If time would give me a break I'd completely revamp that Gen I made into an SF4+ version. In fact that probably the only character from my WinMugen list I'd like to revamp sometime in the future and do it more properly. Master Gen is cool but doesn't follow a pure CVS emulation. Master and Guillotine Gen are more of fun and different style characters for a different learning curve. Truth be told, you're better off using LuvlyAngels Gen in SFA mimic in my personal opinion. Thats the closest emulation.
Really nice work how ever I could of sworn I pulled of a double hit flash kick without ex command on kfm in the corner. Maybe the music was loud and I didnt hear the ex sound. How come you didnt make him flash or anything? Not a big deal really. The sonic boom sprite is really cool aswell. It's all high res solid haha.
Well if I can suggest if you want to continue building Urien is to just use .sff and .air but completely revamp the code from scratch and use what you've learned and apply that with your own sence of direction as it would be best because right now the character, especialy the variables are completely all over the place and thats what causing your two moves and more, including an issues with sparks I've found just now to not function properly. Dont take my suggestion as me being a big man or anything like that but I can assure you on everything I still like in this world that the whole copy and paste route will ruin this project.
It's definately not fighter factory, I'll personaly vouch for that. The problem is Urien mirror self because I cannot reproduce the error on other characters, even those poorly made and when I looked at the code it self is more or less a cluster fuck paste over of P.o.t.S old and new stuff *scratches head* because I could of sworn he used 1 as his HitDef triggers in projectiles like that. The key is to keep opponent on the ground and send them flying on the last hit for obvious cosmetics purposes. In this case mirror self falls right away because the HitDefs have Fall = 1 and when nulled and tested on other characters they remain on the ground throughout the 5 hits but do not fly over.
What you could try next is to see what you can do with a Projectile/Projectile and HitDefs because 1/2 the work is done for you already.
My bet as to why its giving a different combo counter is because of opponents get hit collision boxes. The projectile it self may be fine and moving at slow speed like you want but it may be trying to catch up while the opponent it still in recovery frames of the get hit animation and different people will collision their characters differentely. Try the move on a large body like Hulk and a petite body like King and see the combo results and/or increase the hit pauses. The code you're working with will cause other cosmetic issues with characters that use helper projectiles as well so I'd just put in a NotHitBy on your character on the 1 or 2 frames when the character shoots the projectile out. It's cheating but who cares.
Tactic Ogre: Let Us Cling Together on PSP Go. Never had a chance to beat it since I never had a Play Station and SNES version was only Japanese but since they re-released it on PSP I had to get it and finaly beat it. Really cool game with end game content even after the game is done
Ya I just downloaded that to see what the problem was and the characters types are wrong. I thought it was a issue with control at first but it wasn't. Leave the top of the Statedef as is and make Statetype = A, movetype = A and Physics need to be N. Set them to 1 with the appropriate state controler
The character also does not land properly alot of times on the floor axis so use what KBN22 suggested and make a special landing state instead of using 52, which is fine but a special landing state just give you more control over landing properly in alot of variations.