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(WIP: Geese by PotS) Rowen's PotS Edits (Read 946726 times)

Started by RagingRowen, May 09, 2019, 12:08:30 PM
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(WIP: Geese by PotS) Rowen's PotS Edits
#1  May 09, 2019, 12:08:30 PM
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Note: Nowadays, edits based from Infinite-style characters (e.g. Infinite, R@CE, Sennou-Room, Falcon Rapper) will be altered to omit Infinite-style mechanics like Chain Combos and Launchers, with the odd exception like MvC stuff. You won't be able to easily re-add the configs because they're no longer built around them. Daimon is an example of this.

August 2021 Releases and onwards:

Coming Soon/Planned:
(+) Geese by PotS (Pre-2022) (Nightmare Mode included)
(+) Chizuru by Falcon Rapper
(+) K9999 by Falcon Rapper
(+) Ralf by Infinite
(+) Haggar by Reddbrink
(+) Shermie by Cruz
(*) Sol Badguy by Rei
(*) Mr. Karate by varo_hades

(+) = New Edit
(*) = Update to a Previous Edit

Ash by Chazzanova:
- Dark Ash (temporarily) disabled.
- lieDown.time decreased to 30.
- Multi-Colored Hitsparks changed, replacing the configurable ones.
- Removed a few configuartions (e.g. Ventose Selector and Hitsound Choices).
- Hit and Guard Sounds are now on their own channels like with normal PotS chars.
- Damage Adjustments, mainly to match the CvS2 standard where damage is always a multiple of 7.
- Special Cancels revised.
- Removed Special-to-Special Cancels.
- Ventose has faster startup, and the projectiles are slightly slower.
- Light Ventose projectile's CLSN no longer starts a few frames in.
- Heavy Ventose only becomes 2 projectiles in 1 if he doesn't connect with the 1st hit.
- EX Ventose no longer does 2 hits with each projectile, and the 1st projectile doesn't knockdown.
- Tweaked Nivose's movement and gravity and LK and MK both do 2 hits.
- Fixed EX Nivose giving power on hit.
- Genee given longer startup, shorter recovery and a longer lasting flame.
- EX Genee is better based on XIII's, albeit less useful due to only using 1/2 a bar compared to 1.
- Thermidor only causes knockdown on the last hit.
- Sans-Culotte downgraded to a Level 2.
- Sans-Culotte Particles and PalFX options merged.
- You no longer gain power during Sans-Culotte.
- Added Sans-Culotte's Floreal cancelling.
- Germial now costs a Power Bar to use, so you need to use up 3 Bars in total to get it.
- Germial's P2 effect to use Vans' Chizuru's sealing code that PotS authors have implemented.
- Changed commands for Germinal and Fructidor.
- A few other cleanups or small changes.

To Do:
- Re-enable and work on Evil Ash mode.
- Change hitboxes.
- Improve the charge buffering.
- Re-add Vendemiaire as a Special.
- Re-do Germial's P2 effect to use Vans' Chizuru's sealing code that PotS authors have implemented.
- Attend to feedback.


Vanessa Update:
- Multi-Colored Hitsparks changed to smaller ones.
- Chain Combos removed.
- Various Frame Data changes.
- More Damage Adjustments, mainly to match the CvS2 standard where damage is always a multiple of 7.
- Damage Dampener changed to that of Jmorphman's chars.
- Removed Special Intro Dialogue.
- Removed Envshake from Normals.
- Removed Extra Juggling from Air Normals.
- Several changes to her normal animations.
- One-Two Puncher added.
- Blowback Kicker (her CD in KOF) added.
- Special Cancels revised, with stricter, more CvS-like, cancel windows.
- Specials no longer have increased juggle limits.
- Machine Gun Puncher's command now has priority over Dash Puncher's.
- Machine Gun Puncher revised, with animation speed differences, more consistent hits, the HP variant losing a hit, and more forward movement at the start.
- Dash Puncher startup frames and distance altered.
- Dash Puncher (Weaving variants included) and EX Parrying Puncher juggle reset.
- MP Forbidden Eagle given a more unique animation.
- Champion Puncher hitbox height lowered.
- Puncher Finish damage increased.
- Puncher Finish can now be done from MAX Crazy Puncher.
- Puncher Finish has a unique dampener for when done from MAX Supers.
- Level 3 Commands changed.
- Infinity Puncher's startup attack has slightly more range.

To Do:
- A New Small Port?
- Better Dampening for Puncher Finish(es)
- Maybe revise juggle conditions, likely reserving them for EX's
- Attend to Feedback


Batsu Update:

- Uses Dampir's updated SFF and new sprites.
- Small Port changed.
- Big Port given some polish.
- lieDown.time decreased to 30.
- Multi-Colored Hitsparks added, replacing the configurable ones.
- Various Damage Adjustments.
- Chain Combos removed.
- Hitpause and PowerAdd adjustments to align with the PotS/Jmorphman standard.
- Various Hitbox and Frame Data changes or adjustments.
- A few sound and voice changes.
- Intro and Win Poses no longer have hurtboxes.
- Normal Envshake removed.
- 3 Command Normals added, one of them being a Launcher.
- Air Specials and Supers now have slight height restrictions.
- Super Cancels are more limited. (e.g. tighter cancel windows, Mikadzuki Kick no longer being cancellable)
- Air Kiai Dan:
A. Has fixed/tweaked velocites.
B. Projectile dissipates earlier.
- Guts Upper:
A. Now has animation startup and recovery differences between button strengths.
B. Has more DP-like hit velocities.
- Mikadzuki Kick is generally slower but with a slightly higher hurtbox to make it more reliable for going over lows.
- Ryuusei Kick has been made slower.
- You no longer gain control when falling from Air Specials.
- (Air) Zenkai Kiai Dan:
A. Projectile(s) made slower.
B. Had its hits decreased.
C. Air versions give Batsu less air time.
- Blazing Mikadzuki Kick removed.
- Super Guts Upper:
A. Is now a Level 1/2, replacing Ichimonji Style Barrage.
B. Allows you to High Jump afterwards.
C. The Level 1 variant is just the Upper part. The Level 2 is the full attack.
- Double Kiai Dan:
A. Kyosuke/Hinata are closer to Batsu and launcher their projectile at a closer time to Batsu's.
B. Projectiles do less hits to match MAX Zenkai Kiai Dan's.
- A few more minor cleanups and tweaks.

To Do:
- Improve the Hitboxes
- Increase the volume on his voice clips.
- Change Damage Dampener.
- Add Kyosuke-esque Air Chain Combos for Launchers.


Clark Update:

- Uses Dampir's "Retouched SFF".
 - Increased Damage for most Specials and Supers.
 - You can now Super Cancel from the last hit of Gatling Attack.
 - Added MAX Napalm Strike.
 - Added a Swing Sound as Clark is spinning during Napalm Strike.
 - Command for Rolling Sphere changed.
 - Easy Rolling Death Cradle given a command that doesn't require 3p/3k.
To Do:
 - Attend to Feedback
 - Fix the Sprites' Shading in certain frames.


M.Bison/Vega Update:

- More accurate CvS2 velocities for movement.
- Various damage adjustments.
- Final Mode damage buff removed.
- Slightly realigned Psycho Power FX for Normals.
- Changed some Jumping Kick hitboxes, allowing for easier cross-ups.
- Fixed Power Charge not actually charging for the AI.
- Psycho Crusher:
 A. Ends quicker for the light and medium variants.
 B. Properly does 3 hits on Guard.
- EX Psycho Crusher now does 3 hits instead of 2.
- Removed Super Cancel from Landing from Knee Press.
- Bison Warp debug error fixed.
- Fixed an issue with Bison Warp invincibility.
- Psycho Punisher gets better startup invincibility.
- New Normal Level 3: Nightmare Booster
- More AI Improvements.


Tizoc/Griffon Update:

Spoiler, click to toggle visibilty

Ibuki by Infinite:

Spoiler, click to toggle visibilty

Guy (Original) by PotS, Trololo & gui0007:
- CvS Scaling added.
- Several cosmetic fixes.
- Multi-Colored Hitsparks added.
- lieDown.time decreased to 30.
- Fixed up his intro vs FF Chars.
- Damage Adjustments.
- EX Bushin Senpuu Kyaku has a faster startup.
- Added PosAdd at the start of Bushin Gourai Kyaku.
- Tessinhou cornerpush fixed and removed the P cancel during superpause.
- Fixed Super Finish Text.

Rock by DivineWolf:
- Replaced Tiny Buffering with Explodsive Buffering.
- Small AI added.
- Power Charge speed decreased.
- Hit Sounds changed to use a specific channel like PotS/Jmorphman characters.
- Rising Tackle makes Kick hitsounds instead.
- You can now MAX Cancel out of Shine Knuckle after any hit.
- MAX Raging Storm release startup time decreased by 1 tick.
- Deadly Rave Neo damage adjusted.


Kyo by Jmorphman:


Spoiler, click to toggle visibilty

Gill by Froz:

Spoiler, click to toggle visibilty

Urien by Froz:


Daimon by Falcon Rapper:



Akuma Update:

Spoiler, click to toggle visibilty

Ryu Update:
- (New) CvS2 CLSNs and anims playing through hitpause added by extravagant
- Improved intro compatibility.
- Jump sounds fixed.
- Intro code changed. Turns Intros fixed.
- Added Beterhans' Intro vs DeathScythe's Akuma.
- Joudan Sokutou Geri is now HCF,k on Normal Mode.
- Cancel from Normal Shinkuu Hadouken into MAX Shinkuu Hadouken fixed.

Zangief Update:
- HCB moves turned into 360s. (HCBs remain in CommandEasy.cmd)
- Atomic Suplex and Flying Powerbomb are now combined into one move.
- Atomic Suplex does more damage.

Yamazaki-MultiColor.zip
Muti-Color Hitspark patch for Knuckles8864's latest (and most complete) Yamazaki beta. I also fixed/changed a few sparks for certain attacks to use the right ones.
Chun-Li-MultiColor.zip, Kyo-MultiColor.zip, Guile-MultiColor.zip and Benimaru-MultiColor.zip
Patches for Jmorphman's chars with the Multi-Colored Hitsparks, just like with Ken from last time.

Downloads are found here:
https://drive.google.com/drive/folders/1s35iij052gSmNNV_1TmVvtTZEKKvpDf9

More changes and screenshots in the Older Releases and Updates section.



May-August 2021 Releases and Updates:
Backups: https://drive.google.com/file/d/176_rdgRpvh6A9Y8W8TU3w2f1y7d4Bbg_/view?usp=sharing
Spoiler, click to toggle visibilty



Older Releases and Updates (Pre-May 2021 and further back):
Backups: https://drive.google.com/file/d/1rhSZ1Q5cSnrUIcvc4Rbhpmgwox_MN5_J/view?usp=sharing
Note: A fair amount of these are obsolete like the Omega Rugal and Terry due to more polished version by other creators. I'm only keeping them here for preservation purposes.
Spoiler, click to toggle visibilty

Be sure to leave suggestions (Not too many though), bugs or adjustments.
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Last Edit: October 23, 2022, 08:10:02 PM by RagingRowen
Akito by Akito-sama Updated
#2  May 11, 2019, 06:28:03 PM
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New Update: Akito by um.. Akito (and Falcon Rapper)

Spoiler, click to toggle visibilty
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Last Edit: June 04, 2019, 10:01:50 PM by RagingRowen
Re: Rowen's POTS/Infinite Edits
#3  May 11, 2019, 06:56:59 PM
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I liked very much of your changes, and for Master mode, I'll trying to make a different stance.
Re: Rowen's POTS/Infinite Edits
#4  May 12, 2019, 06:33:41 AM
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Love to make friends.....&i'm LGQBT Friendly here. so gay bi. or whoever  pplz is all good. 2 me & welcome.
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stage ,char, screenpack maker
Re: Rowen's POTS/Infinite Edits
#5  May 12, 2019, 10:45:22 AM
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I was working on a Choi portrait!!!
Thanks a lot dude for your hard work! :)
Re: Rowen's POTS/Infinite Edits
#6  May 12, 2019, 03:35:15 PM
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does both master and normal akito all have the same moves?
Re: Rowen's POTS/Infinite Edits
#7  May 12, 2019, 03:36:44 PM
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He currently has an Extra Special present in the Byoki and Master Modes.
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Re: Rowen's POTS/Infinite Edits
#8  May 14, 2019, 05:26:43 AM
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I am absurdly interested on this, Thanks man.
Re: (NEW: DW'S Robert) Rowen's POTS/Infinite Edits
#9  May 30, 2019, 02:44:51 PM
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Update with Divinewolf's Robert, check top post.
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Re: (NEW: DW'S Robert) Rowen's POTS/Infinite Edits
#10  May 31, 2019, 09:59:48 PM
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I'm taking it for sure!

Edit: Could there be a possibility to give Victory's Evil Ryu and Mr. Karate the same treatment? This Edits are absurdly good.
Last Edit: June 01, 2019, 03:31:41 AM by AVPboy
Re: (NEW: T.Hawk) Rowen's POTS/Infinite Edits
#11  June 01, 2019, 10:39:40 PM
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Update: Varo_Hades' T.Hawk edited, check top post.
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Re: (NEW: T.Hawk) Rowen's POTS/Infinite Edits
#12  June 02, 2019, 10:01:30 PM
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Super dope.
Re: (NEW: T.Hawk) Rowen's POTS/Infinite Edits
#13  June 04, 2019, 10:01:18 PM
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T. Hawk Updated:
 - Replaced current voice samples with High Quality samples from Alpha 3 MAX.
 - Eagle Sound made slightly louder.
 - Adjusted Super Finish Text positioning.
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Re: (NEW: T.Hawk) Rowen's POTS/Infinite Edits
#14  June 04, 2019, 10:15:04 PM
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Since you updated T.Hawk again, can you replace the hitsparks sounds into the ones in PotS's own characters? For some reason, BahamianKing has hitsparks sounds have an echo effect to them and feels very jarring. If you listen carefully, you can hear it. Hope this can be changed.

T.Hawk was one the characters that needed an update and probably would never have an official one, so thanks for that.
I will still do detail and aesthetic feedback for the rest.
Re: (NEW: T.Hawk) Rowen's POTS/Infinite Edits
#15  June 04, 2019, 10:33:34 PM
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Since you updated T.Hawk again, can you replace the hitsparks sounds into the ones in PotS's own characters? For some reason, BahamianKing has hitsparks sounds have an echo effect to them and feels very jarring. If you listen carefully, you can hear it. Hope this can be changed.

T.Hawk was one the characters that needed an update and probably would never have an official one, so thanks for that.
Okay, done and updated.

If you or y'all have any suggestions for similar edits, throw em' at meh!
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Re: (NEW: Eagle) Rowen's POTS/Infinite Edits
#16  June 11, 2019, 01:49:23 PM
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Eagle added, check the first post my dear friends.
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Re: (NEW: Eagle) Rowen's POTS/Infinite Edits
#17  June 11, 2019, 03:01:05 PM
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Re: (NEW: Eagle) Rowen's POTS/Infinite Edits
#18  June 11, 2019, 03:02:52 PM
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Well I'm not sure what to edit, mostly because I haven't paid much attention to their source material.
I'd give Poison her SF4/xTekken moves but he doesn't the suitable sprites.
WIP Schedule:
Akuma-FR > *not thought of yet* > SFAS Ikemen Ver. (Updating)
PotS Edits are gonna be a constant thing I tackle every so often alongside the WIPs, and Akuma-FR's my current on-and-off project.
Last Edit: June 11, 2019, 03:23:13 PM by RagingRowen
Re: (NEW: Eagle) Rowen's POTS/Infinite Edits
#19  June 11, 2019, 03:34:26 PM
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Yeah my bad, didn't actually read through your stuff properly and just thought you were adding AI heh,
Re: (NEW: Eagle) Rowen's POTS/Infinite Edits
#20  June 11, 2019, 03:35:12 PM
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