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Jin Saotome (Cyberbots, CVTW Version) (Read 11030 times)

Started by Sean Altly, June 21, 2012, 07:28:37 am
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Jin Saotome (Cyberbots, CVTW Version)
#1  June 21, 2012, 07:28:37 am
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(He is scaled to CVS size in game)

So, I've been trying to get Jin Saotome done for the upcoming beta to increase the Capcom character count (along with Zombie Sagat working on coding Morrigan). I used Hsieh's .sff, and I'm giving him full credit for it, along with some of his code. I've changed certain things about Jin from his MVC incarnations to tone him down a little bit for this game. Here's his tentative movelist:

UNIQUE TACTIC

Bulk Up - S Button
    -Jin poses epicly, and if he completes the animation (it won't be terribly long, just a normal taunt length), he will get 1 hit of super armor.

COMMAND MOVES

Flaming Upper - B+HP
    -Jin's MP from MVC. It's a fairly short ranged uppercut but has good priority due to the flaming "projectile" the punch emits, and is good for anti-air purposes.

Inferno Kicks - DF+HK
    -Jin's MK from MVC. A pair of jumping upward kicks. I had to give him a new crouching HK, for reasons explained below.

SPECIAL MOVES

Saotome Drill - QCF+K
    -I basically turned his HKs into special moves. LK is the sweeping version, HK is the jumping/forward version. To replace his crouching HK, I made a sweep using some of his jump kick sprites that ended up looking pretty good IMO. LK must be blocked low, HK is an overhead.

Saotome Dynamite - Charge D,U+P
    -Same as in MVC, an explosive move with a lot of priority, but also a lot of recovery and not a lot of combo potential.

Saotome Crush - HCB+K
    -Command "grab," similar to MVC. HK version is the one you know, forward slide with tons of range, but blockable. LK version is new, an unblockable grab but no forward momentum at all, just a standard grab animation.

Saotome Typhoon - Charge B,F+P
    -Pretty much the same as in MVC, except he doesn't pass through his opponent, just knocks them away after a few hits. Please read "Notes" below regarding this move.

SUPER MOVES

L1 - Blodia Punch - QCF+S
    -Same move as in MVC3, full-screen range. Damage is toned down to about 235 if all hits are successful.

L1 - Saotome Cyclone - DP+S
    -Same as MVC3, a slow moving Typhoon that extends to the top of the screen.

L3 - Blodia Vulcan - QCB+S
    -Obvious choice for L3. Full screen range, Jin is invincible during. Goes into a cinematic first-person view if it connects.

NOTES

Now, the question is, since this game is toned down quite a bit compared to MVC, would his Saotome Typhoon special be over the top or cheap here? He has the Saotome Cyclone super, so it could be replaced with an original special move. It just seems like a "big move" outside of MVC, more like a super. Give me some opinions on this and other things, since Jin is quite over the top, and I want to make sure he fits in and isn't too cheap.

SCREENSHOTS (more in the spoiler):


Spoiler, click to toggle visibilty

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Last Edit: June 21, 2012, 11:14:43 pm by Sean Altly
Re: Jin Saotome (Cyberbots, CVTW Version)
#2  June 21, 2012, 07:45:41 am
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IMO his Typhoon special should be cheap & less powerful than it's super.

MDD

Re: Jin Saotome (Cyberbots, CVTW Version)
#3  June 21, 2012, 08:31:48 am
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You could just make it stationary and cancel out any regular projectiles if you want it to function differently, and IMO is more balanced. It's still fine as it is though.

Spoiler, click to toggle visibilty
Re: Jin Saotome (Cyberbots, CVTW Version)
#4  June 21, 2012, 08:33:44 am
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MDD

Re: Jin Saotome (Cyberbots, CVTW Version)
#5  June 21, 2012, 11:01:48 am
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Screw you Girard gimme your bike and get back to Wolverine. >:(
Re: Jin Saotome (Cyberbots, CVTW Version)
#6  June 21, 2012, 11:06:07 am
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I.....honestly don't know what you could do with Saotome Cyclone.  I'll post later when I think of a better suggestion than this.
Re: Jin Saotome (Cyberbots, CVTW Version)
#7  June 21, 2012, 03:46:28 pm
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Perhaps you could make it into a counter of some sort.

Screw you Girard gimme your bike and get back to Wolverine. >:(

I don't need no bike, I finished my part of Wolverine like a month ago it's Goodaldo who's not done yet & I'm still waiting for those palettes.

MDD

Re: Jin Saotome (Cyberbots, CVTW Version)
#8  June 24, 2012, 10:54:02 pm
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I'm working on his palettes as we speak.

Also I just noticed but he looks really short in game.
Re: Jin Saotome (Cyberbots, CVTW Version)
#9  June 24, 2012, 10:56:55 pm
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He does, I don't know what's up with it, I scaled him to .833, I guess I need to scale him up as well, but if I do that I'm going to have to go through and adjust all of his helpers and explods.  >_<

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Re: Jin Saotome (Cyberbots, CVTW Version)
#10  June 24, 2012, 11:08:29 pm
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It's because of his stance.  Jin is hunched over see.
Re: Jin Saotome (Cyberbots, CVTW Version)
#11  June 24, 2012, 11:17:14 pm
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Yeah, his thighs are practically horizontal, which would take away a lot of height. when he's standing up straight he looks about as tall as everyone else.

Download Last Bout now!

MDD

Re: Jin Saotome (Cyberbots, CVTW Version)
#12  June 24, 2012, 11:37:00 pm
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Okay, that makes more sense now that I think of it.

Also these palettes are going to take much longer because of the red body and Blodia stuff.
Re: Jin Saotome (Cyberbots, CVTW Version)
#13  June 24, 2012, 11:39:17 pm
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The SFA chars in CVS are scaled a lil taller as well (roughly rounded to 1.07), but I don't think it makes that much of a difference. The Typhoon could just get longer startup and/or longer recovery to balance it out. Mala also made a good suggestion. You could make it like Kung Lao's move where he spins in place and knocks the opponent in the air for juggling. If an expansion move like the original, I suggest scaling the FX and hitbox down to a reasonable size.

Which brings me to my next question: are you gonna hires the effects?
Re: Jin Saotome (Cyberbots, CVTW Version)
#14  June 25, 2012, 12:07:02 am
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If you're interested, I could work with the FX of Jin. Those could be used for CvW and CFAS. I was already doing it, but I needed to rip the FX (the spritepacks I found had Jin and the FX together), which I haven't done. Let me know through PM what do you think (and if you agree, sending the FX along would be really great :) ).


Old shot, but it can give you the idea.
Re: Jin Saotome (Cyberbots, CVTW Version)
#15  June 25, 2012, 12:12:11 am
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Re: Jin Saotome (Cyberbots, CVTW Version)
#16  June 25, 2012, 12:15:59 am
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@ Buckus

Yeah, I may still scale him up to 1.07, not sure yet.

@ Nestor

Those would be great, yeah. I can send you the FX soon, no problem.

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Re: Jin Saotome (Cyberbots, CVTW Version)
#17  June 28, 2012, 02:18:35 am
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Double post for a request!

So, when I first started this project, I discussed the idea of original voice acting for everyone. That was nixed, but I at least want English voice acting for everyone. I will be needing a voice actor for Jin Saotome, because I know he's never had an English VA. Should be fun, he's over the top and all that. If anyone wants to give it a shot for fun, send me a PM.

Download Last Bout now!
Re: Jin Saotome (Cyberbots, CVTW Version)
#18  August 09, 2012, 03:12:41 am
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More is expected of you when you will finish this project Jin Saotome and K'Dash?