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Messages by Virtua Richie (kenmasters2812)

    

Re: Dudley by Buckus

 December 10, 2021, 12:35:04 pm View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 pm
 Board: Edits & Addons 1.0+

Minor Update:
Hitdef parameters were reviewed, somehow resulting in a reduction of the unintended dampening of dudley's Lv.3.
I'm not sure how that's even happened or why the above is even a factor, so I'm still looking into it

this is how damage is looking now,

https://streamable.com/1qne8j

Since Dudley finally got another update, here's some feedback I found after testing:
...

Cheers ZS
updates around aesthetics + your feedback still to come, possibly prioritizing the reconstruction of some of the CLSNs

download here:
https://drive.google.com/file/d/1xBT4I1e0KQ43AYo4-b3Y4MQLA5X-elxL/view?usp=sharing


    

Re: Dudley by Buckus

 November 30, 2021, 12:16:54 pm View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 pm
 Board: Edits & Addons 1.0+

I've already alerted Mete about these, but I'll post these here just in case you (Ken) haven't seen them:

1. The Coat during the 191 Intro is missing because it isn't set to group 10191 in the anim. A cloth sound when he throws it off would also be nice to have.
2. I'm not keen on the Health Loss during normal (not the EX) Cross Counter. I know it was a thing in SF3, but it makes it too much of a risk compared to the likes of Geese or Rock's counters.

I also noticed that it's strangely difficult to cancel out of the LP>MP target combo into Machine Gun Blow, and I haven't managed to cancel into the EX version.
It's also kinda odd the Stand MK isn't a cancel.

This is definitely the best Dudley has been though. Would you be interested if I joined the editing crew?

1. forgot to look into this cause tbh, cause I got tunnel visioned into focusing on Solid's feedback. next update then.
2. I kind of agree actually... seems a little unintuitive from a fighting game perspective, but makes sense from an actual boxing perspective. I reckon if we go the geese/rock route should probably give him the same active window as the Howards' counters

the target combo FW+LP,MP is cancelable but not LP,MP, you need to do the full combo LP,MP,MK and then you can special cancel, which is the only time you can cancel out of MK - same as 3S. At one point I was considering having any medium cancelable at any part of the target combo

If you want to join in, I'm all for it! I don't think Mete would object :D

 

    

Re: Dudley by Buckus

 November 30, 2021, 04:31:23 am View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 pm
 Board: Edits & Addons 1.0+

Cheers Akito:

That's a fairly big oopsie we all somehow missed. Here's an update with the Super Finish FX fix, the file cleanup I mentioned, and a fix for a couple of other issues:

- 2 hitdefs in normal.st that were missing dampener vars
- corrected x velocity in final hit of machinegun blow

Download from this G-Drive mirror for now, link will be removed when 1st post is updated:

https://drive.google.com/file/d/1xBT4I1e0KQ43AYo4-b3Y4MQLA5X-elxL/view?usp=sharing



    

Re: Dudley by Buckus

 November 27, 2021, 10:37:33 am View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Dudley by Buckus (Started by BurningSoul July 07, 2019, 05:21:36 pm
 Board: Edits & Addons 1.0+

Hey Yuga

"CommandEasy.cmd" changes Half circles to Quarter circles. "CommandOG.cmd" use original half circle commands for specials.
"Command.old.cmd" can be deleted.

"Anim.air" is an old file with old timings and can be deleted. "Anim.test.air" contains adjusted timings better suited to POTS system and should be kept.

My notes and test files were left there in mete's excitement over the last update, so I'll do a cleanup real soon and have him update the download file :D

Meanwhile, hope you enjoy the update and if there are any glaring issues, let us know
 
    

Re: KM2812's Edits: Blue Mary, Leona, Shingo, Andy updated (09/11/2021)

 November 14, 2021, 09:06:19 am View in topic context

Nice work on all of these. Leona's hair color changes during the win pose for certain sprites in group 225.

Thanks Yuga. I thought the hair colour change was to show you shades of her orochi form, but it does look odd with other palettes that have that colour changed.

Alright then. Feedback approaching:

1. Infinite style allows Level 1 to Level 1 cancelling, which is wrong for PotS where it's only Level 1 to Level 2. (This seems to be gone for Andy at least).
2. Andy's Zan'ei Ryuusei Ken (The Level 1 at least) could do with more damage before the final blast so the MAX Cancels are more worthwhile.
3. Mary could use a beefier cracking hitsound. I'd suggest some sort of Capcom or SNK sound, but I couldn't find a good one.
4. Shingo's damage dampener is too severe for his normals.
5. You shouldn't be able to cancel from Shingo's Mimic Hourin like with Kyo's Hourin. It sometimes doesn't come out aswell because it's not seperate in the cmd unlike Goufu You Kakkodake.
6. I'd suggest sticking to 2 buttons for most level 3s. 3P for Level 3s only really works when the input's already being used (e.g. Ken using QCFx2,3P for his Level 3 when he also uses QCFx2,P/2P for the Shoryureppa).

Cheers Rowen

1. Double checked the Lv.1 to 1 cancels and fixed them wherever they occured.
2. 1st 3 hits have received a damage buff.

- Side Note: at the very least the dampener for all infinite edits will need a more thorough revision. I think it might be worthwhile adapting PotS's dampener, and move them to that system in the long run.

3. I'll look into replacing the bone break sounds. I finally played using some quality headphones and they sicken me
4. Base multiplier for Shingo's normals dampener has been raised
5. Now only cancellable during CC, and separated into its own state.
6. Lv.3 commands fixed

Downloads have been updated.

Quote
I'm not showing much interest in B.Jenet, but I have a couple of suggestions for Billy:

1. Making Flaming Cane Spin a Level 1/2, replacing Rapid Cane Rave, since it's his main super. The hitcount will likely have to be nerfed aswell.
2. Giving MAX Cho Hong Ren Salgon the finisher from 98UM.

How long have you 2 been at Dudley? I hope he's at his best with your upcoming update.


1-2. I love the suggestions for Billy. I'll work on him when I sort out a process for converting Infinite to POTS, which I hope isn't difficult to do cause they seem to be 80% alike.
Dudley: I haven't done anything with the char in over a year because at the time the code was a huge mess and I just out right gave up and left Mete on his own.

I know... I'm horrible!
    

Re: Military Airport

 November 14, 2021, 06:10:48 am View in topic context
 Posted by Virtua Richie (kenmasters2812)  in Military Airport (Started by xcheatdeath November 12, 2021, 07:22:36 pm
 Board: Edits & Addons 1.0+

    

Re: KM2812's Edits: Blue Mary, Leona, Shingo, Andy updated (09/11/2021)

 November 09, 2021, 09:01:56 am View in topic context

Cheers Rowen!

Don't know why I never thought of that single DL location, post updated

I overlooked the missing 3 button super commands again so I've added them now. But I've also kept the existing P+Ks for users who have issues on some non gaming or laptop KBs

As far as the next edits, I've been sitting on B.Jenet and/or Billy for a while now, but they won't come until after me and Mete take care of Dudley.

As for Fei Long, after having left him for a while and coming back to play him, I think he needs a re-write from the ground up. Props to BK though for starting the effort on salvaging the character
    

Re: KM2812's Edits: Blue Mary, Leona, Shingo, Andy updated (09/11/2021)

 November 08, 2021, 07:19:46 pm View in topic context

nice edits. especially to my feilong. thanks!

Nice to see you around BK! Glad you like the edit for your Fei Long. Hopefully I was able to build on what he had but keep his original flavour. I'm still going at it, but just procrastinating atm :D

Thanks fellas for trying the edits. I've uploaded my tweaks to Infinite's Leona and Mary and gave Andy and Shingo the standard POTS hit and block sounds. My ears aren't sharp enough to tell what other system sounds need changing, so I've left them for now, or let me know which ones.
    

Re: (Goro Daimon) Rowen's PotS/Infinite Edits

 October 25, 2021, 05:05:41 pm View in topic context
 Posted by Virtua Richie (kenmasters2812)  in (Yamazaki AI Patch) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

The only thing missing from Daimon is the "CLAK!" from his wooden sandals when he lands from forward dash and back dash :D

it's something that Ikaruga's 98 Daimon had, but I've forgotten if he had it in source.
    

Re: KM2812's Edits: Feilong Updated (15/10/2021), Infinite's Andy and Shingo

 October 25, 2021, 04:59:49 pm View in topic context

Some minor updates fellas:

Andy:
+Removed cancelability for far versions of normals
+Increased hit spark size

His jabs are pretty mashable already so I've left them as they are

Shingo:
+Removed envshake for normals
+adjusted EX kototsuki clsn1 as it can miss some opponents on the way down
+Disabled Lv.3 variants for now, until I find a way to repurpose some sprites and anims or create original variants like in JTS's version.

I'll re-do infinite's hit and system sounds later as they're only really noticeable if you're looking out for them specifically.

Fei Long:
+re-added fire effects to shienkyaku that were either removed or missing.
+tweaked the misaligned fire on Fei-Long's leg during shienkyaku and shien-renkyaku
    

Re: KM2812's Edits: Feilong Updated (15/10/2021), Infinite's Andy and Shingo

 October 22, 2021, 08:05:15 am View in topic context

I've uploaded a minor update for Fei Long that I forgot to upload a week ago:

15/10/2021:
- Small portrait now uses colours from the pallete. Thanks to KOFHero for this fix!
- Ikemen Go CMD fix. 2nd Rekka will come out by itself if command for 1st Rekka is performed slowly enough.

Can I ask if you're gonna add Karma's intro with Yun vs Fei? I know he made a compatibility patch for an older Fei-Long.

Yup, I'll be adding this in the next update. 

I've also decided to share my edits of Infinite's Andy and Shingo influenced by the feel of JZ and J The Salty's versions of those characters (because why not). Only the default modes for the characters have been tweaked as I'm not interesed in the EX versions.

I've lost track of all the specific edits as these were done over time, but the general tweaks are:

- Sprite and anim alignments
- Anim timings and CLSNs
- Hit Velocities and hit/guard pause timings
- Damage and dampener tweaks
- Movement velocities

The Shingo edit feels a bit redundant since JMM is creating his own version, so I'll abandon him when that drops.

1st post has been updated.
    

Re: (Update - 31/8/2031) Fei Long - Varo Hades & Bahamian King

 September 12, 2021, 10:29:26 am View in topic context

Alright, one more small bit of feedback:
-The voice clip on EX Shienkyaku cuts off when it connects to the opponent.
-The landing effect on the forward dash seems to be a tad off (It's not aligned in the middle of his two feet).
-The landing sound effect on his Hop Kick Medium is a step sound and not the landing one (Although, it's fine when it's used for dashes).
-His voice clip when he is defeated (11,0) actually belongs to Yun and not his own.

That's pretty much it when it comes to all aesthetics. Some of the things I found instead or didn't realize until after the update.

Thanks again Zolid. These have now been fixed:
-EX Shienkyaku voice clip no longer cuts off on move contact
-Landing explod alignment of forward dash stop adjusted
-Landing sound now triggered if previous state was Hop Kick Medium.
-Yun KO voice replaced with SFA3 Fei Long voice with reverb effect

Latest Update:
- Added air.recover.time to air recoverable attacks
- Adjusted hit pause times of Specials and Supers
- Hit velocities for specials adjusted
- Tweaked tenshin animations
- moves that shouldn't put the enemy in a diagonal spinning animation don't anymore
- Tweaked air fall and ground bounce animations, fixed some misalignments
- Diagonal up hit no longer a spinning animation due to lack of appropriate sprites
- Increased yaccel of enemy when thrown with PP

    

Re: (Update - 31/8/2031) Fei Long - Varo Hades & Bahamian King

 September 05, 2021, 10:38:58 am View in topic context

Feedback:
...
I don't think I would call this finished yet as there are still sounds and effects missing or off-placed on the moves.

Thanks Zolid I wouldn't have spotted these myself. Just did a quick fix, hopefully didn't miss anything:

-Seichuu Renten Geki has no swing sounds on each hit.
  + added punch and kick swing sounds
-Shuu Kubi Kari has no swing sound when the opponent is thrown.
  + sound added
-Tenshin has no landing effect when he touches the ground.
  + added
-Rekkukyaku 1 & 2 has no jump sound on the leap and swing sounds on each hit.
  + jump and swing sounds added
-The flame sound effect on the last hit of Ryu Yassai (Not the MAX version) is not needed as the opponent doesn't catch on fire.
  + Lv.1 visuals tweaked. Fire sfx for last hit removed
-The timing on the last swing sound of B Shienkyaku is off.
  + all versions of shienkyaku was broken. now fixed. swing sound should be fine now.
-Shien Renkyaku has no swing sounds, yet Shienkyaku does.
  + shienkyaku and shien renkyaku swing sound effects + timings tweaked.
-The level 1 and level 2 super spark sounds are reversed.
  + Lv.1 & 2 super pause sounds now use the same sound as other POTS style chars
    

Re: (Update - 30/8/2031) Fei Long - Varo Hades & Bahamian King

 August 31, 2021, 09:47:30 am View in topic context

this will be my last update for a while, as I work on other stuff - unless someone finds a major issue.

31/08/2021
- rekka timings tweaked for IKEMEN
- more tweaks to specials based on USF4 frame data
- idle animations timing adjusted to look more fluid and natural
- further tweaks to gekkirinken animation and sound timing: https://streamable.com/30a0dx
    

Re: (Update - 30/8/2031) Fei Long - Varo Hades & Bahamian King

 August 30, 2021, 11:26:27 am View in topic context

(Update - 30/8/2031)

Damn.

Anyways, do you also plan on also adding the original Rekkukyaku before SF4?

Oh yes. possibly include a config.txt for alternate versions of moves like OG rekkukyaku (and Mete's Spicy Chicken Wings). But I kinda want to study how it functions in Alpha 3 or Super Turbo first before really stepping in it lol.

Priority right now though is refine what he already has.
    

Re: Fei Long by Varo Hades and Bahamian King

 August 30, 2021, 11:03:04 am View in topic context

Continuing with the feedback.

1. EX Tenshin should probably be faster on startup.
2. Gekirinken's penultimate voice (oooaaaah!) cuts off too early.
3. Gekirinken comes out automatically against a fallen/grounded opponent.
4. It's probably better to just remove Air Recovery since it's quite OP when it doesn't use Power.

The current small port is also kinda butchered as well. I'd suggest using this one that KOFHERO tweaked, I forgot the original creator though:


Thanks so much dude, I've come along further in the last few days than I have over the last few months of random tweaks here and there.

1. Ex Tenshin is now 3f faster than regular (it's 2f faster in USF4). tweaked animation timing for both versions to look more fluid in 2d, and for EX ver. to hopefully telegraph less.
2. Gekirinken anim time lengthened and tweaked for full OOOAAAAH!
3. Disabled insta combo (was only there for testing. my bad)
4. Original POTS recovery system restored

I'm not the biggest fan of that small port, but I've included the it in the zip as an alternate.  Instead I re-ripped and retouched his SFA3 lifebar icon from ReDream, which looks much better than the select screen port.

may I suggest the Ex move at 0:58 ending with axe kick to ground bounce,idk buffs are more important than accurateness

I like this. I like this a lot. It's in the same spirit of Ken's EX crazy kick wall bounce. The move will be called EX Rekku Kyaku Spicy Chicken Wing. I'll add custom stuff like this (within reason) when everything feels more solid and balanced

    

Re: Dynamic Portrait Editor by Take released (Recent Version: 08/03/2021)

 August 29, 2021, 04:56:55 pm View in topic context

what on earth!?...
is this an undocumented feature?
    

Re: Fei Long by Varo Hades and Bahamian King

 August 29, 2021, 04:06:06 pm View in topic context

Just some feedback:

1. Readme hasn't been changed so the commands and etc are misleading.
2. System and Hit Sounds still have an echo to them which makes them quite jarring when you pay attention to them.
3. No Forward Dash (Tapping F,F)?
4. EX Shienkyaku seems to have less range than the Heavy version.
5. You can sorta-infinite with EX Rekkukyaku and LP if you're precise enough.
6. One suggestion to reduce the Rekkaken to Rekka Shinken cancels would be changing Shinken's command for super cancels like what Jmm's Rolento did (QCF 3x instead of 2x).

7. The char still feels odd since it feels differentiated from normal PotS chars which also applies to Bahamian's original edit (e.g. Special Move Zero Counter being a separate thing, Air Recovery and p+k for his Level 3).

It seems like you also used an older version of him because the later version gave him better damage output.

He still seems kinda clean though.

Thanks for the feedback Rowen, helped heaps:

1. Readme updated
2. Hit and System sounds changed from stereo to mono (from J.Man's Kyo)
3. Dash re-enabled and tweaked. Still needs work especially the sprites/animation, but the functionality is there.
4. EX shienkyaku range extended
5. Infinite removed
6. Tripple QCF commands added. Super Cancel into Rekkashinken should feel more deliberate now
7. Zero counters are all performed with 412p/k, air recovers are performed with default commands with no power drain, level 3 can be performed with ppp or hk+hp (for people with non-gaming keyboards)

As for using an older version, I feel like the latest version strayed too far from what Fei Long should feel/play like so I stuck with the older version. I'll tweak damage in a later update. I actually feel he does a lot of damage right now. I'll refer to original games and adjust accordingly
    

Re: Fei Long by Varo Hades and Bahamian King

 August 27, 2021, 07:13:39 pm View in topic context

Some feedback
Ex Rekkaken doesn`t hit the opponent (only tested against himself)


Fixed! I somehow had a time of -1 for one the frames in the rekka anim. Oddly enough still works fine in IKEMEN. Chicken wing timing also tweaked.
    

Re: Fei Long by Varo Hades and Bahamian King

 August 27, 2021, 07:47:42 am View in topic context

nice, you gonna change his supers too? the slow motion effect is kinda wonky and it's weird that you can do it as a level 1.

I'm thinking of making it his 2nd Lv3. But for now Lv1 has been changed to something more resembling the SFA3 version (at least visually) to separate it from Lv2.

Anyway, lunch time update:
- more tweaks to active and recovery frame timings for normals
- change kk throw's p2 animation so that it's no longer below the floor (still not perfect)
- minor visual tweaks to rekkashinken and gekkirinken