed another vid of the OHKO kamehameha thing without Challenge Mode.

Vegeta and regular Goku also activate their AI during it, but they don't attack or move, they just tech out when they can and etc.

This also happens with Vegeta too, so it definitely has to do with super flashes.

-snip-
No no, I'm agreeing with the conversation, it definitely does need to be one bar, but even as a one bar cost he'll still manage to do a lot of what he can now due to meter build as far as combos. Blockstrings, not so much. Those can be really unsafe with counters, and since counters knock down you actually gain a huge benefit by using them. SSJGoku's teleport is still really fast though, so the threat is still there.
    

Re: Hyper Dragon Ball Z

 May 15, 2014, 07:58:21 am View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

Just remember that building bar in this game is very easy and fast. It could cost a bar and a half and he would still be able to do a lot to/against you due to meter gain.


In other news: the lab is never the same the next time you enter it. The "simultaneous super" thing (not beam collision) is definitely deeper than I thought. And a lot of this isn't even simultaneous.

https://www.youtube.com/watch?v=4sAMVAyfNdw&feature=youtu.be

The most troublesome thing about this here is that it seems freezeframe junk spawns multiple fireballs off a single summon (that must have been what happened for that Ki-blast Kamehameha thing that bugged out, though I'm not sure why it managed to keep duplicating instead of being frozen like the other times).

And of course the very last part was actually something that can easily happen in any match, not just someone happening to do a super when someone else does. I heard someone else got something like it once, and it may have been with the same conditions.
    

Re: Hyper Dragon Ball Z

 May 01, 2014, 02:57:19 am View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

Saibamen are really easy to beat though...but it's not conventional at all I suppose.
    

Re: Hyper Dragon Ball Z

 April 29, 2014, 06:19:30 pm View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ


*EDIT*

I think SSJ Goku's teleports are too strong. They make his moves too safe. I think it should cost a full meter to use or have a one-time use in combos. It seems like a move that the entire cast should have.
I somewhat agree with this. Meter builds extremely fast in this, it doesn't need to cost half a bar imo. Though you do have to consider that ground blockstrings are extremely unsafe in this game due to counters, his teleports aren't exactly easy to react to, and teleports above you are generally pretty safe.


On that note, I really would like to play this WITH someone one day to test out the game's limits. Is Ikemen able to be used with HDBZ?
    

Re: Hyper Dragon Ball Z

 April 28, 2014, 11:31:13 pm View in topic context
avatar  Posted by TGYMK  in Hyper Dragon Ball Z: April 2014 initial release thread + discussion (Started by Iced April 05, 2014, 05:48:51 pm
 Board: Hyper DBZ

No problem. I love this game so much. <3 Can't wait for more.