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Messages by KarmaCharmeleon

    

Re: TEST RUN - Spritesheet Expansion Thread Addendum - Request thread

 May 09, 2022, 12:48:34 PM View in topic context
 Posted by KarmaCharmeleon  in TEST RUN - Spritesheet Expansion Thread Addendum - Request thread (Started by Graphicus August 09, 2013, 11:41:11 AM
 Board: Sprite Projects

Name: RedDragonCats17
Character: Ken Masters from CvS2
Evidence of progress: https://streamable.com/0b8ur6
Requesting: Stance from SFA3 (a more accurate version anyway)
Reference:


Whelp... I tried... I'm not great at stances, but here's my attempt. You're more than welcome to not use it :D



Also, Ryu, because why not:



Sad thing is that the requester decided to step down of M.U.G.E.N. over her parents advise.
Good thing is that I'm definitely adding this to my Ryu ;D
    

Re: Q, Angel, Haohmaru, and Rugal updated (01/01/2022)

 April 24, 2022, 02:31:09 PM View in topic context
 Posted by KarmaCharmeleon  in Q, Angel, Haohmaru, and Rugal updated (01/01/2022) (Started by KarmaCharmeleon November 30, 2021, 05:43:21 PM
 Board: Your Releases, 1.0+

Just tested all versions of Rugal and they play great my only nitpick is when performing omega Rugal level 3 the projectiles he shoots the opponents with sometimes miss during the time they fall thus not receiving the full damage. If you could find a way where all the projectiles hits the opponents successfully that would be great otherwise its pretty lackluster when it comes to a level 3. By the way I used the move on kfm training dummy if you wanted to know.

I'm aware of this! Coding a barrage of projectiles that land from every position of the screen in every screen size is kinda difficult. For the next update I'd like to move from Kaiser Phoenix to KoF 14 Climax, although if if keep Kaiser Phoenix I'll make it OTG so it never ever misses.
    

Re: Gouken updated (01/04/2022)

 April 21, 2022, 01:27:12 PM View in topic context
 Posted by KarmaCharmeleon  in Gouken updated (01/04/2022) (Started by KarmaCharmeleon March 25, 2022, 06:56:13 PM
 Board: Your Releases, 1.0+

    

Re: Gouken updated (01/04/2022)

 April 21, 2022, 12:20:28 PM View in topic context
 Posted by KarmaCharmeleon  in Gouken updated (01/04/2022) (Started by KarmaCharmeleon March 25, 2022, 06:56:13 PM
 Board: Your Releases, 1.0+

It's not noticeable in a mirror match because both fireballs will have the same animation timing, but if you put him against a different character (did not just test this against mine), fire fireballs at each other and then pause and frame advance, you will see that Gouken's fireball will pause a few frames before going into state 1006.
I'll definitely look into this!
Edit: Oh, one more thing regarding his Hadoken: In a mirror match, when an uncharged Hadoken hits a charged one, both get destroyed.
I'll look into this :)
When you do the EX air tatsu while holding back, Gouken will move back and the moment you let go of the back direction, Gouken will move forward with the EX air tatsu, you can sorta control the direction of it mid air.
This is intentional:
https://streamable.com/036wkp
Also he cant link a crouching short punch to a crouching short low kick, while I believe this is accurate to SF4, it just makes it harder to chain into other specials and etc.
This is because his crouching light kick is kinda insane in terms of range.
Who Is The Master of Fist?
[youtube]https://m.youtube.com/watch?v=hJl0Zb4tcas[/youtube]

Great update from both characters. It took me awhile to test Akuma. Gouken's update is fucking amazing! I hope they get a special intro in the future :bjugoi:
Really nice job. Thanks for share.
[youtube]https://www.youtube.com/watch?v=6axsuE3IZew[/youtube]
Thanks :)



Sorry I haven't been keeping in touch with the forums as of late. I've been working a lot and barely enter the Discord server too.


    

Re: Adelheid Bernstein [CVS/PotS]

 April 07, 2022, 10:55:42 AM View in topic context
 Posted by KarmaCharmeleon  in Adelheid Bernstein [CVS/PotS] (Started by AuMiO VXC April 07, 2022, 08:04:33 AM
 Board: Found Releases 1.0+

+ Nice color separation.
+ Really nice small portrait.
+ Pretty good big portrait too.
- No ReadMe.
- His Life is average when it should be below average.
- No Round Lose animation.
- Far Standing Light Kick hitspark is misaligned.
- I may be wrong but Far Standing Light looks like a low.
- Standing Medium Punch hitspark is misaligned.
- Standing Medium Punch does miserable damage.
- Far Standing Medium Kick hitspark is misaligned.
- The momentum on Standing Heavy Punch is really weird.
- Far Heavy Kick recovery looks odd.
- Crouching Medium Punch is wayyyy too plus.
- Crouching Medium Kick is super plus too.
- Crouching Heavy Punch is pretty damn plus for that move too.
- Crouching Heavy Kick is too safe for a sweep.
- Jumping Heavy Punch hitspark is misaligned.
- Adel's rolls travel further than usual, but his rolls doesn't seem to travel that much distance.
- Power Charge particles look misaligned.
- Throw custom state looks weird.
- Custom Combo vfx looks misaligned.
- Any reason the canceled variant for QCF+P only works from cl.HP? Maybe it's a 2k3 thing, but in XI he does it every time its canceled from.
- Lack of hitpause on QCF+p makes it look really bad.
- God Slam is QCB+P motion and BLOCKABLE? x.x
- No Rose cancel taunts? D: I feel this one of Rugalito's most interesting features, since he's able to do feints much like C. Viper. Getting rid of this move instead of exploring it is a big oooof.
- Nice to get Beads Destruction in, sad to see it not juggle not even in EX version.
- Didn't say anything up until now but hitbox and hurtbox needs a lot of work, I suggest you to check some official hitboxes from whatever game you're trying to design around.

I didn't play with sound at all so maybe there's sound issues too.

It seems like the character needed a bit of more time in the oven to fix some of the issues he has. But also, a lot of the changes are weird because they take away what made Adelheid unique over Rugal, and made it more Rugalito.
    

Re: CvS2 Shingo Release

 April 06, 2022, 11:39:43 AM View in topic context
 Posted by KarmaCharmeleon  in CvS2 Shingo Release (Started by JtheSaltyy April 05, 2022, 06:37:58 PM
 Board: Your Releases, 1.0+

- The values were taken from Jmorphman's Kyo, not Warusaki's. Jman has the accurate CvS2 values so I used those instead, and Jman's Kyo also walks faster than waru's
This isn't exactly true, actually. Jmorphman used datamined values from CvS2, but at the time no one knew that there was a discrepancy  between the movement displayed on the screen and the internal movement values. Essentially the game the game is coded for a screen with 358 horizontal pixels, while displaying a screen with 320 horizontal pixels. Because of this, all of the horizontal movement values need to be scaled down to *(320/358). You can read more about it in here. As far as I know none of Jmorphman characters were updated to the reflect this change. In fact, I'd say that the only public releases accounting for this are my characters from Haohmaru and onwards (Terry is outdated).

This very same thing apply to Kyo's hitboxes and hurtboxes btw, that's why JZ updated the dataminer and made it so the "scale CLSNs" would also scale them by (320/358).

Great release Saltyy.
    

Re: Gouken updated (01/04/2022)

 April 01, 2022, 11:14:25 PM View in topic context
 Posted by KarmaCharmeleon  in Gouken updated (01/04/2022) (Started by KarmaCharmeleon March 25, 2022, 06:56:13 PM
 Board: Your Releases, 1.0+

Thanks to everyone for the support and the kind words and videos

No problem Karma.

- Fixed a bug where he wouldn't play the K.O. voice sample upon being knocked out.

For some reason, when I defeat Gouken, his KO voice still doesn't play.

Preview:
[youtube]https://www.youtube.com/watch?v=NgC2KKrniC8[/youtube]
(on the video, yes, I'm using the updated version)
Quickly addressed, please download and sorry for the trouble :P it seems i randomly changed the address of the sound.
    

Re: Gouken updated (01/04/2022)

 April 01, 2022, 10:39:52 PM View in topic context
 Posted by KarmaCharmeleon  in Gouken updated (01/04/2022) (Started by KarmaCharmeleon March 25, 2022, 06:56:13 PM
 Board: Your Releases, 1.0+

The only feedback I have is that he seems to have no voice clip upon (regular) K.O.
- He has no KO sound, as the sound is group 11 index 1, instead of 11, 0, and there is no code to activate it.
Fixed. Thanks for feedback Diek Stiekem :)
- Sakotsu Wari is listed as F + b, while I think you meant F + y.
- Tenmakujinkyaku is listed as DF + k, but I can do it with just D, and only with MK, not all kicks.
- In the Move Details section, Tatsumaki Gorasen is listed as being both upper body invincible and fully invincible, I think you meant EX Tatsumaki Gorasen is fully invincible.
Fixed.
- The AI will often charge Gohadouken when in a good distance from the opponent, and will not fire it until is too late, resulting in spamming projectiles being a cheap and easy way to win against him: https://streamable.com/gjvka7
Fixed.

- I think you should destroyself the angled Hadouken if it leaves the top of the screen, so he can fire another one
Fixed.
- Too much startup on his overhead
Off the top of my head, both Gouken's and Ryu's overheads in SF4 are 17f. In CvS2, Ryu's overhead is 28f in Normal Speed, which should translate to about 21f in Turbo (the default and competitive setting of the game). Gouken's overhead matches that startup.
- Too little startup on far hard kick
I agree, his far heavy kick is now 2f slower.
- Far light kick doesn't look like it should be rapid fire. Close could be, though
Far Light Kick does rapid fire in USF4
https://streamable.com/aommj4
Close Light Kick doesn't.
- Fireball Clsn2's look mismatched with the sprites
Fixed
- On that note, the fireballs seem to linger for a few frames after being hit by other fireballs
It might be because it causes more hitstun than a regular Hadoken. 2f to be precise. If it's more than 2f please let me know because I might not be reproducing the bug correctly.
- He can dive kick from a back jump
Fixed.
- Back throw should have more startup. It's how they balanced its uniqueness in SF4. I think the tech window was longer than normal too
Agree, now its 2f slower and the tech window is 3 frames higher than the other.
- I think missed throw attempts should have more recovery. I'm guilty of that too but at least I can blame SFA3
This is an oversight on my part, no throw should have just 8 frames of recovery. Fixed, it's 12f of recovery now. You will probably think its still too fast, but this a design choice I made to account for the system having wayyy too many defensive mechanics and not much to help you out to break defense (like guard crush).
- Normal fireballs seem very small spritewise
Its the same size as Shakunetsu which is similarly sized to regular Hadoken.
- Kung Fu Man can crouch under Hadouken
His fireballs now hit Iori which has the the shortest crouching hurtbox in CvS2.
- EX Hadouken doesn't have the charging sound. On that not why not use Gouken's own? I think he had one at least
Fixed and changed to Gouken's.
- Tatsumaki spin sounds don't sound good. All versions. On a related note I don't know why people removed the shared channel in the "whiff" sounds
I can tell you why. When you use accurate animation and sound data for Tatsu, the gap between sounds is short enough for this to happen with shared channels:
https://streamable.com/s7stjd
- Neutral hop attacks should use the animation for angled jump attacks
We thought about it with Jmorphman but we didn't settle on this yet. Since the hops were made like CvS2, we kept the same rules as in that game. But I wouldn't be certain of this being final.
- Demon flip vels feel weird. Admittedly that may just be me. The throw follow-up definitely looks different, though
Demon flip movement comes directly from Gouki's demon flip in CvS2. The throw follow-up does looks weird but its hard to work with without doing actual Misogi.
- His regular and MAX supers are all very samey
I'm okay with that.
- Both MAX supers should have a bit more invulnerable frames
Kinjite Shoryuken just has startup invincibility because Shin Shoryuken is meant to be one with longer invincibility.
- I miss his Shin Shoryuken hit sounds
The USF4 ones?
- EX Hadouken charge effect is smaller than the regular version
Fixed.
- I think back throw should not have selectable direction. Doesn't feel right and it's confusing. I think P2 goes too high as  well
I agree with the direction thing, adjusted to that. Height is kept tho.
- I think full Denjin Hadouken would feel better if the wall bounce had the typical velocities
- Denjin Hadouken (no charge) has too much startup. No need because it's not an ultra anymore
Yeah, I agree. It didn't work visually either. Buffed the fuck out of Denjin Hadoken in this patch.
- I think you should pack more damage in the first hit of Shoryuken so that cancelling it into Tatsumaki does more total damage
Hmmm, I'd have to buff the damage of the entire move because I want to keep the air hits at 14 each (the equivalent to 200 damage on CvS2)
- Related to the above, but MAX Shinkuu Tatsumaki needs to juggle better. He has no usable "Dream" cancels otherwise
Yeah, it was source accurate up until now, but I'm definitely improving its juggles. It won't mean Gouken has usable MAX cancels tho, as the dampener makes it so its never worth doing Kinjite->Shinku Tatsumaki over Denjin or ShinSho (and I'm ok with that, I want for Gouken's lv.3s to be the money makers).
- Senkugoshoha looks weird because he only punches after losing all momentum
I tweaked the movement on this one a bit.
- Shin Shoryuken should be unblockable after the freeze
Fixed.
- I don't like that you made angled jumping MP juggle in tight combos but not in the combos where it's supposed to
Addressed on Discord already but it's working as it should:
https://streamable.com/b0l6au

Thanks for the feedback! :) Having the input from a Gouken main is really helpful. USF4 is a poorly documented game because of its brief competitive life. Most of the stuff online is about SSF4AE Gouken, which still holds up but it doesn't paint the full picture. I had to learn him with my sparring partner almost from scratch, and as much as I lab there's stuff that can only be felt by someone who mains the character.

- Various hitboxes like those of the high Hadoukens and EX Tatsumaki Gorasen are too thin and whiff on certain characters if their hurtboxes are too small.
Heavy Gohadoken is meant to whiff against almost all standing opponents, it's clearly an anti-air. Medium Gohadoken should whiff against crouching opponents and short characters too. EX Tatsu Goraen I'm not sure why would it give any issues over regular one, as it has the same hitboxes.
Against which characters does this happen?
- The Fully Charged Diagonal Hadoukens lack some transparency.
Fixed.
- The EX Flash Sound cuts off for EX Hyakkishu's followups.
Fixed.
- Hyakki Gosai doesn't do real damage (only 7 per hit).
Fixed.
- EX Kongoshin could do with a tad more damage.
It does the same damage in source.
- Why not give Shinkuu Tatsumaki a voice clip? He does already have a Tatsumaki Senpukyaku voice at the ready.
Fixed.

Thanks for the feedback, Rowen!

- The wind effect on his fully charged hadoken is so subtle that I can't notice, however the upwards versions lacks transparency.
Other than that people already pointed some other things that I noticed.
Fixed.
+ I just noticed a wrong color In his stance animation, it's between his belt and top gi, it's noticeable with his alternate palettes.
There's a bunch of black dots across the entire set. Maybe in the future Ben or someone else will fix that.

Thanks for the feedback, Lurker!

-I don't like the idea of having a 2nd hitbox near his legs on his standing, crouching and get hits as certain moves can hit certain places where it shouldn't.
Gouken is meant to be chunkier and vulnerable to crossups, that's by design.
-His taunt doesn't have a landing effect and envshake when he stomps the ground like Senkugoshoha.
Added. Still unsure about the EnvShake tho, it may prove to be a bit too disruptive. I may removed it in the future.
-Raikotokyaku uses a normal ground shockwave instead of a strong one when he slams the opponent to the ground and has a strong punch hit sound when there was no hitspark.
As weird as it is sometimes, this is by design. Check out Jman's Kyo kick throw, its sounds and visuals are the same. Its because we're doing it the way CvS2 layers sounds, which works better with CvS sounds than CFJ sounds.
-The projectile hit sound will still play one tick after if it was parried.
This is unavoidable according to Jmorphman.
-The swing sound on Hyakki Gojin cuts off when he touches the ground.
Fixed.
-Kongoshin doesn't have a voice clip when countering.
Fixed.
-The EX sound on EX Kongoshin cuts off when he successfully counters an attack.
Fixed.
-On EX Tatsumaki Senpukyaku, he moves so fast when you press forward, but so slow when press backwards (The speed should be even for both directions).
This is actually intended, check this out:
https://streamable.com/036wkp
1st is neutral, 2nd is pressing back, 3rd is pressing forwards.
-If you managed to get the back leg of EX Tatsumaki Senpukyaku to connect, a hit sound will be heard, but no hitspark or guard spark will appear.
Fixed.

Thanks for the feedback, ZolidSone! You always get stuff that otherwise wouldn't come up.

Admittedly, it's been a while since I've played Gouken in SF4, but the damage of his demon flip grab doesn't seem right, as it barely does any.
Fixed.
His crouching MK barely has any reach at all. I know it wasn't great in SF4, either, but it seems kind of exaggerated here.
This is intended. Both of his crouching mediums are awful pokes, but its compensated by him having really good range on crouching light kick and a savage sweep.
He's also missing a few sprites, or rather, he sometimes transforms into Ryu. This can be seen when he's thrown by another Gouken's P throw.
Fixed.
His fully charged LP hadoken also doesn't have the darker swirl around it. This is also true for the horizontal EX hadoken.
Fixed.
Edit: He could also need some adjustments to his width during some of his attacks (like his close MK or close HK): https://streamable.com/f0mxdq
Fixed.
Another thing I noticed: The alternate version of his Shin Shoryuken (the one without the full animation) is just a single hit attack that does very little damage. Maybe that was intentional, but it wasn't like that in SF4 and feels pretty underwhelming considering it's still a level 3 super.
This is actually because the move is functionally inspired by CvS2 Shin Shoryuken (and visually inspired by SF3 Shin Shoryuken). But I made the changes anyway, it felt underwhelming upon whiffing indeed.
Oh, and no focus attack? Even without its original game mechanic (and command, obviously), it could still be a nice special similar to Ryu's donkey kick.
FADC was actually planned! EX Donkey Kick was part of the original moveset and specials moves would have been cancelable into it. But his corner juggles were getting wayyy too out of hand, so I had to cut it. I do have plans to bring it back for Shin Gouken in the future, though :P

Thanks for the feedback!

If you skip the intro, the sound clip still plays.
To prevent that, you should add a StopSND in State -2 or -3 with the trigger1 = RoundState != [0,1].
Fixed.
The charge sound effect for the Hadoukens remains if Gouken gets hit.
Fixed.
The LVL3 Shin Shoryuken can be ground-recovered.
Fixed.

Thanks you so much for the feedback, Alex!



Thanks to everyone for the support and the kind words :smitten:

Gouken was updated.
The only feedback I have is that he seems to have no voice clip upon (regular) K.O.
- He has no KO sound, as the sound is group 11 index 1, instead of 11, 0, and there is no code to activate it.
Fixed. Thanks for feedback Diek Stiekem :)
- Sakotsu Wari is listed as F + b, while I think you meant F + y.
- Tenmakujinkyaku is listed as DF + k, but I can do it with just D, and only with MK, not all kicks.
- In the Move Details section, Tatsumaki Gorasen is listed as being both upper body invincible and fully invincible, I think you meant EX Tatsumaki Gorasen is fully invincible.
Fixed.
- The AI will often charge Gohadouken when in a good distance from the opponent, and will not fire it until is too late, resulting in spamming projectiles being a cheap and easy way to win against him: https://streamable.com/gjvka7
Fixed.

- I think you should destroyself the angled Hadouken if it leaves the top of the screen, so he can fire another one
Fixed.
- Too much startup on his overhead
Off the top of my head, both Gouken's and Ryu's overheads in SF4 are 17f. In CvS2, Ryu's overhead is 28f in Normal Speed, which should translate to about 21f in Turbo (the default and competitive setting of the game). Gouken's overhead matches that startup.
- Too little startup on far hard kick
I agree, his far heavy kick is now 2f slower.
- Far light kick doesn't look like it should be rapid fire. Close could be, though
Far Light Kick does rapid fire in USF4
https://streamable.com/aommj4
Close Light Kick doesn't.
- Fireball Clsn2's look mismatched with the sprites
Fixed
- On that note, the fireballs seem to linger for a few frames after being hit by other fireballs
It might be because it causes more hitstun than a regular Hadoken. 2f to be precise. If it's more than 2f please let me know because I might not be reproducing the bug correctly.
- He can dive kick from a back jump
Fixed.
- Back throw should have more startup. It's how they balanced its uniqueness in SF4. I think the tech window was longer than normal too
Agree, now its 2f slower and the tech window is 3 frames higher than the other.
- I think missed throw attempts should have more recovery. I'm guilty of that too but at least I can blame SFA3
This is an oversight on my part, no throw should have just 8 frames of recovery. Fixed, it's 12f of recovery now. You will probably think its still too fast, but this a design choice I made to account for the system having wayyy too many defensive mechanics and not much to help you out to break defense (like guard crush).
- Normal fireballs seem very small spritewise
Its the same size as Shakunetsu which is similarly sized to regular Hadoken.
- Kung Fu Man can crouch under Hadouken
His fireballs now hit Iori which has the the shortest crouching hurtbox in CvS2.
- EX Hadouken doesn't have the charging sound. On that not why not use Gouken's own? I think he had one at least
Fixed and changed to Gouken's.
- Tatsumaki spin sounds don't sound good. All versions. On a related note I don't know why people removed the shared channel in the "whiff" sounds
I can tell you why. When you use accurate animation and sound data for Tatsu, the gap between sounds is short enough for this to happen with shared channels:
https://streamable.com/s7stjd
- Neutral hop attacks should use the animation for angled jump attacks
We thought about it with Jmorphman but we didn't settle on this yet. Since the hops were made like CvS2, we kept the same rules as in that game. But I wouldn't be certain of this being final.
- Demon flip vels feel weird. Admittedly that may just be me. The throw follow-up definitely looks different, though
Demon flip movement comes directly from Gouki's demon flip in CvS2. The throw follow-up does looks weird but its hard to work with without doing actual Misogi.
- His regular and MAX supers are all very samey
I'm okay with that.
- Both MAX supers should have a bit more invulnerable frames
Kinjite Shoryuken just has startup invincibility because Shin Shoryuken is meant to be one with longer invincibility.
- I miss his Shin Shoryuken hit sounds
The USF4 ones?
- EX Hadouken charge effect is smaller than the regular version
Fixed.
- I think back throw should not have selectable direction. Doesn't feel right and it's confusing. I think P2 goes too high as  well
I agree with the direction thing, adjusted to that. Height is kept tho.
- I think full Denjin Hadouken would feel better if the wall bounce had the typical velocities
- Denjin Hadouken (no charge) has too much startup. No need because it's not an ultra anymore
Yeah, I agree. It didn't work visually either. Buffed the fuck out of Denjin Hadoken in this patch.
- I think you should pack more damage in the first hit of Shoryuken so that cancelling it into Tatsumaki does more total damage
Hmmm, I'd have to buff the damage of the entire move because I want to keep the air hits at 14 each (the equivalent to 200 damage on CvS2)
- Related to the above, but MAX Shinkuu Tatsumaki needs to juggle better. He has no usable "Dream" cancels otherwise
Yeah, it was source accurate up until now, but I'm definitely improving its juggles. It won't mean Gouken has usable MAX cancels tho, as the dampener makes it so its never worth doing Kinjite->Shinku Tatsumaki over Denjin or ShinSho (and I'm ok with that, I want for Gouken's lv.3s to be the money makers).
- Senkugoshoha looks weird because he only punches after losing all momentum
I tweaked the movement on this one a bit.
- Shin Shoryuken should be unblockable after the freeze
Fixed.
- I don't like that you made angled jumping MP juggle in tight combos but not in the combos where it's supposed to
Addressed on Discord already but it's working as it should:
https://streamable.com/b0l6au

Thanks for the feedback! :) Having the input from a Gouken main is really helpful. USF4 is a poorly documented game because of its brief competitive life. Most of the stuff online is about SSF4AE Gouken, which still holds up but it doesn't paint the full picture. I had to learn him with my sparring partner almost from scratch, and as much as I lab there's stuff that can only be felt by someone who mains the character.

- Various hitboxes like those of the high Hadoukens and EX Tatsumaki Gorasen are too thin and whiff on certain characters if their hurtboxes are too small.
Heavy Gohadoken is meant to whiff against almost all standing opponents, it's clearly an anti-air. Medium Gohadoken should whiff against crouching opponents and short characters too. EX Tatsu Goraen I'm not sure why would it give any issues over regular one, as it has the same hitboxes.
Against which characters does this happen?
- The Fully Charged Diagonal Hadoukens lack some transparency.
Fixed.
- The EX Flash Sound cuts off for EX Hyakkishu's followups.
Fixed.
- Hyakki Gosai doesn't do real damage (only 7 per hit).
Fixed.
- EX Kongoshin could do with a tad more damage.
It does the same damage in source.
- Why not give Shinkuu Tatsumaki a voice clip? He does already have a Tatsumaki Senpukyaku voice at the ready.
Fixed.

Thanks for the feedback, Rowen!

- The wind effect on his fully charged hadoken is so subtle that I can't notice, however the upwards versions lacks transparency.
Other than that people already pointed some other things that I noticed.
Fixed.
+ I just noticed a wrong color In his stance animation, it's between his belt and top gi, it's noticeable with his alternate palettes.
There's a bunch of black dots across the entire set. Maybe in the future Ben or someone else will fix that.

Thanks for the feedback, Lurker!

-I don't like the idea of having a 2nd hitbox near his legs on his standing, crouching and get hits as certain moves can hit certain places where it shouldn't.
Gouken is meant to be chunkier and vulnerable to crossups, that's by design.
-His taunt doesn't have a landing effect and envshake when he stomps the ground like Senkugoshoha.
Added. Still unsure about the EnvShake tho, it may prove to be a bit too disruptive. I may removed it in the future.
-Raikotokyaku uses a normal ground shockwave instead of a strong one when he slams the opponent to the ground and has a strong punch hit sound when there was no hitspark.
As weird as it is sometimes, this is by design. Check out Jman's Kyo kick throw, its sounds and visuals are the same. Its because we're doing it the way CvS2 layers sounds, which works better with CvS sounds than CFJ sounds.
-The projectile hit sound will still play one tick after if it was parried.
This is unavoidable according to Jmorphman.
-The swing sound on Hyakki Gojin cuts off when he touches the ground.
Fixed.
-Kongoshin doesn't have a voice clip when countering.
Fixed.
-The EX sound on EX Kongoshin cuts off when he successfully counters an attack.
Fixed.
-On EX Tatsumaki Senpukyaku, he moves so fast when you press forward, but so slow when press backwards (The speed should be even for both directions).
This is actually intended, check this out:
https://streamable.com/036wkp
1st is neutral, 2nd is pressing back, 3rd is pressing forwards.
-If you managed to get the back leg of EX Tatsumaki Senpukyaku to connect, a hit sound will be heard, but no hitspark or guard spark will appear.
Fixed.

Thanks for the feedback, ZolidSone! You always get stuff that otherwise wouldn't come up.

Admittedly, it's been a while since I've played Gouken in SF4, but the damage of his demon flip grab doesn't seem right, as it barely does any.
Fixed.
His crouching MK barely has any reach at all. I know it wasn't great in SF4, either, but it seems kind of exaggerated here.
This is intended. Both of his crouching mediums are awful pokes, but its compensated by him having really good range on crouching light kick and a savage sweep.
He's also missing a few sprites, or rather, he sometimes transforms into Ryu. This can be seen when he's thrown by another Gouken's P throw.
Fixed.
His fully charged LP hadoken also doesn't have the darker swirl around it. This is also true for the horizontal EX hadoken.
Fixed.
Edit: He could also need some adjustments to his width during some of his attacks (like his close MK or close HK): https://streamable.com/f0mxdq
Fixed.
Another thing I noticed: The alternate version of his Shin Shoryuken (the one without the full animation) is just a single hit attack that does very little damage. Maybe that was intentional, but it wasn't like that in SF4 and feels pretty underwhelming considering it's still a level 3 super.
This is actually because the move is functionally inspired by CvS2 Shin Shoryuken (and visually inspired by SF3 Shin Shoryuken). But I made the changes anyway, it felt underwhelming upon whiffing indeed.
Oh, and no focus attack? Even without its original game mechanic (and command, obviously), it could still be a nice special similar to Ryu's donkey kick.
FADC was actually planned! EX Donkey Kick was part of the original moveset and specials moves would have been cancelable into it. But his corner juggles were getting wayyy too out of hand, so I had to cut it. I do have plans to bring it back for Shin Gouken in the future, though :P

Thanks for the feedback!

If you skip the intro, the sound clip still plays.
To prevent that, you should add a StopSND in State -2 or -3 with the trigger1 = RoundState != [0,1].
Fixed.
The charge sound effect for the Hadoukens remains if Gouken gets hit.
Fixed.
The LVL3 Shin Shoryuken can be ground-recovered.
Fixed.

Thanks you so much for the feedback, Alex!



Thanks to everyone for the support and the kind words and videos :smitten:

Gouken was updated.
Spoiler: Changelog (click to see content)
    

Re: So...goodbye.

 April 01, 2022, 11:56:17 AM View in topic context
 Posted by KarmaCharmeleon  in So...goodbye. (Started by FeLo_Llop April 01, 2022, 11:32:05 AM
 Board: All That's Left

After having a HARD argument with Karma, I was about to release Ash' beta by myself.
Wow wtf
I'm sorry for not wanting to add the dance minigame. I know it makes sense but its just out of character for the things I do
    

Gouken updated (01/04/2022)

 March 25, 2022, 06:56:13 PM View in topic context
 Posted by KarmaCharmeleon  in Gouken updated (01/04/2022) (Started by KarmaCharmeleon March 25, 2022, 06:56:13 PM
 Board: Your Releases, 1.0+




While this is a proud release version of Gouken, I doubt it will be the definitive version of him. He will probably get more sprites in the future (mainly to cover default CvS2 system animations, maybe some more Intro/Win poses) and even a secondary boss mode (which is already in the character although not finished and hence not available). I hope you guys enjoy him in the meantime, as I feel it's already a pretty good character. Thank you so much for all the support and huge shoutouts to benhazard for making this character possible in the first place :)

Spoiler: <v.02/04/2022> (click to see content)
    

Re: KarmaCharmeleon's WIP thread: Ryu

 March 20, 2022, 01:30:10 PM View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Raiden ft. JtheSaltyy (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects

That Shin Shoryuken looks awesome! Can't wait to play Gouken!
This is actually Kinjite Shoryuken! His Super Combo from SF4. If you want to see Shin Shoryuken, tho...


And two more 3 bar combos ;)

Shin Akuma (2nd Impact)


Kastro (Hunter x Hunter)


Master Wing (Hunter x Hunter)
Thank you so much! You wouldn't imagine how much I love Hunter x Hunter!



For the people that also want to see a bit of Ryu from time to time, here's the final Denjin VFXs, which are also in Gouken now...

https://streamable.com/3ehjhl

Shout outs to 2OS for helping me out resizing the electricity!
    

Re: Calculating yaccel from source games without artmoney?

 March 20, 2022, 12:30:22 AM View in topic context
 Posted by KarmaCharmeleon  in Calculating yaccel from source games without artmoney? (Started by SaltAddict March 19, 2022, 11:57:12 PM
 Board: M.U.G.E.N Development Help

I plugged vel y = -9 and yaccel 0.38461538461 and my character reached -4 at frame 15. It was two frames behind because I had the gravity controller with the trigger Time > 1 which means yaccel pops off only from frame 3 and onwards.

After changing the trigger to Time >= 0 it reached -4 at frame 13, but it started with vel y = -8.61538461539 instead of -9 (and I'm not sure you're okay with that). That made me realize the formula wasn't -9-13x=-4, it was -9-12x=-4, because you don't apply accel on frame 1. That left me with yaccel = 0.41666666666, applying gravity only from frame 1 and onwards (Time > 0).
    

Re: KarmaCharmeleon's WIP thread: Ryu

 March 18, 2022, 03:09:50 PM View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Raiden ft. JtheSaltyy (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects

They keep coming... And I love that!
Gouken is now sitting at 133 palettes, which is insane! Its the highest amount of palettes ever made for one of my characters. I can only say thank you  :smitten:

In terms of progress, he's kinda done? At the moment he's missing:

* Tweaks to Gohadoken and Denjin hadoken visual effects. the only thing I need to do now is come up with a charging sound for Gohadoken.
* Reversed projectiles for Gohadoken.
* Shock into wall bounce custom state.
* AI.

I pretend to drop Gouken by the end of the month. But I can give you guys a teaser of his optimal 1.5 and 2 bar combos in the corner:

The route is extremely damaging but the execution is extremely tight so I wouldn't worry ;D

Ryu is still being worked on. Someone in this community did the impossible and gave me one of the coolest visuals for one of his modes but I want to show more of Ryu closer to release.
    

Re: KarmaCharmeleon's WIP thread: Ryu

 March 05, 2022, 03:16:01 AM View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Raiden ft. JtheSaltyy (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects

Guys, you've been knocking it out of the park with these many palettes. We're sitting at over a thousand colors atm, most of them being really color schemes altogether. It will be extremely hard to find my color between all these picks hahaha.

Thank you so much for all the support :smitten:


You can 100% expect him to be released by the end of the month, but I might even drop an open beta earlier because a lot of progress has been made lately :)
    

Re: Next Two Character Possibilities

 March 04, 2022, 12:03:41 AM View in topic context
 Posted by KarmaCharmeleon  in Next Two Character Possibilities (Started by Sean Altly March 03, 2022, 10:08:26 PM
 Board: Last Bout: Styles Will Clash

What is an example of a setplay character? I sometimes lose track of fighting game jargon. I googled the term but can't really find a good example. I'm mainly familiar with Street Fighter and KoF, but I have passive experience with Guilty Gear, and very little experience with anime fighters.
Setplay is broad but its usually used to refer to characters that have one move that lets them put some crap on the screen to limit your opponent's options. The prime example IMO is Millia from Guilty Gear, who pins you down with disc and forces you to guess on her high/low/left/right mixup. Another example is Mars People from SvC and NGBC who summons ufos and shit with the supers. I think Sub-Zero in MK9 abuses the ice clone copying the pose to deny the screen really bad.

Setplay characters usually need the knockdown to set up their shit, because the setplay moves have long startup. They also compensate the stronger okizeme with lower damage output; let's say brawler like GG Sol or SFV Boxer needs like 5 interactions to kill you, and a balance character (Ryu) needs 6 interactions, and a grappler needs 4. A setplay character may need 7 or 8 interactions to get the round, but their chances of winning the interactions are higher. The key to this archetype is the ability to snowball IMO.

I said setplay is broad because you could make a case for pre V-Shift Ibuki to fit this archetype (since she essentially got the knockdown and vortex their way into winning the round), but i'm specifically referring to the Millia type, with a slow move that lets them lock the opponent in blockstun and loop.

EDIT: Illian throwing Omnisphere on a knocked down opponent would be a good example of setplay, but the rest of his moveset leans towards the big body brawler archetype which doesn't really enable mixups a setplay character would usually enable.
EDIT2: This went on a tangent lol I hope you pick Camile and she has an OTG grab that alludes mma pins.
    

Re: Next Two Character Possibilities

 March 03, 2022, 11:22:18 PM View in topic context
 Posted by KarmaCharmeleon  in Next Two Character Possibilities (Started by Sean Altly March 03, 2022, 10:08:26 PM
 Board: Last Bout: Styles Will Clash

I'm very invested on this game as you probably know so I'm hyped af. I'm pushing for both Camila and Yaayaa. I feel Osgood would be good if the roster size was bigger.

Any basic ideas for movesets or archetypes for the characters to fill? I feel LB could use a setplay character.
    

Re: KarmaCharmeleon's WIP thread: Ryu

 February 28, 2022, 09:00:58 PM View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Raiden ft. JtheSaltyy (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects

Thank you so much for all the palettes, guys <3
Here's a gif with Gouken's Demon Flip
    

Re: KarmaCharmeleon's WIP thread: Gouken

 February 28, 2022, 02:52:57 AM View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Raiden ft. JtheSaltyy (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects

Thanks for the support guys. Today I coded all of the demon flips :]

If anyone is interested on helping out with palettes, here's the template:

Palette Template


Default
    

Re: KarmaCharmeleon's WIP thread: Ryu

 February 26, 2022, 04:55:53 PM View in topic context
 Posted by KarmaCharmeleon  in KarmaCharmeleon's WIP thread: Raiden ft. JtheSaltyy (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
 Board: Projects



Had a very rough week but managed to do this ;D
    

Re: Last Bout: Styles Will Clash

 February 24, 2022, 10:43:17 AM View in topic context
 Posted by KarmaCharmeleon  in Last Bout: Styles Will Clash (Updated w/New patch 3/21/2022) (Started by Sean Altly February 23, 2022, 06:27:06 AM
 Board: Your Releases, 1.0+

Quavon:
- I really like the dynamic of Quavon Clutch, it's quite unique. Optimizing your followups depending on your position on the screen adds a nice layer of decision making.
- ReadMe says Quavon Crunch is performed by mashing LP/LK, but he does Widow Maker with LK. I think its a typo on the ReadMe because it seems intentional, as LK/HK decides the direction of the throw.
- I know all characters on the roster have little things that make them busted, but I think Quavon kinda cheats the grappler archetype too hard. I like that he can skip neutral with qcb+k, but I feel EX Shining Black is maybe too strong of a move. It's basically unreactable and has some very decent range so he starts forcing jumps at distances normal grapplers wouldn't. However, I think the real issue is that you can combo into it from light normals on block, which basically means he gets the knockdown whenever he has the bar, which means he gets to the grapppler's mixup with no effort whatsoever.

Gotta say it again: I love how the game feels and looks. Excellent job man, I'll keep labbing the rest of the cast.



I've noticed that Siege's Offensive Super dropped the target frequently when hitting airborne opponents, but I couldn't find a setup to consistently reproduce that bug. While labbing her theoretical max damaging combo, I got it:

https://streamable.com/wxpdmo

This specific combo uses the ego boosted Ascensio, which by the way I think is great. But I wish her taunt was shorter, because atm is very unpractical to setup. The taunt animation is long enough for your opponent to punish you even if you pop it after a knockdown. I feel her gameplay would gain a lot if the animation was fast enough for her to taunt safely after knockdown, but long enough for her to skip okizeme entirely after that. Oki is something Siege really appreciates because of the mantis slash pressure and crossup dash, so it would be a sizable prize to pay for the ego drive.