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Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17 (Read 13745 times)

Started by Cruz, August 08, 2017, 06:29:59 am
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Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 10.08.17
#21  August 17, 2017, 03:50:52 pm
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IDK much about Clark, but there are some things that are questionable to me, from a subjective/technical standpoint:

-Is it intentional for his Back Breaker special to combo? The HCF move.
 
-Your single HCF/HCB inputs... They're too lenient and interfere with other commands as you have them now. A lot of times, when I try to do his (hold)B(DB) -> F + P special, I'll get the Back Breaker instead, as my thumb will sometimes slide over down. With a time of 32 tick leniency, couple with this "$B,$D,$F" lenient input, and it's higher than the charge command taking priority over it; More times than not, you'll get it instead. You can also tap back, wait a bit, then do a QCF and still get Back Breaker. For single HCB/HCF motion, I personally do every single input for them, to prevent command conflict like this. I only use the shortcut HCB/HCF inputs for double motions. Perhaps cutting the tick leniency in half(32 -> 16) could rectify this as well. That's just a theory though, as I haven't tried it, though I doubt it.

-Techable special? The tackle maneuver. I can understand this for basic grapple, but to the best of my knowledge, I've never played a game where this was allowed against a char's special grapple. 

-His evasive rolls feel like the vel stops prematurely. Like he's still in the anim of rolling for like his last 2-3 frames of it, though it just stops abruptly, and he's rolling in place.
Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17
#22  August 17, 2017, 06:09:50 pm
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- That is KOF thing where grapplers can cancel into their command grabs and they will still connect. I had to lower the damage of his command grabs due to this feature.

- Just saw that on Jill, so I think it's fixed it now. Here's an example of the new command:
Code:
command = ~B, $D, F, x
time = 32
TO
command = ~B, DB, D, DF, F, x
time = 32
Also Gatling Attack is now ordered much like how KFG's Kung Fu Charge is ordered. (I assume that charge moves must always have priority over motion moves?)

- You can tech his Mount Tackle's followups in the KOF games. It was a unique property that I believe was later removed. (You can't tech this move in KOF XIV?)

- Fixed now, it lasts for a frame longer.

Thanks man! The character has been updated now.
Also I got that win pose glitch to work again with a running jump.
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Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17
#23  August 17, 2017, 07:58:38 pm
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Also Gatling Attack is now ordered much like how KFG's Kung Fu Charge is ordered. (I assume that charge moves must always have priority over motion moves?)

Not really...? I suppose that just boils down to what you find to be more difficult. I wouldn't put a charge command over a HCB/HCF or full circle, though it would go above a DP/RDP and QCF/QCB. 
Re: Clark Still (Rework) + Yoko Update [Divinewolf] UPDATE: 17.08.17
New #24  August 17, 2017, 08:07:21 pm
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Last Edit: August 17, 2017, 08:18:02 pm by Cruz