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Treat or Trick Halloween Event 2015: Custom Guile [Beta] Release


nx-men

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Team Empawk (Empawk, Supaman2525, Zaxis, Malovka1 & ELECTRO) proudly present Guile, made from custom made sprites and custom gameplay!!

This is a beta so any feedback is essential!!

Specials thanks to:
Spaz&Punt -for creating a excellent character
R@CE45-FOR INSPIRING TO MAKE PATCHES/EDIT AND HELPING ME WITH CODING
SIC-1 AND SGM TEAM GIVING ME A PLATFORM FOR MY EDITS
Fallen_Angel- for teaching and helping me with coding
El Chupacabras- for helping me with coding
Scar- for helping me with coding
Empawk - Spriting, minor coding tweaks
Supaman2525 - Spriting
Zaxis - Spriting
Malovka1 - Spriting
Electro - Optimizing custom sprites for the pallet


You can either choose to download or get tricked!!!  LOL

HAPPY HALLOWEEN!!!  :pumpkin:

Download here: http://crusadercast.com/cc-mugen-releases/treat-or-trick-halloween-event-2015-custom-guile-(beta)-release/

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Copy and pasted from Guild:

Been debating if I should post my feedback here or at CC (in case your mainstay is in there), but nevertheless, I hope you're reading this cause I got a lot to say about this Guile:

-Taunt drains power (50% from a single stock)

-Mid and Head pos are messed up.
img%7Boption%7Dhttp://i.imgur.com/5IcMed9.png]

-Both stand and crouch MP have hitboxes that seem a bit too big (or tall) for just a punch.
img%7Boption%7Dhttp://i.imgur.com/2uvI2Bz.png]

-He's missing a majority of hitboxes in some attacks (during and after).
YtC8RaM.png
(Close LP)

cVEj3rx.png
(After air LK)

ATgGVVl.png
(Landing)

-Sweep is recoverable (manually or have training's "recovery" on).

-Both Air HP and Air HK (while your opponent is in the air during an air combo) is recoverable (manually or have training's "recovery" on).

-Why is close mp a bit stronger than close hp? (32dmg on close mp, 25dmg on hp).

-Why does both of his launchers (close and Crouch HP) move him forward?

-His Launcher (close HP)... in the strangest case, is an infinite. (By strange, I mean his opponent seems like it recovered out of the launcher, but they can't counterattack. Like... at all. And following it up with HP again and again racks up the hits)

-His MK's glitched: If you try to combo MK -> HK too fast (easy to do if you just hold forward while doing the combo), he gets stuck in a looping animation.

-Sonic Boom (All of them, including air) drains meter.

-Low Sonic Boom's positioning is off.
eJyi3Rl.png

-Qcb Ps has no variant whatsoever (no damage variant, no distance variant, no hits variant, etc).

-Too many red hitboxes for downward Flash Kick.
gQgOQwc.png

-His Tatsumaki is recoverable.

-This is the last hit of his tatsumaki:
lAAPLia.png
...And it supposedly knocks down his opponents (even though it doesn't look like it).

-Flash Kick is recoverable (via manually or if Training's recovery is on) as well.

-No Super BG?
img%7Boption%7Dhttp://i.imgur.com/7rTrKoA.png]

-Sonic Break does a bit too much damage for a lvl 1
teRstZb.png

-Sonic Hurricane has no blue Hitbox whatsoever (even after the attack is done)
img%7Boption%7Dhttp://i.imgur.com/XY4fUaA.png]
-Qcf 2K super is recoverable (during the Tatsumaki part).

-Where are the effects for Sonic Hurricane?

-Qcb P+K is also recoverable.

I would also ask why he's uses QCF motions instead of a charge motions, but it's "custom" so I'll not tackle that. Still, even for a beta this needs work (huge amounts).

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Sorry to say, but the update is far worst than it was before:

- More infinites have spawned with combo kicks while holding forward.

- Punch + holding forward motions no longer work.

- As Zem mentioned, comboing MK with HK still bugs out intp an invalid state, thus causing Guile to be stuck in his kicking animation.

- Final Mission still creates an invalid state, which causes a smaller Guile sprite to spawn.

- Sonic Boom motions still drain power (for whatever reason).

- Taunt still drains -500 power (for whatever reason).

- Normal throw (C+forward) has an active CLSN for P2.

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