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hi-yo

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Messages by hi-yo

    

Re: Gombie Remake (includes new stage)

 December 29, 2019, 08:08:12 PM View in topic context
avatar  Posted by hi-yo  in Gombie Remake (includes new stage) (Started by Carmell December 29, 2019, 07:11:19 AM
 Board: Your Releases, 1.0+

Gombie was a nostalgic character to me, so it's neat to see him get released again, nonetheless see an old creator return. I always thought the story behind this guy was interesting.

Onto what I could find:

- Minor, but the mugenversion in his .def says 1.0 yet I can't open him in 1.0 because of his .sff. I assume you saved it in the 1.1 format?
- The animations could be sped up. 35 frames of startup is excessive for an ordinary normal. This is a persistently big flaw in Gombie; supers like the Hardy summon are near-useless because of how telegraphed they are.
- No cooldown on any of his standing punches and his rapid screwdriver move
- Standing light and medium kicks have the potential to be infinites if timed correctly, mainly because they barely push the opponent back
- The opponent's wallbounce on the throw functions too oddly for Gombie to perform any real followups
- The mace supers are odd because there's no SuperPause or anything, and it has 0 startup or cooldown
- Gains power back from supers. It's especially bad in the case of his helper supers, where he gains half a whole bar back.

All in all, there's potential here, but it's bogged down by how odd and slow Gombie plays.
    

Re: David (BFDI) BETA RELEASE v0.9

 July 22, 2019, 08:28:42 PM View in topic context
avatar  Posted by hi-yo  in David (BFDI) BETA RELEASE v0.93 (Started by Dawn de Era July 19, 2019, 09:55:49 PM
 Board: Your Releases, 1.0+

Various things I was able to find:

- Hitboxes are alright, but can be improved in some areas; a more specific example would be the standing and air medium kick, all of which have too little range on his CLSN1.
 - Because you reused the standing light punch animation for his "little bugger" special, David gains a CLSN1 near his head which I assume is not supposed to be there. His hitboxes also fluctuate weirdly shortly after he summons the bugger.

- No cooldown on Air Hard Punch?
 - If you jump to the left before performing it you barely move forward, in contrast to his neutral and forward jumps. Was this intentional?

- Debug error whenever I use the super jump - "changed to invalid action 4001"

- Unicycle special is too safe (nearly +20 frames on block). I don't know how exactly you could nerf this but maybe not giving David any control when he jumps off the unicycle would help.
- Divekick specials should have more cooldown than just 1 frame.
 - Which brings me to another point about his hitboxes; the air version of this special has the CLSN1 disappear and reappear for whatever reason.
- IMO you should be able to hit Rocky's projectile.

- Nearly all of the hypers share a flaw, which would be giving David a good amount of his power back. They could also use more cooldown.
- Debug flood on "Big Ol' Hammer" - "has no helper 3001".
- Debug flood on "The BEEP! Plane" - "expression trunucated to integer"
- Debug flood on "Cloudy's Jawbreaker" - "expression trunucated to integer"
- Why is there no CLSN during the startup on "Angery Rushdown"? Unlike the other hypers there is no cooldown at all, which is strange.

A very minor note, but the .txt file says "v0.8". Otherwise, this is a rather decent effort.
    

Re: Vera Trappz - Beta - ORIGINAL CHARACTER

 April 28, 2019, 03:03:21 PM View in topic context
avatar  Posted by hi-yo  in Vera Trappz - ORIGINAL CHARACTER (Started by MrPr1993 April 28, 2019, 05:01:26 AM
 Board: Your Releases, 1.0+

Some stuff I noticed:

- CLSNs need work, mainly when it comes to the attacks. A lot of them don't allow for much range/trading and have the blue perfectly overlap the red CLSN. I also feel like there are too many of the blue CLSNs in some cases (standing light kick) but this part could just be me.
- I feel like you should buff the Chompy Head in some way considering its startup and the fact that the fireball projectile does just as much damage with less startup. Maybe get rid of the fireball projectile? IDK
- Air Filler is a special and does 200 damage? It isn't that hard to pull off too nor has that much of a recovery (especially because it uses the normal throw animation). You should probably nerf the damage
- Misaligned guard hitspark on the Chomp Beam

I kinda like where it's going so far though. Neat idea.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 April 20, 2019, 05:36:19 AM View in topic context
avatar  Posted by hi-yo  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

    

Re: Good/Solid Marvel vs Style chars

 April 20, 2019, 05:13:27 AM View in topic context
avatar  Posted by hi-yo  in Good/Solid Marvel vs Style chars (Started by Koopa901 April 12, 2019, 05:58:25 PM
 Board: Requests

Off the top of my head, anything by these peeps:

Kamekaze
REDHOT
Mouser
DarkWolf13
    

Re: Why Did You Get Into MUGEN Coding?

 April 04, 2019, 11:43:46 PM View in topic context
avatar  Posted by hi-yo  in Why Did You Get Into MUGEN Coding? (Started by Nep Heart November 26, 2018, 11:45:32 AM
 Board: M.U.G.E.N Discussion

I was looking at a character once and thought "hm this seems cool but this one thing could use fixing". Which led me to doing that...and then I found another thing I could fix, then another, and another, and so on
    

Re: Character of the Month: March 2019 Nominations

 April 04, 2019, 11:32:42 PM View in topic context
avatar  Posted by hi-yo  in Character of the Month: March 2019 Nominations (Started by Jmorphman April 03, 2019, 10:50:31 PM
 Board: Contributions of the Month

Shin Akuma by GK - 3
    

Re: Character of the YEAR 2018

 February 28, 2019, 07:51:39 PM View in topic context
avatar  Posted by hi-yo  in Character of the YEAR 2018 (Started by Jmorphman February 18, 2019, 02:09:58 AM
 Board: Contributions of the Month

Castle & Ruby get my vote
    

Re: Character of the Month: January 2019 Voting

 February 28, 2019, 07:43:27 PM View in topic context
avatar  Posted by hi-yo  in Character of the Month: January 2019 Voting (Started by Jmorphman February 28, 2019, 04:28:10 AM
 Board: Contributions of the Month

Yamazaki & Ronald
    

Re: Roy (Fire Emblem) has been released by RMVGames

 February 24, 2019, 05:59:58 PM View in topic context
avatar  Posted by hi-yo  in Roy (Fire Emblem) has been released by RMVGames (Started by WlanmaniaX February 23, 2019, 01:24:38 PM
 Board: Found Releases

In addition to what the others said, the CLSNs are just...bad. On a few animations they're alright, but then most of the remaining ones look like they were done with AutoCLSN. The projectile on his hyper contains 50 CLSN1 boxes, and that's not an exaggeration either.
    

Re: Character of the Month: January 2019 Nominations

 February 22, 2019, 10:14:25 PM View in topic context
avatar  Posted by hi-yo  in Character of the Month: January 2019 Nominations (Started by Jmorphman February 10, 2019, 08:02:21 AM
 Board: Contributions of the Month

Ronald McDonald by Sennou-Room - 2
Yamazaki by Soy Sauce - 3
    

Re: Earthworm Jim (Edit) by IanMcRacoon2000

 February 17, 2019, 05:01:08 PM View in topic context
avatar  Posted by hi-yo  in Earthworm Jim (Edit) by IanMcRacoon2000 (Started by RMaster007 February 17, 2019, 01:04:44 PM
 Board: Found Releases

I'm not sure what to think of this TBH. I tested him out a little and noticed that:

- Some infinites are introduced (mainly his standing lights and mediums) because the startup and cooldown times were lowered.
- the "Snot" special is useless because its basically inferior in every way (more cooldown, more startup, less damage, etc.) to the normal blaster. I guess the only advantage is that it OTGs but even then it wont hit most opponents on the floor.
- He doesn't have any hurtboxes during the startup and ending of the "Peter Puppy Transform" hyper.
 - Which isn't that well coded anyways because if the opponent is hit with the first hit of the hyper, they fall down and won't be able to be hit by the rest of the hits.
 - I also sometimes get debug errors when its used and it hits the opponent
- Why does the Consecutive Gun Shoot hyper make him continuously lose power overtime instead of just losing power instantly? This also means if you get hit while doing this hyper, you'll still retain some power.
- IMO making his crouching hard punch launch the opponent wasnt that good of an idea because he has no super jump to follow it up with. But even then, if he did have one it would still be useless because he cant air combo
    

Re: Character of the Month: January 2019 Nominations

 February 10, 2019, 09:15:36 PM View in topic context
avatar  Posted by hi-yo  in Character of the Month: January 2019 Nominations (Started by Jmorphman February 10, 2019, 08:02:21 AM
 Board: Contributions of the Month

Carykh by Dawn de Era - 3
Celesteela by TheBestMLTBM, O illusionista, CSAvion78, WiCloud, and Aequals1 - 2
    

Re: Lou released by Gladiacloud, Beximus, Shinzankuro and Kenshiro99!

 February 03, 2019, 06:43:49 AM View in topic context
avatar  Posted by hi-yo  in Lou released by Gladiacloud, Beximus, Shinzankuro and Kenshiro99! (Started by Gladiacloud February 01, 2019, 05:25:05 PM
 Board: Your Releases, 1.0+

Is it just me or is the link to his 2nd update patch not working?
    

Re: Character of the Month: December 2018 Voting

 January 29, 2019, 02:47:52 AM View in topic context
avatar  Posted by hi-yo  in  Character of the Month: December 2018 Voting (Started by Jmorphman January 22, 2019, 06:03:00 AM
 Board: Contributions of the Month

Tenshinhan, Slenderman
    

Re: Character of the Month: December 2018 Nominations

 January 18, 2019, 12:29:22 AM View in topic context
avatar  Posted by hi-yo  in Character of the Month: December 2018 Nominations (Started by Jmorphman January 04, 2019, 03:38:41 AM
 Board: Contributions of the Month

Slenderman by Ahuron, edited by Mr.Giang - 3
    

Re: RM M.U.G.E.N Release: RM

 December 30, 2018, 05:36:03 PM View in topic context
avatar  Posted by hi-yo  in RM M.U.G.E.N Release: RM (Updated 1/11/19) (Started by RMaster007 December 24, 2018, 04:53:28 PM
 Board: Your Releases, older Mugen

Some feedback:

- Horizontally misaligned hitsparks on normals, Fast Dash Punch and all variants of Flip Kick
 - Slightly vertically misaligned hitspark on Matrix hyper
- If the opponent is at the edge of the stage and the Matrix hyper happens to be performed next to the opponent, the hyper misses for the most part
- You could raise the damage on the Sword and Matrix hypers a little
- His Mallet and Hadouken specials are flagged as normal attacks
- The Sword, Team Up, and Matrix hypers are flagged as special attacks

=============
Personal preference
=============

Why are there so many KFM moves? 3/5 of his specials (not counting variants) are very similar to KFM's, and he has a hyper similar to KFM's Smash Kung Fu Upper as well.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 October 08, 2018, 12:55:16 AM View in topic context
avatar  Posted by hi-yo  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 PM
 Board: Requests

    

Re: 2018 new CARNAGE! by PizzaHighFive

 August 11, 2018, 06:28:57 AM View in topic context
avatar  Posted by hi-yo  in 2018 new CARNAGE! by PizzaHighFive (Started by PIZZAHIGHFIVE August 09, 2018, 01:06:44 AM
 Board: Your Releases, 1.0+

Few things I noticed about him:

- CLSNs are...eh. Most of the time there's too many, sometimes they just plain disappear (jump start, C. LP) and sometimes they're way too large (s. MK)
- S. MK -3 on hit
- S. HK, C. HP, and HK really unsafe on block. Contrast to nearly all his other normals which are really safe on block
- Lots of his specials are really unsafe on block as well (for example. -39 on "axedforit1")
- "axedforit1" also whiffs at point blank range
- Why do some normals barely push back the opponent if they're not in the air?
- The level 3 does too little for a level 3 (also the animation for it is weird)

Overall, a decent attempt, but a little rough around the edges.
    

Re: Character of the Month: June 2018 Voting

 July 30, 2018, 10:19:34 PM View in topic context
avatar  Posted by hi-yo  in Character of the Month: June 2018 Voting (Started by Jmorphman July 24, 2018, 01:44:50 AM
 Board: Contributions of the Month

Bootleg Ryu and Trouble Man Pt. 2