04-08-2015, 09:05 AM (This post was last modified: 04-12-2015, 10:50 AM by prince_freeza.)
Introduction
In Fight (1994) Jason was the antagonist of Davis, Woody, Bat, Louis, Mark and Jack.
His signature move is a huge blast not unlike Julians soul bomb:
Additionally he packs an energy loaded punch and a special energy orb used to swap bodies with his opponents.
He is still using that energy orb today - however only to collect and repel projectiles. Jason will retaliate at anyone trying to touch it.
The energy blast is as strong as ever and his set of energy punches has been expanded by an equally versatile set of grappling moves.
On top of all that he sports superb body tension, giving him extra protection whenever he attacks.
Download
He has a pretty nifty AI see if you can handle him on versus mod with any of the original chars, or give him a survival run see how long you can last.
Credits
Marti Wong, original creator of character concept
Siegvar, providing base template for the elbow slam
YinYin, data work and AI scripting
prince_freeza, sprite work
Silva and Someone else, for ddraw.dll
"I'm the president of the shadow government
The grand governor of the federal reserve
Public enemy of the society
The one you cannot see the thirty three degree"
04-08-2015, 10:59 AM (This post was last modified: 04-08-2015, 11:01 AM by STM1993.)
Awesome! Gave it a download and a try, here's a quick review:
Jason is a huge guy who is really good at direct close combat. Approach him from in front and he'd run up and grab you, try and use projectiles and he'd just destroy them or reflect them back at you. Even if he doesn't do any of that, he'd overwhelm you with very fast punches and can charge some of his punches for hurt. His counter is especially interesting, since he'd elbow you if you hit him from the back but grab you if you hit him from the front. Notably his counter does not work if you knock him down in one blow.
Jason's AI is unfortunately pretty dumb, because it uses "ego" AI for special moves only instead of a completely custom "id" AI. While really aggressive head-on, he'd also constantly go after weapons which would present you many easy opportunities for a dash attack. Unless you are willing to write your own AI, you'd have to live with this. The other problem is that Jason's grappling abilities are actually very overpowered. On its own, he can grab you for longer than average and can punch you as fast as Julian. He can then chain that into the spin, which by itself, even at full health without the MP regen boost from being near death, can easily drain half your HP.
Sprite-wise, I do think the upper body of his walking frames to be a bit stiff, but he is otherwise very well drawn. I do find it a bit odd that a character of such size and muscular arms would require 3 hits to knock someone into dance of pain, but that's not important.
Overall, despite a couple of flaws, Jason is a great character and faithful to the original while introducing new ideas, especially the counter mechanic. Give him a go! You will not be disappointed!
04-08-2015, 02:22 PM (This post was last modified: 04-08-2015, 02:35 PM by Memento.)
This character is totally awesome!! Superb grappling moves. Smart playing with the D>J possibilities! I love it. He's also a very fun opponent.
A few things:
- D>J+J+J+J+etc costs MP, yet it doesn't cause extra damage
- D^A+DvA should be easier to pull off. I'm too quick with pressing DvA most of the time (of course there is D^A+A, but still)
(04-08-2015, 02:22 PM)Memento Wrote: A few things:
- D>J+J+J+J+etc costs MP, yet it doesn't cause extra damage
- D^A+DvA should be easier to pull off. I'm too quick with pressing DvA most of the time (of course there is D^A+A, but still)
Will look into that first one when I go over him a second time somewhere in the future. There are more things that could use tweaking, but it's generally fine.
The second one will stay that way intentionally, as you've noticed the energy less version is easy enough - the best combo is supposed to take some more patience and good timing. (I don't wanna remove the inputs to have impatient players always perform D^A+A instead of doing a D^A+DvA too fast - so they at least notice that it's possible.)
04-24-2015, 10:47 PM (This post was last modified: 04-24-2015, 10:47 PM by bashscrazy.)
Finally got around to trying him.
Definitely a fun character, a beast with them twirly throws.
idk if this is intentional but his itr is pretty wide on his run attack http://gfycat.com/FearlessPlaintiveApatosaur#
If you slow it down to the slowest, you can see Jason isn't even touching STM when he hits him DEAD
(04-24-2015, 10:47 PM)bashscrazy Wrote: idk if this is intentional but his itr is pretty wide on his run attack http://gfycat.com/FearlessPlaintiveApatosaur#
If you slow it down to the slowest, you can see Jason isn't even touching STM when he hits him DEAD
I like to cover the area that a fist/feet has travelled prior to the active frame (in extreme cases like Bats D>J). That can get a little ridiculous if you get hit prior to the attack and thus don't move as far as you should've. Not changing that though.