I mean super jumps in Rumble Pack is not a good option now. And they still appear when I do 2369\2147 and launch character high into air.
ANY Supercut: sometimes 2149 makes Supercut do a SECOND(midair jump) right from the ground. It looks like KoF hops\short jumps.
HEX Supercut’s 2B can be linked into 5A or 9ABC>(land)>anything. (on big opponents)
HEX Nadia’s 236AB can be linked into throw \ 214C.
Complaints:
Wakeup animation still too short.
Huge pushback at the corners is bad idea. Most of the time it works against player who is in the corner.
OTGs can be used after untechable (or hard) knockdowns and against failed techs on techable (or soft) kockdowns. The spark changed a bit for this though; techable sparks are bright while untechable sparks are dark. It’s much easier to tell the difference.
Yeah there was an issue with the command buffer. I issued a quick emergency patch to fix this issue. Check the first post for the link. Sorry about that.
I’m still working on a way to fix that super jump issue. You already reported it to me earlier and I’m still working on it. You’ve also told me about the Hex Nadia thing several times. It shouldn’t be an issue anymore, but if it is, just be patient. It’s sort of hard to calculate frame data for air moves and is thus hard to precisely fix this issue.
Unfortunately, I’m happy with the wake up time the way it is. This probably wont be changing. As for the push back; I’ll look into it. Thanks!
I know that I’m pestering you with that but I see that you fixing it in wrong place.
Just make character invulnerable to grabs 5-7 frames after any hitstun\blockstun (if its possible in mugen). So there will be a room to backdash or jump.
I found that I can also link grabs after Jumpins.
I like the game overall but some of my friends hates you with passion for corner pushback + wakeup animation and timing timing overall + invulnerability for ground attacks after launchers + huge scaling.
Also one of them hates me because I don’t reporting (and abusing) HEX Nadia’s & BIN Tsukiko’s 214+A+B grabs. Safe. Cheap. Counters EVERYTHING.
Nah, you’re not pestering me at all. I just need you to be specific when you report something.
That’s actually a good idea. Done for the next patch.
Look, I can do my best to go through each character and attack to alleviate this, but it will be greatly helpful to me if you could tell me which characters and attacks are causing you (or him) grief. Do this in a PM of course, but I am willing to look into it.
Just swinging by to tell you that I’m absolutely loving the game so far. I have some issues that I’d like to bring up, but I’d rather wait until I have some video evidence.
EDIT:
[media=youtube]-qbtjBsp0xs[/media]
The joystick that I am using is a Street Fighter IV SE modded with a Cthulu chip. I am able to play all of my emulators just fine with it. It seems that RP has a strange problem with registering it’s inputs. Perhaps you can change that to allow a single input at a time.
Ah, this issue. Another one of my testers had a similar issue about a year ago with his Hori stick. I was not able to actually fix this problem because I’m using an engine that is semi-closed source. MUGEN is notorious for poor joystick support. Fortunately, there is a workaround for this. He found a great program called xPadder. Essentially it takes your joystick button inputs and it converts them into keyboard inputs. Here’s a link to it:
This was the only freeware version left I could find (version 5.3). The newest version I have is 5.7, but it’s not free it and I’m pretty sure this site frowns on file sharing. We also found this useful when previous versions of MUGEN kept disabling and resetting my joystick inputs in previous versions. Sorry that I can’t offer you a real fix, but this program is a great workaround and you may even get some use out of it from other games.
Alright, lets tackle this. First off, awesome that people are starting to do videos. I was really looking forward to when this would start happening.
So, for that specific mode; the custom combo one; I admit that it can look very ridiculous. However, outside of training mode, it lasts for about 6 seconds on a full meter. Yeah, if you get caught in those combos for 6 whole seconds, you’re probably going to be pretty annoyed, but they might not be imbalanced. Honestly, I wont know for sure until a great deal of players really start tearing this game apart. I will point out that its not supposed to let you chain the same attack into itself. I’ll look through the system again to filter out stuff like that.
For Charlotte’s 2A OTG, there is a catch. See that bright ground spark when your opponent hits the ground? That means they can actually tech and get right up. Having said that, a lot of people can actually launch and relaunch at least once.
I will say this though; we have an interior tier list (among the beta testers) and Charlotte is up there. The most recent patch shifted things around, but we’ll see how things formulate soon.
Finally, update on the online version: I’ve fixed the big stuff, but I’m down to one final problem that needs to be addressed before I can release it. It’s not game breaking but it’s distracting. I wouldn’t want to release it until this thing is fixed. Give me a couple more days at the most.
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Good to hear that I’ve been somewhat useful so far =D My favorite character so far is either Oliver or Tsukiko. Online play would make me happy in my pants.
As for the ground spark, I suppose that works, but I would like to see some other way of indicating that it can be tech’d. I’m not going to throw out any stupid suggestions though =/
O HAY NEW VIDEO! By the way, when I say “pushblock,” I actually mean “pushback.”
[media=youtube]t2L0_ohAW3U[/media]
EDIT: Another video? I wish I knew what sleep was like ;-;
[media=youtube]x3dMrGWroY4[/media]
I’m using a fight stick and sometimes a little controller, but even the keyboard suffers from it. The emergency patch the Liero made was supposed to fix the problems I’ve been having.
I’m downloading fresh anyway.
EDIT: I fixed it. liero you gotta put instructions for these things. How was I supposed to know that I should put the char folder into the game folder when plenty of other updates left a char folder outside too
Yep. That was a fail on my part. I’ll be more clear next time.
Nice Tsukiko infinite. I’ll have that one fixed for sure.
As for the Oliver thing; THANK YOU SO MUCH! I’ve been randomly seeing these sort of glitches on a few choice characters and I’ve had people even tell me what move it was, but I could not recreate it. This is the first one where I have seen it and can recreate it which means I can fix it, figure out what caused it, and fix it everywhere. Awesome stuff.
Whoops. I did not mean to pass that one out. Honestly, this was a character I did well over a year ago. Knowing full well that I wouldn’t be able to use him if I ever decided to take the game seriously, I discontinued him completely. He’s out of date, broken, has poor quality sprites, and will most likely crash the game if someone even tried loading him. Basically, I haven’t worked on him in months and he’s nowhere near ready for release. On top of that, I never really intended to release it at all. Sorry about that one.
I also want to contribute some possible technical re-balancing. Correct me if i’m wrong in some places. These are all for BIN Nadia after messing around with her in training. You also don’t have to fix her if you don’t want to and that this is actually part of her balancing.
As far as i’m aware she has no way to close in that isn’t punishable.
Her Lighting Strike super cannot be used for closing in because it’s easily blockable and IMO is very hard to combo into usefully. Her standing C, a long range move that can cancel into super doesn’t have enough hitstun to connect it. The cancel is only useful after you’ve already closed in without getting punished and managed a combo without it being blocked.
She also suffers from terrible mix-up game. She can cancel into a crouching B easily with a lot of moves but I can’t find any overhead that would make this any useful. Her crouching B also has a hard time comboing if you cancel from anything into it.
Her Supercharge Fist super needs less recovery frames to actually combo out of it without relying on a stupidly impossible link, even if it’s just one hit.
Other than that, she seriously reminds me of Cody from SSFIV: AE. Very powerful rush down game but suffers when being rushed down. Her overdrive building potential when up-close is also very scary and her overdrive can be canceled from an easy combo which is probably my BnB that also does scary damage.
Every Bin Character has way to close in. They have CANCELS and can charge super meter. And Bin Nadia Has super armor on her Charge fists.
And EX moves usually better than supers in RP. But BIN&DEC Nadia superchargefists are OP because they have guard break property. So imo they don’t need any buffs.
Aaaaand:
BIN Nadia
Do any charge fist.
Cancel when attack connects.
walk forward and press A,B,214+something or A,B(mashmashmash)
Now Nadia is frozen in B startup animation.
(found when trying to do a combo A,B,214A,214B,214C,214EX,Canel,6,A,B,214A,214B,214C,214EX,Canel,6…)
REV: same thing heppened when i’ve done B,2C,236P,236ABC,B,236A,B.
I’m sorry for being the only person out of my household and in my school that can play fighting games so I can’t really figure out the properties of attacks myself, but thanks for the info.
Also, this combo suffers so much damage scaling for so much meter use that it’s not even funny. It’s just really flashy IMO. I even dropped this combo a few times because of derpy inputs thanks to MUGEN.
(A, B, 236A, 6, A, B, 236A, 6, A, B, Supercharged Fist)
Does roughly the same amount of damage for 2 less stocks of meter and you can use her Overdrive instead of Supercharged Fist since both of them will connect. It’s also a lot harder to drop the combo since 236A sends your opponent into the air, giving you more frames to execute whatever is needed after it. If you have excellent timing, you can even link a 236EX right as you recover from Supercharged Fist for a little noticeable dent in the opponents health.
Hits in combo affects Overdrive gauge (red one) in geometric progression. So more is better anyway.
214A,214B,214C charges about 1/6 of super gauge (blue one). And 214A gives less meter than 214B and 214B gives less than 214C.
[S]3. 214EX[/S] (it was stupid).
even better to end this combo with A,B,236A,236B or A,B,2C,236A,6,b,236A,236B.
You even can end this combo with Overdrive attack to do a decent (for this game) damage. But its not reliable because there is a gap between first active frames(animation) and ground lightning active frames when opponent can fall on the ground and escape any damage.
Here is a weird video where I suffered from brainlessness. Basically, Sofie’s cr.B can OTG seemingly infinitely if you can time it correctly. I remember picking up and relaunching about seven times consecutively before recording the video. Also, Decimal shenanigans.
[media=youtube]vYHySeRLT4E[/media]
Tried this one, did it the first time. When I went to record it, I suddenly can’t do it no matter what I do ;-;