Posted by KarmaCharizard in Iori updated (08/18/2019) (Started by KarmaCharizard August 15, 2019, 07:35:44 PM
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
Thanks y'all for the support.
Found a small issue regarding Iori's intro with Dictator. I was using EX Iori instead of the main one, added your current name into Vega's intro states against him and the Vega's intro still did not play against him. Turns out the author name was wrong and the def files for his 3 separate forms are still using the old one. Why did you still leave them for those ones? You don't need 3 different author names of the same person just for the same character to play. Please tell me this isn't intentional and one of your "gimmicks" too.
Found this too.I thought that this was from the spriteset, but I'll check it out with akomaniac rips!Spoiler, click to toggle visibiltyThis is veryyy nitpicky though.
Thanks for the updates !
Well yeah while applying the correct triggers for the special intro into Froz's Dictator I remembered that I edited the character heavily before. I revamped his whole air to have accurate hitboxes and his movement is 100% loyal to CvS2. For a second I thought of releasing a patch with the changes I made but right now my plan is to edit the character on a larger scale (like Jmorphman's Ryo or Eagle) so it feels modern in terms of gameplay. I have plans to do the same thing for Chazzanova's Haohmaru in some future.At some point I'll release a patch for Froz's Vega for the special intro a couple of edits I need to finish.
English mix-up? What are these "couple of edits"? I can't contain my excitement.
Orochi Iori still has the issue to where, if he's KOd by a move that causes a stumble KO, he can attack before he falls.
Dunno why but I expected a Shermie, maybe it's just becuase you said you thought about making one in your WIP thread or your Avatar because you had a Blanka plush one when you were developing Blanka.It was a bait haha.
- Is there any reason for an EX Kuzukaze, becuase there isn't any noticeable difference compared to the normal one.- Yes, stuns enemy for longer and has startup invincibility.
- Shouldn't there be a combo from Tsumagushi into Aoi Hana?- No, I mean yes but no. There's games like XIV where you can Tsumagushi into Aoi Hana, but in SvC: Chaos you can't do that in favour of the move gaining projectile autoguard. In SvC the move is quite good because of that.
- The flame explosion at the end of the LVL1 Ya Otome when connected to Iori himself comes out a bit too late.- I get what you saying, but it's like that on source.
- The Flame pillar comes out too soon during the San Shingi no Ni.- Fixed.
- Why not add the grunts from SVC Chaos during the Chi no Bousou.- Wooops, fixed.
- Some non-CVS2 samples are a bit too quiet.- Is there any way to fix that from code? If not, do you happen to know any sound editor to have the samples in an homogeneous volume? I'm interested on solving this issue but I don't have the knowledge just yet.
- Shouldn't the Ya Sakazuki travel until it hits the player, or is that just a buff for other versions of this guy? Speaking of, the AI using it could be better, maybe after blocking or far away where he'll release when the enemy comes close? I tested it against Jmm's Kyo and he kept doing it up close where he'd be vulnerable to sweep kicks and other such moves.- If THINK it goes full screen un 2k3. And in '98 the small projectile travels distance depending on button pressed. Of course this is coded to match CvS2, where the move behaves as programmed. Not gonna lie: Iori's lvl 1 supers (normal mode) are not that strong because they're not that strong in source. Ofc is compensated by the agressive rushdown game that it has going for when close. And yes, AI overall needs tweaking tho if I have to be honest, he should not use lvl 1 Ya Sakazuki at all.
I appreciate the hard work on your chars, keep going with the good stuff!
Holly hell that Iori is awesome ! Good job !- Yes it should. Fixed.
I really like the attention to details, the DF kick hyper for EX Iori behaves exactly as in the kof games.
The rekas being slower as well, they look exactly like CVS2 from what I can tell and it easier to follow up. great stuff.
Is it me or the hyper orb should be on his other arm ?Spoiler, click to toggle visibilty
Nitpicks aside, awesome release !
Tested for a while, can't tell anything wrong about the gameplay & aesthetics. The only thing I think is worth mention (and you can ignore if you want, it's just my opinion) is Orochi Iori have his defense too low. It is probably like that in CvS2 as the playable bosses have low defense, but consider having this only for when controlled by the player, similar to what I did with my Shin Akuma, it feels more like you're playing a boss char.
Now for comments, great release, wasn't expecting you'd come with Iori. The accuracy to source in your chars is insane. Thank you for sharing!
Kind of agree with O. Iori's defense being a little low (especially since his attack is weaker than normal Iori, as per source). But, I just figure high risk high reward, since he is faster. I'm sort of on the fence for this one.I mean yeah the movement buff is huge when considering how agressive Iori is when close, mainly because of the command grab.
Forgot to mention earlier, he still needs a better damage damper. 127 Shiki: Aoi Hana, for example, doesn't start getting hit with a dampener unless there's at least a 4-hit combo before it (6-hit combo if all 3 hits are to be dampened). Right now, I can do the following:I hear you on this one, and I still have issues with the damage dampener for EX Aoi Hana. I fixed it and by now the 569 combo is doing 425 (and the 477 is doing 371). Right now the dampener kicks as soon as Iori hits the launcher on Aoi Hana (being consistent with Jmorphman's combo extenders). I might just have it kicking when in Aoi Hana after 3 hitcounts.
J.HP -> LP -> C.HP -> EX 127 Shiki: Aoi Hana -> 108 Shiki: Yami Barai -> EX 212 Shiki: Kototsuki In = 569 damage. That's pretty good for 1 bar of meter.
Even a simpler one J.HP -> C.HP -> EX 127 Shiki: Aoi Hana -> 108 Shiki: Yami Barai = 477 is done with just 1/2 a bar of meter.
A minor issue, but I find it odd you haven't changed the author's name on the def to your newer spelling for Blanka and Genjiro (One has the opposite spelling and the other one as well but with a space in it). You should keep it the same so it's consistent for special intros and such. I remember DeathScythe saying he wants to make an special intro against Blanka on his Ingrid and would suck if it turned out different, causing the intro to not play.Hahaha, but it's my gimmick. When I got better at detecting p2 position I'll code the intro and pass it to him so there's no deal.
-No Intro clip for Iori in his intro vs Dictator? I'd say add an extra state for that intro so you get that feel.- What do you mean by intro clip? You reminded me that I did not posted the intro patch for Froz's Dictator!
-Why does EX 100 Shiki: Oniyaki do 98 damage? Shouldn't it be 84?- For me is doing 154, weird. Any context?
-I assume the hitbox for the beginning of 311 Shiki: Tsumagushi is a point for distance or something?- Nope, is for the ReversalDef. In SvC: Chaos he has an autoguard hitbox that destroy projectiles when in the air. But I just noticed I fucked up the reversal.attr so the move is not working as it should haha.
-If an opponent hits Iori while he's in Chi no Bousou really close, it cause them to spaz out, moving left and right until the slash part actually begins.- Thanks for pointing this out, this is the one bug I can't seem to fix rn. But working on it.
-All of the gethit parts are the Normal versions. If you want to look at my code at what I did for mine, you can do so. It gets most of the problems out (besides custom hits, so you may want to make a separate SFF just for Orochi mode if you want a separate slot for him. I know it takes up a good chunk of bytes, but I'd say it's worth it.- I don't have problems with using codes from other people but I avoid doing it if I don't understand the code itself. The main problem right now is that I don't seem to get how to override states that are hard coded into the engine. alternate .sff is not worth it IMO, tho the sprites (and the animations) are there so it's just changing the values on the .air.
-Medium Punch into Ge Shiki: Goufu In "Shinigame" makes him go back into Normal mode, then back into Orochi mode.- Good find, fixed.
-San Shingi no Ni should have some weight into it. Some EnvShakes should do the trick. Also, it should make the opponent fly farther than just right in front of him.- I feel you, but having EnvShakes before the final explosion makes the final explosion less impactful. I still dunno how I'll tackle the visuals on this move. For the moment I'll keep it as it is. Fixed the vels.
-Same issue as San Shingi no NI for Ura 316 Shiki: Saika. The last part should make them fly instead of just going down.- Fixed.
-Only the first part activates the final part of the Ura 1207 Shiki: Yamisogi according to KoF XIII.- Is a mix of his 2k version with his XIII version. On 2000 he does the whole thing.
-Why does Ura 1029 Shiki: Homurabotogi make him fly so high up? It just makes the move similar to M. Bison's Psycho Punisher from SFIV, It should be him going forward until he lands on the ground.- While the visuals on the success part of Homurabotogi are from XIII, the attempt part is actually based on Chi no Bousou from NGBC. This is because I think that Homurabotogi was nerfed to be way too telegraphed on XIII. Besides, I can actually get data from NGBC due to the tool made by Vans, but I can't get anything from XIII.
You did well, and made me realize I should update my own Iori sometime.You should! Thanks for the feedback. I might PM you soon about a proposal.
I'm not sure of what Ryu are you talking about, but if it's POTS, you should download akomaniac's sprite rips and re-align his .sff to be visually accurate with the CvS2 hitboxes. If it isn't POTS you should double check aswell. Neat iniciative, looking foward.
I finally managed to correctly implement the explod buffer to Ryu(I think)
I am trying to port his CVS2 hitboxes and ill be releasing the tune up.
Okay, I took your advice into consideration. Have in mind that characters like Jmorphman's Demitri do have standing attacks where he leaves the ground (s.MK, s.HK, and I think his throw too?) and he did not add any landng vfxs to those normals. I tried it out with Blanka anyway and I must admit that it looks better with landing effect. So they are in, thanks for the suggestion. Oh but they look horrible with the throw animation, so only or the discussed normals.- You're actually wrong about this. You can pause this animations frame by frame in CvS2 and they do not have landing effects.Actually, that was on purpose. I do not consider any detail or aesthetics for accuracy to the source game. It's a personal preference to make the character nice and clean as possible. I'm not using CvS2 as a source as I already know that the aesthetics in there are really bad. I do think you should make the gameplay accurate to it, but not the effects as it's one of the worst looking games Capcom has ever done. This is supposed to be a PotS style character, not a CvS2 style one.
The Delta command is still difficult. I've only gotten it about 2-3 times over the course of around 5 minutes of constantly trying it.I really don't want this to come off as some garbage "git gud" comment but you just need to practice the command. If you are somehow pulling a LVL1/2 while trying to do Shout of Earth it's because you're not following the instructions properly. Why do I know this? Because with the buffering system that mimics SOCD cleaning, you can't actually do BFBF supers like Direct Lightning while holding down. If you're pulling a Direct Lightning while trying to do Delta it's because you released down. Maybe my explanation wasn't clear enough:
DB -> tap F, U doesn't work the way I hoped. It's like the Easy Command given to Jmm's chars but super-strict.
Also, consistency because it's weird not having an easy command on one char.
EDIT: Getting the hang of it when comparing it to Jmm's Guile but still tough, some times I somehow do his LVL1/2 Supers.
And I think the Electric Hitsound problem comes out of it being too quiet, it's quite muffled and it's barely noticable during his supers.
Finally, is the 3P Shout of Earth supposed to do tiny damage? I checked USF4 for reference and it did good damage when it hit.Good catch, I fucked it up while changing it only to hit air opponents. Now the move can hit fall opponents and does the damage it's supposed to.
Some feedback for Blanka:- Fixed.
- I was hit during Anti-Ground Lvl3 super - the move was interrupted but the FX didn't disappear.
- Palette Guide for Jmorphman's Benimaru is still present in Palettes folder.- Woops.
Ok it might just be channel stuff because I didn't hear it with the sounds you deleted.No
Great job man. Very much looking forward to future projects from you.- I'm working on a super ambitious project right now. It's a little bit overwhelming for me to do it so I might put him on hold. But expect some things from me in the future. Thanks for all the support, for real.
i'm really liking blanka's level 3 portrait it looks pretty cool- I forgot to credit the original artist of the artwork but he's Calvin Chua. You should check his stuff out.
- Wild fang doesn't have "mash buttons to do more damage" thing? I'm used to throws like this having to mash buttons, not sure if you didn't make it intentionally and I don't know how it is in the source...- You're right, he can actually mash buttons for extra damage on CvS2. I removed this feature since they removed it on for SF4 and it's a little bit redundant.
Also, would you like to add a special intro against my Ingrid? They have two possible special intros in Street Fighter Alpha 3 MAX.- For the next update, yes! Of course! Tbh I did not know he had an special intro in SFA3MAX. I'm only tried Blanka of regular SFA3 where Ingrid is not present.
All of your winquotes are from Jmorphman's Guile.- I'm pretty sure they're not from Guile and I think I added a couple winquotes to a list that you posted. But I actually forgot to program the specific winquotes and only the first 10 were being used.Spoiler: Here you go (click to see content)
-Close WK, close MK, and the standing HK has no landing effect.- You're actually wrong about this. You can pause this animations frame by frame in CvS2 and they do not have landing effects.
-The throw animation where he misses doesn't have a landing effect.
-Vertical Roll has no swing sound during the kick.
The gameplay is fine, but the aesthetics is lacking in certain parts. A landing effect should be present when both of the character's feet leaves the floor. The only exception where it's not needed is when only one foot leaves the floor.
-All of his Rolling specials and supers has no swing sounds while he rolls (Thought it would sound better with them).- But you're right about this. Added.
- This is just me, but PLEASE, make an alternate command for both lvl3 supers. :cry:
Also, it's hard to do the Level 3's. I suggest Jmorph's Guile or Joe Higashi for a more simpler way to do it.
Love what you did with Blanka, nice work bro.Also, it's hard to do the Level 3's.
This. Sadly i ain't got'em too.
~48$DB, $DF, $DB, $U
It would be kind of funny if that's all it took for Ohgaki to stop releasing his pedobait originally sprited characters.This should not be a thread about ohgaki producing pedo bait but whatever
I couldn't care less if he flips his shit over an edit. You should be more concerned with the fact you want to attach your name to... that. Like am I taking crazy pills here? am I the only one that thinks that shit is super fucking creepy?
But seriously I'm pretty sure that having Ohgakis Chi-Chi on your hard drive counts as a felony in my country.
Mugen is about making stuff for the players. NOT for the creators.No shit you characters are so bad
It appears you've missed the Test Edit about the sounds. Edit: Nvm you did, there are Electric Sounds coming out of Blanka, and there's no sound that occurs when the Opponent is hit, when I used the Electric Thunder. For the other moves, maybe the Hit sounds is a bit too quiet or strong.I don't really know what to tell you
Maybe you could put a DB D DF F UF like Jmm did for his Guile and Chun-Li, it's kinda inconsistent to not include it when they did.Just wait for me to apply SOCD cleaning. Jmorphman's buffering system is based on CPS3 which is why delta inputs are so damn hard to do. Capcom thought about it and applied SOCD cleaning for keyboard users in SFIV and it just works.
- Is it possible to use one of the lighting bolt graphics for Shout of Earth (anti-ground) and turn it vertical for Shout of Earth (anti-air). It still looks off for Shout of Earth (anti-air)'s vertical hitbox, but no visual representation for it.Didn't think about it. If by the time I updated Blanka I still don't get fxs closer to SF4, I'll try.
- Is it me, or is his jumping HK's hotbox a tad small? I would think it would extend to the end of his anklets.It is small indeed, comes from CvS2. I might extend the hitbox to match SF4.
- Cosmetic question, but why have Gen-an disappear only when Blanka's hit. Shouldn't he vanish before the round starts, or stay the whole round?I was trying to go for having the corpse on the ground just like Gouki intro, but I might make him vanish as it's kinda annoying for me too.