Thread Rating:
  • 2 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Steiner (STM1993 Version 3.00 beta)
#31
Two old random VS match videos with 6 com players (including STM)

" LF2 Against The Evils", my first LF2 video series.
Check my channel :D :-

Litte Fighter Videos  <-- This is a link! Click This!
Reply
Thanks given by:
#32

I had an online match with Pf today using STM1993. Here are all the fights minus a 2nd one from Deep since it was interrupted by a phone call. Note that we played in lag, about 1/8 speed?

Timestamps:
0:00 me as Dennis vs Pf as STM
1:29 vs Rudolf
2:49 vs Freeze
3:54 vs John (heavy weapon troll)
4:54 vs Davis
6:36 vs Louis
7:36 vs Woody (yeah, I played badly here)
8:14 vs Dennis
8:54 vs Firen (telescythe)
9:43 vs Firen (flawless victory)
10:04 vs Firen
10:54 vs Henry (teleport spam)
12:42 vs Deep

As you can see, STM's hadoukens aren't really all that great; even level 1 is very slow, predictable and easily blocked. At most you'd use them to finish up combos and occasionally get a lucky stun, but for stage mode charged hadoukens are key to clearing out entire groups. His dash attacks aren't that good either and damage is generally low. However, his ability to roll in any direction and teleports(even out of roll, but not from flipping) are very dangerous for positioning (teleporting towards air is hard to do). His >>A/J+A is good for sniping foes who are between teleport range and punching range. STM is notably deadly with the scythe weapon(and ice sword) for his fast and long weapon swing. DvA is a deadly counter/combo starter not unlike Deep's DvA + z-axis, probably overpowered especially since you can chain it when enemy is against a wall. Regular punches have good in-range. Super's 2nd hit can actually be avoided by flipping, but timing between the victim's flip, distance from hit and STM's press of A is crucial.

Notable Combos:
DvA D>A - This is good against blocking enemies, but if the enemy is sent falling, chances are the D>A will miss if the enemy flips; best you can do is delay the D>A but even then, no guarantees.
DvA J AA - This combo is quite safe and works even if the enemy is against the wall, but the timing is rather strict.
AAA AA D>A - Most basic combo. If enemy flips there is a chance he lands on the ball and gets sent into DOP for a grab.
Reply
Thanks given by: Marko , prince_freeza , Ariyan , Deep
#33
I tried this character an it looks well balanced. have some nice combos, he is weak then some fighters during normal punching in the other side he has some nice combos. Also DVA is very useful it help in every situation :D
Sprites looks good in general i dont carry about them :p

Good character in general :)
Reply
Thanks given by: STM1993
#34
Giving it another update, because I notice the character still has some flaws that can be fixed. Download in 1st post.


Pardon the video quality.

List of Changes
STM is now called "Steiner". Renamed to fit in with other characters' names.
  • AI doesn't stay in mana recovery running phase as long, so AI should be slightly more aggressive.
  • Punch itr lasts 2 TU instead of 3, vrest 9 instead of 8. This makes punching multiple enemies smoother and also forces more precision on punching.
  • Super Punch tweaked.
    • Super punch combo is now considered 1 attack, but you can cancel out between 1st & 2nd hit with D>A, D>J or DvA.
    • 1st super punch now has fall 1 instead of 60 and takes 2 TU longer to hit, ensuring that it doesn't become useless by flipping like Davis' super. This creates some new combos when paired with the cancel mentioned above. 2nd super punch has slightly more dvx/y to compensate for 1st hit no longer having as much dvx/y from the fall change.
  • >>A and rolling now have less dvz movement.
  • Removed some itr effect 4s from >>A and normal weapon attack. The defense it provides is too powerful and also makes it awkward when hitting heavy weapons, especially normal weapon attack.
  • Start and end of normal weapon attack and end of run weapon attack no longer hits with the weapon. No more mindlessly spamming A to win or hitting behind the character at the end of the swing.
  • Steiner drinks even slower, but you can still speed it up by spamming A. This is a side-effect from making walking out of drinking more responsive. Not like slow drinking speed is a problem for a character who can walk & drink as well as instantly teleport from danger.
  • Fixed some wrong moves in Grab. Removed D^A uppercut from grab for balance.
  • Nerfed DvA. Less range, no longer have zwidth, mana cost 50->75, damage 55->45. Slight animation change, cannot be done from running and cannot be moved during state 7 frame. My only regret is that I can't remove the DvA wall infinite without making huge changes to the character.
  • Hadouken expanded but nerfed.
    • Hadouken mana cost nerfed. D>A now costs 75 instead of 80 mana at start, but charging takes 10 mana per interval instead of 7. Jump attack mana cost raised slightly from 30 to 35.
    • D>A now has a total of 7 levels - uncharged, charges 1-6. Charge 1 is now a fast energy shot instead of same as uncharged. Uncharged ball now moves at dvx 8 instead of 9. Charge 6 deals 10 more damage, explosion damage fades off over time
    • Nerfed fire D>A (charges 2-5). They now deal only 16 damage per hit until the end of its timer(10 TU per charge) where the last hit deals 50 (same as 1st 2 levels). 5th charge no longer stays in state 3006 indefinitely, but will change to state 3000 out in 40 TU. Dvx values increased to allow charge 5 to hit 5 times instead of 4.
    • Cancelling Super punch 1 and DvA with D>A now uses charge 5 (5-hits) and charge 3 (3 hits) respectively instead of charge 2 (2 hits).
  • Fixed some issues with teleport and added a new input.
    • DJA is now another input for teleporting on the spot (D^/vJ). Tweaked some inputs to prevent clashing with combos. Not allowed to cancel with DJA/D^J/DvJ for super punch 1 to prevent potential infinite DOP exploit.
    • Fixed teleport inertia. Now teleporting into the air will retain a bit of dvz movement instead of nonsensically always having forward momentum; D>JJ will still have forward momentum, but D^JJ/DvJJ should only move sideways. DJAJ should also only teleport straight up with no momentum whatsoever.
That's all for now.
Reply
Thanks given by: Bamboori
#35
Amazing job! But, unhapply I can't charge the hadouken attack... I press < button but it simply launch the first, simple ball.
Claw Crush!
Reply
Thanks given by:
#36
(08-17-2015, 08:01 PM)Pandamon Wrote:  Amazing job! But, unhapply I can't charge the hadouken attack... I press < button but it simply launch the first, simple ball.

Did you use F6 by any chance? Because F6's "unlimited mana" also disables using < button to "cancel "an attack (into hit_d frame) that uses mp: -x. That means you won't be able to use < to cancel Firen's D>J or to charge the hadouken.
Reply
Thanks given by:
#37
:( 
(08-18-2015, 12:36 AM)STM1993 Wrote:  
(08-17-2015, 08:01 PM)Pandamon Wrote:  Amazing job! But, unhapply I can't charge the hadouken attack... I press < button but it simply launch the first, simple ball.

Did you use F6 by any chance? Because F6's "unlimited mana" also disables using < button to "cancel "an attack (into hit_d frame) that uses mp: -x. That means you won't be able to use < to cancel Firen's D>J or to charge the hadouken.

Thanks! It worked now.
Claw Crush!
Reply
Thanks given by:
#38
Oh wow, you changed his name.
'Steiner' seems great! How did you came up with this name?
" LF2 Against The Evils", my first LF2 video series.
Check my channel :D :-

Litte Fighter Videos  <-- This is a link! Click This!
Reply
Thanks given by:
#39
Working on Version 2.99. Why not 3.00? Because new AI will be required due to a massive data reorganization, and I'll try my hand at it once the data is done.

New Sprites (Click to View)
Planned Changes:
* Punch stuns in 2 hits instead of 3(like Dennis), Davis speed, but reduced range & poor in-range(similar to Freeze?).
* Tweaks to grabbing to make it possible to change direction while grabbing. Throw_lying_man will use the standard throwing animation that most characters have; this is to enable the possibility of throw combos.
* Blink's data mechanics tweaked; D^/vJ uses a ball to catch Steiner instead of relying on dvz. No more direct air blink unless combo'd from Super or DvA. Nerf to mana cost.
* Add D^A; blink upward and fire hadoukens straight down. This is intended for punishing dash attacks.
* Hadouken maximum charge is now 6 instead of 7. All are energy-based(no more burning) and generally hit once only, and significantly nerfed to a reasonable level, although 1 frame faster to fire after charging.
* The original level 7 Hadouken is now a Hell Move.
* Air Hadoukens will now automatically fire twice on pressing A once, but each projectile will knockdown immediately instead of stun and overall nerfed.
* Remove the walk & drink mechanic because its awkward and character drinks too slow. Drinking will now work like original LF2, except hit_j can also be used to cancel.

(EDIT)
* D>A now only has 4 ball variants. Charge stages are 6 instead of 7. The variants are: stun, normal, anti-guard, state 3006(Henry arrow).
* D^A now fires two anti-air hadoukens. Due to a flaw in LF2's throw mechanic, I've made these hadoukens have no bdy, only itr. Note the video is OUTDATED; it should explode on hit, have shadows + different trajectories/speed/power.
* While grabbing, >A throws forward while J throws upward (-25mp). This is mostly a combo enabler.
* DvA nerfed significantly; can only chain into an L2 D>A.
Reply
Thanks given by: prince_freeza , MangaD , Bamboori
#40
It is done. Only thing left to v3.00 is AI.

Nave's AI still works, although obviously it wouldn't be able to use the character to its full potential.
Download in first post.

Noteworthy Changes:
Overall Steiner has been nerfed(less damage, less melee reach, more MP expensive), plus one new move.
1. Punch - 2 hits to stun like Dennis, average speed, Jack's reach.
2. Jump Attack - Always shoots 2 fireballs(new sprites). Can still be used even if you have 0 mana.
3. >>J<A - Air Stun ball is now separate from Jump Attack.
4. Grab - You can now change direction while grabbing. >A is still throw forward. J is to throw upwards (costs mana).
5. DvA - Faster cooldown, but less pushing power. No more wall infinite combo. +A now combos into L2 Hadouken.
6. DxJ - Same teleport as before as I couldn't find a better way to code it, but range & mana cost are nerfed, and can no longer teleport into the air. +J instead combos into DvA.
7. D^A - New anti-air move; in practice its more of a combo-finisher, intended to work with Super or Grab+J. You can use it to hit Julian/Knight/Mark even if they are simply standing in front of you. You cannot punch the anti-air balls to deflect it because it has no bdy - and it has no bdy because having bdy ruins the throw upward combo.
8. Added a secret hell move. Its basically the old L7 Hadouken, except its actually even more powerful relative to the length of a map.
9. D>A - Charge frames 7 -> 6, hadouken variants 7 -> 4.
* L1 is stun as usual.
* L2 is normal bolt as usual (50dmg 60bdef).
* L3 ignores defense and much more damage. At point-blank range, it briefly has state 3006.
* L4 behaves very similarly to Henry's D>J arrow, except it breaks defense and can destroy weapons on the floor.
You will now automatically fire D>A on reaching the maximum charge.
10. Technical Change - data formatting. I've also managed to squeeze all the stm_ball data into one file, so you only need IDs 930 & 931 now, no need 932.
Reply
Thanks given by: LutiChris , NewToTheEra




Users browsing this thread: 1 Guest(s)