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DvVasconcelos Project Thread - Bison SNK (Read 31295 times)

Started by DvVasconcelos, August 04, 2015, 04:47:05 pm
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DvVasconcelos Project Thread - Bison SNK
#1  August 04, 2015, 04:47:05 pm
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01,01,2016 - Update

Hello everybody, I walked a while away from Mugen yesterday and decided to play a little.

Bison 2.4

Added special attack Psycho Inferno
Added special attack Psycho Server
Added special attack Psycho Brain
Added Sdm Ultimate Psycho Crusher

Test and tell me what I need to improve.



Download

Spoiler: 16,09,2015 (click to see content)

Spoiler: 04,08,2015 (click to see content)
Last Edit: January 02, 2016, 01:11:18 am by DvVasconcelos
Re: Bison SNK
#2  August 04, 2015, 09:10:58 pm
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Re: Bison SNK
#3  August 04, 2015, 09:32:38 pm
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here's some feedback:

-bison has ryu's battle cry from svc
-is it intentional that his psycho crusher super takes too much damage

that's all i got
Re: Bison SNK
#4  August 04, 2015, 10:15:36 pm
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here's some feedback:

-bison has ryu's battle cry from svc
-is it intentional that his psycho crusher super takes too much damage

that's all i got

Thanks for pointing out these problems.
Will decrease the amount of damage Final Psycho Crisher to 590, which despite being a high value, yet consistent with the damage value of the original game.
Last Edit: August 04, 2015, 10:18:37 pm by DvVasconcelos
Re: Bison SNK
#5  August 04, 2015, 10:47:38 pm
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This is a really good Bison so far, I'm enjoying what's done for him so far. There are only some nitpicks that I have:

- Namely, I feel that his jump is too high. While I didn't main Bison that much, it certainly feels very floaty to jump with him in your character-- the same goes for his short jump
- I feel that it's silly to use one of the buttons just to use a SDM move-- it feels like a very weird choice for a shortcut. If anything, instead of triggering the SDM move, it could use a knockback attack instead (the one that a character uses in KOF games, when pressing HP+HK)
- The C buttons has no use. Not that it is exactly an issue, but it could be used for either dodging, or turning Max mode (ala KOF 2002) on-- that is if you have any plans for including something like that for Bison, because if you don't, then yeah, just use the C button for dodging
- Letting him use his charge attacks in air certainly makes him feel slightly overpowered-- at least for KOF standards

Shit
Re: Bison SNK
#6  August 04, 2015, 11:27:51 pm
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This is a really good Bison so far, I'm enjoying what's done for him so far. There are only some nitpicks that I have:

- Namely, I feel that his jump is too high. While I didn't main Bison that much, it certainly feels very floaty to jump with him in your character-- the same goes for his short jump
- I feel that it's silly to use one of the buttons just to use a SDM move-- it feels like a very weird choice for a shortcut. If anything, instead of triggering the SDM move, it could use a knockback attack instead (the one that a character uses in KOF games, when pressing HP+HK)
- The C buttons has no use. Not that it is exactly an issue, but it could be used for either dodging, or turning Max mode (ala KOF 2002) on-- that is if you have any plans for including something like that for Bison, because if you don't, then yeah, just use the C button for dodging
- Letting him use his charge attacks in air certainly makes him feel slightly overpowered-- at least for KOF standards

Good thing the character is fun to play, my intention was to make a more challenging M. Bison.

- I was using the z button as SDM to test the combos (I was having trouble with my keyboard) and I forgot to remove this assignment.
- I will trade the Z button to LP + LK and the C button to HP + HK.
- As for the jump, you're right, M. Bison will always heavy character. I give a way to decrease the range of his jump.
- As for Max mode (ala KOF 2002) have no plans to include it, at least for now (I have a little difficulty in properly do the codes of max cancels).
- Charge attacks in the air, it was what I saw in Bison Nyapamaster and had found interesting, but as you pointed out these attacks are far from KOF.

Once I have time will correct the errors pointed out.
Thanks for the feedback!
Last Edit: August 04, 2015, 11:34:50 pm by DvVasconcelos
Re: Bison SNK
#7  August 05, 2015, 09:07:42 am
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I'm interested on this character, will test soon!
            Zorf Giudecca
Re: Bison SNK
#8  September 16, 2015, 05:43:16 pm
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UPDATE!!
Re: Bison SNK
#9  September 18, 2015, 05:19:41 pm
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Some plans for SNK Blanka?

Contact me if you want a mugen stuff or if you wanna give a donation I appreciate.
: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=EMU3HTMW4MPUL
Nintendo 3DS friend code: 1307-0181-1655
Name: chuchoryu
Re: Bison SNK
#10  September 18, 2015, 05:21:38 pm
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Please do not come into WIP threads asking about characters not being made/shown. It's rude.
Re: Bison SNK
#11  September 18, 2015, 08:34:20 pm
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What style of snk will he have
Re: Bison SNK
#12  September 18, 2015, 11:44:35 pm
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Re: Bison SNK
#13  September 19, 2015, 03:00:00 am
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I still can't help but to feel that Bison is way too floaty whenever he jumps, because it almost feels like I'm playing as Dhalsim. To clarify in here, the normal jumps just go way too high, and the short jump goes up to the height that I would expect out of a normal jump, instead of a short jump. You also need to make him fall faster, whenever he is jumping, but just a little faster.

Another thing that makes him inaccurate to the KOF style (a tad overpowered too) is the fact that he can chain the basic attacks in a similar fashion to Marvel vs Capcom games. Such thing just feels very unfitting to this play style. Because of that, I could chain in basic moves with the B+LP and two special moves, and easily took more than half of the opponent's bar.

And a little nitpick, but I'd really rather have you to change the landing sound effect, as it just sounds loud and exaggerated for plain landing. A simpler sounding effect would be an improvement, in my opinion.

Shit
Re: Bison SNK
#14  September 19, 2015, 02:50:47 pm
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I still can't help but to feel that Bison is way too floaty whenever he jumps, because it almost feels like I'm playing as Dhalsim. To clarify in here, the normal jumps just go way too high, and the short jump goes up to the height that I would expect out of a normal jump, instead of a short jump. You also need to make him fall faster, whenever he is jumping, but just a little faster.


I set the speed of runjump.fwd to the value of 5, the runjump.fwd to -5 and yaccel to the value of 0.62 I think the result was better than before.

Another thing that makes him inaccurate to the KOF style (a tad overpowered too) is the fact that he can chain the basic attacks in a similar fashion to Marvel vs Capcom games. Such thing just feels very unfitting to this play style. Because of that, I could chain in basic moves with the B+LP and two special moves, and easily took more than half of the opponent's bar.


I removed the possibility of linking other blows after Psycho Impact (B, DB, B + P). I think it diminishes the character of the problem be too overpowered.
A question, you think I should take the Psycho Break (B + LP), to be closer to KOF?

And a little nitpick, but I'd really rather have you to change the landing sound effect, as it just sounds loud and exaggerated for plain landing. A simpler sounding effect would be an improvement, in my opinion.


Fixed!

Thanks for the feedback, the errors pointed out were fixed.
Waiting for more feedback.
Re: Bison SNK
#15  September 19, 2015, 03:56:48 pm
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Not sure with what you mean regarding Psycho Break being closer to KOF. What did you have in mind anyway?

Shit
Re: Bison SNK
#16  September 19, 2015, 10:59:33 pm
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Not sure with what you mean regarding Psycho Break being closer to KOF. What did you have in mind anyway?

About the fact that it is possible to chain several basic strokes with Psycho Break (B + LP) make the gameplay inaccurate to KOF style.

Liked to play M. Bison in Omega mode of USFIV, it was far more offensive compared to normal. I wanted to spend this offensiveness to char, but do not want to make it in an extremely broken char.
Re: Bison SNK
#17  September 20, 2015, 08:50:48 pm
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Actually, going from a basic move to an unique attack is something that is mostly common in KOF games, so you can keep it as it is.

Shit
Re: Bison SNK
#18  September 21, 2015, 12:42:25 am
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Been playing with this guy all day, so much fun, his AI is pretty entertaining too, he can hold his own against some pretty tough opponents, as it should be, i mean he's Bison  :bison:
Thank you for making an amazingly fun snk styled bison.

you inspired me, i finally made this for you sir.

Last Edit: September 23, 2015, 10:13:24 pm by Melcore
Re: Bison SNK
#19  September 24, 2015, 05:33:53 pm
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Been playing with this guy all day, so much fun, his AI is pretty entertaining too, he can hold his own against some pretty tough opponents, as it should be, i mean he's Bison  :bison:
Thank you for making an amazingly fun snk styled bison.


That was my intention to char, make it challenging as M. Bison should be. Although Artificial Intelligence has much room for improvement still.

you inspired me, i finally made this for you sir.



The portrait is good, maybe I use the image on char.
Re: Bison SNK
#20  September 25, 2015, 12:47:16 am
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I got some feedback and made a slight change, use which ever one you want, when you want  


can't wait to see the new AI improvements you are going to implement though, I've been wanting a scary snk styled bison on my roster for a long time.
Last Edit: September 25, 2015, 12:55:53 am by Melcore