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Topics - DarKaoZ

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General Discussion / Official "Show your Color Edits" Thread
« on: November 17, 2011, 09:16:07 PM »
What the title says, show your color edits!

Rules:
  • Show pictures is possible.
  • Keep it mostly pictures and less talk.
  • If your Color Edit has a reference, show the character you use as reference.

If you can't take direct feed pictures/footage of your color edit, try the following:
  • Turn off lights and disable the Flash of your Camera, then take a picture of your TV and if you want, just take a picture of your character colors.
  • If Camera or Direct Feed is not possible, try this method by THE ANSWER:
My idea to share colors as there is no simple way to do it was to share them in a numerical way with COLUMS for the section of the body and ROWS for the color used.


BODY SECTION as COLUMNS: Ash only has 15 PARTS (this varies between characters), so we have this:

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

COLORS as ROWS (each character has 30 possible colors to use), so it will work like this:

01. 02. 03. 04. 05.
06. 07. 08. 09. 10.
11. 12. 13. 14. 15.
16. 17. 18. 19. 20.
21. 22. 23. 24. 25.
26. 27. 28. 29. 30

So if I make Sentinel Maxima I will post a picture of it (if possible) and then write it down like the example below.

1/07, 2/03, 3/21, 4/22, 5/17, 6/25, 7/14, 8/09, 9/16, 10/25, 11/09, 12/13, 13/25, 14/22, 15/25.

The first number will stand for the section/part of the body and the second will stand for the color number used.

I've thought about this easy share method during my testing days at Atlus, I hope you guys like it and if you do maybe a mod can add it to the first post and add to the title "Sharing instructions on first post" or something like that.

EXAMPLE OF POST:

Quote
Kensou as Bruce Lee/Fei Long:

COLOR EDIT:

REFERENCE:
http://www.noe-v.com/images/articles/feilong08.jpg
COLOR NUMBERS:
1/07, 2/03, 3/21, 4/22, 5/17, 6/25, 7/14, 8/09, 9/16, 10/25, 11/09, 12/13, 13/25, 14/22, 15/25. (Inaccurate example)


2
General Fighting Game Discussion / SSF4 AE 2012 Ver. AKA Ono Trolling
« on: August 23, 2011, 05:18:49 AM »
Dunno if there was a topic about it. Anyways, first change list posted in Capcom SSF4/SFxT Blog:

http://www.capcom.co.jp/blog/sf4/development_blog/2011/08/23_4052.html

Translation:

Ryu
-Increased the vertical hitbox on U2 for better anti-air/full animation.
-Can combo full U2 after counter hit Shakunetsu Hadoken. So if c.mk gets absorbed by a FA, Ryu can do EX Fireball, FADC U2 for 500 damage. If Ryu is close range he can hit EX Fireball -> U2 without FADC.
-The “brake” frame on air Tatsu decreased by 3 frames, if used on this frame the trajectory will change.
-Solar plexus 40+60 for 100 total damage.
If he hits S.RH counter hit on a crouching opponent he can combo sweep after it.

Chun-li
-Head stomps will come out on DF, not just D. They note that DB won’t work though.
-Kintekishu (B+MK) +3 advantage on counter hit, easier to hit confirm into the second hit.
-Sweep 150 stun.
-Kikoken startup 9F, easier to use as AA/use in combos.
-They are fixing the bug where characters fell out of the U1 juggle in AE.

Ken
-Target combo hits easier on crouching opponents, can also delay the inputs.
-EX Shoryuken damage 80+30+30+50, 190 total.

Honda
-Jab headbutt gets its upper body invincibility back.
-Strong headbutt loses it, so it works the same as Jab Headbutt did in AE.

Blanka
-Each ball gets an extra 10 in damage, so Jab 110, Strong 120, Fierce 130, EX 120.
-For Fierce and EX Ball, if it hits on the second frame (same frame where FA cancel is possible), it causes blow-back damage. Will be easier to follow-up EX Ball with additional hits if FADC’d.
-Charged Rock Crusher gives Blanka a 5 frame advantage, so he can do Rock -Crusher, C.MK, FP Ball as a combo.

Zangief
-Jab SPD 150 stun.
-EX Backfist damage 90+50 for a total of 140. Stun 100+50 for a total of 150.
-Adjusted the hitbox on c.jab, so that it hits more easily off a jump-in against characters it formerly didn’t. Hurtbox for c.short reduced in height, making it easier to pass under certain attacks.

Guile
-Balance adjustments centered around the changes made to him from Super to AE.
-The frames in which Guile could be counter-hit after Sonic Boom have been eliminated? (Not 100% sure)
-Air throws 3F startup.
-Spinning backfist 100 damage.
-Can't be thrown out of upside down kick from the 6th frame until the last active frame.

Dhalsim
-Yoga Inferno damage 75 x 2, 60 x 3 for a total of 330 damage.
-EX Yoga Blast damage 90 + 50. First hit gets 20 more damage, second hit 20 less, so if Sim only gets the first hit he gets the better damage.
-C.jab active for 4F. But other frame info unaltered.
-Hurtbox on Yoga Blast reduced.
-Can follow up Yoga Blast with additional moves for combo.

Balrog
-Headbutt damage fixed back to Super, strong 120, Fierce 140, EX 150.
-U2 damage 399.
-Hit properties on Dash Overhead changed so that it can combo into c.strong on all characters.
-Close stand fierce hitbox extended downwards so that it hits crouching characters that it used to whiff on.

Sagat
-Angry Scar Tiger Uppercut damage increased: LP, MP, and EX get +10

Viper

-MP Thunder Knuckle 120 -> 110 damage
-EX Thunder Knuckle startup reduced to 25f, but +2 recovery
-EX Seismo 120 -> 100 damage
-U1 -> 441 damage
-U1 hitbox improved so it's easier to hit fully after air burnkick and HP Thunder Knuckle
-U2 damage increased to 410

Vega
-cr.HK damage increased to 110, same as Super.
-1 more frame of stun on the opponent after cosmic heel, making it -3 at worst.
-Sky High Claw causes blowback when it hits a grounded opponent (same words as the blanka ball change)
-U1 hitbox after it hits on the way up increased drastically so that it doesn't unexpectedly miss.
-U2 startup changed to 8f.

Bison
-Scissors stun changed to 100/50 (150 total) on all strengths
-First hit causes 1f extra stun, so if you FADC the first hit you can have +5 advantage at best.

3
General Discussion / The Future of KOF Story base games
« on: July 02, 2011, 08:09:58 PM »
This is something I been thinking on the past few days, we were all used to have annual KOF game. Some say that was good, some say it was bad idea. But the point was that we were getting 3 games base on story and 1 which was usually a gameplay perfection based on the preview 3 games systems. Making that 4th game the one with the most characters and tournament worthy.

But times have change, SNKP can't pull a yearly KOF anymore, yet SNKP and most fans still wants them to continue with their stories. But as we know, throwing out a game in 2 years is not a good choice, so I was thinking that SNKP should start doing some of the following ideas:

1. KOF XIV should have a story mode that is long and SNKP should make sure to have a good and balanced system as a fighter.

2. SNKP keeps doing 3 games for stories, which might end up been or not tournament worth. Hoping each time that SNKP will not die due to the low sales of a certain iteration.

3. SNKP goes DLC on the story, releases KOFIV and releases every 6 months new characters, new story and game fixes to keep the game feeling like yearly KOF, while doing money in the road. Then maybe after the 3 Story DLCs they release a KOFIV "insert name" Saga complete edition.

Hopefully they go for a 2 to 3 year cicle KOF game, which will include story and a well rounded gameplay system and lots of characters. That way we can keep playing XIII for a while and have it for tournaments. Because as we know, having several "must play" KOFs is not helping the community that much, since some people don't want to move to the newest version for X or Y reason. But having a KOF game every 2 to 3 years, might help and maybe most people will migrate to the next one with less problems.

So what do you guys think? What might be your best solution? KOFXIII seems to be turning into a great fighter with a great story mode. Just like XI, but can SNKP keep it up and will people wait that long for the conclusion of a saga?

4
General Discussion / KOF XIII PUBLISHED BY ATLUS!
« on: June 07, 2011, 09:59:22 AM »

5
Well as the topic says, what kind of sprites modifications would you like to see in KOF XIII that would make the sprites look different or close to their old designs?

I have 2, one is Andy KOF 2001 look alike outfit and the 2nd one is Kula showing some skin.



What other ideas would you like to see?

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