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Super Dragon Ball Z Shin Budokai

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Re: Super Dragon Ball Z Shin Budokai

Post by Brohan on Sun Jan 30, 2011 11:58 am

*UPDATE*

This may or may not be possible to do, but there is a possiblity of adding new characters, namely Yamcha and Supreme kai since they already have ingame art.

What I could do is, put simply, degrade the textures on their IW models, and put them into SBAR, from there ill just have to mess with their coding and adjust their starters/deathmoves to fit SB physics.

Yamcha

Stun Meter:80
Attack%: 90
Defensive%: 75
Natural Ki regen:1.05 every 5 seconds
Throw:Kara Cancel able

Starters
>SRRS-
Yamcha kicks forward like with Goku's >S, does two punches and ends with an axe kick. The priority on >S is good, but all of it is near his foot to about the bottom of his calfs, so it can get stuffed sometimes. The axe kick has some invicibility frames on it too. Does 110 base damage, 20 on the first hit, 30 on the rest

Wolf Fang Fist
Can be canceled on the 4th E, has some invincibility on all hits, while the last E hits bound off a juggle. All 9hits do 450 dmg, but if canceled it does 200, with 50 dmg per hit.

Combo Fodder
SSSSS
His Kick chain from IW does 120 base damage, 40 on first hit, 20 on the rest

\/S
starts juggles, identical to Goku's \/S does 100 base damage

RRRE-
His BL infinite, does no stun damage until the 3rd step of stun does 100 base damage, with equal damage on all hits

Kara cancels
<S
Moves you forward about 2 steps, scores an untechable knockdown on hit. Does 100 dmg.

/\S
moves you forward 1 step, but scores a free juggle into kamehameha. Safe on block as well. Does 80 dmg raw.

Aura Burst Moves
SmashIt's his overhead kick from IW, does 200 base damage

Rush
Identical to Vegetto's, does 120 dmg, with equal dmg distribution.

Charge
Fist of Legend- Halve your attack % to double stun damage

Deathmoves

Kamehameha-1 ki bar
Does 1 hit, and a static 280 dmg

Wolf Fang Fist-1 ki bar[See starters]

Ultimate
Raging Wolf Fang Fist-5 ki bars
Rush Ultimate that is similar to !8's does 10 hits and 2000 dmg raw, with 200 dmg per hit.


Last edited by Brohan on Sun Jan 30, 2011 3:43 pm; edited 1 time in total
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Re: Super Dragon Ball Z Shin Budokai

Post by THTB on Sun Jan 30, 2011 2:59 pm

I like this idea. Hopefully it is possible.

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Re: Super Dragon Ball Z Shin Budokai

Post by Brohan on Sun Jan 30, 2011 3:29 pm

does 500- 700 dmg potential sound too low?
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Re: Super Dragon Ball Z Shin Budokai

Post by THTB on Sun Jan 30, 2011 3:31 pm

With what we're trying to achieve damage-wise...it is for max damage. For standard BnB into special, it's perfect.

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Re: Super Dragon Ball Z Shin Budokai

Post by Brohan on Sun Jan 30, 2011 3:32 pm

Can I have a link to supreme kai's starter info and such, i can work on him next
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Re: Super Dragon Ball Z Shin Budokai

Post by Brohan on Sun Jan 30, 2011 3:37 pm

Here's an actual calc of Yamcha's BnB combo

>SRRS-, SSSSS-, <EEEE-, RRRE-, RRRE-, RRRE-, RRRE-, RRRE-, RRRE-, RRRE-, /\S
428 dmg, almost 100 stun
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Re: Super Dragon Ball Z Shin Budokai

Post by THTB on Sun Jan 30, 2011 3:40 pm

That is WAAY too much stun.

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Re: Super Dragon Ball Z Shin Budokai

Post by Brohan on Sun Jan 30, 2011 3:45 pm

hmm, your right, maybe RRRE- should only hit for extra stun on the 5 or 6th step, or should it stay static at 1 since it's an infinite/
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Re: Super Dragon Ball Z Shin Budokai

Post by Brohan on Sun Jan 30, 2011 4:05 pm

here's the damage that yamcha's hit confirmed ultimate does:

>SRRS-, /\E, 1662 damage, 4 stun

pretty fair considering the cost. The SBAR metagame seems alot different with these changes, new combos are gonna have to be learned with every character just by the merit of increased dmg scaling alone. stun is the icing on the cake, while balance changes are the ice cream. Seems like now you'll have 3 different types of combos, quick ones with deathmoves at the end for damage, long ones for ki building an stun, and hit confirmed ultmates for big damage. Turtling and defensive play is now an equal option to rushdown because of nerfed combo damage.

I deserve a pat on the back for this Very Happy
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Re: Super Dragon Ball Z Shin Budokai

Post by THTB on Mon Jan 31, 2011 12:19 am

HEY DON'T FORGET ME! MY IDEAS HELPED! T-T

But seriously, yeah, now that you mentioned it, hitconfirming will be big...though it's a pretty significant window considering the cancels.

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Re: Super Dragon Ball Z Shin Budokai

Post by Brohan on Mon Jan 31, 2011 7:30 am

Yamcha Bnb combo into special

>SRRS-, SSSSS, /\S, >E 643 damage, 15 stun, or in other words, 21% damage, 13-19% stun

Several Characters hit confirmed Ultimate
>RSS-, /\E 1527 dmg, 3 stun/ 50% dmg, 2%-4% stun Goku

<S<S-, /\E 1039 dmg, 2 stun/ 35%dmg, 1-2% stun 18

SSSS-, /\E 1343 dmg,3 stun/ 45% dmg, 2-4% stun Dabura

<S<S-, /\EE 1236 dmg, 3 stun/ 41% dmg, 2-4% stun Buutenks


[This is all assuming of course that all ultimates exept 18's would do 5 hits now.]

Equation for figuring out the damage level in any given hit of a combo:

This is the equation i use to figure out how much damage a Theoretical combo will do:

y=[Base Damage]-[.04 x Base Damage]

Basically, after you get your starter's damage and # of hits calculated, you plug the next chain's base damage into a graphing calculator. Make a table using this equation. Your X value is the number of hits, and your Y value is the ammount of damage this chain would od after said number of hits. To figure out how much damage the chain or special will do however, you scroll down on the table 1 collumn after the starter/chain. Keep scrolling down until you hit the last hit that your chain/special does, all the numbers from below the previous chain down to where you just stopped is how much damage that move does.

More often than not, with chains you need to calculate the damage of each hit individually. this is because each hit of a chain does different amounts of damage. The same equation can be applied, you just have to plug in new Base Damage levels for every hit of the chain.
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Re: Super Dragon Ball Z Shin Budokai

Post by Soriphen on Mon Jan 31, 2011 2:10 pm

Lol, so like is this actually gonna be worked on or is this all theoryBAR. Good work though.

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Re: Super Dragon Ball Z Shin Budokai

Post by THTB on Tue Feb 01, 2011 5:20 pm

Hopefully it does get worked on.

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Re: Super Dragon Ball Z Shin Budokai

Post by DrunkenPilot72 on Wed Feb 02, 2011 10:48 pm

I have to say I'm pretty impressed, can't wait to see where this goes from here
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Re: Super Dragon Ball Z Shin Budokai

Post by Brohan on Wed Sep 28, 2011 4:31 pm

Update after a looooong time.

Put the MvC2 soundtrack on the game, and I'm willing to share it, just pm me.
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Re: Super Dragon Ball Z Shin Budokai

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