The TMNT Tournament Fighters (SNES) Thread: TF Revelations

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  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    edited September 2016
    Enigami wrote: »
    Remember to make the character selection with the front buttons instead to only start (like the Jap version) and pleaseeeeeeee let us test with the increased stun meter! (also a general all cast damage reduction to supers would be good except por War) Thanks again!

    Forgot to add pressing A/X/Y (B will be for deselecting your character/dropping out/going back to menu) as alternate inputs to select your character to the list, that'll also be done. As for Stun Meter, I could add that and Dizzy Armor to the options menu so those can be tested.

    This sound SUPER AWESOME and the guys are hyped here for that. Nothing more infuriating than to be stunned, receive a 4 hit combo and having to turtle/chicken out because the next hit will stun you AGAIN! (you will seethat A LOT on this set I´m posting). Sure you can "agree" with this, but to the new players it scare them out of the game more than draw them in. (Yes yes I am also of the OG mentality of "don´t let yourself hit or this and that", but not everyone is like that, and I want more than 3 ppl to play)

    Please ENJOY! I had so MUCH fun (and rage haha) in this set because previously in the "warm up" I DID NOT knew the matchup Shred v Raph (I was Shred) and my opponent went 12 wins ahead. I was mad and angry (it seems a common factor in all the tmnt players? To get angry at the game BS but then "it is the best game ever and fun"?? =) ) and scratching my head until I found out some patterns on him. So I managed to won that warming set 30.29. On the verge!


    Fear not, this following set is FT10 only
    =) (also uploading another of a cousin vs that same friend, but that will take a while so I will only update this post later)

    image

    NINJA EDIT: BTW @Enigami your 1.02 romhack has the handicap on VS mode set to 0 on default, while it should be 3 (we are playing with it at 4 for personal preference)

  • EnigamiEnigami Joined: Posts: 15
    edited September 2016
    NINJA EDIT: BTW @Enigami your 1.02 romhack has the handicap on VS mode set to 0 on default, while it should be 3 (we are playing with it at 4 for personal preference)
    That's odd, not sure how that happened. I'll look into it.

    Also, don't know if this is already known, but I noticed when Hanzo_Hasashi played Aska he used regular jumps over fireballs, when it looks like certain characters can have an easier time jumping over fireballs by immediately using an aerial so I thought I'd bring this up. When you normally jump their legs stay straight for a few frames presenting a tall hurtbox, but some aerials can come out really quick and reduce the hurtbox. For example, when you jump forward with Aska it takes about 8 frames before she goes from legs straight out to somersaulting, while immediately throwing out aerial LK causes her to tuck in her legs after 2 frames. I'm not sure how much this helps, or if throwing out immediate aerials are a bad idea (it probably is for aerials that don't have a constant hitbox like Aska's LK), but it looks like it widens the timing for jumping fireballs a bit.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,030
    it's good with a lot of the jump lights that have infinite active frames yeah.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    TMNT TF vids from this past week. Online and Ofline meetings.

    Online

    Vs RZP (Quickie and FT7)

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    Vs Nunoelectric FT10

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    Offline

    Vs Humberto (FT10 x 3)

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    Enjoy!

    PD: War is not LAST! (or at least not in a group of his own, alone. I think he has even matches vs Don, Mike and maybe W Nut, but the others destroy him completely)
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    Sorry for the double post.

    Shitload of matches from the past week

    ENJOYYYYYYYYYYYYYY


    Hanzo v Homero (1) FT10

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    Hanzo v Homero (2) FT0

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    Hanzo v Humberto FT5

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    Hanzo v Humberto FT10

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    Humberto v Homero FT10 (1)

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    Humberto v Homero FT10 (2)

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    Online vs Nunoelectric

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  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    edited October 2016
    YES YES I KNOW; sorry for the triple post.

    Im on a streak with this game and content.

    Enjoy the 4th chapter of the video guides!

    Please enjoy =)

    image

    EDIT:


    This was written to complement the video tutorial.

    Ok I have played 2 straight weeks with War. Like 400 matches vs various players with different skill levels and different characters. While I am not a great player, I think I can write confidently a mini guide for him, due to him having few tech/tools so is kind of simple. Anyone feel free to critizise/add stuff/debunk stuff.

    War

    Possibly last on the tier list but not without his even matchups IMO. So he can get away with some BS until the opponent catches up. War does stun and damage i spades, and plays like a basic SamSho character. This char is severely lacking any advanced combo other than basic jump in - follow up. More footsies and zoning and almost zero exploitable BS that other chars have. This is a char that can win mostly on the opponent not knowing how to handle the matchup and the few shenanigans War has, or being overconfident by his suppossed tier position.

    Best combo examples:

    Jumping Fierce/RH - Crouch RH or Standing Fierce
    Jumping Fierce/RH - Standing close RH (most damaging combo for War and best combo for stunned foes)

    He only has two cancelable move wich is close Light Kick and Jab close (wich sucks IMO, so use close LK instead) and is useless in the fact that both Dash Claw moves will not connect as a combo. You can opt for flashy stuff and cancel them with the Stomp special, while punishable, you can get sometimes with it.

    Between the LK and the special move is a small gap in wich chars with invincible DP´s can shut you down BUT you can train them to do them and punish it. There is a unblockable setup on ASSka (intended joke) but all she has to do is block high by only doing 2 close LK

    If the Aska player is not punishing the small gap, train them to fear the unblockable and go for War best overall tool: THROW.

    His throw has the biggest range in the game aside from the bosses and Chrome SPD. It carries to the corner fast, does decent damage and can interrupt sometimes crouching weak attacks done slow because it has the weird property that it can be activated WHILE BLOCKING LOW (wtf tmnttf). Yes, holding Down-Back will sometimes allow you to grab your foe.

    His best poking moves are very decent. Specially standing far Fierce. Try always to use just outside of jump distance. Is not that punishable on whiff, but whiffing it to a jumping foe will make you block and that is the worst aspect of War. He has no invincible reversal and has to block/suffer.

    Standing RH knockdowns and is usable at a very long distance, but not as much as Fierce. It also hits LOW so it is pretty deceptiveHis sweep is BAD and has less reach that his crouchin jabs for example, so DONT us it for whiff punishes as he has a better option (Firce).

    Crouch Jab and Crouch Fierce are both GOOD pokes up close and you can use them to create some distance. Sadly he can´t nor link them nor chain them rapid fire style. Standing or crouching Fierce are greath both to stop Aska/Mike/Don slike kicks if done in advance.

    War is the highest jumper in the game, and while it could be seen as a weakness, you can exploit it in air to air situations. His best jump attacks are Jab or Fierce. Jab kind of creates a Kara throw setup from a jumping attack, while hiding his backward hurtbox.

    Both his specials sucks against some characters and not that much vs others. Both Dash Claws do MASSIVE damage and stun (specially if you manage to AA with a Fierce Dash Claw, any fierc hit after that will stun Mike and Raph. 2 hits stun!). Bith can be used to catch running away foes that fear his throw. Weak Claw is not that - on block and you can even try and poke with close LK or crouch Jab. You can repeat close LK cancel into weak Claw for pressure against some characters or set up throw traps (LK cancel into weak Claw then Lk and dont cancel but throw instantly, or Lk and then close FK frametrap etc). Some chars CANT duck them but ironically Arm and others can duck block them (lol). This hurts War a lot (not intended joke).

    Death from Above or simply Stomp is goot to punish proyectiles even on reaction. Sadly, some chars even when hit by this can punish him (Leo just stand fierce, Raph Chestbuster etc), others have just to watch War getting away with it. LK version makes you bounce from where you jumped and RH version makes you land behind the opponent.

    I have managed to trick people with this, because they are used to press the button automatically as if I were going to land from where I jumped, so their attack comes out at the wrong time and I am able to punish their whiff, block or mess up their charge.

    On the corners you can do some shenanigans with this. I sometimes take a risk if my opponent is cornered, I use the RH stomp version and they believe Im gonna land cornered, but to some stuff in this game I end close to them out of the corner, them cornered and usually whiffing what they were using to punish.

    You can charge BOTH moves at the same time, like ST Balrog, So you can do a Dash claw using the downward diagonals then launch a Stomp suddenly to mix it up.

    The stomp hits BEHIND someone crouching and sometimes you can set it up to hit as a crossup and land WITHOUT bouncing and continuing the combo! Mash that RH for 3 hits!

    War best AA is his Lunging Headbutt (Jab + LK) and is decent at some distance but not against all chars. You can still charge back while doing this small hop and on block is not that bad. I sometimes use it to escape crossups on very close jumping opponents. Sometimes the move will not come out, IDK if it is a glitch so sometimes I opt for not using it. Depending on th distance, I can jump back on reaction with Fierce or Jab to AA a jumping foe.

    Super: War Dynamic. Goofy bouncing ball of light. It doesnt has any recovery but if the opponent is smart, will crush you on landing. Can land like 3-4 hits on block, and a max of 2 hits on someone who dont block or try to jump. Stoopid War will ALWAYS land close to his opponent. You can get with a lucky mashed throw tho.

    Possible Matchup Chart (to be silly)

    War vs


    vs Shredder 9-1 (can´t do/setup anything, horrible match)
    vs Armaggon 8-2
    vs Raphael 7-3
    vs Chrome 6-4
    vs Wingnut 6-4
    vs Donnie 6-4
    vs Leo 6-4
    vs Mike 5-5
    vs Aska 5-5


    Post edited by Hanzo_Hasashi on
  • EirokajEirokaj Fighting Game Enthusiast Joined: Posts: 1,094
    http://yuriactn.tumblr.com/post/152174101292/corner-meaty-setup-dizzy-combo-with-ground-claw

    Corner Meaty Setup + Dizzy Combo with Donatello's Ground Claw
    Twitter: https://twitter.com/YuriAcTN
    Tumblr: http://yuriactn.tumblr.com/

    =====

    "Another victory, yes, but... there is always another battle." — Arbiter
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    Eirokaj wrote: »
    http://yuriactn.tumblr.com/post/152174101292/corner-meaty-setup-dizzy-combo-with-ground-claw

    Corner Meaty Setup + Dizzy Combo with Donatello's Ground Claw

    Awesome. BTW did you tested if Arm can get out of it with either Shark Upper or his 0 jump frame?

    BTW I am piggybacking this post to... THE CHAPTER 5 OF THE VIDEO GUIDES! ENJOY!

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  • EirokajEirokaj Fighting Game Enthusiast Joined: Posts: 1,094
    edited October 2016
    Awesome. BTW did you tested if Arm can get out of it with either Shark Upper or his 0 jump frame?

    Concerning to Jaws Upper; while Armaggon can escape the meaty Ground Claw, he will leave himself open for a punish afterwards.

    And for his 0 frame jump; no, he cannot escape it.
    Twitter: https://twitter.com/YuriAcTN
    Tumblr: http://yuriactn.tumblr.com/

    =====

    "Another victory, yes, but... there is always another battle." — Arbiter
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    edited October 2016
    Eirokaj wrote: »
    Awesome. BTW did you tested if Arm can get out of it with either Shark Upper or his 0 jump frame?

    Concerning to Jaws Upper; while Armaggon can escape the meaty Ground Claw, he will leave himself open for a punish afterwards.

    And for his 0 frame jump; no, he cannot escape it.

    Awesome, thanks! More tools to beat that fool shark!
  • HanzoHimemiyaHanzoHimemiya Joined: Posts: 28
    Nice to see video tutorials, nowadays I was with Darkstalkers stuff.
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    Matches from the past 2 weeks!

    06-11-2016

    Lalista vs Humberto FT10

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    Homero vs Humberto FT10

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    13-11-2016

    Hanzo vs Humberto FT10

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    Humberto vs Lalista FT10

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    Humberto vs Homero FT10 Set 1 and 2

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    ENJOY!

    (BTW there should be a thread about MMPR FE on snes too!)
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    A pair of matches we had at a tourney here. Enjoy:

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  • muchachokachomuchachokacho Joined: Posts: 26
    I'be been trying to read up on stuff in this thread but there's a lot of info swirling around on these pages...in short, could somebody please tell me if there's a way to play this online, and if yes, what I need to download to do so?
    Games: MKX (Kitana, Shinnok, Reptile), SFV (Sim, Karin), SFIV (Sim, Bison), Tekken 5 (Julia, Anna, Paul)



  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    I'be been trying to read up on stuff in this thread but there's a lot of info swirling around on these pages...in short, could somebody please tell me if there's a way to play this online, and if yes, what I need to download to do so?

    There you go friend, courtesy of Veserius.

    http://forums.shoryuken.com/discussion/comment/7234535#Comment_7234535

  • EnigamiEnigami Joined: Posts: 15
    edited December 2016
    1.02b patch is here! New features: Default handicap is fixed (3 instead of 0), and ABXY all select the player's character (note: B will be for deselection/going back to the title screen in the future).

    https://www.dropbox.com/s/ihemzsv7mmm6fu9/TMNT Tournament Fighters - 1.02b Patch.7z?dl=0

    I was trying to get a couple more features completed before Christmas and release it as 1.03, but unfortunately I didn't have enough time to get them done. Ah well, it'll be done soon enough. Other things ended up grabbing my free time since my last post, but recently I've got back into the swing of things, including making a program designed to aid me in maintaining rom hack projects. As a side note, I may in the future work on other SNES fighting games as well, particularly adding MSU-1 support (adds CD-quality audio, works with byuu's emulators and the SD2SNES flashcart) to games that could REALLY use it (example: porting Godzilla Battle Legends music to Godzilla Kaijuu Daikessen), and maybe try my hand at translating some of the Japan-only fighters. So more fun stuff to look forward to in the future.

    As for upcoming features, they're gonna be split up a bit. 1.03 will contain the Pause changes (hold for a few frames to pause preventing accidental pausing, L+R+Start while paused to exit the match), Single Player Alternate Color (as far as I can tell the single player game simply isn't coded to load the alternate palette, gotta change it so it does) and remaining menu improvements (B to deselect character, B to go back to the previous menu, Up/Down moving across character rows, Left/Right moving across the main menu options). 1.04 should have atleast some of the remaining planned features (Group Battle, VS CPU, Studio 6 Wall Break, Practice Battle, Character Profiles, Stun options).

    @Hanzo_Hasashi Love the videos, they're fun to watch and it really adds to my motivation to continue work on this.
  • AceKombatAceKombat (́◕◞౪◟◕‵) ”WINNERS DON’T USE ALMIGHTY.” Joined: Posts: 1,983
    edited December 2016
    Enigami wrote: »
    1.02b patch is here! New features: Default handicap is fixed (3 instead of 0), and ABXY all select the player's character (note: B will be for deselection/going back to the title screen in the future).

    https://www.dropbox.com/s/ihemzsv7mmm6fu9/TMNT Tournament Fighters - 1.02b Patch.7z?dl=0

    I was trying to get a couple more features completed before Christmas and release it as 1.03, but unfortunately I didn't have enough time to get them done. Ah well, it'll be done soon enough. Other things ended up grabbing my free time since my last post, but recently I've got back into the swing of things, including making a program designed to aid me in maintaining rom hack projects. As a side note, I may in the future work on other SNES fighting games as well, particularly adding MSU-1 support (adds CD-quality audio, works with byuu's emulators and the SD2SNES flashcart) to games that could REALLY use it (example: porting Godzilla Battle Legends music to Godzilla Kaijuu Daikessen), and maybe try my hand at translating some of the Japan-only fighters. So more fun stuff to look forward to in the future.

    As for upcoming features, they're gonna be split up a bit. 1.03 will contain the Pause changes (hold for a few frames to pause preventing accidental pausing, L+R+Start while paused to exit the match), Single Player Alternate Color (as far as I can tell the single player game simply isn't coded to load the alternate palette, gotta change it so it does) and remaining menu improvements (B to deselect character, B to go back to the previous menu, Up/Down moving across character rows, Left/Right moving across the main menu options). 1.04 should have atleast some of the remaining planned features (Group Battle, VS CPU, Studio 6 Wall Break, Practice Battle, Character Profiles, Stun options).

    @Hanzo_Hasashi Love the videos, they're fun to watch and it really adds to my motivation to continue work on this.

    You think it might be possible for the game to have multiple character color palettes since you made it where ABXY can select characters? I would be pretty hyped up to play as a purple clone palette'd turtle (like the clone turtles in the Genesis version).

    Great stuff that you're still making progress for this!
    With all the hope combined... there can be a chance in SFV that Ken can, one day, walk again. #TeamWheelchair
    If interested in SFEX2+ matchmaking: http://steamcommunity.com/groups/SFEX2P
    CFN: AceKombat Steam: xAceKombatx
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,030
    I'be been trying to read up on stuff in this thread but there's a lot of info swirling around on these pages...in short, could somebody please tell me if there's a way to play this online, and if yes, what I need to download to do so?

    There you go friend, courtesy of Veserius.

    http://forums.shoryuken.com/discussion/comment/7234535#Comment_7234535

    I've been hearing great things about retroarch netplay, but they seem to break it every other patch/update, and sometimes it just doesn't work. If you can get that to work it's a better option.

    There are some other good options as well, but zsnes works fine enough if you're used to sf4 level netplay as it's a smidge better.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    edited December 2016
    Enigami wrote: »
    1.02b patch is here! New features: Default handicap is fixed (3 instead of 0), and ABXY all select the player's character (note: B will be for deselection/going back to the title screen in the future).

    https://www.dropbox.com/s/ihemzsv7mmm6fu9/TMNT Tournament Fighters - 1.02b Patch.7z?dl=0

    I was trying to get a couple more features completed before Christmas and release it as 1.03, but unfortunately I didn't have enough time to get them done. Ah well, it'll be done soon enough. Other things ended up grabbing my free time since my last post, but recently I've got back into the swing of things, including making a program designed to aid me in maintaining rom hack projects. As a side note, I may in the future work on other SNES fighting games as well, particularly adding MSU-1 support (adds CD-quality audio, works with byuu's emulators and the SD2SNES flashcart) to games that could REALLY use it (example: porting Godzilla Battle Legends music to Godzilla Kaijuu Daikessen), and maybe try my hand at translating some of the Japan-only fighters. So more fun stuff to look forward to in the future.

    As for upcoming features, they're gonna be split up a bit. 1.03 will contain the Pause changes (hold for a few frames to pause preventing accidental pausing, L+R+Start while paused to exit the match), Single Player Alternate Color (as far as I can tell the single player game simply isn't coded to load the alternate palette, gotta change it so it does) and remaining menu improvements (B to deselect character, B to go back to the previous menu, Up/Down moving across character rows, Left/Right moving across the main menu options). 1.04 should have atleast some of the remaining planned features (Group Battle, VS CPU, Studio 6 Wall Break, Practice Battle, Character Profiles, Stun options).

    @Hanzo_Hasashi Love the videos, they're fun to watch and it really adds to my motivation to continue work on this.

    Oh God, what a Xmas gift! If I could like this post more, I would haha.

    Thanks a lot for your time Enigami and I am testing the features ASAP!

    EDIT: About the char select. Could be technically possible to add as a 3rd color the Clone Turtle palette? Just for the sake of having it. (And again, in a fantasy world, IDK, maybe have it as a 5th turtle hha with one special from each of the other 4 or anything else!)
  • AceKombatAceKombat (́◕◞౪◟◕‵) ”WINNERS DON’T USE ALMIGHTY.” Joined: Posts: 1,983
    edited December 2016
    Enigami wrote: »
    1.02b patch is here! New features: Default handicap is fixed (3 instead of 0), and ABXY all select the player's character (note: B will be for deselection/going back to the title screen in the future).

    https://www.dropbox.com/s/ihemzsv7mmm6fu9/TMNT Tournament Fighters - 1.02b Patch.7z?dl=0

    I was trying to get a couple more features completed before Christmas and release it as 1.03, but unfortunately I didn't have enough time to get them done. Ah well, it'll be done soon enough. Other things ended up grabbing my free time since my last post, but recently I've got back into the swing of things, including making a program designed to aid me in maintaining rom hack projects. As a side note, I may in the future work on other SNES fighting games as well, particularly adding MSU-1 support (adds CD-quality audio, works with byuu's emulators and the SD2SNES flashcart) to games that could REALLY use it (example: porting Godzilla Battle Legends music to Godzilla Kaijuu Daikessen), and maybe try my hand at translating some of the Japan-only fighters. So more fun stuff to look forward to in the future.

    As for upcoming features, they're gonna be split up a bit. 1.03 will contain the Pause changes (hold for a few frames to pause preventing accidental pausing, L+R+Start while paused to exit the match), Single Player Alternate Color (as far as I can tell the single player game simply isn't coded to load the alternate palette, gotta change it so it does) and remaining menu improvements (B to deselect character, B to go back to the previous menu, Up/Down moving across character rows, Left/Right moving across the main menu options). 1.04 should have atleast some of the remaining planned features (Group Battle, VS CPU, Studio 6 Wall Break, Practice Battle, Character Profiles, Stun options).

    @Hanzo_Hasashi Love the videos, they're fun to watch and it really adds to my motivation to continue work on this.

    Oh God, what a Xmas gift! If I could like this post more, I would haha.

    Thanks a lot for your time Enigami and I am testing the features ASAP!

    EDIT: About the char select. Could be technically possible to add as a 3rd color the Clone Turtle palette? Just for the sake of having it. (And again, in a fantasy world, IDK, maybe have it as a 5th turtle hha with one special from each of the other 4 or anything else!)

    image

    The memories of wanting to play the clone turtles in the Genesis, but couldn't happen unless it was PvP and you were player 2... and you didn't get the cool voice replacement like at 11:44 of the video =(. Sucks that the Genesis gameplay was trash, but the artistic/sound design seemed good (the visuals in-game for the Genesis seem to closely match the cover arts given for the TMNT Tournament Fighter series per console, but maybe that's just me).
    With all the hope combined... there can be a chance in SFV that Ken can, one day, walk again. #TeamWheelchair
    If interested in SFEX2+ matchmaking: http://steamcommunity.com/groups/SFEX2P
    CFN: AceKombat Steam: xAceKombatx
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    Small FT10 we had this sunday, enjoy, I hope more to come soon!

    image
  • Rioting SoulRioting Soul Joined: Posts: 4,785
    edited March 2
    Enigami wrote: »
    New Characters:

    As my skills and my rom hacking tools are improving, I'm becoming more and more confident I can do this... atleast on the coding end of things. I can kind of do spriting myself, but I'm not confident that it'll be the quality I want (looking like it was always part of the game) so I may need to recruit some talent soon. Plus I'll also need to look into voices and possibly new stages, and music to go with them. If all goes well in the future Championship Fighters could feel like a proper sequel.
    For music you could try contacting this guy. He makes original CPS2ish music. He made a new theme for Karai which I prefer over the original.
    image
    Regarding the "5th 'Clone' Turtle" borrowing some moves from the others, that is something I'm considering as a possibility for characters after the initial 20 for Championship Fighters is done. Slash in his Turtles in Time incarnation is something I'd really want, but I had the problem that Mike already has the Blanka Rolling Attack and Triceratron/Zorax would also have it too, so making him a blatant partial hybrid/clone character works out for him so I don't have to worry too much about making his specials stand out. The set of copied special moves I have in mind are Raph's Power Drill, Don's Ground Claw, Mike's Dynamite Bomber and Leo's Shining Blade, how does that sound? I feel like it'd fit him well.
    I don't think Slash should have a fireball. He seems like more of a crazy in your face type. Instead of a fireball I'd make him better up close. I'm assuming Leonardo will be the base for this character and he'll be edited to have Shredder's claws. Slash's Blanka Ball would stand out more if you simply used the sprites from Leo's Shining Blade.
    In case people decided they wanted to send me character requests, I only want to add characters that would've existed in the SNES era, so I'd only consider characters existing before the N64's release (so pretty much just those from the Archie and Mirage comics, and the 1987 cartoon). Obviously though don't expect them for a long while, since the NES/Mega Drive cast comes first.
    So no cyborg Baxter Stockman or Telekinetic Ninja April O'Neil? Well, I'm looking at the wiki and I have some ideas.

    -Officer Longer/Nobody could be an edit of Rat King
    -Leatherhead could be an edit of Armaggon
    -Usagi Yojimbo
    -Marshal Moo Montana...
    Post edited by Rioting Soul on
  • BurningfistBurningfist The New Challenger Joined: Posts: 253
    edited March 3
    @Enigami What tools did you use to create your sprite edits? If you can provide them I'd be happy to make some suggestions and create palettes. Thank you again for your dedication to the modding efforts for TMNT TF. I'll definitely be picking up a flashcart soon so I can play Tournament Edition on real hardware.

    While I'm here, please feel free to check out a match set I posted on the TMNT TF Facebook page with Zar the Biscuit aka Zee Tee Bee:

    https://www.facebook.com/TeenageMutantNinjaTurtlesTournamentFighters/videos/1001962119939760/
    Post edited by Burningfist on
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    Enigami wrote: »
    Godlike stuff

    My friend, I am literally speechless.

    I have not been active due to me moving to another country and starting anew, wich is ot easy.

    Just wanted to thank you infinitely for your hard work and ask a very offtopic question:

    Would modding MMPR Fighting Edition be possible? Just edit out those mashed hrow fights haha.

    Again, thanks a lot.
  • EnigamiEnigami Joined: Posts: 15
    @Rioting Soul
    Man, I absolutely would LOVE to have Whizzy on board for this. He does mostly original CPS2 music though, I don't know if he'd be interested in doing SNES music, with the current important music I'd need being simply SNES-ified remixes of NES/Genesis music. No harm in asking I suppose, and maybe I could get some compositions for characters beyond the initial 20, assuming I get that far.

    Good point on no fireball for Slash. Even with moves borrowed from the Turtles, having no fireball make him play quite a bit differently. Maybe instead of Ground Claw from Don, he could have Don's Bo Thrust except using his kris or claws instead.

    There's no need for simple edits of other characters. If I make characters past the planned 20, with an exception for Slash, I'd want the characters to be more than clones, and would prefer trying to work in some more interesting mechanics.

    Marshal Moo Montana didn't cross over with Turtles until 2006, so no cow. Plus I'd prefer to avoid cross-over characters. That said, Miyamoto Usagi has a long history of crossing over into the TMNT universe, so I'd have a lot less qualms about him, plus it's Usagi and I'd probably cave and aim to add him anyways.


    @Burningfist

    Just photoshop at the moment, but soon I'll have an easy way to edit character palettes.


    @Hanzo_Hasashi

    Modding MMPR Fighting Edition is certainly possible, but not something I'm very interested in. If it's simple enough I might do it though.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,030
    I think Zar is the best TMNT player I've seen
    @Enigami What tools did you use to create your sprite edits? If you can provide them I'd be happy to make some suggestions and create palettes. Thank you again for your dedication to the modding efforts for TMNT TF. I'll definitely be picking up a flashcart soon so I can play Tournament Edition on real hardware.

    While I'm here, please feel free to check out a match set I posted on the TMNT TF Facebook page with Zar the Biscuit aka Zee Tee Bee:

    https://www.facebook.com/TeenageMutantNinjaTurtlesTournamentFighters/videos/1001962119939760/

    downloaded this set to watch for later, I sort of want to do commentary over it haha.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • BurningfistBurningfist The New Challenger Joined: Posts: 253
    Veserius wrote: »
    I think Zar is the best TMNT player I've seen
    downloaded this set to watch for later, I sort of want to do commentary over it haha.

    I need to go through and edit it into sets and make clips of the weirdest stuff we were lucky enough to capture. It would have been amazing if you could have been there doing commentary live. If you are interested in watching it and doing audio commentary maybe we could watch it together on stream? Let me know, or just hit me up on Discord!
  • Hanzo_HasashiHanzo_Hasashi Primal Rage rules Joined: Posts: 1,389 ✭✭✭✭✭ OG
    I would love to have Krang playable in some form.

    Using high/low missiles Sagat-like (also genesis version), maybe using Don and Mike fireball data? Also his Genesis extendig limbs could use Chrome normal data too.

    Wow so hyped.

    BTW I dreamt the other night that Enigami did a hack called Arcade Edition and the game flashed the "Insert Coins" phrase during demos :D (I have always wanted to have a dedicated custom cab for this game).

  • Master_ChibiMaster_Chibi .: Dynamites! :. Joined: Posts: 15,025 mod
    Fuck you guys got in contact with Zar?

    That son of a bitch lol
    ~*Hai! Back to Japan!
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,030
    retroarch got another netplay overhaul again and now supports lobbies apparently. Gonna look into that and see how it works for this game.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Hagure MetaruHagure Metaru pushed too short! Joined: Posts: 516
    Is there a discord for this game? I keep showing people the *truth* at the events I go to, and this question always comes up.
  • BurningfistBurningfist The New Challenger Joined: Posts: 253
    If you want to set up some netplay sessions, find out the latest on TMNT TF TE or just discuss match ups check out the TF discord here:

    https://discord.gg/jf8BH86

    Thanks for spreading the TF gospel and hope to see some of you all there!
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