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Author Topic: Syoh by the Aboriginal One updated to 2.0  (Read 309 times)
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Brandon Marquis
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« on: January 18, 2010, 05:04:11 PM »

Yep!

Added one new move and tweeked some animations and velocities.

http://www.bmarquis.com

In the M.U.G.E.N Characters section
« Last Edit: January 18, 2010, 05:06:23 PM by Brandon Marquis » Logged

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Vucious Creed
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« Reply #1 on: January 19, 2010, 08:11:04 AM »

Hmm.  Interesting.  Methinks I'll give it a try and... wait, 2.0?  How long has this been released without my knowledge?  Or am I missing something?  Well, whatever the case, I'll make some time to check it out.
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Brandon Marquis
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« Reply #2 on: January 19, 2010, 12:26:53 PM »

Um... About a good 5 years ago.
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Vucious Creed
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« Reply #3 on: January 19, 2010, 03:35:01 PM »

...

Well... damn. Tongue

But anyway, as I promised I will check it out.  Now, to end my current train of thought before I accidently derail the topic.
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Vucious Creed
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« Reply #4 on: January 22, 2010, 08:40:47 AM »

LOL, double posting. Cheesy

Seriously, as promised, I've tried out Syoh, and I've come with what I've found after playing it for a bit.  Take note that I haven't played the source game and you might have other intentions on what you've planned for him or whatnot.

1. Too much knockback for light attacks: Even doing a weak punch causes too much knockback.  I would think that lighter attacks should at least be chainable for about 2-3 hits, maybe four max.

2. On the subject on light attacks, they almost appear to cause just as much damage as a strong attack.  I would suggest to lower the damage a bit.  This should coincide with the need for a chainable light attack to balance it out.

3. Add a running/back dash or retreat animation (if possible): As I said, since I don't know the source material, I wouldn't know if Syoh even has a running animation which is doubtful.  However, if he does, it might be useful to increase his mobility, especially with characters that have dodge rolling and running/dashing animations.

4. I would consider altering the move set a bit.  I think that the charge foward, then downward-back is a bit inconvienent for a close combat attack.  Here's what I would suggest:
-Dragon Blade: hold B, F + Punch
-Lightning Break: F, D, F + Punch

The fireball special can stay the same with the quarter-circle foward command.

5. The damage of the throw is too high.  If a standard throw does more damage than the fireball, then it might be a bit much.  I would suggest changing the damage value of the throw.

I had no problems with the animations or the hitboxes.  They appear fine.  Well, that should be about it.  I hope I gave you proper feedback.  Also, if these changes can't be done due to what material you have, or limitations on the source itself, that's okay.  All in all, Syoh is a bit interesting.

I'd probably give him a 6/10.  Pretty solid for what appeared to be a starter character (according to the readme), but could still use more tweeking, even in this stage of development.
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Mega Man Song of the Week: Red Hot Flare (Solar Man) by E-Tank (Megaman 10)

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Remix of the Week: Farwell, Star Guardian by Russell Cox (Super Mario RPG)

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Check out my YouTube page here.  Gotta start somewhere.
Brandon Marquis
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« Reply #5 on: January 22, 2010, 06:06:30 PM »

Friend, I'm not going to hate you for not playing the source. I get those questions often. But I am trying to stay true to the source.
Okay, lets reply, shall we?

1: Funny thing, all attacks have the same knockback velocity. I will tweak once I've done fully simulating the game.

2: Well, not exactly the same. Strong attacks have about 50 more hp. doing my research, most damage in the game is 8 and 12. now, the average character has 88 hp in their lifebar, meaning that most attacks deal 10-15% damage, which is why there's no combo counter in the game, they try NOT to let you combo due to no hit dampening.

3: He doesn't, you are right, but it will be implemented as soon as I perfected every detail the game gives me.

4: In the beginning, he had about exactly the same movelist as you proposed. It seems to me I liked the mid to far range fighter he was, using tricks like jumping or flipping back to lure the enemy or get him off guard as a setup to lightning strike, or simply walking towards him and execute a Dragon Blade.

5: Yeah, just trying to emulate the game like before. the sky throw is a whopping 400 damage!

- Smiley Made me smile when you said he was interesting. I would say download my other characters, but they need the same amount of change Syoh does.

Thanks for the feedback, shaza!
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