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Duos.act

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Messages by Duos.act

    

Re: Fatal Fury: City of the Wolves

 March 01, 2025, 10:17:38 pm View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Game takes place two years after Garou, either his leg healed or he has a prosthetic.
    

Re: Jedah

 February 25, 2025, 07:54:02 am View in topic context
avatar  Posted by Duos.act  in Jedah (Started by MGMURROW February 25, 2025, 06:30:39 am
 Board: M.U.G.E.N Development Help

Sounds like the form he takes when affected by Anakaris's Pharaoh's Curse. Do you have a reference image?
    

Re: KarmaCharmeleon's WIP thread: Terry's Remake

 January 19, 2025, 05:24:35 pm View in topic context
avatar  Posted by Duos.act  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

I know many moons ago there was a CvS-esque Alex sprite set in the vein of what Capcom did for Chun-Li and Yun, reshaded scaled down and with the framerate cut to fit in with the rest of the characters.  I do not remember who created them, but I know that Infinite's very first Alex edit used them, and I believe Jesuszilla's CvS2 Alex might have as well.  Maybe they would suit your purposes?
    

Re: Jubei (sprites by Rabano) released, many characters updated

 January 10, 2025, 06:15:16 pm View in topic context
avatar  Posted by Duos.act  in Jubei (sprites by Rabano) and Ryu updated (05/02/2025) (Started by KarmaCharmeleon January 10, 2025, 01:32:48 pm
 Board: Your Releases, 1.0+

Wow, this is really cool!

Fun fact, Jubei was planned to appear in KoF XIII as a member of Kim's team, but was passed up in favor of Hwa.  You two have just given this old judo master the second chance he missed out on.  You should both be proud of your work.

Finally a good Jubei in Ikemen and Mugen, thank for sharing

Adamskie's Jubei is great! 
    

Re: How do you solve the Corner Problem in Fighting Games?

 January 04, 2025, 06:23:28 pm View in topic context
avatar  Posted by Duos.act  in How do you solve the Corner Problem in Fighting Games? (Started by JasonThePhoenix December 01, 2024, 08:04:32 pm
 Board: M.U.G.E.N Discussion

You don't need to do anything too drastic to your backdashes, because they are already usually risky in the corner just by virtue of having less distance between the opponent.

An invincible backdash is a strong defensive tool only when the invincibility goes through all the active frames of the opponent's attack, and the opponent is not able to punish the recovery frames.

I'll try to give a generic example.  Character A knocks down Character B in the corner.  Character A does a meaty, Character B backdashes.  What happens next depends on the active frames of the move used as a meaty and the invincibility frames on the backdash.
-If the backdash stops being invincible before the meaty stops being active, Character B gets hit.
-If the backdash is invincible for long enough to protect Character B from the meaty, they probably get some sort of punish.
-If the meaty recovers quickly enough for Character A to punish the backdash, Character B gets hit.
Just a few examples. 

This is how developers create nuanced character design by accounting for unique options across characters.  A character with very strong neutral and offense might have a backdash with only brief invincibility to compensate.  A character with no reversal attacks or a grappler who capitalizes on heavy reads might have a particularly invincible backdash.  A character who is defined by slippery movement might have a backdash with weak invincibility but very fast startup or recovery or long distance so that they can move around the screen more quickly.

A good point of reference would be the Guilty Gear series where backdash frame data is a key part of character design and what defines a specific character's strengths and weaknesses, as well as what setups work on them.
    

Re: Why auto-ai exists?

 December 21, 2024, 09:45:14 am View in topic context
avatar  Posted by Duos.act  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

I heard another reason Auto A.I. is generally a thing some creators do, because of AI tournaments. I heard a large chunk of Japanese creators take AI tournaments very seriously, and I can only assume tournament participating characters have Auto A.I. solely on to make sure they don't sandbag and lose the tournament. I assume those creators simply choose to take the Auto route instead of more complicated simultaneous Hard A.I. and human player systems.

Yeah, this is correct. 

AI tournaments are very popular with the Japanese community.  As I said earlier, some creators have config files that let you adjust the AI level, toggle AI only/human control and similar settings.  If you're familiar with Holn, his AI patches go the extra mile of letting you set frequencies for specific mechanics that a character might have.  For example, some of his Versus Series patches will perform touch of death or infinite combos if enabled.

If you download an AI patch and find it isn't to your liking for whatever reason, I suggest checking if there are any option or config files, you might be able to tweak it a little bit.
    

Re: Why auto-ai exists?

 December 21, 2024, 12:29:37 am View in topic context
avatar  Posted by Duos.act  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

A lot of Japanese AI patches are made with watch mode in mind, not player use.  Some of them let you toggle it off in the config file but it's not a standard or anything.
    

Re: New Virtua Fighter Project Announced

 December 20, 2024, 12:26:25 am View in topic context
avatar  Posted by Duos.act  in New Virtua Fighter Project Announced (Started by GTOAkira December 13, 2024, 04:12:40 am
 Board: Fighting Games

I don't see how, the spirit of VF is in how it looks and plays, a story mode wouldn't dilute that especially not with RGG Studio at the helm.  I don't see a world where a new fighting game project launches for full price in 2025 without some kind of substantial single player modes.  After World Tour's success it's basically non negotiable.
    

Re: Super Crazy Jam - The king of Fighters Multiverse

 December 11, 2024, 06:13:27 am View in topic context
avatar  Posted by Duos.act  in Super Crazy Jam - The king of Fighters Multiverse (Started by Wou Mugen December 31, 2020, 06:32:27 am
 Board: Projects

Wow, Anderson Silva?  That's a very surprising and cool addition.  If I'm not mistaken, he'll be the first UFC fighter created for Mugen, right?
    

Re: How do you solve the Corner Problem in Fighting Games?

 December 02, 2024, 07:31:44 am View in topic context
avatar  Posted by Duos.act  in How do you solve the Corner Problem in Fighting Games? (Started by JasonThePhoenix December 01, 2024, 08:04:32 pm
 Board: M.U.G.E.N Discussion

Generally this problem is solved by the corner being a very dangerous place to be, because it opens up longer and more damaging combos or more threatening mixups because they can't backdash away from the attack.  Usually midscreen combos are shorter and less advantageous on knockdown, and midscreen mixups have more counterplay because there's more screen space to use.

Another thing to consider is that being at close range means the offending player has access to their fastest, safest and cancelable normals for more reward on hit or block.  They don't have to play the neutral game anymore.  In fighting games where running away is a powerful strategy it's usually not so that a player can get their back to the wall in the corner, but so that they have sufficient space to be safe from their opponent and be in range to use their pokes.
    

Re: Virtua Figher 5 R.E.V.O announced (Steam)

 November 22, 2024, 08:36:26 pm View in topic context
avatar  Posted by Duos.act  in Virtua Figher 5 R.E.V.O announced (Steam) (Started by GTOAkira November 22, 2024, 02:59:55 am
 Board: Fighting Games

It's just the name given to the PC port, which never existed before.  The console version is just getting a patch update.
    

Re: Been working on a new MUGEN Iceberg as of late...

 November 17, 2024, 08:24:33 am View in topic context
avatar  Posted by Duos.act  in Been working on a new MUGEN Iceberg as of late... (Started by RagingRowen November 09, 2024, 05:57:37 pm
 Board: M.U.G.E.N Discussion

This is an impressive project.  There are so many niche little corners of the community that have come and gone that you probably have infinite material to work with, but some of what we know as "Mugen Lore" may not be as approachable to people who were not in said circles.

If you're looking for things that may be digestible to the wider public, I do have some suggestions.  Apologies if some of these are already covered, the whole image wasn't loading for me, you know how the site errors have been lately.  I'm going to try and avoid submitting any "lolcow" or "cringe" related subjects because I find it to be a mean spirited practice that only serves to detract from the actual interesting history of the engine.  I'm also going to try and avoid things people have already suggested.

Spoiler, click to toggle visibilty

Good luck on the iceberg.  If I think of any others I'll post them here, I look forward to seeing what shows up on it.
    

Bregrsart's AI patches

 November 12, 2024, 01:15:44 am View in topic context
avatar  Posted by Duos.act  in Netyzh/Net offline AI patches (Dio, Ryu, Vega) (Started by Duos.act January 26, 2024, 09:09:42 pm
 Board: Requests

Hi again.

I'm looking for some AI patches once more, this time the ones created by Bregrsart, which don't appear to be on his website.  I did some homework and apparently these patches are private for the creator's personal use?  If that's the case then I respect his wishes and rescind my request, but if it's not then I'd appreciate a push in the right direction.

Thanks again.
    

Re: Super Crazy Jam - Season 4

 August 28, 2024, 10:05:00 pm View in topic context
avatar  Posted by Duos.act  in Super Crazy Jam - Season 4 (Started by Wou Mugen August 28, 2024, 08:00:18 pm
 Board: Your Releases, 1.0+

Really nice work as expected from you. 

Some minor nitpicks, I've noticed that Dante's movelist appears to have some errors, the Cerberus super is reversed from how it's performed in game, and I can't seem to get High Time to work with the input listed.
    

Re: Mortal Kombat 1 (2023)

 August 22, 2024, 04:04:28 am View in topic context
avatar  Posted by Duos.act  in Mortal Kombat 1 (2023) (Started by Macaulyn97 February 24, 2023, 12:22:56 am
 Board: Fighting Games

It's funny, I don't remember anyone being so outraged over Khameleon being a female equivalent to Chameleon, but I guess that was before it became a lucrative business to grift about the woke boogeyman turning the frogs gay or whatever.
    

Re: Aensland Castle Stage

 August 16, 2024, 06:10:55 pm View in topic context
avatar  Posted by Duos.act  in Aensland Castle Stage (Started by Toni August 15, 2024, 05:30:59 am
 Board: Your Releases, 1.0+

This is BEYOND sick.  I have such a soft spot for stage demakes and this is easily one of the best I've ever seen.
    

Re: N00BSaibot718

 July 19, 2024, 02:01:12 am View in topic context
avatar  Posted by Duos.act  in N00BSaibot718  (Started by Odb718 July 18, 2024, 02:57:28 pm
 Board: Edits & Addons 1.0+

I dunno why it's not working for you, I can download it just fine.
    

Re: King (KOF95 style) released on July 6, 2024

 July 16, 2024, 03:51:12 am View in topic context
avatar  Posted by Duos.act  in King (KOF95 style) released on July 6, 2024 (Started by adamskie July 15, 2024, 08:11:09 am
 Board: Your Releases, 1.0+

Thank you for keeping the classic spirit alive!

I'm a fan of your FHD characters.
    

Re: fighting games news that dont deserve their own thread

 July 02, 2024, 11:43:35 pm View in topic context
avatar  Posted by Duos.act  in fighting games news that dont deserve their own thread (Started by Niitris May 08, 2014, 11:34:32 pm
 Board: Fighting Games

Registration for the event is also more expensive this year than it was in the past few so there's that as well. 
    

Re: fighting games news that dont deserve their own thread

 July 02, 2024, 08:02:10 am View in topic context
avatar  Posted by Duos.act  in fighting games news that dont deserve their own thread (Started by Niitris May 08, 2014, 11:34:32 pm
 Board: Fighting Games

Nah, most of the playerbase is international and it's become increasingly difficult to secure a Visa or get through US travel restrictions.  Even before these final numbers it was only higher than MK1.  It did pretty well at Evo Japan though.