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Author Topic: Beta Release: MvC-EoH Dan Hibiki  (Read 1523 times)

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Offline Space (DCL)

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Beta Release: MvC-EoH Dan Hibiki
« on: August 22, 2010, 11:24:11 AM »
I have no video in display yet, but I have released Dan Hibiki in MvC-EoH Form. Reason I finally finished him is because he was the winner of the Topic Poll I made weeks ago called "Select Your Character!!".

He's only a beta and I just uploaded him to my website.

http://darkcipherlucius.generation-now.net/


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Offline Leon S. K3nnedy

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #1 on: August 22, 2010, 12:01:28 PM »
Another release  by the great Dark Cipher.  :w00t: After what you did with Gambit my man, you can do no wrong!
Downloading N0W!  :)

Offline D.Magician(Ky)

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #2 on: August 22, 2010, 12:04:38 PM »
Nice release, DCL  :) altho its just a beta, I must say that its one of the better Dan's out there.

Offline DarkonMK

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #3 on: August 22, 2010, 12:31:01 PM »
lol this might be the only dan i like :3

Offline Orochi Gill

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #4 on: August 22, 2010, 06:19:03 PM »
- I'd lower QCF+2K by about 47 damage.
- I'd lower QCB+2K by about 83 damage.
- No air kick super?
- Not enough cooldown on DP+P (not an infinite, but can juggle too well).
- I can cancel QCF+K into supers. Intended?
- Crouch A, B, and C OTG.

Comboing felt a little funky too but not that bad. You're improving, which is good.
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Offline Space (DCL)

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #5 on: August 22, 2010, 07:22:44 PM »
- I'd lower QCF+2K by about 47 damage.
- I'd lower QCB+2K by about 83 damage.
- No air kick super?
- Not enough cooldown on DP+P (not an infinite, but can juggle too well).
- I can cancel QCF+K into supers. Intended?
- Crouch A, B, and C OTG.

Comboing felt a little funky too but not that bad. You're improving, which is good.

-QCF+2k, i honestly believe its fair damage for Dan since he's not as powerful as the other Shotos.
-QCB+2k, Think about it, Dan stays in place leaving himself wide open if he misses, the only time he moves in when he does the Dragon Punch.
-DP+P, I guess I should fix the velocities when P2 is hit. The cooldown speed is from SFA3.
-QCF+K, I wasn't really sure if you could cancel it into supers. Just after releasing Dan, I realized that you couldnt in MSH vs. SF.
- Crouch A, B, C OTG, if Dan does this, the Juggle set for it will prevent him from Ariel Raving I believe. Haven't tested it.

The underlined part caught my eye, in fact it was the first thing I saw. I'm wondering how that is possible if I barely put any effort into this Character. I just went ahead and made him fast, but no matter...

Lastly, thanks for your feedback, I'm sure you'd understand about the 2 supers doing that amount of damage. The damage Dan does is strange as I kept testing him out over and over again to see if it matches the damage he does in SFA3. He doesn't do the exact same in SFA3 because it will make him kinda cheap. So I tried lowering it down as much as possible for basic Damage that a normal Level 1 super does in the MvC games.
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Offline ~Hale "R@CE" Caesar~

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #6 on: August 23, 2010, 11:45:12 PM »
nice dan dcl, very nice bro!!!!   :thumbsup:

Offline SolidZone 26

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #7 on: August 24, 2010, 12:31:05 AM »
So you were going to make Dan after all. For a beta, he's not bad at all. Thanks for the release, I'll let you know if I find anything. :)

Offline kamekaze

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #8 on: August 24, 2010, 06:04:32 PM »
-shinkuu gadouken goes to far
-why aren't you using his mvc2 sprite set
-chaining does not feel like mvc at all
-gadouken in general goes to far
- dankukyaku does to many hits, the max is 3
-this is not directed toward you but I still say cvs2 sparks clash with mvc2 everything else.

More feedback to come eventually. If you don't have any of the mvc games or mvc2 you could always use my dan as a point of reference.
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Offline Megabyte

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #9 on: August 26, 2010, 09:09:31 PM »
You know for a long time I thought the CvS effects I was seeing in Mugen were in fact the same as the ones in the actual CvS games...they were NOT. The ones in Mugen have been cleaned up and made to look fresh...the ones in CvS look gritty to me...my point is that the Mugenized CvS effects actually looks ok on a number of character styles if you ask me...and while CvS' X-ism isn't EXACTLY MvC style gameplay, it is fairly close IMHO so I don't see how they don't fit MvC style characters...other than the ACTUAL character being made into MvC style and using the Mugenized CvS effects...meaning a character to whom the effects just don't match IN GENERAL, not just because they are MvC style in gameplay. But again this is just my opinion and I am just wondering how you mean that the effects don't fit MvC anything...?

A good example of a contradiction to this statement would be P.o.t.S.' characters; while they don't PLAY like MvC characters they don't exactly match CvS gameplay either (I can't play CvS much but I can really get down with P.o.t.S' CvS style characters)...but his CvS effects match with his characters nicely and I like to think of his characters as a cross between MvC and CvS...am I wrong?

Offline kamekaze

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #10 on: August 27, 2010, 12:59:31 AM »
You know for a long time I thought the CvS effects I was seeing in Mugen were in fact the same as the ones in the actual CvS games...they were NOT. The ones in Mugen have been cleaned up and made to look fresh...the ones in CvS look gritty to me...my point is that the Mugenized CvS effects actually looks ok on a number of character styles if you ask me...and while CvS' X-ism isn't EXACTLY MvC style gameplay, it is fairly close IMHO so I don't see how they don't fit MvC style characters...other than the ACTUAL character being made into MvC style and using the Mugenized CvS effects...meaning a character to whom the effects just don't match IN GENERAL, not just because they are MvC style in gameplay. But again this is just my opinion and I am just wondering how you mean that the effects don't fit MvC anything...?

A good example of a contradiction to this statement would be P.o.t.S.' characters; while they don't PLAY like MvC characters they don't exactly match CvS gameplay either (I can't play CvS much but I can really get down with P.o.t.S' CvS style characters)...but his CvS effects match with his characters nicely and I like to think of his characters as a cross between MvC and CvS...am I wrong?

You are very wrong, mvc = standards chain in some shape or form, involving air combos and or the possibility of chaining into hypers not exactly in that order. Throw in over all comic appearance (like the hitsparks) and over the top movesets and you'll see why mvc is a style all it self. CvS was meant to appear serious and polished which is why everyone got new fx and the hitsparks are so clean and appear as clash marks instead of their giant spiked mvc counter parts. Not to mention only morrigan and a couple others remotely had chaining normals. Most chaining of normals in cvs were done via link-ups aka moves that require immense timing to chain together. POTS style is more like a arrangement of cvs which is usually what he calls it. Also what is cvs x-ism? X-ism is from sfa3 and I dont see how that can be mixed at all unless you're referring to Vyn who was simply CvSX'.

And the cvs sparks used in mugen are DC or arcade rips which is why they appear more cleaner than the GC or ps2 counterparts. No editing was done to them what so ever unless someone changed the color entirely.
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Offline Megabyte

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #11 on: August 27, 2010, 09:35:34 PM »
I know all the technical stuff that sets the 2 apart...what I was talking about was just P.o.t.S's characters specifically there. As I said before that in the same post, I can understand a character clashing with the CvS fx GRAPHICALLY but not because they PLAY like a MvC character...I personally don't care for the MvC2 hitsparks NOR the MSHvSF (WHY did Capcom make them so HUGE  /:O) and I can't rightly remember what the CvS arcade fx look like at the moment, but I know that since they look so clean here in Mugen I think they fit a number of different gameplay styled characters...an acception would be something like MK or maybe even KI characters...but like I said before this, just like the person it was posted in reply to, is just my opinion. But thanks for trying to clear that up, Kamekaze...LOVE your characters btw  :w00t:

Offline Orochi Gill

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #12 on: August 28, 2010, 07:05:39 PM »

Gave your AI a test. He seems to like his super taunt too much and leaves himself open a lot using it.
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Offline Space (DCL)

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #13 on: August 28, 2010, 07:22:30 PM »

Gave your AI a test. He seems to like his super taunt too much and leaves himself open a lot using it.
Note: forumgoers, don't ask me for Kane Kelly as he's something I'm betatesting.

I guess I should confirm to you that though my characters have an AI variable, they don't have any AI states at all...so your basically fighting an AI-less opponent. I thought i should let you know.
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Offline Orochi Gill

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Re: Beta Release: MvC-EoH Dan Hibiki
« Reply #14 on: August 28, 2010, 08:25:00 PM »
That's alright. A test is still a test. :P
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