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PlasmoidThunder

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Messages by PlasmoidThunder

    

Re: MvC2 GAMBIT and GENGAR -- Legacy Age of Heroes Release #18 & #19

 May 26, 2020, 03:12:59 PM View in topic context
 Posted by PlasmoidThunder  in MvC2 GAMBIT and GENGAR -- Legacy Age of Heroes Release #18 & #19 (Started by 087-B May 26, 2020, 07:19:15 AM
 Board: Your Releases, 1.0+

Aight, so Gengar then...
  • Frame data is all over the place; some Normals are really safe on block, others are really unsafe on block.
  • Gengar's got a lot of priority on his attacks despite how quick they are, though conversely, some of his Normals (typically his crouching ones) are stubs.
  • The damage dampener does not affect Helpers, so moves like Shadow Ball and Night Shade don't scale whatsoever.
  • 5B is ridiculous. It's fast (frame 6), safe (+15 on block!), and lets Gengar hop across the stage with a generous hitbox, plus it launches so it sets up for combos. https://streamable.com/kn3z0c
  • 5C looks like an overhead, but isn't, yet 5Z doesn't, but is. It's a little confusing to be honest.
  • Night Shade (QCF P) is unblockable at close-range because Gengar's movetype is set to I during the attack, while the Helper's HitDef comes out on the same frame the Helper is spawned; setting Gengar's movetype to A fixes this.
    • Night Shade is also attributed as an attack, not a projectile, so counters won't function properly against it and it doesn't clash with other projectiles.
  • Shadow Ball (QCB P) is an easy infinite because of how high its hitstun is (+32 point-blank, +42 max distance) and because you can spawn another one while one is still out. https://streamable.com/zhx1ty
    • Shadow Ball is also attributed as an attack, not a projectile, so counters won't function properly against it and it doesn't clash with other projectiles.
  • Hypnosis (QCF K) is busted.
    • This meaty hitbox:

      Which, granted, doesn't mean much without context, so...
    • It's unblockable. Sure you can jump it, so it's kinda like a grab, but it's so ridiculously active that you can activate the move, have the opponent jump, and it'll still be active when they land.
    • You can combo into it, so it's an unblockable move you can combo into on block.
    • It stuns the opponent for 400 frames, or about 6.67 seconds.
    • There is no check to see if the opponent is already stunned, so you can loop the move into itself to keep them stunned forever; sure, the move doesn't do any damage, but you can still timer scam with it, or more appropriately, do this: https://streamable.com/9swixv
  • Dream Eater (QCB KK) giving Gengar 350 Life off what is essentially an easy hitconfirm is nuts. Sure it uses 3 bars and can only be used during Hypnosis, but Hypnosis.
  • I kinda expected Super Hammer (QCF PP) to be an overhead considering the animation and how slow it is.
    

Re: Perfect Cell MVC

 May 24, 2020, 04:15:31 PM View in topic context
 Posted by PlasmoidThunder  in Perfect Cell MVC (Started by VBISON May 24, 2020, 02:41:57 PM
 Board: Edits & Addons 1.0+

You posted a link to the MUGEN ARCHIVE, which is blacklisted (as in, not permitted) as per the reasons he specified. He's not referring to you, don't worry, plus you fixed it so all's good.
    

Re: Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20)

 May 21, 2020, 11:11:50 AM View in topic context
 Posted by PlasmoidThunder  in Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20) (Started by Ricepigeon May 17, 2020, 09:54:48 PM
 Board: Touhou: Gensokyo Reloaded

Mokou was quite horny.
    

Re: Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20)

 May 20, 2020, 03:53:50 AM View in topic context
 Posted by PlasmoidThunder  in Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20) (Started by Ricepigeon May 17, 2020, 09:54:48 PM
 Board: Touhou: Gensokyo Reloaded

Voices were removed because not everyone had one. The implication is that once everyone has one, they'll return, but with a toggle.
    

Re: Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20)

 May 20, 2020, 01:40:17 AM View in topic context
 Posted by PlasmoidThunder  in Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20) (Started by Ricepigeon May 17, 2020, 09:54:48 PM
 Board: Touhou: Gensokyo Reloaded

discord.gg/NeZxwxm
    

Re: Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20)

 May 17, 2020, 10:46:05 PM View in topic context
 Posted by PlasmoidThunder  in Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20) (Started by Ricepigeon May 17, 2020, 09:54:48 PM
 Board: Touhou: Gensokyo Reloaded

It's been a wild ride for sure, but gosh darn it feels good to finally have it publicly available!
    

Re: Astral Birth: Void (Kirby: Star Allies)

 May 15, 2020, 12:49:40 AM View in topic context
 Posted by PlasmoidThunder  in Astral Birth: Void (Kirby: Star Allies) (Started by OHMSBY May 15, 2020, 12:34:13 AM
 Board: Your Releases, 1.0+

Getting an access denied error.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 May 07, 2020, 01:38:32 AM View in topic context
 Posted by PlasmoidThunder  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 AM
 Board: Fighting Games

That's an oddly specific comparison.
    

Re: Frame Data Tool?

 May 07, 2020, 01:34:58 AM View in topic context
 Posted by PlasmoidThunder  in Frame Data Tool? (Started by Punkxy May 05, 2020, 07:36:21 PM
 Board: M.U.G.E.N Development Help

Training uses a lot of variables, which you'd have to make sure the characters you're trying to add the system to don't already use.
    

Re: Frame Data Tool?

 May 06, 2020, 12:48:41 PM View in topic context
 Posted by PlasmoidThunder  in Frame Data Tool? (Started by Punkxy May 05, 2020, 07:36:21 PM
 Board: M.U.G.E.N Development Help

It's entirely possible to set this sort of thing up within your character to return their own frame data, but why would you need to? Stupa's Training is an incredibly useful debugging tool so I'm not sure why you'd need to return your own frame data through your character when Training already does that.
    

Re: MUGEN Crashes Compilation

 April 24, 2020, 09:17:13 PM View in topic context
 Posted by PlasmoidThunder  in MUGEN Crashes Compilation (Started by Noctis February 22, 2016, 08:08:27 PM
 Board: MUGEN Class

Setting power to 0 under Data crashes MUGEN without an error message.

Slight funny thing to add to this is that MUGEN will only crash if the lifebars are shown; flag a nobardisplay AssertSpecial and it won't crash, but the moment you disable the flag, it will.
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 April 24, 2020, 01:25:23 PM View in topic context
 Posted by PlasmoidThunder  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Hoshi April 21, 2010, 09:49:06 PM
 Board: Graphics

I can see the Zangief in his face. Nice sprite.
    

Re: Ikemen Online Playerbase?

 April 21, 2020, 02:14:47 PM View in topic context
 Posted by PlasmoidThunder  in Ikemen Online Playerbase? (Started by extravagant April 19, 2020, 10:14:42 AM
 Board: IKEMEN Releases

Although yes the server is slow, most people prefer to play full games rather than with a random assortment of characters. Generally less hassle to organise and there's no chance of some broken overpowered cheap thing "accidentally" slipping into the mix.
    

Re: Ultimate Falcon Released (4/1/20)

 April 11, 2020, 11:42:55 PM View in topic context
 Posted by PlasmoidThunder  in Ultimate Falcon Released (4/1/20) (Started by Kamekaze April 01, 2020, 07:33:14 PM
 Board: Your Releases, 1.0+

Not sure why you felt obliged to say that.
    

Re: Ikemen GO

 April 09, 2020, 12:16:25 PM View in topic context
 Posted by PlasmoidThunder  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

2.
Currently there is no way to do multiple music files for one stage (I think)

Not via the stage's .def, but you can do it via select.def in the [ExtraStages] section by specifying a music parameter (or multiple) as part of the stage declaration.
Code:
stages/mybg.def, music=sound/song.mp3, music=sound/song2.mp3
    

Re: Undiscovered Smells of the Shit Thread

 April 04, 2020, 09:24:25 PM View in topic context
 Posted by PlasmoidThunder  in Undiscovered Smells of the Shit Thread (Started by Do not even ask October 28, 2012, 10:37:23 AM
 Board: All That's Left

Please tell me he didn't actually buy the stock photo just for this skit.
    

Re: Agglomeration thread

 April 03, 2020, 07:46:33 AM View in topic context
 Posted by PlasmoidThunder  in Undiscovered Smells of the Shit Thread (Started by Do not even ask October 28, 2012, 10:37:23 AM
 Board: All That's Left

Oh it's time alright.
Spoiler, click to toggle visibilty
    

Re: GTOAkira Workshop : Lifebars and stuff

 March 29, 2020, 12:49:50 PM View in topic context
 Posted by PlasmoidThunder  in GTOAkira Workshop : Lifebars and stuff (Started by GTOAkira July 23, 2014, 01:10:31 AM
 Board: Projects

I know it's trying to find a suitable way to add them without ruining the design, but not having some indicator of how much Power you have in a more immediately obvious manner is detrimental in my opinion; doesn't have to be a numerical value (though that's usually the safest/most compatible way to do it), just as long as I can tell how many bars of Power I have.
    

Re: MUGEN Crashes Compilation

 March 26, 2020, 11:28:38 AM View in topic context
 Posted by PlasmoidThunder  in MUGEN Crashes Compilation (Started by Noctis February 22, 2016, 08:08:27 PM
 Board: MUGEN Class

I didn't discover it, but I made use of it with that N.E.T.G.E.N joke I did last year.

You have an anim (let's say 99999 for the sake of this example) with a single frame that displays for 0 ticks, then you attempt to use ChangeAnim to switch to that anim like so:
Code:
[State n, ChangeAnim]
type = ChangeAnim
trigger1 =
value = 99999 ;Your anim number
elem = animelemno(0) ;This bit is important

M.U.G.E.N will crash without error, simply saying that it stopped responding.
    

Re: Death Battle (And sprite fight animations)

 March 24, 2020, 11:54:26 PM View in topic context
 Posted by PlasmoidThunder  in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 AM
 Board: Entertainment

Generally it's because prior to Gen 6, Dragon was only weak to itself and Ice, and was only resisted by Steel, plus it still resists the most common types (Grass, Fire, Water, and Electric), not to mention most Dragon-types are either legendaries or pseudo-legendaries, so they have high base stat totals; Garchomp specifically also has access to STAB Earthquake, so it was quite threatening (and still kinda is).