
Board: Projects
[iurl]https://mugenguild.com/forum/topics/art-fury-2-ultimate-garou-198853.0[/iurl].html
;===========================================================================
; HIT_BOUNCE (hit ground) - redirect
;===========================================================================
[Statedef 5100]
type = L
movetype= H
physics = N
[State 5100]
type = ChangeState
trigger1 = !Time
value = 5102
;===========================================================================
; HIT_LIEDOWN - redirect
;===========================================================================
[Statedef 5110]
type = L
movetype= H
physics = N
[State 0, ChangeState]
type = ChangeState
trigger1 = !Time
value = 5111
It's mostly on me for not being up to date with the game. I did hesitate before complaining about SLP, hehe.It's always better to ask if intentional. Many times when I code I'm just speed coding for a short period of time and do stupid stuff.
Could be the worst dash in the game. It just feels odd without one. But it's just one opinion.I had been considering adding it with his config.txt
Just for Jiren, really. And I did not just make that up. I know you're not making a Capcom game, but fire up Alpha or even Marvel VS Capcom and have Ryu and Zangief jump at the same time and you'll see.I believe you. I'll run that by the team. It shouldn't be a big deal imo
I mean this:What version of mugen are you using. Mine doesn't look like this and neither did Toni's.
https://imgur.com/a/d5ZMsca
I couldn't help but play a little bit more when I went to grab the screenshot, so here's a few more things:That's right! Keep playing!!!
- Many of his normal attacks hit even after being "reversed" (reversaldef). I don't know if that makes any difference in the full game, but in regular Mugen it means they go through autoguard, parries, etc.
- The red aura he gets in anti-projectile attacks is out of sync in the standing medium punch. Some other attacks as well, but only after they connectProbably needs a ignorehitpause edit: well that's not it. The only thing I can think of is that the root's pause is making it get out of sync. It should be changing to the root's animelemno though so I'm not sure why it'd be getting out of sync.
[State 6666, 2] ;this will allow the helper to replicate the same animation than the root
type = ChangeAnim
triggerall = SelfAnimExist(root,Anim) ;prevent debug error on custom anims
trigger1 = Anim != (root, anim)
trigger2 = AnimElemNo(0) > (root, AnimElemNo(0))
value = root, anim
elem = root,AnimElemNo(0)
ignorehitpause = 1
- His safe fall anim (5200) seems odd and has the landing dust show up more than onceI'll take a look! Thanks for the additional feedback!
- For some reason Simul mode completely breaks the character. Players constantly get stuck in custom states and such. At least with 4 JirensI finally threw 4 in there to see what happens and you're right! I'd gotten some reports these would break but thought it was a nothitby or playerpush issue. Which they were at one point too. Since my latest release of V4 I hadn't had any reports they were breaking. The issue is that one of the previous coders used a lot of enemy triggers instead of target triggers. Breaking the moves in simul. I spent the better part of today recoding those parts and it looks like I solved it. Watching 4 Jirens in simul didn't break anything (beside my ears)
- Is the forward dash missing because it's a beta, or because he's a grappler? Just asking because I'd vote against the latterIt's because he'd be too OP with forward dashes. His whole kit was made with not having the fwd dashes in mind. He was extensively tested with and without.
- "BOY!" and Stomping Crush could use a straight to the ground get hit animation, like in KOF or some of my charsCan do!
- Standing light punch Clsn1 might be a bit insaneI can see why you'd think that. Jiren's Lights are Mediums, his mediums are hards and his hards are specials. The clsn1 isn't out of the ordinary for a medium in HDBZ and it's a 8F jab because it follows MP timings.
- Destroyer Fist wall bounce is too floatyThis uses the same general wall bounce code used in all chars.
- Fire Kick fire effects on the opponent persist even after he's up and runningIf you are thinking the flames should go away after P1 or P2 has control that's not the case with these kinds of attacks in the game.
- Drop Kick has statetype = S for some frames after he leaves the ground. Can make him air walk if he's hit out of itI will make these fixes/changes
- Going with Street Fighter here, Infinity Rush could switch between light/medium/strong versions if you extend it with the respective button
- Infinity Rush shouldn't beat crossups
- Tidal Wave shouldn't display a 2 hit combo. EX version on the other hand could indicate more hits
- Same thing with Justice TornadoI didn't notice it was applying 2 hits
- Corner Justice Tornado > Tidal Wave looks like it should be a thing. At the very least with the EX versionsYou have to be in his power mode to do these kinds of combos.
- Justice Tornado wall bounce trajectories are not very combo friendlyI'll play around with them
- Animation 40 could be one frame longer to help with the 360 commandsThis would have to be applied to all characters as the consensus is they should have a universal timing.
- There could be an advantage to charging Defying Glare all the way, like unblockable or guard crushI should be able to apply all these
- Defying Glare would look better staying planted in place while absorbing hits
- Defying Glare should not hit behind Jiren
- I noticed you can't input your own super commands during the opponent's super pausesThat's the only issue the Explodsive Buffering has. I actually solved this issue but it'd take a huge amount of time for me to apply the change. And after the next update of the game comes out I'm moving fully to Ikemen anyway. Which has easier solutions for the issue. So I decided not to waste days on the fix when I'll be moving anyway.
- Blazing Storm would have more potential if it did not knock down the opponentI brought this to the team and testers and it was pretty unanimously thought that it'd make the move way too strong.
- Colossal Uppercut should not have armor on recovery framesI should remove that from the LVL1 recovery.
- Maybe add a PalFX to P2 to blend him with the Lv2 Magnetron Rage dome?
- The punching full screen animation in Jiren the Grey is cut towards the bottom in 4:3 aspect ratioYou mean the speed lines?
- Could be able to cancel normal attacks into Justice Flex (I love the Arnold pose)Funny enough the initial idea was that it was a special. At that point he could cancel it. But it got reduced to an alternative power charge and I don't think it should be able to cancel as such.
- Hellfire is another great ideaI'm glad you liked it! It was tough deciding what that should do. If MUGEN had the ability to poison it'd probably have done that instead. Proximity dmg to the flames.
- He regains a power bar after his finishers. Intentional?I tested and I believe you are doing them while in power mode and you have 3 bars of meter.
- I only bring this up because it's a full game, but, regarding the movelist, LMS is an odd abbreviation for the buttons. LMH is more common. Also, you shouldn't have pictures where strong buttons (red) are to the left of the weak (blue) ones. It's confusing.I'll pass this along to Balthazar!
The whole point of #ShatterAllExpectations is making the game look hella better compared to KOF XIV, and for that they need powerful machines to produce striking visuals.My no source - completely fanboy- headcanon reason for the shatter all expectations is that the last SFV char will be from KOF and KOF will have a SF team or even a rivals company team. Ryu, Kazuya, Shirase
Maybe further along the line they'll pump out a lower poly, slightly visually nerfed port like they did for Samsho ¯\_(ツ)_/¯