That cow is an asshole.
Ohhh…
I can’t make sure how to use [response] function…
Anyway OK. check KURAMA’s 623P out later.
Thanks!
Just to show I’m not practicing against a light weight character.
http://www.youtube.com/watch?v=6x349d7PWzQ
This looks incredibly promising!
Hight by hit lower and aerial attack hitback longer.
http://www.youtube.com/watch?v=v8mRG58OtJE
you can download revised data below.
http://l.bitcasa.com/BeDTut0c
And if you understand motion header file(in [mth] folder), you can find some new special move
Can’t wait for the english documentation.
Awesome stuff here. I can fiddle with this for a good while.
I think it’s OK if the combination is too hard to hit and not instant kill.
note:
- EF-12 implement [ anti infinit aerial ]. over 10 hit combo is too difficult.
- All characters equip [ aerial reversal ] so you can’t hit aerial absolutely.
※use power gauge 2 and L+R into air damage. - Ringout rule will change further (lose -> restart)
But i think landing motion is too short(7f) so revise at least 10-12f.
I thought the same to that the landing or pre jump could be increased.
http://www.youtube.com/watch?v=hPKvTejVECM
Is this a true infinite? Or you’ve worked on ground teching yet?
Oh It’s cheaty… I’ll revise ASAP. Thank you jedpossum !!
(down player can escape by 8 or 2 just landing frame but this situation clearly disadvantage I think)
Update yNinja
・Jump landing freeze frame 7 -> 14
・Front rising kick also freeze frame increase.
Try it and tell me opinion about it.
This is pretty cool. You think something like this could used to make a proper Dragon Ball game?
foot dive or not playing :mad:
yNinja Notes
Spent a few mins with it I could only do a ring out combo on small stages (radius of 10). I say it’s probably impossible to do on 20m stages I barely got close enough to do it on the old version. I can only combo into hop kick 3 times now even with a dash.
2+P+K is missing.
Here is some internal engine stuff I wouldn’t mind seeing.
Frame Advance instead of 1FPS.
I find it easier to set up the inputs then press a key to go to the next frame instead of waiting a second.
Auto get up or resets the position after a character lays so long in on knockdown.
Infinite stages aka not allowed in the sky box.
Frame Data display
It can be as simple as showing numbers like in this Lua script. It doesn’t have to be nice as VF5’s.
http://i.imgur.com/HERX2yZ.png?1
You don’t even have to count all the extra stuff on that. Just from when the attack lands and till the attacker becomes neutral and subtract the frames when the defender becomes neutral.
The great thing about EF-12 is that you could make your own foot-diving doctor!
A Japanese developer communicating with us here.
Wish you’d work for Capcom Mister Onogu.