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Messages by 6ixx

    

Re: T.M.N.T beta 2.0 by Zelgadis released 12/05/2012

 June 17, 2012, 05:44:31 PM View in topic context
 Posted by 6ixx  in T.M.N.T beta 3.0.1 by Zelgadis released 20/02/2013 (Started by Darek May 13, 2012, 07:26:44 PM
 Board: Found Releases 1.0+

Can't play it at all. I get a pop up saying I don't have any privileges even though I'm the only account on my cpu.
    

Re: Kazuya Mishima 1.9 + Demo Kuma

 May 02, 2012, 07:17:59 AM View in topic context
 Posted by 6ixx  in Kazuya Mishima 1.9 + Demo Kuma (Started by chuchoryu April 26, 2012, 03:08:31 AM
 Board: Your Releases, 1.0+

Am I the only one who thinks Kazuyas EWGF is way overpowered?

Being able to do 3 Electric Wind God Fist in a combo with its current damage is a bit much. It doesn't seem to scale at all. Don't even get me started with Custom Combo.

EWGF + Custom Combo = Touch of death if the first EWGF Connects.

Also Custom Combo shouldn't allow you to gain meter while you're in it. It should also drain meter as you're in it. Not act as Genei Jin.

I personally feel like Rising Sun should work more like its SF X T counterpart and not force trip kick on LK Ver or the final hit on the HK ver.

Throw only throws forward. He should have a throw where it throws opponent behind him
    

Re: Dragon Ball TS Pocket BETA 1

 February 23, 2012, 04:36:04 PM View in topic context
 Posted by 6ixx  in Dragon Ball TS Pocket BETA 1 (Started by Dark_King February 13, 2012, 05:18:59 PM
 Board: Your Releases, 1.0+

Not sure if this game was built with balance in mind, but I've found very extremely simplistic infinite combos with almost every character in the cast. Other than that, the games really fun to mess around with. I hope there's a patch that removes infinites while retaining the gameplay
    

Re: Dragon Ball TS Pocket BETA 1

 February 14, 2012, 01:29:12 AM View in topic context
 Posted by 6ixx  in Dragon Ball TS Pocket BETA 1 (Started by Dark_King February 13, 2012, 05:18:59 PM
 Board: Your Releases, 1.0+

Looks interesting. Will test once downloads finished
    

Re: Street Fighter Alpha 4 demo v1.1 release (beta) - With Guy

 January 10, 2012, 08:15:23 AM View in topic context
 Posted by 6ixx  in Street Fighter Alpha 4 demo v1.1 release (beta) - With Guy (Started by BC December 26, 2011, 08:20:52 PM
 Board: Your Releases, 1.0+

Does Ryu have a Rage? I couldn't find a readme
    

Re: Street Fighter Alpha 4 demo v1.1 release (beta)

 December 29, 2011, 04:06:31 AM View in topic context
 Posted by 6ixx  in Street Fighter Alpha 4 demo v1.1 release (beta) - With Guy (Started by BC December 26, 2011, 08:20:52 PM
 Board: Your Releases, 1.0+

I should've been more specific on where the hitboxes on the hadoken are effected.

It only happens when you jump over them. I'm basically getting reversed cross up'd by hadoken each  time I try to jump over it. The same things happen with the super versions. In no version of alpha does that happen.
    

Re: Street Fighter Alpha 4 demo v1.1 release (beta)

 December 27, 2011, 04:29:24 AM View in topic context
 Posted by 6ixx  in Street Fighter Alpha 4 demo v1.1 release (beta) - With Guy (Started by BC December 26, 2011, 08:20:52 PM
 Board: Your Releases, 1.0+

Finally a Demo release of this game. I've been waiting since last year to test it out. Will leave feedback soon. Thanks for the release man! I love you :P

EDIT:

So I've played around for a bit and noticed a few things that don't seem quite right

RYU:

Hadoken (All versions) Hit box is too big
Shinku Hadoken (All Versions) Hit Box is too big
J.HK - Was This intended to be a cross up? Also, the active hit box lingers for a very long time. Unless you don't mind a lot of safe setups, keep as is.

General:
Stun seems to be rather low, or rather specific moves don't receive specific stun. Guy has a few lengthy combos and I was stunned within 1 7hit combo and a medium kick.

I still haven't figured out rage yet but it seems to be unblockable ( at the very least, I was unable to block it in the two time that it came out)
    

Re: MvC2/MvC3 Sabretooth Released

 July 11, 2011, 02:00:15 PM View in topic context
 Posted by 6ixx  in MvC2/MvC3 Sabretooth updated(7/15/2011) (Started by Kamekaze July 10, 2011, 10:30:22 PM
 Board: Your Releases, 1.0+

For the 1st release of a MvC3 character, it's pretty well done. While it has the same layout of MvC3 and it has a x-factor that's fair, it's still missing a few things that make it MvC3 esque. One of the bigger things in MvC3 is being able to hit your opponent while their down for some OTG combos. The other big thing is that Sabretooth is still moving at the MvC2 pace when he should be slightly slower than the MvC2 counterpart.

I was kinda surprised when I found wave dashing was in tact. What I would like to see is Birdie as an assist character to Sabretooth. I don't mean her command input as in qcb + att, just a genuine assist for sabretooth. It'll give it a more MvC3 esque feel and it'd still be true to sabretooth. Of course these are all suggestions.

Hopefully, we'll some more MvC3 characters from ya. Keep up the good work!
    

Re: Rumble Pack!

 July 06, 2011, 07:22:05 PM View in topic context
 Posted by 6ixx  in Rumble Pack! (Started by Liero June 20, 2011, 10:51:58 PM
 Board: Your Releases, 1.0+

"Really, it's no problem at all!  I want to see as many infinites as possible so I can knock them down.  I'm guessing that you found a way to loop a special into Zppr's launcher before he touches the ground.  Is that correct?  Basically the game will not let you land any ground-based attack (unless it's a special or super) after you have used a launcher (2C).  If, for some reason, you are able to land an attack other than a special or super, that is not intended and needs to be fixed.  At any rate, I'll look into it while you're uploading a video.

Thanks to all of you for the feedback so far!  Expect some cool stuff in the next patch."


Yes and no. If you use the launcher, the system will recognize it and you won't be able to use another launcher unless the opponent is actually hit, and the only way to hit is airborne. If you time the j.C right, it'll air juggle your opponent high enough towards the wall, but low enough to where the animation gets canceled into a standing animation (right before the auto jump). You'll have enough time to perform another launcher before the opponent touches the ground.

Sorry about the delay but the internet connection I was using at the time was terrible. 10 kbps uploads X.X

It's something I'm not used to, so I'll upload it when I'm at my friends house. I miss my god like connection


Here's the video!

http://www.youtube.com/watch?v=zYLjDKAZfcg
    

Re: Juri -SSF4 (AE)-

 July 04, 2011, 09:54:59 AM View in topic context
 Posted by 6ixx  in Juri -SSF4 (AE)- (Started by Mr. I July 03, 2011, 04:05:38 AM
 Board: Your Releases, 1.0+

Well AE is actually out already. The game was leaked 5 days ago. I have it downloaded already, so just look AE via skidrow. The last Juri Werewood released was pretty spot on I must say. There are a couple things that are slightly off, but it's the most perfect Juri clone, I've ever played.

Yes, there is another Juri aside from the one werewood released, lol.
    

Re: SF IV Omni pre-final-bugfix1 by Werewood

 July 04, 2011, 02:32:50 AM View in topic context
 Posted by 6ixx  in SF IV Omni pre-final-bugfix1 by Werewood (Started by Werewood June 14, 2011, 11:08:41 PM
 Board: Your Releases, older Mugen

Well, he just doesn't run on my M1.0 I guess. My current ver requires a Common1.cns to run any character. I'll just download the latest ver of 1.0 and see if that fixes anything.

EDIT:

Yep, that was the problem. My ver of mugen is out dated. The current revision works with this release. After a few hrs of testing, I must say. Bravo. While the Boss ver of Omni is clearly overpowered, the player/human version isn't as god like as people make him out to be. As a Street Fighter Veteran, If I were to place him in AE as he stands right now, I'd say he'd be around the middle of the existing high tier characters. This is of course with the allotted time given. I'm sure more things will be discovered with time but If I had to drop him in a tier list as he currently stands if he was in AE it would look like this

Top 10

Fei Long
Yun
Yang
Makoto
Omni
Zangief
Ken
Akuma
Balrog
Ryu

Omni still feels a little stiff, but he has some strong zoning games. He has good combo setups as well. A lot of his moves however, have a lot of recovery, making him have to rely on special moves to get him out of situations that are normally unsafe. I'd say this character is above average in difficulty (execution wise). Beginners won't be able to make use of him at all, and average players will drop combos 50% of the time. Omni is more of a link character, which I love. Chains for the lose.
    

Re: Rumble Pack!

 July 04, 2011, 01:58:29 AM View in topic context
 Posted by 6ixx  in Rumble Pack! (Started by Liero June 20, 2011, 10:51:58 PM
 Board: Your Releases, 1.0+

Sorry about being vague. I'll try to upload a vid of it later tonight. If I explained it, it'd prolly sound confusing seeing as there seems to be a anti-infinite system built into the game, and you more or less might think it isn't.

It's basically taking advantage of the system you installed when you hit an opponent airborne. Anyways. Video will be up soon. Sorry for all the confusion
    

Re: SF IV Omni pre-final-bugfix1 by Werewood

 July 03, 2011, 04:39:04 AM View in topic context
 Posted by 6ixx  in SF IV Omni pre-final-bugfix1 by Werewood (Started by Werewood June 14, 2011, 11:08:41 PM
 Board: Your Releases, older Mugen

I cant use the character. "Common1.cns can't be found".

I tried looking for it and even shuffling around the other .cns files and i can't get it to work
    

Re: Future Characters

 June 28, 2011, 10:13:49 AM View in topic context
 Posted by 6ixx  in Future Characters (Started by Liero April 05, 2010, 10:32:33 PM
 Board: Cross Fighter

Can't wait to try out Bad Cat and Pikey. They seem like they'll be interesting characters
    

Re: Rumble Pack!

 June 27, 2011, 11:38:27 AM View in topic context
 Posted by 6ixx  in Rumble Pack! (Started by Liero June 20, 2011, 10:51:58 PM
 Board: Your Releases, 1.0+

Already found an infinite with Zppr
    

Re: Yang_MX by Fido released 05/24/11

 June 02, 2011, 12:24:26 PM View in topic context
 Posted by 6ixx  in Yang_MX by Fido released 05/24/11 (Started by Shunt666 May 25, 2011, 12:40:30 AM
 Board: Found Releases 1.0+

I can play my mugen 1.0 and winmugen with a xbox remote and a madcatz TE fight stick o.o

What revision of winmugen are you playing and is it a custom full game?
    

Re: Sagat by Fido released 05/31/11

 June 01, 2011, 02:55:33 PM View in topic context
 Posted by 6ixx  in Sagat by Fido released 05/31/11 (Started by Shunt666 May 31, 2011, 09:23:25 PM
 Board: Found Releases 1.0+

All Vers of Tiger Uppercut allow aerial recovery (You can't air recover any of these in Alpha 3)
All Vers of Tiger Knee allow aerial recovery (You can't air recover any of these in Alpha 3)
Forward LK and Forward HK aren't cancelable into special/supers (In both SFIV and SSFIV, You can cancel the start up frames of both of these moves into a special/super)
Tiger Shot Super (Not Grounded) can be performed in the air (This should be removed)
Tiger Shot Super (Not Grounded) Misses P2 if Sagat is too close (Should be fixed). This is also true for all tiger shots (Just checked).
There's no EX ver of Ground Tiger shot. (This should be fixed)

More information to come ~

thanks 6ixx.
though cannot recover when sfa3. but compare with Thwak & yang. their special move can recover in air.
so dont know can or cannot is better. like yang sf3.3 no recover..but sfmx have. so need to test by human vs human.
I have idea. projectitle can. light 623P and medium 623P can but heavy cannot. or..recover need power. then prevent
every spec. can reocver.
finally EX cannot recover.

I try ssf4 sagat look like cannot cancel so I make cannot cancel. if can cancel then I change it tonight. thanks for your test.

about the  problem of Tiger Shot tonight fix. sorry about that. I no test at home when 236P in corner. just test close to P2 (sagat hands too long..when using 236P/K corner. will make projectiltle(fireball)  remove..I will try to fix it..(also too close will not attack p2)..but I test at home is sagat vs sagat. when they are close.
236P EX236PP and 2626P can hit p2..

and ground EX 236K. I have this EXmove. but why U cannot use?

Well, it's kind of a big problem with Sagat in particular. The Air recoverable attacks i mean. It makes it basically impossible to do his basic Tiger Uppercut -> High Step Kick -> Ultra. Not sayint that's the only way to get around it, but both step kicks are slower than their SFIV/SSFIV counter parts. If I had a happauge PVR, I'd show you that it works in SSFIV, but I'm sure you're capable of performing it.
    

Re: Sagat by Fido released 05/31/11

 June 01, 2011, 07:31:54 AM View in topic context
 Posted by 6ixx  in Sagat by Fido released 05/31/11 (Started by Shunt666 May 31, 2011, 09:23:25 PM
 Board: Found Releases 1.0+

All Vers of Tiger Uppercut allow aerial recovery (You can't air recover any of these in Alpha 3)
All Vers of Tiger Knee allow aerial recovery (You can't air recover any of these in Alpha 3)
Forward LK and Forward HK aren't cancelable into special/supers (In both SFIV and SSFIV, You can cancel the start up frames of both of these moves into a special/super)
Tiger Shot Super (Not Grounded) can be performed in the air (This should be removed)
Tiger Shot Super (Not Grounded) Misses P2 if Sagat is too close (Should be fixed). This is also true for all tiger shots (Just checked).
There's no EX ver of Ground Tiger shot. (This should be fixed)

More information to come ~
    

Re: Yang_MX by Fido released 05/24/11

 May 30, 2011, 05:45:12 PM View in topic context
 Posted by 6ixx  in Yang_MX by Fido released 05/24/11 (Started by Shunt666 May 25, 2011, 12:40:30 AM
 Board: Found Releases 1.0+

The link to Yang V4 is broken.
    

Re: Yang_MX by Fido released 05/24/11

 May 30, 2011, 11:28:24 AM View in topic context
 Posted by 6ixx  in Yang_MX by Fido released 05/24/11 (Started by Shunt666 May 25, 2011, 12:40:30 AM
 Board: Found Releases 1.0+

Much appreciated, Fido. My only goal at this moment as far as MUGEN is concerned, is to assist you in testing your characters. I figured If I was going to test them, I might as well make them fun to watch so it'll convince other people to want to play your characters as well. The way I think is, we should educate as much players as we possibly can.

I agree in the uploading part. You don't want to release everything all at once. I feel the same for my videos. If I uploaded something everyday, then it will lose hype and people start to get bored because it's so frequent. While I'd be happy with all the characters being released at once time, having that feeling of something new is about to come, makes me happy as well.

Keep that factor into your schedule. I like it, and it'll be that much more appreciated when a person favorite character comes out. The characters in your MX series that I'm looking most forward to would be Yun, but I'm also looking forward to Ryu, Ken, Akuma, Sagat, Bison (Dictator), and Vega (Claw).

And yes, I would like to test Yun before the official release if that's alright with you <3

I'm not sure if you plan on creating sprites for the SFIV series characters such as C.Viper, but if you do, I look forward to her and Oni Akuma.