Very flashy, the wolf is a nice touch and yes, I know where you got it from I got one of the books too where Terry faces Geese but dies, the wolf in the background was freaking epic. I wish I could find the rest of the books on my local stores. :/ anyways, good job as always, I already left a comment on your video before.
Thanks man. Yeh that series is a classic. i wish they would have done a anime of that entire manga :(.
Back to the updates...
Heres the latest...
-He now has a regular roll dodge. A side step and what i call EX Guard Cancels.
-He also now has a safe tech roll when getting up from the ground like seen in games like SF X T where you can quick roll forward or back. Vyn has that same thing in his Ken version. Its pretty effective. im trying make it a bit more loose to do in gameplay. it feels a lil tight right now
-And ive updated his level 1 Buster wolf. Its now dubbed "Overshift Buster Wolf". I got bored with the normal look. Its way more effective now
It deals 3 major hits as shown here below. Im about to adjust the Hit box blast of the energy burst to make a bit more
effective in that area...it wiffs enemies a lil too much at times for me but it still gets the job done ;D
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/1-1_zps33b11f64.png)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/2_zps71347057.png)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/3_zpsc3d44c9d.png)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/4_zpsd0101b99.png)
His Dead end napalm is a bit more dynamic now how i want it to be since i took the time out to figure out the coding of it some time ago. Again this super wasnt in the V2 version since i didnt know how to code that kind of super up completely and i was stilling learning.
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/A_zps3a38b488.png)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/B_zps22c99b99.png)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/C_zps9bc6e2d1.png)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/D_zps4fdaae8f.png)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/E_zps3a3bcb00.png)
(to a safe land distance)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/F_zps1cdc3c19.png)
Anyway now the dead end napalm first strike can be blocked BUT this time my terry can instantly flip away very agile sort of like wolverine when he angle air kick strikes from the MVC2 and MSvSF games.
Ehm.....
Why i cant stop following your progress?.
Oh well...
I suppose that is game play based a lil to MVC no?
So....
He will be able to do some Air combos?
lol feel free to peek in the lab anytime man ;)....
Yes. since the start of V3 final version in late 2010 (after the release of V2 beta) early 2011 i put in the mvc combo completely. I been wanted to do that since V2 but i just couldnt nail it as far as hit pauses n such goes. Long story short between sabaki, Reza (the original MVC style mugen creator) and also Mr infinite's lil push in the right direction i finally nailed it...i had it but i just didnt go far enough. I give props to those dudes. lil history there...
Most of my creations will have that ability in the air but on ground it will be more SF3, CVS & KOF style mixed combo sets...a freestyle if you will
Anyway...
As for updates folks i had the itch to come up with a new look to my old parry animation which was 3 frames. I have the ability to sprite edit when i want but im just not big into it like lando and the rest of the crom. In my terry i did a whole lot of sprite editing for different moves. So i gave him a new look and more animations of 4 sprites. looks pretty smooth in action.
Old parry look (of Capcom original)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/EX_zps575aa050.jpg)
My slight edited version (The parry hit pause is about the same as SF3)
(and yeh im adjusting that FX around his fist too)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/P1_zps4277f853.png)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/P2_zpsf94d020c.png)
im trying to make my version of terry stand out as much as possible in every way
update:
-My parry system will be very easy to do in my version. just hit :6 as soon as you make contact with an attack. before it was :6 :6. Too much versus mugen characters IMO. so i felt this would be much more fun now combating against spam heavy opponents and enemies who like to combo a lot. Of course with my terry you can parry and then go right into a super or any move if you want. So you can definite RE live your own epic parry moment in "SF3 diago" flava lol
-I finished off the second style of Aggressive counter which is a kick. You block and then you can return a heavy back hand punch or a swift round house kick that send the enemy flying back for a wall hit. it takes about 500 points of power to pull off.
This is also something V2 never had. my beta testers got to experience that part.
(it works like the alpha counter in SF alpha 3 but packs more of a hit)
First hit counter animation
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/AP1_zps5aae38dd.png)
(Actual hit animation of the heavy punch version)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/AP2_zpsd0d3ce7a.png)
-I added in what i call the SF X T recovery roll. i made it easy to do just like the game. instead of holding in a direction along with a medium punch and kick you can just hold either forward to quickly roll forward towards the enemy or hold back to roll away. This isnt like a fall recovery. this is when you fall heavy on the ground and just before you stand up you can quickly roll away invulnerable for a few seconds.
(getting thrown example)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/RR1_zps5c6c902e.png)
(falls hard)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/RR2_zps23b40685.png)
(recovery roll backwards if you want in that situation)
(http://i43.photobucket.com/albums/e381/DTHECHEMIST1/2012%20RANDOM/RANDOM%202012/RR3_zps0d533ea1.png)
Thats pretty much it for his special defense and evade actions now. and yes the AI will definitely pull that off at random >:D
Now all im doing is trying to Fix up 3 supers as far as FX and hit pauses go and then im on to the rest of the intros and win states and hes finally on path for release! :w00t: