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08-16-2011, 10:27 AM
(This post was last modified: 08-16-2011, 10:28 AM by Whaat.)
Meh, i'm kinda disappointed about that Louis combo since even i have done that D: and it was super easy to just add hit_Uj: 275 at D>J (1000foot) frames. But well, it's still useful, i have to admit that. Maybe you could also add that he can make D>A (blastpush) after D^J (r-catch)?
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And i want to see item crates, whatever it is D:
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(08-16-2011, 10:27 AM)Whaat Wrote: Meh, i'm kinda disappointed about that Louis combo since even i have done that D: and it was super easy to just add hit_Uj: 275 at D>J (1000foot) frames.
Have you? Usually, you can't catch falling chars.
Item crates probably means when destroying a crate, an item appears from within
03:28 [BluePhoenix] sleep is for weakling.
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(08-16-2011, 10:35 AM)Ramond Wrote: (08-16-2011, 10:27 AM)Whaat Wrote: Meh, i'm kinda disappointed about that Louis combo since even i have done that D: and it was super easy to just add hit_Uj: 275 at D>J (1000foot) frames. Have you? Usually, you can't catch falling chars. Louis catching is special and it allows to catch falling char (i think) or i made it by skipping some frames from the start of r-catch so he catched the enermy right away.
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08-16-2011, 10:47 AM
(This post was last modified: 08-16-2011, 11:02 AM by YinYin.)
these will appear like any other item and also picked up by AI (F8 creates three crates now - these and the original one)
they break upon the first hit but can be thrown around a few times like a normal crate
(08-16-2011, 10:27 AM)Whaat Wrote: Meh, i'm kinda disappointed about that Louis combo since even i have done that D: and it was super easy to just add hit_Uj: 275 at D>J (1000foot) frames. But well, it's still useful, i have to admit that. Maybe you could also add that he can make D>A (blastpush) after D^J (r-catch)? there is more to it than just adding hit_Uj
you should know if you have done it yourself
also it's not about who has done it before or how easy it may be
what ramond said - catching falling characters is not a native feature
i have considered the D^J+D>A combo
but so far i think louis should be too slow to pull that one off
(the charge up of the phoenix palm is quite long and the throwing needs some rest at the end to not look akward)
also i am not changing any distances or damages from original data (no altering the D^J to make the D>A work after it)
next up: fire/ice affinity exception or henry double arrow dash
you decide which one you want to see
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08-16-2011, 11:00 AM
(This post was last modified: 08-16-2011, 11:14 AM by Whaat.)
(08-16-2011, 10:47 AM)YinYin Wrote: there is more to it than just adding hit_Uj
you should know if you have done it yourself Well i checked my Louis.dat (the one i have changed) and it seems that i have only added hit_Uj: 275 to frame 256 and 257 and it works fine D: i think that's becouse Louis' 1000kicks' last kick is the one that kicks the enemy far (dvx: 17 dvy: -7 (this also from my data and it's the same as original Louis.dat's) and the ''make r-catch'' frames are before that kick.
(08-16-2011, 10:47 AM)YinYin Wrote: also it's not about who has done it before or how easy it may be I have high expectations for you D:
(08-16-2011, 10:47 AM)YinYin Wrote: i have considered the D^J+D>A combo
but so far i think louis should be too slow to pull that one off
(the charge up of the phoenix palm is quite long and the throwing needs some rest at the end to not look akward)
also i am not changing any distances or damages from original data (no altering the D^J to make the D>A work after it) Well, i have tried that one too and yeah, it's not possible without making the frames' wait values smaller or skipping some frames from the start of blastpush.
E: The whole combo that i have made in my mod D: It really isn't so good looking when you skip some frames from the start of blastpush:
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And i want henry double arrow dash D:
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(08-16-2011, 11:07 AM)YinYin Wrote: your dennis does not fall after the thunder kicks True xp sry for doubting. But atleast the combo works
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your dennis does not fall after the thunder kicks
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08-16-2011, 11:12 AM
(This post was last modified: 08-16-2011, 11:12 AM by nehalbordoloi.)
Maybe because he used the frames before the ending louis thunder kicks in which the enemy falls down and then the throw.
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It's not that hard to catch falling enemies is it?
I mean I used it twice with my Vegeta
Also - great progress
I know I'll be opening that baseball crate and play me some baseball!
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08-16-2011, 04:17 PM
(This post was last modified: 08-16-2011, 04:18 PM by Lauli.)
YinYin Wrote:i don't have any ideas right now but if you can give me good ones I can think of some.
Sparkling/whatever for energy on energy, steam for ice on fire ( & vice versa), additional blood for strong attacks, additional sound when metal falls on ground, hit-sparks for bounces, additional sound when Rudolf clones get hit.
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08-16-2011, 11:29 PM
(This post was last modified: 08-17-2011, 07:04 AM by YinYin.)
>>+JA (simultaneous)
(08-16-2011, 12:56 PM)bashscrazy Wrote: It's not that hard to catch falling enemies is it? of course not (08-16-2011, 04:17 PM)Lauli Wrote: Sparkling/whatever for energy on energy, steam for ice on fire (& vice versa), additional blood for strong attacks, additional sound when metal falls on ground, hit-sparks for bounces, additional sound when Rudolf clones get hit. energy on energy - no, unless you mean creating new animations for all blasts (like johns blast - it has three different ones, hit/hitting/rebound - the hitting one always displays for the energy on energy case
well weapons aswell but still)
anyway i see no point for that one
steam - may be cool but might also require some melting animation? and less breaking - difficult
might try it
metal falling to the ground already has a certain sound - that should be enough
but if you are talking about armored characters - i'm planning that
louis and knight actually had a clang sound when landing/running in the previous version
bounce spark is a good idea - might actually improve the whole process itself
special effect on hit clones: no
i see no point in making clones 'detectable' like that
next up: deep heavy attack or deep dash strike
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