Infinity MUGEN Team
IMT Main => M.U.G.E.N Releases => Topic started by: Scar on April 01, 2012, 02:16:16 AM
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(http://i.imgur.com/nUTJf.gif)
Last updated version of him, with a few custom sprites I made from sf3.. Enjoy..
Its Legit, Not An April Fools Thing!!
DOWNLOAD (http://www.sendspace.com/file/2r8ank)
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:w00t: Finally, a update for him. I'm gonna try him out.
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Looks nice bro!
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Tornaeeeeeeeeeeeeeedu!
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Thanks for sharing scar. You may have a slight infinite problem on the light punch though:
(http://img688.imageshack.us/img688/2331/mugen89.png)
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Note: Training partner for feedback was Kung Fu Man.
-HK misses when close. May wanna add a bit of Width.
-Cross chaining doesn't seem to be present on ground. LP -> MK, MK -> HP, etc.
-Chaining with kicks on ground isn't present. LK -> MK -> HK.
-Throws can not be performed at all.
-A hit count of 3 hits is displayed when performing Shouryu Cannon, despite it not hitting anyone.
-The X/Y hit velocities of all Sean's ariel attacks feel to be a bit too much. A lot of the time, the opponent flies too far away for me to be able to complete a cross chain air combo. A simple 3 hit air combo works well enough for the most part, but sometimes even that doesn't flow too well.
-Sean doesn't seem to be able to special link from his standing kicks on movecontact.
-Ground X hit velocities for Sean's normal attacks are rather low. Which results in infinite hit problems.
-Chaining into Sean's launcher from crouching MK/MP, it misses the opponent completely.
Sean feels really stiff in general. Given that it's a MvC conversion of him. Might I suggest a few things?
-Giving Sean a general projectile aside from Hadou Burst. That works similar to Dan's projectile. While it may not travel far, it still helps. I know Sean doesn't have a general projectile in SF3. It's just a suggestion that would seem feasible for a MvC conversion.
-Making Hadou Burst capable of being fired in the air. Along with his tornado Senpuu kicks ariel as well. This adds on to Sean's combo ability.
I like the hitsparks and super effects used, very nice. I'll see about leaving some more feedback after some extensive runs with him.
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-Your mid.pos and head.pos are off by a little bit.
-The statetype for the taunt is A. That's wrong.
-Why do the normals do chip?
-Ground hit and slidetime are too high for LP (Should be 8 ticks. Use Kawaks to get proper slide and hittimes).
-...Why are the hittime and slidetime the same for LP and MP? And why do LP,MP, and HP share the sound ground velocity? The ground velocity value should increase as the level of attack increases.
-Ground velocity of 0,0 on the close Stand kick... I get what you were trying to do but the first hit sound give off a negative velocity.
-pausetime = 6,10
p1 and p2 have different values for pausetime... cuz'?
-Crouching strong punch and crouching medium punch do the same amount of damage.
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...and since it's MvC style, shouldn't he have the tornado kick in the air? Possibly a version of the DP+K also/instead?
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I'm glad you didn't fool us with that Scar because I didn't have time for April Fools this year. :) Good release. :)
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-Ground hit and slidetime are too high for LP (Should be 8 ticks. Use Kawaks to get proper slide and hittimes).
That's what I use, I go frame by frame so i wont miss a single tick, pausetime, hittime, and slidetime.
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I dont really go for In Game Accuracy..
Most of the time, I just make them the way I feel comfortable playing with them.
If anybody wants it to be exactly like in SF3, by all means adjust it.
I usually just make stuff when in the mood..
If I come across something new I like, I'll eventually update Sean again. lol
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With Sean, EVERY DAY'S April Fools' Day.
;D
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I dont really go for In Game Accuracy..
Most of the time, I just make them the way I feel comfortable playing with them.
Just because you find it comfortable doesn't mean it's decent (or passable to others).
I suggested that you extract exact tick data using Kawaks not so that Sean can become more accurate, but so that his overall animtimes would have a better feel and so that you'd get a better understanding of animtimes and frame data. You've plugged in a bunch of random numbers with no regard to how they would affect the actual attacks and their properties. That's no good.
You want to guess everything? That's fine. But at least have a reference or something to compare your work to.
If you weren't going for any kind of 'In Game Accuracy' then why label Sean as MvC? That's quite misleading...
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Just because you find it comfortable doesn't mean it's decent (or passable to others).
I suggested that you extract exact tick data using Kawaks not so that Sean can become more accurate, but so that his overall animtimes would have a better feel and so that you'd get a better understanding of animtimes and frame data. You've plugged in a bunch of random numbers with no regard to how they would affect the actual attacks and their properties. That's no good.
You want to guess everything? That's fine. But at least have a reference or something to compare your work to.
If you weren't going for any kind of 'In Game Accuracy' then why label Sean as MvC? That's quite misleading...
I'd have to agree with Y. on this one. It's not so much accuracy that's being suggested, though rather efficiency. I don't even know what Kawaks is, though I do know about using things as a reference to gain effective results. MUGEN is all about doing your own thing, no doubt about that. No one's telling you what to do, just suggestions to improve your character. It shouldn't be taken as bashing. It's constructive criticism to help improve your skills as a creator.
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(http://4put.ru/pictures/max/296/911333.jpg) (http://4put.ru/)
Well done man :thumbsup:
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Is there any other updates on your other chars Mr. Scar? :-w
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(http://i.imgur.com/nUTJf.gif)
Last updated version of him, with a few custom sprites I made from sf3.. Enjoy..
Its Legit, Not An April Fools Thing!!
DOWNLOAD (http://www.sendspace.com/file/2r8ank)
please reupload this sean MVC file :O :'(