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Author Topic: Hayato  (Read 3522 times)

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Offline SirAnzai

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Re: Hayato
« Reply #25 on: November 13, 2007, 02:40:41 PM »
Not too bad, though he's got a few...glaring flaws.

Super-godly recovery time on all moves, which can lead to infinites. Retsu Zan and Super Rising Sword are both infinites if preformed right, but only against non MB/GG characters (from my tests). Might just be me but I think he's got some infinite priority moves, but it might just be his long reach/large CLSNs. And his AI is loopy/pathetic. Mostly because all he mostly does is air-dash (if you keep knocking him out of it, he'll keep trying to air-dash combo). Might want to rework it, add a little more variety instead of an easy-to-abuse loophole.

Otherwise, pretty nice though the lack of his Energy Shield super (which turned into Orochi's Light-super-knockoff for some reason) and it's comboility into his level 3 makes me sad. It is fun beating him with ease though, more so than your Rock.

super godly?? i really dobut he can actually infinite and i dont see the problem with him being able to JUGGLE supers, i mean mvc2 chars can CHAIN supers with very ez timing and dont even have damage dampeners, pots chars can chain supers too no timing required (with damage dampeners) with hayato u actually have to time right to connect 2 supers AND he has a damage dampener and thats not infinite unless u keep pressing f3 or palying in training mode... he is a full project char too, i cant just make all my eoh chars hardcore AI
If you say he has a damage dampener, then how come combing his Plasma Burst does more damage than Black Hayato? With the way his AI's programmed, it deals over half your life, and I've noticed this on more than one character. Yes, he does have inifinites. That's what happens when you assign a super 0 juggle points, or any move. And all your Hayato's supers have zero juggle points, upgrading it from "juggle supers" to inifinites. I have have no problem with being able to juggle the opponent, but there's a difference between moves having juggle points, and moves not.

And I'm not saying make a hardcore AI, just make it less predictable as he'll always air-dash before attacking. Even if you just vary it, he might be more of challenge than he is now.

Offline KPT25

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Re: Hayato
« Reply #26 on: November 13, 2007, 05:20:16 PM »
I think he has a point there on the juggle points...even Evil Ken has limited juggle points(altough his AI remember how many points he has left)

Offline Lightblackheart

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Re: Hayato
« Reply #27 on: November 13, 2007, 06:08:49 PM »
another awesome release vyn  =D> =D> =D> =D>

Offline That Mugen Guy

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Re: Hayato
« Reply #28 on: November 13, 2007, 07:13:39 PM »
wow thought i was seeing things had to smack myself to see if it was awake congrats of release :w00t:


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Offline anjim

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Re: Hayato
« Reply #29 on: November 13, 2007, 07:41:58 PM »
flame-o vyn :)

Offline Mugen Toons

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Re: Hayato
« Reply #30 on: November 13, 2007, 08:03:17 PM »
Good Job  :o

Me gustaria que tubiera que cuando haga un espcial y luego continuar con otro especial como cancel  8-}

Offline vyn

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Re: Hayato
« Reply #31 on: November 13, 2007, 08:41:37 PM »
Not too bad, though he's got a few...glaring flaws.

Super-godly recovery time on all moves, which can lead to infinites. Retsu Zan and Super Rising Sword are both infinites if preformed right, but only against non MB/GG characters (from my tests). Might just be me but I think he's got some infinite priority moves, but it might just be his long reach/large CLSNs. And his AI is loopy/pathetic. Mostly because all he mostly does is air-dash (if you keep knocking him out of it, he'll keep trying to air-dash combo). Might want to rework it, add a little more variety instead of an easy-to-abuse loophole.

Otherwise, pretty nice though the lack of his Energy Shield super (which turned into Orochi's Light-super-knockoff for some reason) and it's comboility into his level 3 makes me sad. It is fun beating him with ease though, more so than your Rock.

super godly?? i really dobut he can actually infinite and i dont see the problem with him being able to JUGGLE supers, i mean mvc2 chars can CHAIN supers with very ez timing and dont even have damage dampeners, pots chars can chain supers too no timing required (with damage dampeners) with hayato u actually have to time right to connect 2 supers AND he has a damage dampener and thats not infinite unless u keep pressing f3 or palying in training mode... he is a full project char too, i cant just make all my eoh chars hardcore AI
If you say he has a damage dampener, then how come combing his Plasma Burst does more damage than Black Hayato? With the way his AI's programmed, it deals over half your life, and I've noticed this on more than one character. Yes, he does have inifinites. That's what happens when you assign a super 0 juggle points, or any move. And all your Hayato's supers have zero juggle points, upgrading it from "juggle supers" to inifinites. I have have no problem with being able to juggle the opponent, but there's a difference between moves having juggle points, and moves not.

And I'm not saying make a hardcore AI, just make it less predictable as he'll always air-dash before attacking. Even if you just vary it, he might be more of challenge than he is now.

u keep missing the point... if u have 3 super bars and time just right u might land 3 supers, limit is superbars not juggle, and most chars have 0 juggle to their supers, its not ez to gatther a superbar usually and then ur super just goes trough the opponent?? just how much do u expect damage dampener to reduce damage? i mean it kicks in and makes chaining supers not the best choice but its not supposed to be THAT notisable

i find this system much more fair than mvc2 direct super to super chaining at least requires timing and has a downside on damage, yes in training mode u can get an infinite out of this but not in actual gameplay, plasma burst is a lvl2 super, a good combo and then launching it will obviously cause some heavy damage

those are my reasons, ask pots why he gave this system to his chars, and his is even easier

damn what a surprise vyn didnt know about hayato being released by you but hey looks like one sick character ima gonna dl him and try him out
you always impress me with ur work
so whats next on your schedule?

mwahahahaha  >:D

tnx for all the comments, gracias por todos los comentarios
« Last Edit: November 13, 2007, 08:46:27 PM by vyn »

Offline SirAnzai

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Re: Hayato
« Reply #32 on: November 13, 2007, 08:58:30 PM »
Not too bad, though he's got a few...glaring flaws.

Super-godly recovery time on all moves, which can lead to infinites. Retsu Zan and Super Rising Sword are both infinites if preformed right, but only against non MB/GG characters (from my tests). Might just be me but I think he's got some infinite priority moves, but it might just be his long reach/large CLSNs. And his AI is loopy/pathetic. Mostly because all he mostly does is air-dash (if you keep knocking him out of it, he'll keep trying to air-dash combo). Might want to rework it, add a little more variety instead of an easy-to-abuse loophole.

Otherwise, pretty nice though the lack of his Energy Shield super (which turned into Orochi's Light-super-knockoff for some reason) and it's comboility into his level 3 makes me sad. It is fun beating him with ease though, more so than your Rock.

super godly?? i really dobut he can actually infinite and i dont see the problem with him being able to JUGGLE supers, i mean mvc2 chars can CHAIN supers with very ez timing and dont even have damage dampeners, pots chars can chain supers too no timing required (with damage dampeners) with hayato u actually have to time right to connect 2 supers AND he has a damage dampener and thats not infinite unless u keep pressing f3 or palying in training mode... he is a full project char too, i cant just make all my eoh chars hardcore AI
If you say he has a damage dampener, then how come combing his Plasma Burst does more damage than Black Hayato? With the way his AI's programmed, it deals over half your life, and I've noticed this on more than one character. Yes, he does have inifinites. That's what happens when you assign a super 0 juggle points, or any move. And all your Hayato's supers have zero juggle points, upgrading it from "juggle supers" to inifinites. I have have no problem with being able to juggle the opponent, but there's a difference between moves having juggle points, and moves not.

And I'm not saying make a hardcore AI, just make it less predictable as he'll always air-dash before attacking. Even if you just vary it, he might be more of challenge than he is now.

u keep missing the point... if u have 3 super bars and time just right u might land 3 supers, limit is superbars not juggle, and most chars have 0 juggle to their supers, its not ez to gatther a superbar usually and then ur super just goes trough the opponent?? just how much do u expect damage dampener to reduce damage? i mean it kicks in and makes chaining supers not the best choice but its not supposed to be THAT notisable

i find this system much more fair than mvc2 direct super to super chaining at least requires timing and has a downside on damage, yes in training mode u can get an infinite out of this but not in actual gameplay, plasma burst is a lvl2 super, a good combo and then launching it will obviously cause some heavy damage

those are my reasons, ask pots why he gave this system to his chars, and his is even easier

damn what a surprise vyn didnt know about hayato being released by you but hey looks like one sick character ima gonna dl him and try him out
you always impress me with ur work
so whats next on your schedule?

mwahahahaha  >:D

tnx for all the comments, gracias por todos los comentarios
Having 3 super bars doesn't make it balanced however, since they can just keep comboing the opponent till they get enough super energy to preform another super. Then repeat the same process over and over until A: they run out of juggle points, or B: the opponent enters a custom dizzy state.  And you say that "most characters have 0 juggle points in their supers", but I just grabbed about 10 random characters (of varying gameplays, including an MVC or two) and they ALL have juggle points (even if it's 1 for uncomboable moves). And the dampener works 90% of the time, though it's usually when he doesn't combo Plasma Burst together (which I noticed had weird gethit properties; some basic moves hit him, and some don't, though it might have been bad timing on my part) that it works.

Offline Zstriker

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Re: Hayato
« Reply #33 on: November 19, 2007, 08:58:50 PM »
so vyn, now you've released ryu and hayato, whats next?

Offline MuηkyMØÜf

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Re: Hayato
« Reply #34 on: March 15, 2008, 01:36:48 AM »
Sorry to Bump, but I failed to mention this before b/c i just saw the image today. Extra apologies if its already been mentioned.

Hayato makes clones of himself when he uses the throw move.

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Offline vyn

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Re: Hayato
« Reply #35 on: March 15, 2008, 02:41:46 PM »
Sorry to Bump, but I failed to mention this before b/c i just saw the image today. Extra apologies if its already been mentioned.

Hayato makes clones of himself when he uses the throw move.



i just tried and it works fine, mind redownloading and checking again?

Offline MuηkyMØÜf

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Re: Hayato
« Reply #36 on: March 15, 2008, 06:16:02 PM »
i just tried and it works fine, mind redownloading and checking again?

OK, i will. Im currently trying to restore my mugen and thats a pic from when he was last updated.
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Offline Kid22 the Rookie

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Re: Hayato
« Reply #37 on: April 01, 2008, 02:37:10 PM »
i like him because he is very easy to use its not that hard to Own with him,and that makes him cool
mad props to Dark_Nova for the sig!

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