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Steiner (STM1993 Version 3.00 beta) - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Projects (https://lf-empire.de/forum/forumdisplay.php?fid=10) +---- Forum: Releases (https://lf-empire.de/forum/forumdisplay.php?fid=34) +---- Thread: Steiner (STM1993 Version 3.00 beta) (/showthread.php?tid=9684) |
RE: Steiner (STM1993 Version 2.99) - A-Man - 01-21-2016 And perhaps give him a different sound than Davis's when he fires the L4 hadouken. Just record yourself and edit with Audacity. RE: Steiner (STM1993 Version 2.99) - STM1993 - 01-22-2016 (01-21-2016, 07:14 PM)A-Man Wrote: And perhaps give him a different sound than Davis's when he fires the L4 hadouken. Just record yourself and edit with Audacity.If you insist... Sound is desynced in the video. And here's an older, deeper attempt. If its good I'll update the download. RE: Steiner (STM1993 Version 2.99) - Bamboori - 01-22-2016 it does sound alright to me (although imo a deeper voice would fit him better, but since its your representative char i guess your original voice is fine ), but don't you have any way to record at a better quality?@edit just post maybe something between those two, around the deepness of deeps "ha!" sound
RE: Steiner (STM1993 Version 2.99) - A-Man - 01-22-2016 I liked the second one more, and I think it fits very well. The first has an annoying change in pitch in the last portion of it, similar to what autotuning does to voices in modern music. RE: Steiner (STM1993 Version 2.99) - STM1993 - 01-22-2016 Alright, I changed it to the 2nd video(attempt #1 steinervoicetest)'s voice. If anyone doesn't like the voice, can always just copy 095.wav and paste over steinerroar.wav. As usual download in first post, updated without changing version number. Since this involves a new download anyway, some hotfixes: * Re-buffed punch itrs slightly. Dash attack's itr size & duration is nerfed however. * Walk & Run very slightly faster, jump very slightly higher. * D>A MP cost is now 60+15+20+25(x3)=170 instead of 75+15(x5)=150. Air Hadoukens now cost 60mp. * L3 & L4 D>A nerfed damage from 75/80 to 60 for both. Combined with the mp change above, this move is now less abusable in stage mode and closer to Henry's D>J (50dmg 175mp). Full charge isn't really usable in a duel anyway. * DvA MP cost 60->50. Dmg 45->55. This is because a certain JA D>JJ (<)A combo costs too much mana for too little damage. * You can now hold (<) after performing DvAA to shoot the L2 ball backwards instead of charging. This is to make the above combo more doable at the cost of not being able to charge the attack, but frankly you wouldn't want to charge it in most cases. * The timing for pressing J to burst after a teleport is now more lenient by adding a new exclusive "standing" frame. * Hell move nerfed; now does 135 direct damage + 4 distance damage instead of 80 + 12 distance damage. Also costs 50->70HP to perform and fixed a bug with running out of mana. Voice changed. [Rdy 4 Mainsite] Steiner (STM1993 Version 2.99) - STM1993 - 01-26-2016 Updated download link again since no one downloaded anyway. Too lazy to change version number. Sent an email to @Blue Phoenix to update mainsite download. (EDIT: accidentally sent a zip that also has an old version packaged inside lol. Oh well, 2-versions-for-1! The compact version is in first post.) Still using Nave's AI and I couldn't get him to use the new moves, but its been updated slightly; more aggressive and will use the DvA D>A combo very liberally (sometimes even J A D>J DvA D>A). He can still clear stage 1 from time to time! In fact he seems more consistent than before. There's a bug at 5:57 because stop heavy weapon running frame used next: 999 instead of next: 12. I've fixed that since this video got uploaded. ...so I guess this is it until I learn how to code custom AI. RE: Steiner (STM1993 Version 2.99) - the mad maskman - 09-08-2016 as i said in my quality chars thread, his fully charged hadouken is a bit overpowered, mainly because the charging time is very short, so steiner desen't spend much time nor mana charging it. also, after getting to 33% health, you could spam it all the time, and you're almost unkillable, as you could teleport away if your enemy gets too close. with this tactic, i fought against 4 julians on crazy, and killed three of them(last one had about 1/4 hp remaining) the ai uses then same tactic too, as he fights normally until he gets low on health, and then he escapes and spams level 4 hadoukens. what i suggest is increasing the time and/or mana cost of the charging, so that he doesen't spam them(again, they're as strong as julian big balls). RE: Steiner (STM1993 Version 2.99) - STM1993 - 09-08-2016 (09-08-2016, 03:35 PM)yuseiatlas Wrote: as i said in my quality chars thread, his fully charged hadouken is a bit overpowered, mainly because the charging time is very short, so steiner desen't spend much time nor mana charging it. also, after getting to 33% health, you could spam it all the time, and you're almost unkillable, as you could teleport away if your enemy gets too close. with this tactic, i fought against 4 julians on crazy, and killed three of them(last one had about 1/4 hp remaining) the ai uses then same tactic too, as he fights normally until he gets low on health, and then he escapes and spams level 4 hadoukens. what i suggest is increasing the time and/or mana cost of the charging, so that he doesen't spam them(again, they're as strong as julian big balls).Noted! Thank you for the feedback! The biggest issue with Steiner's big hadouken(which actually costs 170mp total) is the way the charging system works. It works by exploiting a trick with holding back(for hit_d) and negative MP (which is also why charging doesn't work with F6). However, using -mp also has a huge problem where if the character runs out of MP, will continue to go into the hit_d frame indefinitely. That means Steiner will always be able to spam hadoukens as long as he has 59mp(the initial cost of D>A). And because I changed Steiner to always release once fully charged instead of allowing you to delay by holding back, he will always shoot instead of being forced to continue charging when low on MP. I did this because it felt buggy to get stuck in -mp and using hit_a to release when already fully charged doesn't work because when your MP is negative, your inputs are disabled. I also didn't really think his fully charged D>A was overpowered because D>A's charging time is actually long enough to be easily punished in a PvP context & you can just roll/jump over it, but I suppose I got obsessed with Steiner being good at clearing stage mode mobs & dealing with enemy projectiles, plus I didn't like the idea of L4 hadouken being blockable like Henry's D>A/J or John's D^A. Main changes I plan to make if I do get around to modding him again: * Remove D^A and the Grab+J throw. They don't really add to the character. * Re-add D>JJ to teleport into the air. D>JA will work as teleport+burst. Nerf the teleport invulnerability a bit. * Make his hell move accessible from D>A (only when fully charged and you need to hit an input) instead of from DJA. * Add separate D>A frames for comboing from DvA; otherwise his DvA (D)>A combos would cost too much MP. * D>A overall cost more MP(initial cost 60->90) & take longer to charge(by adding a useless "buffer" frame between charge levels) once charged past L2, as suggested. L4 dmg can be a bit lower too from 70 to 60-65 maybe. Stealth Changelog for v3.00 beta - 25th October 2016 Changes from v2.99:
I'm now working on a new id AI for Steiner; I don't think he should stay using Nave's AI forever if I can make my own. RE: Steiner (STM1993 Version 2.99) - Kaizen - 05-05-2022 (09-08-2016, 04:06 PM)STM1993 Wrote:(09-08-2016, 03:35 PM)yuseiatlas Wrote: as i said in my quality chars thread, his fully charged hadouken is a bit overpowered, mainly because the charging time is very short, so steiner desen't spend much time nor mana charging it. also, after getting to 33% health, you could spam it all the time, and you're almost unkillable, as you could teleport away if your enemy gets too close. with this tactic, i fought against 4 julians on crazy, and killed three of them(last one had about 1/4 hp remaining) the ai uses then same tactic too, as he fights normally until he gets low on health, and then he escapes and spams level 4 hadoukens. what i suggest is increasing the time and/or mana cost of the charging, so that he doesen't spam them(again, they're as strong as julian big balls).Noted! Thank you for the feedback! Hi Steiner, well, I want you to know that I did download the character, and I'm enjoying it a lot, the only thing I couldn't do was do the Hell Move, because I don't understand how level 4 works, but after that, it's a very good character i love it
RE: Steiner (STM1993 Version 2.99) - Nyamaiku - 05-05-2022 (05-05-2022, 02:57 AM)Kaizen Wrote: the only thing I couldn't do was do the Hell Move, because I don't understand how level 4 works, but after that, it's a very good character i love it D>A hold back then press DJA, u havta be below 100hp aka 1/5 of ur hp bar to pull it off |