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Rober Pasta released (collab with D) [MUGEN 1.0]


Trinitronity

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rsprIpy.png

Rober Pasta joins the remake of Street Fighter 4, the best NES game ever made! He may be a shoto-kan, but he's a shoto-kan with a twist.

This character has:

*Focus Attack (from Capcom's Street Fighter)

*4 special moves (with EX versions)

*2 LVL1 supers

*1 LVL3 hyper

*some optional animation standards, which you can expect from future NEStreet Fighter 4 characters

 

Download link (will get replaced later with hosted link):

https://www.sendspace.com/file/wo5m64

And here is Rober Pasta's stage:

https://www.sendspace.com/file/kkgode

 

Please enjoy and leave feedback!

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Nice to hear. I will update the first post with the new update as soon as it gets hosted at Cenobite's site.

Also, nice ideas for Rose. She really needs a command normal, though, that is an overhead with her axe, just like in the original NES game.

Aside from that, maybe give her a reflector move akin to Athena's Psycho Reflector, but with water instead of psycho power.

After all, Athena was the sprite base for Rose in the original NES game, and that would be a nice nod.

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Nice to hear. I will update the first post with the new update as soon as it gets hosted at Cenobite's site.

Also, nice ideas for Rose. She really needs a command normal, though, that is an overhead with her axe, just like in the original NES game.

Aside from that, maybe give her a reflector move akin to Athena's Psycho Reflector, but with water instead of psycho power.

After all, Athena was the sprite base for Rose in the original NES game, and that would be a nice nod.

Shouldn't we talk about characters in the actual Remake Topic?

Also, I think we can do that. I would definitely be a nice nod.

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Anyway, so there is anyone else, who wants to give feedback to the character?

 

I do.

 

-Missing Blue CLSNs in both lp (follow-up lp, though), and lk.

JRKkYc2.pngxGvgFhn.png

-Can chain lp in itself up to 6 times.

tGQs2OC.png

(Also, notice the lack of hitbox here)

-Missing hitbox on one frame of Air hp.

NXlVe5l.png

-Crouch lk's hitbox looks a bit too weird.

Wu54EBu.png

-Hitbox (on both start-up and firing) on Wave Flare looks weird (and mis-aligned).

uKUovRv.pngXxjvJ5W.png

-Fireball effect comes in before Rober gets a chance to throw it during Wave Flare.

QtmCkbY.png

-Super-spark on Torpedo Spinner is mis-aligned.

s4XJq6R.png

-Torpedo-spinner on whiff is mis-aligned in terms of sprite.

Gwr36pc.png

-Really? This much damage for a lvl 1 super? (This is on Torpedo Spinner)

70yLZLZ.png

-P2 can recover after EX Missle Kick

-Hitbox on the Wave Vulcan fireball seems a bit too big for a fireball.

ZyBV3yy.png

-No Hitbox on Focus attack.

qXCuXO8.png

-No Hitspark on Head Bash?

sy3OpAD.png

-Transformation sound (2nd time) during EX Spinning Wave kick came in a bit too late.

-Transformation sound still plays after Spine Break Upper.

 

That's all I have, for now.

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I do.

 

-Missing Blue CLSNs in both lp (follow-up lp, though), and lk.

JRKkYc2.pngxGvgFhn.png

-Can chain lp in itself up to 6 times.

tGQs2OC.png

(Also, notice the lack of hitbox here)

-Missing hitbox on one frame of Air hp.

NXlVe5l.png

-Crouch lk's hitbox looks a bit too weird.

Wu54EBu.png

-Hitbox (on both start-up and firing) on Wave Flare looks weird (and mis-aligned).

uKUovRv.pngXxjvJ5W.png

-Fireball effect comes in before Rober gets a chance to throw it during Wave Flare.

QtmCkbY.png

-Super-spark on Torpedo Spinner is mis-aligned.

s4XJq6R.png

-Torpedo-spinner on whiff is mis-aligned in terms of sprite.

Gwr36pc.png

-Really? This much damage for a lvl 1 super? (This is on Torpedo Spinner)

70yLZLZ.png

-P2 can recover after EX Missle Kick

-Hitbox on the Wave Vulcan fireball seems a bit too big for a fireball.

ZyBV3yy.png

-No Hitbox on Focus attack.

qXCuXO8.png

-No Hitspark on Head Bash?

sy3OpAD.png

-Transformation sound (2nd time) during EX Spinning Wave kick came in a bit too late.

-Transformation sound still plays after Spine Break Upper.

 

That's all I have, for now.

*Fixed missing CLSN boxes (they totally were not there before)

*improved faulty hitboxes and super pause FX alignments

*corrected the damage values of Torpedo Spinner (because it wasn't supossed to deal that much damage)

*corrected properies on EX Missile Kick

*added hit spark to Head Bash

Everything else you mention doesn't happen to me, though. Anyway, I updated the download link now. I hope you enjoy. :)

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Some feedback...

 

Really like the concept of the char.

 

 - please, use other jump landing sounds then KFMs

 - landing after jump feels strange, Rober is sliding on the ground

 - animation of p2 on the "Head Bash" throw looks strange

 - same goes with standing y attack & "Wave Flare" with y

 - what´s up with your clsn? even normal standing one looks bad...

 - clsn on jumpin´...

sw8qd2.png

6z3tj6.png

fupbw0.png

28v7exx.png

 

 - no clsn on jumping back

skvl1l.png

 

Would love to see an update. Keep up the work.

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Some feedback...

 

Really like the concept of the char.

 

 - please, use other jump landing sounds then KFMs

 - landing after jump feels strange, Rober is sliding on the ground

 - animation of p2 on the "Head Bash" throw looks strange

 - same goes with standing y attack & "Wave Flare" with y

 - what´s up with your clsn? even normal standing one looks bad...

 - clsn on jumpin´...

sw8qd2.png

6z3tj6.png

fupbw0.png

28v7exx.png

 

 - no clsn on jumping back

skvl1l.png

 

Would love to see an update. Keep up the work.

*I don't have any other landing sound. Besides, I don't see the problem behind KFM's landing sound.

*It doesn't feel strange to me, though. Then again, the sliding you mentioned is only barely noticable.

*I don't see what's so strange about it. Rober holds the opponent and then does an exploding head butt.

*Wave Flare Y is intentional. Will look into Standing Y, though.

*Updated jumping collisions. The standing one is kept to be compatible as a DefaultCLSN and to be compatible with Rober's walk animations.

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*I don't have any other landing sound. Besides, I don't see the problem behind KFM's landing sound.

 

- IMO KFM landing sound is way to light sounding for this char.

 

 

*I don't see what's so strange about it. Rober holds the opponent and then does an exploding head butt.

 

 - misaligned hit spark on the throw

2wns26v.png

 

 - reaction/animation from p2 goes from this...

24b5amu.png

...straight into this

zva1if.png

...without transition.

 

 - as a suggestion... if you have F/B + y command for the throw, use the B+y throw to switch sides with p2...

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Regarding the hitspark, I have positioned it higher.

Regarding the hit animation, that's sadly the best I could do with MUGEN's required sprites.

And I will think about the F/B+y idea you mentioned.

Regarding the landing sound, I sadly have no idea, what other landing sound I could use.

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