Nº de Posteos : 1438 Fecha de inscripción : 2009-11-02 Edad : 26
Subject: Jin Kazama by SeanAltly Tue Sep 13, 2011 9:23 am
Happy Birthday to me! So here's a gift for all of you guys.
Well, I decided it was going to be a while before I could get someone to make AI for him (or for me to learn how to do it). So rather than let him collect digital dust, I'm releasing my Jin Kazama for Capcom vs The World. Here are some notes about the character (spoiler'd since it's kind of a long list):
Spoiler (click to show/hide) -Sprites are by CVSNB with some edits by me -He has no AI right now! This means he's an easy fight, but good news for some people, this also means he's not 1.0 (though you really should upgrade if you haven't already ) -His gameplay is based on my upcoming full-game Capcom vs The World, so his system/mechanics are kind of a WIP -Right now, the CvTW system consists of the following: -4 Attack Buttons (LP,HP,LK,HK) -Grab Button (Where "C" would normally be) -"Special" Button (working title, pressed alone it does a strong knockdown attack, also used for all Super commands) -Chain combos, all normals cancel into specials, almost all specials (minus grabs) cancel into Supers -He has several special moves from his Tekken moveset, translated into 2-D gameplay -3 Super moves, one for each level (not a standard CvTW thing by the way) -One intro and two win poses right now (CVSNB did a good job on sprites, but there's not much for these areas so I did what I could) -Voice is from the Tekken games and came with the sprites -Overall he's still pretty beta, so I am looking for feedback and bug testing
Here are some screen shots:
Here's a video preview as well: Watch
***Big Update Today***
After some complaints that he was pretty low tier, I examined the feedback and made the following changes:
-He had a bit of a floaty jump, so I fixed that -Slightly faster run speed -Less start-up on both versions of Spinning Flare Kick -Reduced recovery on both versions of Demon's Paw -Less start-up on LP Demon's Paw, slightly less damage though -Increased travel distance of both versions of Demon's Paw -Less start-up on LLRK -Less start-up on both versions of Electric God Wind Hook -More juggling possible after both versions of EGWH -Slightly extended the red clsns on both versions of EGWH -Added invul frames to the beginning of both versions of Lift Kick, giving it better anti-air properties (though still not as fast or safe as a Shoryuken, should be more reliable than it was before) -LK version of Lift Kick does less damage, but launches the opponent in such a way that they're open for an additional juggle -Less recovery on LP Savage Sword -Fixed the clsns on Tidal Wave, now has more reach and less overlapping blue clsns, at the suggestion of Kamekaze -Tidal Wave can no longer be comboed into -Added invul frames at the beginning of Evil Intent and 10-Hit Combo
CVSNB for the sprites Orochi Gill, Safior Kreuz, Zeckle/Laxxe23 and Cybaster for beta testing Edward Elric for ripping the sounds PotS for several FX Namco for creating Jin and Tekken Everyone at Mugen Fighter's Guild for their continued support Volzilla at CVG for temp hosting You!
If I forgot you, just let me know and I'll update this!