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Author Topic: Luke cage 0.5 release  (Read 1183 times)

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Offline trexrell44

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Luke cage 0.5 release
« on: May 10, 2013, 03:53:06 PM »
Luke  Cage by Trexrell,hypersonic, Redz and mugenninja,blagoy.



Luke cage Link



Hope everyone enjoys him I still have to make him 1.0 not sure how he would work out in winmugen.

There is actually a slight code configuration with throws on custom states on certain moves I was never quite able to figure out. We used a fix on certain chars in our personal roster to make it work. It checks to make sure p2 is in custom state if anyone could help me figure this out it would be great. Other than that I think he is pretty fun let me know of any infinite critiques or anything I will definitely make note of it. And change asap.

Thanks to everyone involved check the readme for full credits and info.
« Last Edit: May 10, 2013, 05:00:33 PM by trexrell44 »




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Offline O Ilusionista

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Re: Luke cage 0.5 release
« Reply #1 on: May 10, 2013, 03:55:22 PM »
link? shots?

Offline thatbloke78

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Re: Luke cage 0.5 release
« Reply #2 on: May 10, 2013, 04:09:03 PM »
wasn't this the old cvg forum wip?

I always liked the look of this one it will go in my roster next to arks luke nice release :thumbsup:

Offline HyperVoiceActing

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Re: Luke cage 0.5 release
« Reply #3 on: May 10, 2013, 04:24:31 PM »
Awesome, glad he's finally released. I'll go through him to see if you missed any bugs

@ thatbloke - It was, until members of CVG went away because of drama and some slock like that. Now he's property of Atlas.

Offline trexrell44

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Re: Luke cage 0.5 release
« Reply #4 on: May 10, 2013, 04:36:17 PM »
Now that I have him released though there is a slight code that I mentioned earlier its in the use of the hit overrides I used.

[State 0, HitOverride]
type = HitOverride
triggerall = PrevStateNo != 9000
trigger1 = 1 && statetype = S
attr = SCA,NP,SP,HP
stateno = 1031
slot = 5
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
triggerall = PrevStateNo != 9000
trigger1 = 1 && statetype = S
attr = SCA,NA,SA,HA,NT,ST,HT
stateno = 1033
slot = 6
ignorehitpause = 0

For some reason he voids moves that cause custom states. For some strange reason. Think its going to take awhile for anyone to notice though lol.

There are also somethings missing I have a thunderbolt intro and hypersonic did some great Jewel sprites I have to add. I'll save that for the next update.
« Last Edit: May 10, 2013, 05:05:17 PM by trexrell44 »


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Offline warecus

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Re: Luke cage 0.5 release
« Reply #5 on: May 10, 2013, 05:35:13 PM »
from what i tested he is pure awesome, i have been watching him from the beginning.

thank you very much

Offline NX-MEN

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Re: Luke cage 0.5 release
« Reply #6 on: May 10, 2013, 05:53:49 PM »
Thanks for the release guys!!!   :w00t:

Excellent work guys!!!  :w00t:

Congrats to all who contributed!!!  :w00t:
 

Offline Bizarro_Toro

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Re: Luke cage 0.5 release
« Reply #7 on: May 10, 2013, 09:05:06 PM »
 :)Good job guys a time waiting for him congratulations for the release...!!! ;D

Offline Beto

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Re: Luke cage 0.5 release
« Reply #8 on: May 10, 2013, 09:55:04 PM »
Very well represented, congratulations!  :thumbsup:

Offline lp

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Re: Luke cage 0.5 release
« Reply #9 on: May 11, 2013, 01:40:58 AM »
downloading now   :thumbsup:

Offline bambulin

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Re: Luke cage 0.5 release
« Reply #10 on: May 11, 2013, 03:55:10 AM »
gran liberacion !  descargando !  :Terry

Offline Darkflare

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Re: Luke cage 0.5 release
« Reply #11 on: May 12, 2013, 07:21:51 PM »
-Readme has the special move commands wrong. The punches and kicks are inverted. Super moves are listed correctly.
-Counter lasts way too long and lacks recovery frames to be punished on failed counters
-As you mentioned, it messes with custom states like throws.
-The sprites used for air chain attacks make him look like he's standing in the air. It also feels strange and choppy when he does it.
-Additionally, the air chain has stray hitboxes that don't coincide with the sprites.
-A ranged move like this should really have CLSN2 boxes as well.
-Groundpound is unsafe on hit even at close distance.

Offline HyperVoiceActing

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Re: Luke cage 0.5 release
« Reply #12 on: May 12, 2013, 08:34:14 PM »
I already told him about the air chain strike. But thanks for the other stuff d'flare  ::salute::

Offline trexrell44

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Re: Luke cage 0.5 release
« Reply #13 on: May 12, 2013, 08:46:43 PM »
-Readme has the special move commands wrong. The punches and kicks are inverted. Super moves are listed correctly.
-Counter lasts way too long and lacks recovery frames to be punished on failed counters
-As you mentioned, it messes with custom states like throws.
-The sprites used for air chain attacks make him look like he's standing in the air. It also feels strange and choppy when he does it.
-Additionally, the air chain has stray hitboxes that don't coincide with the sprites.
-A ranged move like this should really have CLSN2 boxes as well.
-Groundpound is unsafe on hit even at close distance.
Crap getting on it.


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