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Haohmaru (updated 07/28/2014)  (Read 44570 times)

Started by Chazzanova, July 25, 2014, 01:59:07 pm
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Re: Haohmaru (updated 07/28/2014)
#61  July 31, 2014, 01:27:33 am
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cool cant wait to see it can you atleast say from what game he/she is from?
back to topic really like what you did with haohmaru probably my favorite from your creation keep the good work
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Re: Haohmaru (updated 07/28/2014)
#62  July 31, 2014, 01:36:58 am
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Actually yes, Is not the same pause from CvS2, but it has the pause effect, yes :)

Hey, I'm working on fix some issues that senorfo pointed me. He tested the character a lot, and found some things related to the dampener and combos :) Haohmaru will be nerfed for the next update, but I honestly don't know when it will be ready. One reason is the time, I've been busy lately, the other reason is that I'm working on another character. Not Genjuro, he'll be the next.

Maybe I hang a video on my WIP thread in a few of hours.

Another char? Is it Big, Russian and with a Mr.T cut? Is it Zangief? What a relief!!
Re: Haohmaru (updated 07/28/2014)
#63  July 31, 2014, 11:29:18 pm
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Ey yo, just some little feedback!

- Heavy Slashes are a bit too unsafe on hit IMO. You could make em match Warusaki3's or adjust em on your own but I think they should be a lot more lenient than they are. This is basically applied to : Haohmaru's Far HP, Rasetsumaru's Cr.HP. Close HP as well. My personal advice is to adjust the ending timings a bit(the recovery should be just a LITTLE shorter by like 4-5 ticks) and to increase the hittimes(but not the guardtimes, they should be mad punishable on block)

Other than that, yeah, this is pretty good. Controls like Haohmaru, nothing feels strikingly off, so yeah.

But are there truly grown men in this world?!
Last Edit: August 02, 2014, 11:50:45 am by Killer Kong
Re: Haohmaru (updated 07/28/2014)
#64  August 02, 2014, 11:54:38 am
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 - Fixed :) Thanks for the tip Kong!
Re: Haohmaru (updated 07/28/2014)
#65  August 02, 2014, 11:59:56 am
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Yeah, so long as it's somewhere around -6 on hit for far HP.

As a side note I REALLY like what you did with them with the Samurai Shodown esque slowdown. Makes them feel nice and meaty.

But are there truly grown men in this world?!
Last Edit: August 02, 2014, 07:42:02 pm by Killer Kong
Re: Haohmaru (updated 07/28/2014)
#66  August 03, 2014, 05:27:33 pm
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I've only been testing the normal Haohmaru mode.

He feels really nice, you've come a long way since the first time I tested one of your characters.

Let's see:

- His Senpuuretsuzan projectiles should change to movetype = I when they fade out / connect. Parrying one of them will lock you back to a guarding position if you hold back.
- Resshin Zan becomes a pretty weird cross up move when the opponent is knocked down, usually these type of moves do not allow you to cross up like this. To fix this you might need a pushing helper.
- "Sake Kogeki can destroy projectiles."



wot.
I'm not sure what the actual effects of a succesful sake attack are, but compared to parrying or countering with TK Senpuuretsuzan, this seems like a really really terrible option all around considering he gets hit at startup. I don't think the move's useful at all at this stage.

- I think the "COUNTER!" text used in Senpuuretsuzan should be aligned with the hitspark, it looks weird:


- Something has to be done about custom combo, as a reversal maneuver activating and doing [(cr.HP)x4 => s.HP]xN deals around 340+ damage. There's no reason to use any of his other supers anymore considering this has more invincibility, faster startup, deals way more damage and can set up OKI.

- There's problems with his juggling, reseting an opponent using an air-to-air basic and then using a move with a very long active window does nothing, e.g. j.LP => (land) Issen.



- I do believe c.MP should hit low.
- In CvS2 he used to have a special blocking sound since he was blocking with his weapon. I think that would be nice to have.
- Why is liedown.time 60? This seriously bothers me to no end, he's not KFM and there's 0 games with lie down time that long. :P
  He can get OTG'd and/or pressured on wakeup almost for free.

- Please keep this lol:




Last Edit: August 03, 2014, 05:35:25 pm by Vans
Re: Haohmaru (updated 07/28/2014)
#67  August 03, 2014, 06:22:05 pm
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I've only been testing the normal Haohmaru mode.

He feels really nice, you've come a long way since the first time I tested one of your characters.
Wow. That's unexpected and nice :D But, to be fair, I received a lot of help from DivineWolf. Believe me, a part of me feels strange not to add to its authorname.

- His Senpuuretsuzan projectiles should change to movetype = I when they fade out / connect. Parrying one of them will lock you back to a guarding position if you hold back.
- Fixed. I think it's something I have to fix my other projectiles, right? :P
- Resshin Zan becomes a pretty weird cross up move when the opponent is knocked down, usually these type of moves do not allow you to cross up like this. To fix this you might need a pushing helper.
- I'll work on that :) Thanks for the report and the tip!
- "Sake Kogeki can destroy projectiles."



wot.
I'm not sure what the actual effects of a succesful sake attack are, but compared to parrying or countering with TK Senpuuretsuzan, this seems like a really really terrible option all around considering he gets hit at startup. I don't think the move's useful at all at this stage.
- Fixed. But you're right, the move turns really pointless. In SS the move can also reflect projectiles, thought on adding the feature, but I was afraid on make the Kogeki broken or something like that. What do you think about this issue?
- I think the "COUNTER!" text used in Senpuuretsuzan should be aligned with the hitspark, it looks weird:
- Fixed.
- Something has to be done about custom combo, as a reversal maneuver activating and doing [(cr.HP)x4 => s.HP]xN deals around 340+ damage. There's no reason to use any of his other supers anymore considering this has more invincibility, faster startup, deals way more damage and can set up OKI.
- Holy crap you're right D; I was working on dampener, Haohmaru really has very unbalanced combos. Hitting OTG during his EX Resshin Zan can be broken too. I'll working on that, yes.
- There's problems with his juggling, reseting an opponent using an air-to-air basic and then using a move with a very long active window does nothing, e.g. j.LP => (land) Issen.

- I'll look on that too. My main problem with this type of bugs is that I can't reproduce them because, to be honest, I suck playing. But I'll fix that.
- I do believe c.MP should hit low.
- Sorry, but this time I don't get it. Are you talking about the ground.type? Because it's set on Low.  Are you talking about hit properties (must be guarded on crouch)?
- In CvS2 he used to have a special blocking sound since he was blocking with his weapon. I think that would be nice to have.
- I thought about it, but as POTS Nakoruru hasn't the sound I discarded the idea of adding it. I guess I will add it, I also think that would be nice to have :) I was wrong, Nakoruru did has the sound!
- Why is liedown.time 60? This seriously bothers me to no end, he's not KFM and there's 0 games with lie down time that long. :P
  He can get OTG'd and/or pressured on wakeup almost for free.
- Reduced to 50 :P
- Please keep this lol:

[youtube]https://www.youtube.com/watch?v=7yOklkcWu88[/youtube]
- Hahahahahaha! I can't believe I forgot to put the hitbox.

Thank you for taking the time and give me all the feedback, Vans. I'll work on the things that you pointed me :)
Last Edit: August 03, 2014, 09:23:42 pm by Chazzanova
Re: Haohmaru (updated 07/28/2014)
#68  August 03, 2014, 06:45:24 pm
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- Fixed. I think it's something I have to fix my other projectiles, right? :P

Probably. :P

- Fixed. But you're right, the move turns really pointless. In SS the move can also reflect projectiles, thought on adding the feature, but I was afraid on make the Kogeki broken or something like that. What do you think about this issue?

Hmmm... I'm not sure, he has tons of really good tools already.

Since the move is traditionally a projectile killer then it would be for the best to keep it that way, the issue is giving him incentive to actually use it instead of everything else he has. He doesn't really need more moves to get power since he already has tons of ways to build meter and as a defensive maneuver, he has stronger/better ones already.

Might have to put some thought on it for a while, one of the Samsho experts would probably have a better idea of what to do too.

For now it should cancel out projectiles at least. :P

- I'll look on that too. My main problem with this type of bugs is that I can't reproduce them because, to be honest, I suck playing. But I'll fix that.

If you change Issen's command to just "x" it's easy to do: have both characters jump, hit the opponent with j.LP and then activate the super as soon as you land, you'll see it miss completely on p2.

- Sorry, but this time I don't get it. Are you talking about the ground.type? Because it's set on Low.  Are you talking about hit properties (must be guarded on crouch)?

Oh my bad, in CvS2 this move had to be blocked low. :P
Re: Haohmaru (updated 07/28/2014)
#69  August 03, 2014, 08:59:00 pm
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In regards to his movelist, Haohmaru's version of the Issen seems more like a Level 3 super move to me.

A move like that is generally seen a character's most powerful move, especially when the background changes as it did in Haohmaru's version. And in the Samurai Shodown series, it's quite strong as well.

I would have had his Tenha: Seiou Zan as a Level 2 only move while making his Issen his Level 3 super move.
Last Edit: August 03, 2014, 09:05:35 pm by gamespy
Re: Haohmaru (updated 07/28/2014)
#70  August 03, 2014, 09:10:17 pm
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Just gonna jump in and say that the noise that happens during his stance threw me off. Just feels weird to have it, but I can't really say much else that Homer and Vans didn't already say.

EDIT: Well, maybe a couple of things.
Both:
-Their damage output seems kind of weird and jumpy, especially on supers. Sometimes it feels like they do too little damage—especially with their supers—but then that custom combo thing comes up and then they're doing way too much.
Rasetsumaru:
-Hiougi Tenha: Danku Retsu Zan seems kinda weird. I feel there should be some way to combo into it, but the delayed startup makes the invuln a bit more bearable, so I dunno.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: August 03, 2014, 09:19:47 pm by Xan
Re: Haohmaru (updated 07/28/2014)
#71  August 03, 2014, 10:01:01 pm
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Hmmm... I'm not sure, he has tons of really good tools already.

Since the move is traditionally a projectile killer then it would be for the best to keep it that way, the issue is giving him incentive to actually use it instead of everything else he has. He doesn't really need more moves to get power since he already has tons of ways to build meter and as a defensive maneuver, he has stronger/better ones already.

Might have to put some thought on it for a while, one of the Samsho experts would probably have a better idea of what to do too.

For now it should cancel out projectiles at least. :P
- Uhm. I guess I'll talk with Arpa about this issue.
If you change Issen's command to just "x" it's easy to do: have both characters jump, hit the opponent with j.LP and then activate the super as soon as you land, you'll see it miss completely on p2.
- Nice tip :)
Oh my bad, in CvS2 this move had to be blocked low. :P
- Fixed :)!

In regards to his movelist, Haohmaru's version of the Issen seems more like a Level 3 super move to me.

A move like that is generally seen a character's most powerful move, especially when the background changes as it did in Haohmaru's version. And in the Samurai Shodown series, it's quite strong as well.

I would have had his Tenha: Seiou Zan as a Level 2 only move while making his Issen his Level 3 super move.

Uhmmm. I don't know man. Seiou Zan was a LV3 Super on CvS2. I think the movement should remain as such. Sorry :(

Just gonna jump in and say that the noise that happens during his stance threw me off.
- That's from CvS2 D;
-Their damage output seems kind of weird and jumpy, especially on supers. Sometimes it feels like they do too little damage—especially with their supers—but then that custom combo thing comes up and then they're doing way too much.
- That's kinda also from CvS2. For example, in source, Haohmaru far s.HP does 3000 dmg, and his super (1 bar) does 2300. Capcom take this things from SS games. Haohmaru has some weird damages D;
-Hiougi Tenha: Danku Retsu Zan seems kinda weird. I feel there should be some way to combo into it, but the delayed startup makes the invuln a bit more bearable, so I dunno.
- He can be canceled from Nagi Yaiba, Senpuu Ha, and Gouha.

Well, I still has a lot of things to fix, and this characters needs a nerf. I think I still have much to learn, but the fact of wanting to learn is a good sign, I think :P Thanks to everyone, really.
Re: Haohmaru (updated 07/28/2014)
#72  August 03, 2014, 11:55:28 pm
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- He can be canceled from Nagi Yaiba, Senpuu Ha, and Gouha.
Yeah, I just recently found that out (though it doesn't connect from Nagi Yaiba at all).

Oh, two more things:
-Ougi: Resshin Zan lets P2 stand up as soon as it hits. Kinda defeats the purpose imo? idk I'm still kinda out of my element here but yeah.
-Hiougi Tenha: Danku Retsu Zan allows some people to get up before the last hit (seen against GM's SF3 Ryu's AI).
-If the second hit of his crouching Z<Z chain misses, the slowdown still happens (either that or mugen suddenly decided it hates my computer).
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: August 04, 2014, 03:30:47 am by Xan
Re: Haohmaru (updated 07/28/2014)
#73  August 04, 2014, 12:45:27 am
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Uhmmm. I don't know man. Seiou Zan was a LV3 Super on CvS2. I think the movement should remain as such. Sorry :(
No worries. It seemed like a more powerful super move to me hence why I made the suggestion.

And it's actually the other way around in Neo Geo Battle Coliseum in that the Seiou Zan is a Level 1 super move while the Tenha: Fujin Zan is a Level 2 super move.
Re: Haohmaru (updated 07/28/2014)
#74  August 04, 2014, 02:10:00 am
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To make an incredibly quick correction to my feedback.

- When I said lower the recovery time on Far HP, ignore that lol. That was me being stupid. Just do the hittime adjustment thing.

But are there truly grown men in this world?!
Re: Haohmaru (updated 07/28/2014)
#75  August 04, 2014, 12:55:10 pm
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-Ougi: Resshin Zan lets P2 stand up as soon as it hits. Kinda defeats the purpose imo? idk I'm still kinda out of my element here but yeah.
Happens all the time or just when EX Resshin Zan hits OTG? Forgive me for bothering you, I can't replicate the thing at all.

-Hiougi Tenha: Danku Retsu Zan allows some people to get up before the last hit (seen against GM's SF3 Ryu's AI).
Holy crap :c I had this problem agaisnt some characters, I thought it would have solved :| thanks for the report C.A.N., I'll work on that.
-If the second hit of his crouching Z<Z chain misses, the slowdown still happens (either that or mugen suddenly decided it hates my computer).
Is not your computer, I'll fix that :)

Thanks! :)

Uhmmm. I don't know man. Seiou Zan was a LV3 Super on CvS2. I think the movement should remain as such. Sorry :(
No worries. It seemed like a more powerful super move to me hence why I made the suggestion.

And it's actually the other way around in Neo Geo Battle Coliseum in that the Seiou Zan is a Level 1 super move while the Tenha: Fujin Zan is a Level 2 super move.

If maybe I convert other characters from SamSho (for sure, I'll convert 2 more), and the movelist seems short, I'll add Issen to them. I'd rather keep it as a more general movement, I do not like repeat Super Moves, and less when it comes to LV3 Moves.

To make an incredibly quick correction to my feedback.

- When I said lower the recovery time on Far HP, ignore that lol. That was me being stupid. Just do the hittime adjustment thing.
I actually changed most part of his Normals to match the frameadvantage with CvS2. I use this as a guide:
http://i.imgur.com/czie5jp.jpg
I still don't know how to get data from the game :P I would love to learn but my enligsh it's really bad and I don't get the tutorials at all. But the pic looks very legit lol
I wonder if you agree with these frametimes :) Thank you so much for the attention, really.

In general I still need to fix some bugs. I honestly would like to update the character when all the reported bugs were fixed (even if after that, another wave of bugs can come :P).
Re: Haohmaru (updated 07/28/2014)
#76  August 04, 2014, 01:09:44 pm
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-10 on hit for far HP HONESTLY makes a lot of sense to me. So yeah that seems pretty good! As far as the attention goes, I hate making mistakes when it comes to feedback so I have to do correction or else I can't live with myself lol.

The only data you can get from the game at this point is velocities, and if you ever need help with that in the future you can shoot me a PM and I'll do my best to explain. But for now, what you're using for Haohmaru is definitely sufficient.

But are there truly grown men in this world?!
Last Edit: August 04, 2014, 01:16:12 pm by Killer Kong
Re: Haohmaru (updated 07/28/2014)
#77  August 04, 2014, 07:37:51 pm
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Happens all the time or just when EX Resshin Zan hits OTG? Forgive me for bothering you, I can't replicate the thing at all.
All the time (and not just for EX iirc). I used Training and had its laydown time set to 0.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: August 05, 2014, 06:02:30 am by Xan
Re: Haohmaru (updated 07/28/2014)
#78  August 05, 2014, 04:47:06 am
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Interesting that it's his only special that doesn't make training ground bounce.  It looks to have the same recovery as his trip, though I don't know if it means anything.
Re: Haohmaru (updated 07/28/2014)
#79  August 05, 2014, 11:54:57 am
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That's because his ground.type is Trip :P I guess I fix the thing :)
Re: Haohmaru (updated 07/28/2014)
#80  August 05, 2014, 11:25:14 pm
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Hi!
I have a problem to perform Zoubu Eguri with Rasetsumaru but I can perform Tenha: Seiou Zan with Haohmaru easily , also I have read this:
 - Zoubu Eguri can only be performed during round 2/3 if oponent's life is relatively low. (but it's not that so I don't know...)