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[MAJOR UPDATE] Sasuke Uchiha by kenshinx0 (Read 147513 times)

Started by Алексей, August 23, 2011, 04:44:39 am
[MAJOR UPDATE] Sasuke Uchiha by kenshinx0
#1  August 23, 2011, 04:44:39 am
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Major Update:
- Re-coded with new effects:
- Katon: Goukakyuu No Jutsu now has particle fire instead of static sprites.
- Chidori has been re-coded from scratch.
- Chidori Eisou has been retouched and changed a bit. The spear acts as one. If it hits the enemy, they are skewered onto it and thrust off from the force of the lightning.
- Snake Spear has been replaced with Quick Slash/Final Cut.
- Kirin has had most effects revamped. I built a custom rainstorm effect, specifically for the accuracy of this move and the overall appearance.
- CS2 Transformation gets an effect of rocks breaking when smashing the enemy into the ground.
- New HitSparks, SlashSparks, GuardSparks, SuperSparks and Dash Dust
- 4 Custom Slashes have been sprited to replace all of his snake-related, normal attacks.
- AI has been cleaned up a bit (coding wise), changed due to the new moves, and is still pretty crazy (at level 8).
- New effect for Chidori Nagashi.
- Added GNT:SP Lifebar Portraits
- Added Compatibility for Kakashi's Sennen Goroshi
- Added 1 new dark palette and cleaned up the others using a new, lighter set of colors that looks more like Sasuke.
- Swapped the commands for his two medium supers with his two heavy supers. For some reason they did not follow the same order as the other NZC characters. They do now though.
- Readme updated with new move changes.

Older Updates:
Spoiler, click to toggle visibilty

Hey Guys,

I'm back with a new character for you: Sasuke Uchiha. I know what you're all thinking: "WTF! Not another chiibi Naruto character." This is not the case, these sprites look the best because they're from the Naruto Shippuuden: Ninjitsu Zenkai: Cha-Krash game for NDS. As always, feedback is much appreciated.

README.txt:
Spoiler, click to toggle visibilty

Here's a pic:


Download Here:
http://mugencoder.com/authors/details/87

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Last Edit: January 03, 2013, 02:50:27 am by Алексей
Re: Sasuke Uchiha (NZC) by Alexei Roschak (kenshinx0)
#2  August 23, 2011, 04:48:58 am
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seriously get him. : D yeah hes awesome.  I beta tested and I helped in some areas of ideas and semi helped in some code, not a lot but a little.

You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
Last Edit: August 23, 2011, 04:55:42 am by Laharl
Re: Sasuke Uchiha (NZC) by Alexei Roschak (kenshinx0)
#3  August 23, 2011, 02:48:41 pm
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yeah the bigger sasuke its not too chibi im trying this

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Re: [NON-CRAPPY] Sasuke Uchiha (NZC) by Alexei Roschak (kenshinx0)
#4  August 24, 2011, 05:30:29 am
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I was debating whether or not to bring this to your attention, but eh, why not.

- C can be done indefinitely on characters without any kind of aerial recovery after launching the enemy
- In relation to the above, I can build meter insanely fast by just timing my C presses, then unleash Kirin
- Speaking of Kirin, the damage is ridiculous. I get why you made it that way, but it's just unbelievably high
- Mashing C into Kirin breaks the hell out of Sasuke for P1. Thankfully, I'd be willing to bet the CPU is incapable of reproducing this on the player.

Re: Latest Release by Alexei Roschak (kenshinx0)
#5  August 24, 2011, 06:10:54 am
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Quote
I was debating whether or not to bring this to your attention, but eh, why not.
Thank you for posting feedback. Don't hesitate, I don't take it lightly, but quite seriously.

Quote
- C can be done indefinitely on characters without any kind of aerial recovery after launching the enemy
I see now. This will be fixed.

Quote
- In relation to the above, I can build meter insanely fast by just timing my C presses, then unleash Kirin
I will lower is power gain significantly.

Quote
- Speaking of Kirin, the damage is ridiculous. I get why you made it that way, but it's just unbelievably high
Yes, the damage is quite high. It takes out half life. It's also a 3-bar super that is interrupt-able during the Katon: Gouryuuka No Jutsu phase. Sasuke is extremely vulnerable for at least 4 seconds and it consumes all of his power at the start of the move. Meaning that if you are interrupted during the first phase, you have lost all your power. Is this not a good enough mechanic for it to allow for that power.

Quote
- Mashing C into Kirin breaks the hell out of Sasuke for P1. Thankfully, I'd be willing to bet the CPU is incapable of reproducing this on the player.
I will make Kirin a standalone move. One that cannot be combo'd into.

-[Все слова это только слова.]-

Cap

Re: Latest Release by Alexei Roschak (kenshinx0)
#6  August 24, 2011, 06:17:24 am
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I'd also like to mention that the QCF and QCB commands for supers can be quite awkward. Sometimes I find myself pulling off a Chidori, for example, accidentally. It's not a huge problem, but you might want to try QCF,QCF and QCB,QCB for some, if not all, of them. It just makes it easier to use certain moves when you want to use them.
Re: Latest Release by Alexei Roschak (kenshinx0)
#7  August 24, 2011, 06:28:05 am
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I'd also like to mention that the QCF and QCB commands for supers can be quite awkward. Sometimes I find myself pulling off a Chidori, for example, accidentally. It's not a huge problem, but you might want to try QCF,QCF and QCB,QCB for some, if not all, of them. It just makes it easier to use certain moves when you want to use them.
It's not the commands really. I realized that I had still had time=20 from my beta testing the moves. LOL, it's been changed back to 5 as it was originally. This is going to be the update.

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Re: Latest Release by Alexei Roschak (kenshinx0)
#8  August 24, 2011, 06:50:42 am
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5 ? Don't you mean 15 ? Should be 12 at minimum, nobody does a qcf or qcb in 5 ticks. :P
Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#9  September 02, 2011, 04:42:33 am
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I realize this thread is slightly old, but I have a suggestion: How about making the characters substitution/teleport bit a little more unforgiving? It sounds weird, but being able to teleport out of something like a beam attack or a shinkuu hadouken in the middle of the attack is insanely cheap. Maybe make it so that there is a certain amount of time since last hit before it can be escaped from by teleportation?

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Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#10  September 02, 2011, 04:53:54 am
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I realize this thread is slightly old, but I have a suggestion: How about making the characters substitution/teleport bit a little more unforgiving? It sounds weird, but being able to teleport out of something like a beam attack or a shinkuu hadouken in the middle of the attack is insanely cheap. Maybe make it so that there is a certain amount of time since last hit before it can be escaped from by teleportation?
I understand what you're saying and there's an update on the way. In this update, kawarimi (substitution) will not be able to be used if hit by a super move or hyper move. Does that seem a little better? After reading this and really thinking about how to implement it with a limit, It kind of rendered the move useless by this suggestion, sorry to say.

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Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#11  September 02, 2011, 04:56:42 am
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I realize this thread is slightly old, but I have a suggestion: How about making the characters substitution/teleport bit a little more unforgiving? It sounds weird, but being able to teleport out of something like a beam attack or a shinkuu hadouken in the middle of the attack is insanely cheap. Maybe make it so that there is a certain amount of time since last hit before it can be escaped from by teleportation?
I understand what you're saying and there's an update on the way. In this update, kawarimi (substitution) will not be able to be used if hit by a super move or hyper move. Does that seem a little better? After reading this and really thinking about how to implement it with a limit, It kind of rendered the move useless by this suggestion, sorry to say.
You slightly confuse me.. The not being able to be used during a super or hyper sounds about right, but then you say it's useless, and I'm back to confusion

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Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#12  September 02, 2011, 05:08:27 am
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I realize this thread is slightly old, but I have a suggestion: How about making the characters substitution/teleport bit a little more unforgiving? It sounds weird, but being able to teleport out of something like a beam attack or a shinkuu hadouken in the middle of the attack is insanely cheap. Maybe make it so that there is a certain amount of time since last hit before it can be escaped from by teleportation?
I understand what you're saying and there's an update on the way. In this update, kawarimi (substitution) will not be able to be used if hit by a super move or hyper move. Does that seem a little better? After reading this and really thinking about how to implement it with a limit, It kind of rendered the move useless by this suggestion, sorry to say.
You slightly confuse me.. The not being able to be used during a super or hyper sounds about right, but then you say it's useless, and I'm back to confusion
lol I'm sorry. What I mean was that if I try to limit it via a time limit, it will render the move useless because you'll never be able to do it unless someone is comboing you slowly. Most of the time, this isn't the case. So what I said was, instead of limiting by time, I'll limit by disallowing you to use while caught in a super move. :)

Sorry for the confusion.

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Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#13  September 03, 2011, 01:26:15 am
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- Kawawrimi's button has been remapped to a single command: z. It also consumes 200 power.
Just 200? As in 20% of a single level?

If you ask me, that's too little of a cost for what is effectively a burst.
Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#14  September 03, 2011, 01:36:20 am
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- Kawawrimi's button has been remapped to a single command: z. It also consumes 200 power.
Just 200? As in 20% of a single level?

If you ask me, that's too little of a cost for what is effectively a burst.
I'm not entirely sure what a burst is, but regardless, It's not like he's invincible during this move. Often times when using it, they just turn around and hit me, or the AI or whatever the case may be, so I think 200 is a good amount. On top of that, power gain is sort of slow, so if it were to consume as much as 1000 power, you'd never even be able to use any super moves, provided you wanted to use it a lot, or even once for that matter.

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Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#15  September 03, 2011, 06:19:11 am
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Burst is a Guilty Gear mechanic originally appearing in GGXX. Basically, while being hit and they have the burst available, one can simply use Burst to stop an opponent's combo and knock them away(Burst does not do any damage).

The log move is more or less the same. Sasuke(and every other Naruto character with this) will break away from the rest of the combo and teleport behind to safety. The thing is, Sasuke teleports behind the opponent and if done right, there's a good chance the opponent is still in recovery frames and perfectly vulnerable, so in some ways it's actually better than the burst.



I'll have to take a look at how you made it exactly and see for myself just how slow you made his powergain.
Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#16  September 03, 2011, 06:28:59 am
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Ok, I see what you're saying. You can still gain power of course, but it's just enought so that after completing one combo you'd have enough for 1 substitution. The AI uses it mostly, and depending on my situation in the fight, I would too. So that's what I mean by you'd never really have a chance to do supers if I made the power requirement any higher.

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Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#17  September 03, 2011, 06:35:57 am
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Looks to me that you made it too slow to the point that there's no reason to even bother going for his supers.
Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#18  September 03, 2011, 06:39:57 am
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Looks to me that you made it too slow to the point that there's no reason to even bother going for his supers.
LOL how did I know you were going to say that. I had it increased in his first release but people were complaining that he gained power too fast and he would spam his supers. Granted, it wasn't even that much of an increase lol. There really needs to be standard on basic power gain values, life values, damage values, etc. for developers to reference, so then I can say: "I followed the standard." :P Hmm, so since I'm in the process of an update as we speak, I can increase the power gain by a bit. But I don't want ANYONE telling me that it's too high lol. And hey, if it's best for the overall character, then hell yeah, I'm totally up for it :)

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Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#19  September 03, 2011, 06:43:31 am
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There's already a standard.

It's called KFM.
Re: [UPDATE] Latest Release by Alexei Roschak (kenshinx0)
#20  September 03, 2011, 06:46:27 am
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There's already a standard.

It's called KFM.
Hmm, there's nothing derogatory I can say here :\

Well I guess I just never thought about him being the "perfect" character by mugen standards, you know, because he's crappy and all? I'll see what kind of power gain KFM has and mimic it I suppose.

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