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Author Topic: Alcott updated(5/10/2013)  (Read 1270 times)

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Offline kamekaze

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Alcott updated(5/10/2013)
« on: April 26, 2013, 10:44:57 PM »
http://network.mugenguild.com/kamekaze/


changelog:
bug fixes
AI update
throw cool down increased to same as falcon's.

I am overjoyed to finally be done(for now) with this guy. He has so much going on and there was so many things I tweaked and fixed and nerfed and buffed. Essentially it's been a long road. I've decided to put a more in depth tutorial of sorts in his main folder for people who actually care enough to want to learn him. All I can say is I hope you have as much fun playing with him as I do(which is a lot he's really fun). The AI is a bit of an update to any of my previous works in that it's more sporadic in the combo department and while it it's still streamlined to prevent random drops at the wrong time it's not 100%.

For those of you who have no idea who he is, he's from a doujin game called E's Laf. Anyone who's played it will probably notice mine plays drastically different but still stays true to the character.


BEST VIEWED IN 720p MUGEN
« Last Edit: May 10, 2013, 12:18:14 AM by kamekaze »


104/150 chars made.

Offline Excahm

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Re: Alcott Released
« Reply #1 on: April 27, 2013, 01:08:46 AM »
You mean that he will look better if i use it at a 1280, 720 Mugen?
So far i ike what see tho.

Offline thunderjoy11

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Re: Alcott Released
« Reply #2 on: April 27, 2013, 02:59:39 AM »
Excellent char and great job, friend! Congratulations!  :Terry

Question: Are you planning to do/release more chars of E's Laf? Thanks!

Offline kamekaze

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Re: Alcott Released
« Reply #3 on: April 27, 2013, 11:11:46 AM »
You mean that he will look better if i use it at a 1280, 720 Mugen?
So far i ike what see tho.
Yeah, he uses localcoord because that was the best way to get him to look right
Excellent char and great job, friend! Congratulations!  :Terry

Question: Are you planning to do/release more chars of E's Laf? Thanks!
Probably not but nothing is written in stone.
104/150 chars made.

Offline kamekaze

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Re: Alcott updated(4/28/2013)
« Reply #4 on: April 28, 2013, 02:53:24 PM »
updated
104/150 chars made.

Offline Kazander13

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Re: Alcott updated(4/28/2013)
« Reply #5 on: April 28, 2013, 08:54:41 PM »
Freaking sweet so far. 

-Quick question though, is there a certain time to do:  "I'm gonna count to three!"  Can't seem to pull this one off and couldn't find any conditional text in the readme. 

-That damn milk thing has me in stitches.

-This guy needs a taunt, he's too awesome not to have one lol

-Running after someone to beat their butt before they land after using Heavy Kiss the ground! does not get old.

I'll post feedback once I'm done actually playing this guy, but so far this is a blast.

Offline kamekaze

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Re: Alcott updated(4/29/2013)
« Reply #6 on: April 29, 2013, 12:27:24 AM »
Freaking sweet so far. 

-Quick question though, is there a certain time to do:  "I'm gonna count to three!"  Can't seem to pull this one off and couldn't find any conditional text in the readme. 

-That damn milk thing has me in stitches.

-This guy needs a taunt, he's too awesome not to have one lol

-Running after someone to beat their butt before they land after using Heavy Kiss the ground! does not get old.

I'll post feedback once I'm done actually playing this guy, but so far this is a blast.
There was no taunt in source, and he didn't really have anything to mimic one due to not having a transition anim back to standing.

I forgot to put it in since he's the same style as falcon and I pointed that out with him. Anyway it has to be final round and p2 has to have 25% life or less.

Also updated
104/150 chars made.

Offline Kazander13

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Re: Alcott updated(4/29/2013)
« Reply #7 on: April 29, 2013, 08:14:52 AM »
Yeah I almost immediately noticed the resemblance in play style between him and Falcon.  Thanks for the update, I'll run him again when I get home.

Offline Kazander13

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Re: Alcott updated(4/29/2013)
« Reply #8 on: April 29, 2013, 08:45:49 PM »
Okay here's the feedback:

//Bugs//
-I only had this happen once, but I  did a throw command after landing the finishing hit on an opponent, and he did this weird sliding motion towards the opponent body and turned left and right fast and repeatedly.  I was not able to duplicate this bug.

//AI// (42 AI battles Lvl 4 10/10wins, Lvl 5 8/10, Lvl 6 9/12, Lvl 7 4/10)
The AI was solid.  It placed at level 7/10 on my main game based on 42 AI simulated battles.  It had a tendency to air recover and get hit over and over within juggles, but it was no big deal.  On the offensive, this dude is pretty strong and can jack you up if you're not paying attention.

//Gameplay// (72 Arcade rounds played, 12 Team battles played, 18 vs matches)
Thankfully I had some practice on some of your other characters which helped me jump right in with this one.  Since I am unfamiliar with the source, I can't judge him based on that, but since you stated that he is a unique edit it doesn't really matter.  This guy is super fun to play with when you're on the offensive, defensively you have to be a bit more careful though the fatal counter system helped out a lot and "The most important thing I learned from Piyo Saburo!" was good in a  pinch.  I mentioned it earlier, but comboing an enemy, then stomping the ground and running after for a followup is extremely satisfying.  You managed your ground attacks well and I must say that overall, his damage is very balanced considering the combos he's capable of.  I did find that enemies teched out and air recovered out of just about everything so I had to be fast.

//Art//
I love it.  He's got a unique look that you don't find in too many fighters with an almost lighthearted Soul Calibur feel to him. No anomalies of note.

//Sound//
Nothing to complain about since the sounds are pretty clean.  His milk thing cracks me up every time and his personality in general is just awesome.  My 6 year old even ran around copying him after a few minutes which had me laughing even harder.

In close this is a solid all around character with no real glaring issues (that I noticed anyway).  I'd highly recommend this to any roster.  Thanks as always Kamekaze and I'm looking forward to number 80!

Offline kamekaze

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Re: Alcott updated(4/29/2013)
« Reply #9 on: May 01, 2013, 04:00:07 PM »
Well as for p2 recovering out of his moves, I coded it usually always happens so you learn what his real combos are(on lower AILevel settings the enemy will tech less often) He is pretty close to his source but my version adds more combos and a better feeling air dash. A lot of small tweaks that are mostly unnoticeable etc.

Pretty much what you said about his gameplay was mostly said in his tutorial I included in his folder for people who actually wanted to figure him out lol.

As for that bug I'll check it out. I think I might know.
104/150 chars made.

Offline kamekaze

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Re: Alcott updated(5/10/2013)
« Reply #10 on: May 10, 2013, 12:18:30 AM »
updated
104/150 chars made.

Offline jethroyo

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Re: Alcott updated(5/10/2013)
« Reply #11 on: May 10, 2013, 01:16:58 AM »
Hey Kamekaze do you have a thread so i can put feedback on your old chars?

Offline kamekaze

  • Kamekaze of the 99 characters
  • MUGEN Content Architect
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  • Last Login:July 19, 2018, 07:55:29 PM
  • Fun to be had. Work to be done.
    • Kamekaze's Mugen Works
Re: Alcott updated(5/10/2013)
« Reply #12 on: May 10, 2013, 11:42:59 AM »
just pm me
104/150 chars made.

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