Trinity MUGEN

MUGEN => MUGEN WIPs => Topic started by: Zero-Mariah on May 02, 2012, 08:11:56 PM

Title: Athena Asamiya (Palette Template Up)
Post by: Zero-Mariah on May 02, 2012, 08:11:56 PM
New WIP: Athena Asamiya. Basics aren't done yet, and will either do specials/supers or get-hits once they are.

(http://i.imgur.com/7F9O2.png)

Movelist:
[spoiler]
Command Moves
   F+MK - Renkantai
   D+MK (air) - Phoenix Bomb

Throws
   Punch Throw - LP+MP
   Kick Throw - LK+MK

System

Moves marked with [SC] can be super canceled.

   Recovery - any two punch/kick buttons, if recovery is possible.
      If near the ground, hold Forward to roll forward as you recover.
   Forward Hop - tap Fwd twice - Moves a set distance, can jump over downed enemies and cancel the
   landing animation with a basic attack.
      When landing, hold Fwd to go into a run.
   Emergency Blowback - press HP+HK while guarding. Uses 1000 power.


Special Moves
   Psycho Ball - D, DB, B, P
   [SC] Psycho Sword - (ground/air) F, D, DF, P
   Psychic Teleport - D, DF, F, K
   [SC] Phoenix Arrow - (air only) D, DB, B, K
   Psycho Reflector - F, D, B, K
   [SC] Super Psychic Throw - B, D, F, P

Super Moves

Lv. 1 (1000 power/1 super meter)
   Shining Crystal Bit - (ground/air) F, D, B x 2 + P
      Crystal Shoot - D, DB, B + P
   [SC] Phoenix Fang Arrow - D, DB, B x 2 + K

-The Crystal Shoot can be charged for three seconds maximum. On the ground, its direction is dependent on
which button you are using to charge it up. In the air, it wil always travel in a down-forward direction.
   LP: Straight.
   MP: Arcs upward gradually.
   HP: Arcs upward sharply.

Lv. 2 (2000 power/2 super meters)
   Shining Crystal Bit - (ground/air) F, D, B x 2 + 2P
      Crystal Shoot - D, DB, B, + P
      Cancel - Any two/all three punches
   Phoenix Fang Arrow - D, DB, B x 2 + 2K

-The Crystal Shoot can be charged for three seconds maximum. On the ground, its direction is dependent on
which button you are using to charge it up. In the air it wil always travel in a down-forward direction.
   LP: Straight.
   MP: Arcs upward gradually.
   HP: Arcs upward sharply.

Lv. 3/MAX (3000 power/3 super meters)
   ------- - - F, D, B, F, 2P

Basic Combos

Chains:
   s.LP -> c.LP -> s.LP
   s.LK -> c.LK -> s.LK
   s.LP -> s.MP or s.HP
   
Links:
   s.LK -> s.MK or s.HK
   cl.s.LP -> cl.s.LK or c.LK
   cl.s.LK -> s.HK

Special Cancels (OK on contact)
   Any standing basic except c.HK -> Any special/super move
   Any aerial basic/command move -> Any aerial special/super move
   Renkantai -> Any aerial special/super move

Super Cancels (on contact)
   Psycho Sword, Phoenix Arrow, Super Psychic Throw -> Shining Crystal Bit
   Lv. 1 Phoenix Fang Arrow -> Lv. 2 Shining Crystal Bit
[/spoiler]

The chain/link section is still under construction since I'm still adding basics and might find one or two more useful combos as I go on.

The Lv. 3 move that I have in mind might not make it in because I don't have the resources to switch the outfits like the actual move does, but I would feel bad if I treated Athena the way I did Marrow and gave her no Lv. 3 super move. If you can guess what the move is, though, I'll make a palette template or something, I dunno. :V

Haohmaru update might be this weekend so stay tuned.
Title: Re: Athena Asamiya
Post by: Jesuszilla on May 02, 2012, 08:15:26 PM
Be sure to give her Ass of Doom ultimate priority over everything.

Also Hero should have some edits for his Athena that you could use.
Title: Re: Athena Asamiya
Post by: Zero-Mariah on May 02, 2012, 08:43:09 PM
Two options:

Choose wisely.

Am currently looking for his Athena, thanks for the confirmed tip :V
Title: Re: Athena Asamiya
Post by: Zero-Mariah on May 05, 2012, 10:53:55 PM
Progress report on Athena.

-Basics and specials are done.
-Have one more throw to code.

Here's the updated readme movelist--it "spoils" the mystery of her lv. 3 since it was actually kind of obvious. Full thanks and credit to Hero for the sprites.

[spoiler]
Command Moves
   F+MK - Renkantai
   D+MK (from a forward jump, while in air) - Phoenix Bomb

-When comboed into, Renkantai does not cause knockdown.

Throws
   Bit Throw - LP+MP
   Psychic Throw - LK+MK
   Psychic Shoot - in air, LK+MK

System

Moves marked with [SC] can be super canceled.

   Recovery - any two punch/kick buttons, if recovery is possible.
      If near the ground, hold Forward to roll forward as you recover.
   Forward Hop - tap Fwd twice - Moves a set distance, can jump over downed enemies and cancel the
   landing animation with a basic attack.
      When landing, hold Fwd to go into a run.
   Emergency Blowback - press HP+HK while guarding. Uses 1000 power.
   Walljump - when touching the rear wall, press UF.

Special Moves
   Psycho Ball - D, DB, B, P
   [SC] Psycho Sword - (ground/air) F, D, DF, P
   [SC] Phoenix Arrow - (air only) D, DB, B, K
   Psychic Teleport - D, DF, F, K
   Psycho Reflector - F, D, B, K
   [SC] Super Psychic Throw - B, D, F, P

-Super Psychic Throw sets the opponent up for free juggling opportunities.

Super Moves

Lv. 1 (1000 power/1 super meter)
   Shining Crystal Bit - (ground/air) F, D, B x 2 + P
      Crystal Shoot - D, DB, B + P
   [SC] Phoenix Fang Arrow - D, DB, B x 2 + K

-The Crystal Shoot can be charged for three seconds maximum. On the ground, its direction is dependent on
which button you are using to charge it up. In the air, it wil always travel in a down-forward direction.
   LP: Straight.
   MP: Arcs upward gradually.
   HP: Arcs upward sharply.

Lv. 2 (2000 power/2 super meters)
   Shining Crystal Bit - (ground/air) F, D, B x 2 + 2P
      Crystal Shoot - D, DB, B, + P
      Cancel - Any two/all three punches
   Phoenix Fang Arrow - D, DB, B x 2 + 2K

-The Crystal Shoot can be charged for three seconds maximum. On the ground, its direction is dependent on
which button you are using to charge it up. In the air it wil always travel in a down-forward direction.
   LP: Straight.
   MP: Arcs upward gradually.
   HP: Arcs upward sharply.

Lv. 3/MAX (3000 power/3 super meters)
   Psychic 9+ - F, D, B, F, 2P, then LP, LP, LK, MP, MK, HP, HK
   -Fire Sword - D, DB, B+HK after HK
   -Psycho Soldier 13: Psycho Sword - F, D, DF, HP after HK
   -Psycho Shoot - D, DF, F, HP after HK
   -Healing - D, DF, F, 2K after HK
[/spoiler]

I'm gonna take a bit of time off now that I've made this much progress, I have some IRL things to attend to and I'm close to kind of burning out again. When I have news I'll let you all know.
Title: Re: Athena Asamiya
Post by: Zero-Mariah on May 08, 2012, 06:50:05 PM
More progress:
-I borrowed KoopaKoot's code for most of it, but I've got the Shining Crystal Bit and all shooting parts working, as well as Phoenix Fang Arrow. The AI will not utilize Crystal Shoot, but just in case I decide to re-visit that I've left the basis of the coding for the AI's role in that.

Going to be busy the next few days, so even though I only have two new things to do (air throw & Psychic 9+) I probably won't make progress for a while. I'll just sit and get some feedback from you all before I get to work on the last two things.

I'm gonna go for now, but if you've got a question, you simply needs ask :P
Title: Re: Athena Asamiya
Post by: Zero-Mariah on May 13, 2012, 05:49:38 PM
Psychic 9+ is almost finished, but I had to revise it a bit because I underestimated how many button presses you need to pull the move off. The current sequence is:

LP, LP, LK, LK, MP, MK, HP, HK.

The only un-finished followup is Healing; aside from that, everything is finished, air throw included.
Title: Re: Athena Asamiya
Post by: Jesuszilla on May 16, 2012, 12:07:01 AM
Mind if I post feedback here for the beta?
Title: Re: Athena Asamiya
Post by: Zero-Mariah on May 16, 2012, 02:52:50 PM
You will probably want to wait for the next update before doing that. The one I put out yesterday had some things I meant to correct and didn't (like whiffed Psycho Balls not destroying themselves).

Other than that feel free once I've done a slightly better job of not looking like a failure :V
Title: Re: Athena Asamiya
Post by: Jesuszilla on May 16, 2012, 05:11:28 PM
Ah, OK.
Title: Re: Athena Asamiya
Post by: Jesuszilla on May 25, 2012, 10:31:12 PM
Title: Re: Athena Asamiya
Post by: Zero-Mariah on May 25, 2012, 11:10:30 PM
-The throws are intentionally set up that way (I know it's not that way in CvS2, I just prefer it like that for aesthetics.)
-I still don't have a fix for that crossup dash thing.

Everything else will be addressed once I start getting this Artmoney data in.
Title: Re: Athena Asamiya
Post by: Zero-Mariah on June 19, 2012, 10:00:22 AM
So, here's a status update since I've been not posting for awhile.

-Athena's Psycho Reflector needed a lot of reworking but I was able to finally get it to a point that I can call acceptable (in that it will absorb hits from super projectiles like it does in CvS2 and actually send back a Psycho Ball at any projectiles weaker than that). I don't really want to try and tackle full reflection yet.

-I've adjusted the air hitvels a bit and done some tweaks to hitboxes and other such things.

-All of her supers are (at the moment) air unblockable. I did retroactively add this update to other characters (Leona and King) but I can easily fix it now that I have split my code into multiple files.

Release is probably going to come once I can get someone to do palettes and portraits for me.

My next WIP is already in development and has gotten some testing done but I'll refrain from a new topic until Athena is released. I'll try to get a video up at some point so that my progress is clearer.
Title: Re: Athena Asamiya
Post by: Zero-Mariah on June 27, 2012, 10:06:50 AM
(http://i.imgur.com/bDkyd.png)

Palette template for those that are so inclined.
Title: Re: Athena Asamiya (Palette Template Up)
Post by: Zero-Mariah on June 29, 2012, 10:49:10 AM
(http://i.imgur.com/76vT1.png)

NOTE: Yes, the Psycho Ball and the crystal share a color. I just fixed this template and don't have the time or patience to do it right this second, so I'll take care of it on the SFF backend. All you need to do is make sure that you change the next-to-last-color in the fourth row from the bottom to the color that you want the crystal to be.