Posted by extravagant in KarmaCharmeleon's WIP thread: Ash Crimson (Started by KarmaCharmeleon April 21, 2019, 02:40:00 AM
as far as I've gathered from datamining FFS, RBS and Wild Ambition, Fatal Fury does have flat levels because the red bar for desperation moves is the point of balance. It would be a little bullshit if Andy got to use a DM before Terry could, especially as you can do them infinitely at half health.
I still have my Fatal Fury Special stuff lying aroundSpoiler, click to toggle visibilty
I worked a little in KOF XI and the health values are flat there but I don't have my data anymore
For what it's worth, Vans' KOF conversions use flat 1000, 100
(a large portion of characters don't even have correct walking velocities)
I release my characters at 1000 life and 100 defense because that is usually the norm. If the consumers have objections and a better idea on what should the health and defense should be, Notepad is under Windows Accessories and the lines of coding is not hard to find.
Let me give my 2 cents here.
You're talking about values in an official game (CvS2), it would make sense if the creator aimed for accuracy with a CvS2 styled character, but PotS style is not the same as CvS2. They use the same system, the same sprites, but they are not the same thing string by string. Would be the same as comparing moves that a PotS character have, but the CvS counterpart don't have.
I understand your point, but you I don't think this is something obligatory. It's up to the creator if he wants accuracy or not. I also have a perfect example of something I did about life values that is similar to reducing it on the constants:
This is taken from my Akuma. Var(40) is his Shin mode. Basically translating, Shin mode gets a lot more damage than normal mode, and even normal mode gets more damage than normal characters, but ONLY if he is being controlled by a human player. While controlled by the AI, his life will not be changed, making him more of a challenge (he is a boss character, anyway).
It's not all SF games. Brittle bruisers like Yun or Ibuki are stand outs in 3s and 3s has variable health, painfully apparent in the case of Akuma, but SF2 and iirc 4 or at least 5 had set in stone values. I don't usually like variable health as a design trait except to give grapplers more chances or to counteract absurd offensive traits.
I rekindled my interest in MUGEN once again after a long, 8 year hiatus. I am posting this because I was hoping to see familiar faces in this forum that used to be in the MUGEN Motherland and Genesis forum by Prinz and GF respectively.
Thank you for your words, and of course that I´ll continue making and sharing stages. About the CVS2 stages, I have some ideas to make my own versions, like a remix or something similar, like Netherlands and London.
By the way, I use CVS2 chars like you do, are your chars available? I saw a Cammy with a new sprites, a Psylocke with other animations when she runs. Or are they W.I.P? I hope to have them someday.
Thank you again my friend.