Like M.Bison (the dictator), he also has a move swap mode option based on his character slot replacement.Update 11/23/12- Dizzy system damage value now reset when guarded against attacks.- SFII win quote screen system updated. Many tweaks & finalization in code.* - Character changing into win quote statedef is now delayed for win pose statedef.(Characters used to go strait into new statedef for win quote system. Now is not the case.)* - Various triggers fixed, such as updates in NumEnemy conditions.* - Defeated character now starts in statedef simultaneously with characters win quote statedef.* - Players now positioned at the center of the stage so that the music is played in the center correctly.- M.Bison win pose width edge fixed for SNES version.- M.Bison AI update. Custom built AI system now jumps upwards and forwards instead of only backwards.- Balrog fixed width value during stand guard frames.- Balrog hitbox AIR file updates.Update 11/7/12- Updated the dizzy system.* - Dizzy states are now idle move type to reset opponents juggle point count.* - When tripped before going into dizzy state, characters now fall back to previous tripped state.- M.Bison's head stomp move now faces in opposite direction if unsuccessful while jumping off from a corner.- M.Bison and Balrog's movement velocities have been slightly changed.- Other various changes, such as minor fixes to win quote system activation.- Win/Lose Portraits on the SFII quote system now include removetime -1. This means you are allowed to use animation on your lose portrait if you wish. Update 11/4/12- Balrog small AI added.- Balrog WinMugen version is now available.- Characters WinMugen AI activation triggers changed.- Fixed a critical bug for characters in survival mode, which the characters would load a previous # on Var(50) from another character, resulting in odd, unwanted results. Downloads:Balrog - http://gcnmario.free.fr/mugen/balrog-sf2ww.htmlM.Bison - http://gcnmario.free.fr/mugen/mbison-sf2ww.htmlScreens:Spoiler: Screen Shots (click to see content)
Why is it everything I want to test is released during the weekend? I'll get to giving you a good bit of feedback after the weekend's over.
C.A.N'd said, November 03, 2012, 03:46:24 amWhy is it everything I want to test is released during the weekend? I'll get to giving you a good bit of feedback after the weekend's over.the weekend is saturday and sunday, not just friday, anyway i hope u release vega and sagat soon
It's weekend when I'm done with my week. I'm done with my schedule on Friday, bro.Spoiler, click to toggle visibiltyWhy'd he even bring that up?
C.A.N'd said, November 03, 2012, 04:15:12 amIt's weekend when I'm done with my week. I'm done with my schedule on Friday, bro.Spoiler, click to toggle visibiltyWhy'd he even bring that up?idk, I just wanted to know that both saturday and sunday r weekends, but i digress
Yuyustar said, November 03, 2012, 05:38:09 amplease N-Mario I hope you make all the street fighter 2 character I still like your Vega/M.bison maybe he could borrowed some from masa's website or are they based on street fighter II turbo, i'm kinda confused
For right now, just the 4 bosses. There are no plans for the rest of the gang at the moment. At least until the bosses are done.I only wanted to do the bosses because their moves are so much different in World Warrior than the way they play in SFII'CE onward. The biggest difference being M.Bison (the dictator) with his infinite scissor kick, and reverse standing kick after head stomp that was removed later on. I felt that these particular versions of the bosses needed to be playable in some form. I still hope that some day someone releases a decent hack of the arcade version of SFIIWW. I really loved the SNES version of the boss hack, despite some of its minor flaws. These are some of the things that have motivated me to making the bosses playable in Mugen. Now for someone to get me motivated to making the original 8 playable cast, that would be a different story. Once I get done with the rest of what I need to do with this character, I'm probably going to move on to Sagat, if things go well.
Released already? I saw you announce your wip a week ago and can't believe it's out already. You really work so quickly and must have a lot of free time in your hands. Nothing saying that's a bad thing, I'm just impressed is all. Can't wait to try him out.
Thanks for the great memories!I love these chars based on things you dream of when you was a child : playing with these freaking 4 bosses.I like the fact they are in their initial version!
SolidZone 26 said, November 03, 2012, 10:16:05 amReleased already? I saw you announce your wip a week ago and can't believe it's out already. You really work so quickly and must have a lot of free time in your hands. Nothing saying that's a bad thing, I'm just impressed is all. Can't wait to try him out. Really? I actually haven't noticed. But I guess that does seem about right given the last update post date on M.Bison. I think it was all the color separation work that I was doing that I thought probably took the longest. But yea, you're right. It is been a few week or so. Interesting. Posted: November 05, 2012, 02:55:53 amBalrog has been updated, as well as an update for M.Bison.Update 11/4/12- Balrog small AI added.- Balrog WinMugen version is now available.- Characters WinMugen AI activation triggers changed.- Fixed a critical bug for characters in survival mode, which the characters would load a previous # on Var(50) from another character, resulting in odd, unwanted results.
I've only one piece of feedback until I actually test him: I thought he had his jumping headbutt move in SF2:WW? I remember him using it to get through my Hadoukens a few times.
Not sure what to say here. I've seen him use it in SF Alpha 3 when he used a particular -ISM. But I've looked through his sprites with using Artmoney, one # at a time. Unfortunately I was not able to find the X & Y offset of his shirt pieces, so I just used an exact position as they appeared on the screen instead. Interestingly enough, I was able to find a sprite of one of the women from the background with her hat in her hand and arms open. So I know that I never saw any sprite of him using any head butts. For that matter, no sprites of his grab move exist in SF2WW that are later found in SFII'CE.
His electric attack in the move swap seriously takes too much mashing. I don't know how much it took in WW (I play more as Ken in that game), but it's a chore to pull off. Posted: November 06, 2012, 04:14:14 amI'm sure I saw him use his jumping headbutt move in SF2:WW. Perhaps it uses his jumping sprites? Just try fighting against him with a fireball character. I know he jumped right through my Hadouken at one point. Posted: November 06, 2012, 04:17:29 amYou didn't fix the dizzy problem with either of them, despite finding out the cause? I recommend you put that on your to-do list for these characters before moving on, it's really obnoxious. Not to mention you can hit Bison when he's falling but not in his dizzy yet. I'm sure you know what needs to be done.
Well the move swap move isn't really supposed to be serious anyway. Unless you want it to be serious. Then I could take a look at it.As for the headbutt move, are you sure? I looked through everything, and I never seen him do it once. Which difficulty was it on, if any?The dizzy thing you mention, even though I did fix it at one point, I decided to just leave it alone. Cause the other way that you want doesn't really work as to how it is supposed to work. Also, the CPU AI in Mugen doesn't really account for the dizzy state to be a hit state. So it doesn't know it should try to recover out of it, if it's not a hit state.I know it's an issue that causes other issues, but I just don't see it that way. Also note the fact that my old bricks bonus stage (done long time ago) doesn't work for them either because of the way I have to force them to air type state if they are standing on air.
Well, I was hoping you could take it at least a trickle seriously. I was fighting him on highest difficulty. I imagine his AI only does that against fireballs. Just keep on fighting him for a while as Ken or something and use Hadoukens at about mid range or so. How is the dizzy supposed to work, anyways? SF2:WW doesn't keep track of combos at all, so it shouldn't be a big deal to fix such an issue.
Well, Balrog does jump over the fireballs if that's what you mean. But I don't see it being used as a headbutt. Maybe if he's close, he uses his jump air punch sprites?I know SF2 doesn't keep count of combos, but I think it's just unnatural for a combo to go from 4 back to 1 or 2 when they are in a dizzy state.
I'm not kidding when I say I thought I saw him jump THROUGH the fireballs. My memory is kinda sucky (aren't all memories awful at this sort of thing?), so I might just be talking out of my respective rear end. I call it a headbutt because it's what the move was called in later games. Posted: November 06, 2012, 05:05:52 amThat and it's a difference between aesthetics or functionality. I still think functionality comes first. If something doesn't work, why make it look pretty before you fix it?