Sharing....Tkd Man – Sensei KimApril 16, 2014Code : oz, CrazyKoopa & VynSprites: SNKFx : Classics open sourcesSound : SNKDownload: http://ozmugen.wordpress.com/Direct link: http://www.4shared.com/rar/2sO9qfAnce/Tkdman.htmlFixed bug: 1.0 Mugen Hd Pach: http://www.4shared.com/zip/7fQSrBLTce/special.htmledit:video: http://youtu.be/iM-teveBVaA
Rotten Meldo said, April 16, 2014, 05:56:57 pmHe has Rugal's Genocide Cutter and Ken's Shoryuken. whatYahh is a Edited char....not original. TKD MAN learned some new moves arround of life. Now He is a Sensey
【B.S.D.O.】Ness said, April 17, 2014, 12:30:18 amI can't seem to make him work at all in 1.0 ...in, I fixed the bug Download it agaCoolness121 said, April 16, 2014, 07:44:29 pmShouldn't this be in the Edits section?Yeah, it could be.About game play? Everyone discovery the combos? aaa, bbb, cccc,......hold c then press b etc..?
Feedback:- infinite with strong punch, go forward a little, strong punch, repeat;- the strong punch (ehm, sorry, "Strong Ponch", state 224) has the wrong "ground.type" (it mustn't be high, it has to be low);- infinite with medium punch, go forward a little, medium punch, repeat;- CLSNs on the Stand animation (anim 0) are jumpy;- after pressing "c" (and you're not holding it anymore) he should return to the normal stand animation (0) and not to the other stance (1700);- what's with the flash after a hit in the other stance (hold "c" press "x" or "y" or "z")? It is very unneccessary and it doesn't show strength;- debug flood that happens when you're jumping (little jump) and you attack (any air basic attack):WARNING: PLAYER SENSEI KIM KAPHWAN (56) IN STATE 52: CHANGED TO INVALID ACTION 57- too many blue CLSNs on anim 1010, and a very small red collision box;- after the first hit you can guard all the other hits of the D,DB,B,c; the velocity is off, the CLSNs are ugly; it doesn't have any guardsound;- don't tell me you took the uppercut code (crouch strong punch) from your old Goku? (It behaves the same)The envshake is useless but if you want to keep it I suggest to lower the time and the amplitude because it's too much as it is right now, the ground cornerpush veloff value is too low (-30? Put it at -5 or -7); the pausetime could be 20 instead of 40.
Alex Sinigaglia said, April 17, 2014, 11:12:30 amFeedback:- infinite with strong punch, go forward a little, strong punch, repeat;- the strong punch (ehm, sorry, "Strong Ponch", state 224) has the wrong "ground.type" (it mustn't be high, it has to be low);- infinite with medium punch, go forward a little, medium punch, repeat;- CLSNs on the Stand animation (anim 0) are jumpy;- after pressing "c" (and you're not holding it anymore) he should return to the normal stand animation (0) and not to the other stance (1700);- what's with the flash after a hit in the other stance (hold "c" press "x" or "y" or "z")? It is very unneccessary and it doesn't show strength;- debug flood that happens when you're jumping (little jump) and you attack (any air basic attack):WARNING: PLAYER SENSEI KIM KAPHWAN (56) IN STATE 52: CHANGED TO INVALID ACTION 57- too many blue CLSNs on anim 1010, and a very small red collision box;- after the first hit you can guard all the other hits of the D,DB,B,c; the velocity is off, the CLSNs are ugly; it doesn't have any guardsound;- don't tell me you took the uppercut code (crouch strong punch) from your old Goku? (It behaves the same)The envshake is useless but if you want to keep it I suggest to lower the time and the amplitude because it's too much as it is right now, the ground cornerpush veloff value is too low (-30? Put it at -5 or -7); the pausetime could be 20 instead of 40.Ok I see! Thanks for replay