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Messages by DauntlessMonk7

    

Re: Heavy D/Based on POTS Geese

 July 01, 2022, 05:15:53 AM View in topic context
 Posted by DauntlessMonk7  in Heavy D/Based on POTS Geese (Started by BurningSoul June 30, 2022, 08:53:48 PM
 Board: Your Releases, 1.0+

[youtube]https://www.youtube.com/watch?v=jvLKGopGtuk[/youtube]
I have recoded Heavy D using PrimeSc's version as a base
as usual Run,Dodge/Roll,Parry,Power Charge,LV1,LV2,LV3 Supers,High Jump
https://1drv.ms/u/s!AispdDQgkFaaoQUGTy4tR03RYE0j?e=bE07qO

-Parry hitboxes seem misaligned
-EX QCB+P can be done with MP only instead of 2P
-EX QCF+P still plays the follow-up voice clip at the end despite the follow-up not playing

Will update post with any other bugs I find, but overall it seems good so far.
    

Re: 2022 Character Updates (latest June 11th)

 June 26, 2022, 07:51:09 PM View in topic context
 Posted by DauntlessMonk7  in 2022 Character Updates (latest June 11th) (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

It's probably not the kind of shortcut you're thinking about. It's just some CMD tricks that make some moves easier to perform, especially on a keyboard. And it's not just Geese.

Ah, ok. Still sounds pretty cool, though.
    

Re: 2022 Character Updates (latest June 11th)

 June 26, 2022, 03:51:46 PM View in topic context
 Posted by DauntlessMonk7  in 2022 Character Updates (latest June 11th) (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

EDIT: HOLY SHIT I JUST NOTICED YOU ADDED THE SHORTCUTS let's say Geese's dash grab thing on the legs, sorry im horrible with names.
Now I can do it with fwd,dwn,back. Awesome.

Wait, Geese has shortcut commands now? Are those in the .CMD file?
    

Re: [OHMSBY Thread]: Ruby quick update (06/01/22)

 June 03, 2022, 06:38:55 PM View in topic context
 Posted by DauntlessMonk7  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Also, Kirby’s Crash Exceed Accel looks really cool. One question, though:
Are Terumi & Azreal getting new supers, since the QCB supers they have now are basically their Exceed Accels in source?

In case like these, their exceed accels will either be supers that they had previously and don't currently have, or they will get new exceed accels entirely.

Ah, sounds good, thank you, OHMSBY. ^w^

If it’s alright for me to ask, are there any tentative plans for characters besides Kirby to get any new/reworked moves/mechanics with the update, other than their Exceed Accels?
    

Re: [OHMSBY Thread]: Marx + 2 others updated (05/24/22)

 June 01, 2022, 08:22:58 PM View in topic context
 Posted by DauntlessMonk7  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

So Kirby is getting two new copy abilities to go along with the new system update: Tornado and Ranger.

So that means I'm going to need some Characters to add as triggers for these two new abilities, and the existing list of triggers will likely have to be rearranged as well.

If any of you have suggestions for characters that would give Kirby either the Tornado or Ranger abilities, please let me know.


In terms of Tornado, I think a few characters that would be good for that are Joe Higashi, B.Jenet, and Goenitz, since they all have wind specials as part of their move-sets.

Not sure about Ranger, though. Maybe Dante & Deadpool?

Also, Kirby’s Crash Exceed Accel looks really cool. One question, though:
Are Terumi & Azreal getting new supers, since the QCB supers they have now are basically their Exceed Accels in source?
    

Re: [OHMSBY Thread]: Marx + Marx's Stage released (05/22/22)

 May 23, 2022, 02:49:52 AM View in topic context
 Posted by DauntlessMonk7  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

Marx has been released along with his stage.

Marx is pretty good, OHSMBY. Really difficult, too.
I did notice something when trying to fight him with Vans's Omega Rugal, though:
After lands a physical hit, the rest of his attacks can't hit Marx.
I think it's more an issue with the KOF WLS system Vans uses, though.
I had a similar issue with Kamekaze's Omega Rugal.
Still, I wanted to point it out.
    

Re: MUGEN Video thread

 May 21, 2022, 11:18:24 PM View in topic context
 Posted by DauntlessMonk7  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

Here's Marx:
[youtube]https://youtu.be/xrsvqtPjKQQ[/youtube]

Ah, Marx is looking good. ^w^
Although I am wondering one thing: When Marx loses all his health and he reverts back into his normal form,
is there a set time limit you have to hit him by before he does a final attack or turns back into his boss form?

Or is the fight basically over when he loses all his health?

Spoiler, click to toggle visibilty

    

Re: King of Fighters XV sound and image rips(Update 3: Team Southtown)

 May 21, 2022, 07:31:25 PM View in topic context
 Posted by DauntlessMonk7  in King of Fighters XV sound and image rips(Update 3: Team Southtown) (Started by miner600 February 28, 2022, 06:16:46 PM
 Board: Resource Releases

Added Team Southtown sounds, images later.

Ah, this is good work. ^w^
By the way, wanted to ask real quick: does this have all the special win quotes the characters have in Story/VS?
    

Re: eiji by "Koopa901" retouched sff

 May 08, 2022, 09:00:11 PM View in topic context
 Posted by DauntlessMonk7  in eiji by "Koopa901" retouched sff  (Started by dampir May 08, 2022, 05:35:59 PM
 Board: Edits & Addons 1.0+

Can't remember well, but if any. If Someone nerd those i can make them
Ho right this Is xi's version

Ah, ok, I asked because I looked in the readme, and I didn’t see those moves listed in it.

Oh nice!!
I'm not sure to know this "fixed by giovannisky" version.
What have been changed!
Good to see how you can upgrade your work!

Truth be told, I cannot say I remember hearing about an author named Giovannisky before.
Though yeah, the sprites look great.
    

Re: eiji by "Koopa901" retouched sff

 May 08, 2022, 08:19:03 PM View in topic context
 Posted by DauntlessMonk7  in eiji by "Koopa901" retouched sff  (Started by dampir May 08, 2022, 05:35:59 PM
 Board: Edits & Addons 1.0+

Oh, this looks good, I’ll have to test it later.
One early question, though: does this SFF have sprites for Eiji’s LDM from KOF XI, or his knife/kunai throw air special from 98UM?
    

Re: DM7's Edit Release Thread (Current: Geese Howard By Phantom Of The Server)

 May 01, 2022, 05:21:52 PM View in topic context

Oh hey, I forgot to post in this forum for like 3 months.
...I really need to do a better job at that. =/
So... Anyways, I have been working sporadically on Geese, it's just that I have been really super busy that you would not believe.

That, and I also started like 10 other edits without finishing this one yet first, which isn't really something I should probably be doing.
Basically, I've been trying to rethink & finalize movesets for each of Geese's 3 normal modes, as well as figuring out what I'd want to do for a Nightmare/Boss mode.
I thought about giving Nightmare mode its own mechanics separate from the regular modes, but that'll depend on how well I can implement them without overcomplicating things.

I've already had to scrap/rework a couple of mechanics already, such as my previously planned Max Excel mechanic.
That said, I have been making lots of progress on him, and I hope to share an updated version soon.
    

Re: [OHMSBY Thread]: Merkava Released (04/17/22)

 May 01, 2022, 03:35:37 AM View in topic context
 Posted by DauntlessMonk7  in [OHMSBY Thread]: Aoko Released + EXA Update for 26 Characters (06/19/22) (Started by OHMSBY August 09, 2020, 05:26:17 AM
 Board: Your Releases, 1.0+

He's specifically designed to be an AI controlled Boss, but he will be playable.

That sounds cool. What plans do you have for his boss-like status in terms of mechanics?
I saw that apparently, he doesn't have the Burst icon anywhere, so I'm assuming he can't use Burst/Ultra Burst, but what about stuff like dodging, EX Moves, regular supers, etc?
    

Re: Akuma idea thread

 April 18, 2022, 06:30:59 PM View in topic context
 Posted by DauntlessMonk7  in Akuma idea thread (Started by RedDragonCats17 April 16, 2022, 10:24:36 PM
 Board: Idea Engineering

Normal Akuma

Normal Akuma uses mostly SFA, SF3, SF4, and SFxTK moves with SF4 grabs. His EX Zanku Hadoken recoils him, however. His normal Shun Goku Satsu is based on the SF5 version, while the EX version is based on SF4 with the 4 kanji. He has Demon Armageddon as his rage move.

Shin Akuma

Shin Akuma has a few differences. His EX Zanku Hadoken is the Tenma Gozanku from his normal form, which as a super move is replaced with the MvC version. His Mesatsu Gou Hadou is replaced with the Agyo version from UMvC3. I would like to find more traits that will make Shin Akuma more

Oni

Oni has a combination of Shin Akuma's moves, normal Akuma's moves, and his own moves from SSF4 and Asura's Wrath. His Shun Goku Satsu is changed. Instead of Oni grabbing them and the screen going black, he instead either grabs them by the face or chokes them, and a beam of light rises from the ground much like Raven’s Instant Kill from Guilty Gear Xrd. If you managed to kill the opponent with the Shun Goku Satsu, they will still be in front of Oni, however the top of his gi is gone, and his gloves and prayer beads are gone, reminiscent to his actual design. Currently that's the only change I've got for Oni to display his power, I'm open for suggestions. His rage move is Tenchi Sokaigen.

What do you guys think of it so far? This is all I can come up with right now.

Those sound pretty good, Red.
    

Re: How do i change DM7's Geese Ex moves meter cost?

 March 15, 2022, 01:56:40 AM View in topic context
 Posted by DauntlessMonk7  in How do i change DM7's Geese Ex moves meter cost? (Started by snowy997 March 14, 2022, 10:36:26 PM
 Board: M.U.G.E.N Development Help

Oh i changed only in the commands. That's why it didn't work. Thanks.

You’re very welcome. ^w^
I’ve got a lot of plans/changes lined up for him in order to make him feel different from POTS Geese, though he’ll still remain mostly true to the source. I hope you enjoy him when I eventually manage to get the update out.
    

Re: How do i change DM7's Geese Ex moves meter cost?

 March 14, 2022, 11:19:28 PM View in topic context
 Posted by DauntlessMonk7  in How do i change DM7's Geese Ex moves meter cost? (Started by snowy997 March 14, 2022, 10:36:26 PM
 Board: M.U.G.E.N Development Help

I would like to know how to change the meter cost for DM7 Geese's EX Moves, since they use 1 meter unlike every single other POTS-styled character out there which uses half the meter.

Hey Snowy, all you need to do is go into the the EX move’s state code & command files & change -1000 to -500. It’s a pretty simple change.

Although one thing I should note is that Geese is pretty outdated & I plan on updating it eventually.
    

Re: Ash Crimson Released 08/03/2022

 March 09, 2022, 12:31:38 AM View in topic context
 Posted by DauntlessMonk7  in Ash Crimson Released 08/03/2022 (Started by Koop March 08, 2022, 06:51:38 PM
 Board: Your Releases, 1.0+

    

Re: Unpopular Opinions we have (Non-Political)

 March 08, 2022, 06:36:34 PM View in topic context
 Posted by DauntlessMonk7  in Unpopular Opinions we have (Non-Political) (Started by Dumanios September 06, 2016, 07:34:31 PM
 Board: All That's Left

MI tried so hard for their design, hair ornaments , highlights , belts and weird leg wears. every single MI character has that in their design.

kof ex had better character designs that actually fit in kof.

That's kinda the thing, isn't it? OG companies were known for trying so many crazy things in the past, and then they seem to play so overly safe nowadays...

KoF EX had some really cool character designs, and story premise (alternate turn of events after the Orochi saga). I guess it never got a chance to sand out on it's own due to the 2 games in the saga being essentially half-ports of KoF '99 and 2000; and the fact that fighting games on the GBA were never that popular, to begin with.

Yeah, I think if KOF EX was a subseries that started out on the Neo Geo Pocket Color & one that was more unique compared to the NESTS saga (more specifically 99 & 2000), I think it'd be remembered more fondly, and might have gone on for longer. Like maybe have Geese (or some other established KOF/SNK antagonist) find a weakened Kyo & Iori after 97 and steal the Sacred Treasures for himself and setting himself as the antagonist/boss of the first game (as opposed to him trying to use KOF to get to Iori like in the GBA KOF EX1), and giving Kyo & Iori more unique movesets compared to the Orochi/NESTS sagas, kind of like what they did for Iori in XIII, stuff like that. Not necessarily getting rid of K' & the NESTS saga characters, mind you, but just making EX set itself more apart from the other KOF games.
    

Re: Unpopular Opinions we have (Non-Political)

 March 06, 2022, 03:19:55 AM View in topic context
 Posted by DauntlessMonk7  in Unpopular Opinions we have (Non-Political) (Started by Dumanios September 06, 2016, 07:34:31 PM
 Board: All That's Left

And now, DM7's unpopular opinions:

- Mega Man 4-6 is the true Mega Man NES trilogy for me.
I think Mega Man 1-3 have aged really poorly, especially the first 2.

- On top of that, I actually enjoyed Mega Man 2 on GB more than 2 on NES (& possibly 3 on NES as well, though I kind of go back & forth on that),
since I felt it mixed most of the good parts of 2 & 3 on NES & took out a lot of the obnoxious parts/bosses where you needed a special weapon with limited energy, & most likely where you needed to farm for energy for it in order to progress. Yeah, Quint & his weapon aren't that great, but at least they tried to make him stick out, and at least you could actually defeat him & the final boss with your standard buster, unlike in 2 on NES where you needed the Bubble Lead in order to defeat it. The NES version's music is way better though, but even then, I think that's more of the high pitch on the GB version, rather than the melodies.

- Honestly, I think a lot of the NES games just haven't really aged that well, from what I've played/heard. A lot of the games just seem really frustrating to go back to these days (with a few exceptions such as Mario 3, Kirby's Adventure, etc.), and as such, I had no interest in getting the NES Classic at all, especially considering how poor a lot of the game choices were to me (games like Donkey Kong, & are short & control poorly, and Simon's Quest just seemed like a confusing mess), which is why I got the Genesis Mini since it felt like it struck a good balance between quality & quantity.

I do think the SNES Classic has a much better game lineup, but I don't really have much desire to get that since most of those games are still on the eShop & in some compilations. (Also I know this is probably to help save storage space on the SNES Classic, as well as the latter game being smaller & more iconic than the former, but I'd personally rather have Street Fighter Alpha 2 on SNES than Street Fighter 2.

- On that topic, I like Street Fighter 2, but it feels really basic & not really that entertaining compared to the rest of the series, especially with the earlier iterations. Though part of that was probably just me starting the series with SF3, SF Zero, SF4, etc. I do think Super Turbo & USF2 have helped made it more interesting, but even then I'd rather play the later games.

- On top of that, I've always kind of thought the PS1 Classic was a better dealt than the NES Classic, even with the issues with the PAL ROMs & stuff like that. Sure, I'd rather have stuff like Rayman 2, Abe's Exodus, and Destruction Derby 2 than the 1st games in those series, but even then the games on the PS1 Classic seem like they're a lot better & more fleshed out than most of the fluff on the NES Classic, such as Puzzle Fighter, Ridge Racer R4, Tekken 3, Final Fantasy 7, Resident Evil, Metal Gear Solid, etc.

- I don't really care for Mortal Kombat. The fighting engine is kind of bleh, I'm not really all that into the horror/action characters they have as guests, and while I do like how they have so many nods to the classic ones in the modern games, most of the Fatalities in the series are just gross, and I never really bother with them because of that, especially since you can't even do most of them in an actual fight, unlike Zetsumi in Samurai Shodown or Astral's in Blazblue.
(Also the most recent games apparently butcher most of the characters, such as making Sindel a really one-dimensional villain, but I can't really comment on that very much since I haven't seen the story yet.)

- I very much enjoy CVS2... except I also don't quite think it's really the game it should have been, since a lot of the cast ether reuse a lot of animations or have moves from the source material cut out, such as Geese's Rashomon, Terry's Power Charge/Fire Kick, and so on. I'm not really a fan of all the grinding in Match of the Millenium, but I do think it represents the characters & their movesets from the source better (except maybe Yuri being based more on EX Yuri from KOF 98 without a whole lot of specials, but even then I do think she still plays well & she does have 3 supers in addition to her Shin Shoryuken Max Super, which she didn't have in CVS2).
...Although both of those are a lot better than SVC Chaos.

- This is probably mostly because I don't really care all that much about Marvel, & because I played way too much of Blazblue, Under Night, Arcana Heart, etc. before it came out, but I personally think BBTag is better than Marvel VS Capcom. Even with the simplified & cutdown movesets, I think the characters and mechanics are handled & balanced a lot better in this game (although I do think Makoto should have Space Counter as a 22+X special), even with Ruby/Gordeau & Yumi/Adachi, where in something like MVC2, there's a lot of infinites that are pretty much next to impossible to get out of, such as juggling with Magneto & Thanos's bubble loops, where BBTag does have ways to try to take the sting out of them, such as with cross burst & with strict damage dampening. Infinite's a lot better gameplay-wise, but the bleh-looking graphics & lack of characters definitely hurt it compared to other games.

- The PS4 just felt like a huge downgrade to me compared to the PS3, namely without the PS1 games, any sort of backwards compatibility at all, as even later model PS3's lets you play PS1 discs, as that's how I've played through Crash 2 before I got the digital version on PSN, while PS4 only lets you play certain PS3 games via the PS Now streaming service, online play being locked behind PS+ where it's free on PS3/Vita/Steam & much cheaper on Switch (even though I'd still rather not pay for NSO, but that's another story), and so on.
Honestly, I only really got into my PS4 more after I got my Vita & was able to do near-flawless Remote Play with it. And then the PS5 is basically a PS4 Pro which takes that out in favor of the really poorly running mobile Remote Play, which is ultimately what lead me to want an Xbox Series X instead, despite really wanting to play Astro's Playroom.

- For me, Amy's levels are the best part of Sonic Adventure gameplay-wise (right after Sonic himself, of course), and if Sonic Adventure does get remade, I hope she gets more levels than just the 3 she already has.

- Super Mario 64 DS's extra content & playable characters make the game a lot better, even with the d-pad controls.

- Crash 2 is a fine game, though I personally find it really frustrating with how much less forgiving it is compared to stuff like 3D Mario & Sonic, and I'm also a big supporter of not N.Gin's boss fight taking away the ability to crouch & slide in favor of throwing Wumpa Fruit for no real good reason when it could have been mapped to the R1 button.

- While I think KOF 98's the best KOF game on the Neo Geo hardware, I actually think the NESTS Collection is much more worthwhile to go back to, even for those who already have 2002 UM, namely thanks to the Strikers & Counter/Armor Modes from 99 & 2000, as well as the extra puzzle modes in the DC/PS2 versions. By contrast, there's not really a whole lot of reason to go back to the Orochi Saga games other than the story if you already have 98 UM, since gameplay-wise that has pretty much everything from those games.

- KOF MI2/Regulation A is great, though Regulation A gets the edge thanks to its additional moves/balance tweaks.

- And while physical/boxed copies are great to hold & display on shelves, I mainly buy digital most of the time these days because I think it's a lot easier & cheaper to get a hold of games, especially since most of them come with a digital conversion of the physical manual anyway.

That's pretty much all I got so far, though I'll add more when I think of it.
    

Re: DIO release (3/2/21)

 March 03, 2022, 10:31:43 PM View in topic context
 Posted by DauntlessMonk7  in DIO release (3/2/22) (Started by JtheSaltyy March 03, 2022, 07:01:23 AM
 Board: Your Releases, 1.0+

It's a game mechanic from JoJo's turned into a super. It lets you program the Stand to do a sequence of attacks on its own. Try inputting A, B, C during the super pause.

Ahhh, I see it now. Still seems kind of odd with how abruptly it disappears during the move, but I get how it works now.
Thank you, POTS. ^w^
    

Re: DIO release (3/2/21)

 March 03, 2022, 09:54:15 PM View in topic context
 Posted by DauntlessMonk7  in DIO release (3/2/22) (Started by JtheSaltyy March 03, 2022, 07:01:23 AM
 Board: Your Releases, 1.0+

DIO Release (3/2/21)
i decided to just release him already since i had him sitting there in my chars folder for long enough, idk what bugs it has but it'll definitely have some, i just haven't found any that break the char entirely. i'll go fix them if there are any found outside of my testing.

Pretty cool stuff, though I do have one question: What is QCBx2+K supposed to do? It does the Jojo super flash, but then the World just flies a short distance & doesn't really do anything, from what I can tell.