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Blaze released + Tiffany updated (6/2/2024) (Read 10256 times)

Started by Rhythmholic, June 02, 2024, 04:49:26 pm
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Blaze released + Tiffany updated (6/2/2024)
#1  June 02, 2024, 04:49:26 pm
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Last Edit: June 02, 2024, 05:30:43 pm by Rness
Re: Blaze released + Tiffany updated (6/2/2024)
#2  June 02, 2024, 06:43:13 pm
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A good release for today, thanks, I'll download them!
Re: Blaze released + Tiffany updated (6/2/2024)
#3  June 02, 2024, 07:31:58 pm
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Neither of them work on mugen. Why do they have KFM AIR files?
Re: Blaze released + Tiffany updated (6/2/2024)
#4  June 02, 2024, 07:49:39 pm
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Last Edit: June 02, 2024, 08:41:50 pm by Rness
Re: Blaze released + Tiffany updated (6/2/2024)
#5  June 02, 2024, 09:03:24 pm
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Great news!
I'm particularly glad for Blaze!
But sure It's great to have love given to Rival Schools!

Thanks for the double feature!
Re: Blaze released + Tiffany updated (6/2/2024)
#6  June 04, 2024, 06:55:15 pm
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Thanks Ned, Glad you like it :D


After testing them in MUGEN (without realizing that I was only using IKEMEN) I made some tweaks to their speed values. So both are updated.
Re: Blaze released + Tiffany updated (6/2/2024)
#7  June 05, 2024, 01:20:38 am
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Can you make separate versions of these? One set for M.U.G.E.N., and another for I.K.E.M.E.N.?
Last Edit: June 05, 2024, 01:24:08 am by Retro Respecter
Re: Blaze released + Tiffany updated (6/2/2024)
#8  June 05, 2024, 02:58:15 am
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I have a couple of nitpicks for Tiffany as I see more changes than the stuff you mentioned and don't have time to test her in detail:
-The small portrait looks much different than the previous version (I like the old one more as it looked closer to the big one).
-She seems to have less palettes than the previous version (There are also two unused leftovers (9000,4) and (9000,5)).
-Her pal.defaults is not the 1st one and will use an alternate color when testing though Fighter Factory.
-What's with the "r" at the end of her folder and def file name (It's not consistent with the other file names)?
I will still do detail and aesthetic feedback for the rest.
Re: Blaze released + Tiffany updated (6/2/2024)
#9  June 08, 2024, 04:42:43 am
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Can you make separate versions of these? One set for M.U.G.E.N., and another for I.K.E.M.E.N.?
Done!

The small portrait looks much different than the previous version (I like the old one more as it looked closer to the big one).
Yes, I modified it to make it look more expressive since the previous one was meh. Anyway, I added the old one inside the "extra" folder for whoever wants to use it.

She seems to have less palettes than the previous version
Yeah, those palettes were horrible that I made as a test, instead I added some that kater15 made.

There are also two unused leftovers (9000,4) and (9000,5)
Both deleted.

-Her pal.defaults is not the 1st one and will use an alternate color when testing though Fighter Factory.
Fixed. Also for Blaze who had the same problem.

-What's with the "r" at the end of her folder and def file name (It's not consistent with the other file names)?
"r" is my initial author name. Anyway, already changed the file names so that it looks consistent.

Thanks for the feedback :D, both are updated, with their respective I.K.E.M.E.N versions.
Last Edit: June 08, 2024, 06:10:39 am by Rness
Re: Blaze released + Tiffany updated (6/2/2024)
#10  June 08, 2024, 03:28:47 pm
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I've been waiting for a decent up-to-date Blaze for a while. This is the most welcome release.

My only nitpick, is that her dedicated win quotes (against Benimaru and Blanka) are triggered against regular opponents.
Re: Blaze released + Tiffany updated (6/2/2024)
#11  June 09, 2024, 03:04:38 pm
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Tested Blaze really quick, she is very fun for some reason I want to use her as a hidden char.

However, maybe its my shit execution but something is going on with both of their inputs.

Sometimes normals do not come out as intended or EX Moves and sometimes they do.

I cant explain it all that well but lets say I do the same combo 3 times it will work on the 3rd, sometimes a light punch wont come out, sometimes the EX special I want to chain into from normals wont come out.

Its either me being shit or its something going on with the inputs, its like I cant buffer their moves beforehand.

Just to be sure im not going mad, I tried DW chars no issues there, Jman chars as well.

Though maybe its me but I feel its worth reporting.
Re: Blaze released + Tiffany updated (6/2/2024)
#12  June 09, 2024, 06:15:54 pm
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Tested Blaze really quick, she is very fun for some reason I want to use her as a hidden char.

However, maybe its my shit execution but something is going on with both of their inputs.

Sometimes normals do not come out as intended or EX Moves and sometimes they do.

I cant explain it all that well but lets say I do the same combo 3 times it will work on the 3rd, sometimes a light punch wont come out, sometimes the EX special I want to chain into from normals wont come out.

Its either me being shit or its something going on with the inputs, its like I cant buffer their moves beforehand.

Just to be sure im not going mad, I tried DW chars no issues there, Jman chars as well.

Though maybe its me but I feel its worth reporting.

Looking at his buffering system right now (Tiny Buffering! from Vans) Rness set the buffering in the buttons a to z to only 1 tick.
Spoiler, click to toggle visibilty

IIRC, Capcom games uses 3 or 5 ticks button buffering, idk.
Last Edit: June 09, 2024, 08:30:00 pm by Manson Rees
Re: Blaze released + Tiffany updated (6/2/2024)
#13  June 10, 2024, 06:46:15 am
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I've been waiting for a decent up-to-date Blaze for a while. This is the most welcome release.
Thanks :)

My only nitpick, is that her dedicated win quotes (against Benimaru and Blanka) are triggered against regular opponents.
Oops, those cringey winquotes that I made shouldn't be there lol. But, I fixed them.

Oh, my bad. I didn't realize it had those tick values. Thank you, Manson :D

Tested Blaze really quick, she is very fun for some reason I want to use her as a hidden char.
Thanks :D

However, maybe its my shit execution but something is going on with both of their inputs.
Sometimes normals do not come out as intended or EX Moves and sometimes they do.
I cant explain it all that well but lets say I do the same combo 3 times it will work on the 3rd, sometimes a light punch wont come out, sometimes the EX special I want to chain into from normals wont come out.
I agree with what you say, but this happened to me with Tiffany, and it seems that it was due to the ticks that I mistakenly modified for both of them. But after tweaking the tick values of buffering system, noticed a great change in both in their combo executions.

Though maybe its me but I feel its worth reporting.
You did the right thing. Any feedback is welcome :D



 I did some misc changes for them and tweaked their buffering system tick values. Again, both are updated, with their respective I.K.E.M.E.N versions.
Last Edit: June 11, 2024, 06:07:36 am by Rness
Re: Blaze released + Tiffany updated (6/2/2024)
#14  June 11, 2024, 02:19:19 pm
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I agree with what you say, but this happened to me with Tiffany, and it seems that it was due to the ticks that I mistakenly modified for both of them. But after tweaking the tick values of buffering system, noticed a great change in both in their combo executions.

This is my fault. As you and Cruz followed my example. I was trying to go for how it feels in CVS2, with tighter windows for executions. After months of playtesting and research, along with talks with JZ and Kame, I learned that CVS used 2 for this. However, I went back with what Vans originally defaults it at 3. This is closer to how MUGEN's default cmd buffering feels and is overall easier for the player. I also tweaked how harder commands are read and their timings to be a lot more player friendly. I was going to fill you in, but never got around to it. I apologize for that. You can reference any of my chars now that are up to date, to update accordingly for your chars. If you have any questions, you can PM me.



Those updates for Tiffany look really cool. I'm glad to see you seem to have implemented her launcher to actually follow up after it. Adds a lot more to her damage output and overall offensive flow. I'll DL and get back with you soon.
Re: Blaze released + Tiffany updated (6/2/2024)
#15  June 15, 2024, 01:05:59 am
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This is my fault. As you and Cruz followed my example. I was trying to go for how it feels in CVS2, with tighter windows for executions. After months of playtesting and research, along with talks with JZ and Kame, I learned that CVS used 2 for this. However, I went back with what Vans originally defaults it at 3. This is closer to how MUGEN's default cmd buffering feels and is overall easier for the player. I also tweaked how harder commands are read and their timings to be a lot more player friendly. I was going to fill you in, but never got around to it. I apologize for that.
Hey no problem, remember modifying some of the Tiny Buffering but didn't remember which ones and thought it was my fault lol. Every time I change something I forget it again. Anyway, thanks to you I learned something about command ticks.

You can reference any of my chars now that are up to date, to update accordingly for your chars. If you have any questions, you can PM me.
Thanks, sure. Maybe I'll bother you later for a couple of things lol.

Those updates for Tiffany look really cool. I'm glad to see you seem to have implemented her launcher to actually follow up after it. Adds a lot more to her damage output and overall offensive flow. I'll DL and get back with you soon.
Thanks :D

Well, I felt that it was not complete without her launcher. But the main reason I decided to include it it's because I liked the follow-up of Akira by KarmaChameleon, e.g MAX Go Kiko Kai > Launcher, taking advantage of the fact that 'MAX Groovy Special' (last hit) has the same mechanic of bounce foes off walls.
Last Edit: June 15, 2024, 01:14:26 am by Rness
Re: Blaze released + Tiffany updated (6/2/2024)
New #16  June 23, 2024, 05:45:31 pm
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Overall she(Tiffany) still feels great. I have some things of note:

-Throw clsns should go to ground level. I'd honestly say hers is too high. It should be lower so jumping it is more likely, though it should be on ground level so it can grab anyone.
-German Suplex should allow the camera to scroll X vel. Looks odd as it locks currently. Maybe add some width for screen edge?
-The Y hit vels for p2 are too high when launching them(air combo hits). Each hit causes p2 to fly higher than they should. Also air HK/HP doesn't spike p2 hard enough imo.
-I know it's probably a bit confusing with Kyosuke, because of all the wacky restrictions I had to implement with his launcher. However, you have a lot of things there for Tiff that you don't need. Kyosuke's Lightning Upper super also allows him to follow up from it like a launcher. So I had to add multiple restrictions to prevent infinites/multiple launchers in one combo. As far as I can see, Tiff can only launch p2 from her launcher. Which means it's much easier for you, and you don't need all those other variables that Kyosuke does. Cleaning up code and knowing what does what, is what I'm getting at. Technically it does work, but, knowing what you did will help you in future development. If you're having a hard time telling what does what, PM me and I'll help you clean it up.
-Not sure if EX Groovy Knuckle and EX Exciting Kick(Stand) should have projectile resistance. Seeing as how you gave it to EX Groovy Wheel. Also seeing as how EX Groovy Knuckle and (EX)Exciting Kick(Stand) can avoid projectiles with proper timing anyway. EX Knuckle can go under most projectile due to it's clsn mapping. While (EX)Exciting Kick's main offensive perk is jumping over projectiles. Seems a bit redundant.
-Speaking of EX G.Knuckle, have the red clsns while she's spinning extend to ground level to cover bases. It's fine to do so.

I'd like to suggest adding her Double Tornado Uppercut super. It's a really cool super and I'm not sure why you omitted it. :-/ It can remain a Lv2 only super. You don't need to add a Lv 1 variant. One last thing, and this is probably just me, but I have to mention it; I can't help but feel, as far as animations go, that cr.LK should be cr.MK and vice versa. Mainly due to range and how they look in general. This is most likely just a "me" thing though, so feel free to disregard. :P At any rate, I stand by everything I've always said about her. She's very fun and you did a great job on her. :)

As far as Blaze goes... Haven't tested her yet. I'm not a big fan of the sprites or the overall moveset. I'll ignore my biased though and try her out soon.

EDIT:

I'm using the Mugen versions fyi. Also one last thing:

-I feel like (Max)Groovy Special should re-stand p2, rather than juggle the way it does. I haven't tested it fully, but I feel like the juggle allowance could allow shenanigans with the super and launcher now implemented. You won't have to worry about anything like infinites, but she may be able to output some damage and combos now that you didn't intend. I'll have to test to confirm. Actually just came to me when watching the 2nd showcase vid of her(Tiff).
Last Edit: June 23, 2024, 08:15:43 pm by DivineWolf