"Salve galera" Mugenguild! "Porque o guerreiro de fé nunca gela" by: Racionais mc'sI'm passing here to show you another converted char to "POTS-Infinite" mode ...CVS Kyo Nests Saga/Tales of AshOriginal version created by JMorphman and "Tales of Ash" sprites made by Paz Hatter (edited by me for Nests Saga mode)I put the name "NeoKyo" as a tribute to the first Kyo I played in mugen, created by Sander 71113 (Times ago)Designed to be played on Mugen 1.0 or Mugen 1.1 (some settings prevent it from running in other versions)What you have:- Moderate artificial intelligence for hard (just can not be near him and stay flirting, since my chars love a hehehe combo);- 60 palettes (12 normal plus 48 extras, activating config.txt);- New fire effects (FDR Flames)- All sparks in alpha style POTS effect- Gameplay that can be changed in config.txt (activation of palette selector, aerial combos, standard or arranged modes, etc.) ...- All POTS / Infinite mode features (Parry, Custom Combo, etc.)- It can be adapted to be played in the ADD004 mode (it can be activated as a helper and be changed during team mode / simul mode, needs to use add004pie.exe, it works without problems, either in the jump tag style or in the style "Running tag", tested on both)What is missing:- Ending scene...- Sincerely, I only have to correct errors that are found, otherwise there is nothing missing, it is running good ...: PCommands - CVS mode, var (51) = 0Double Kick = F + Average KickOmbrada = F + strong punchSpecial Sounds100 SHIKI: ONIYAKI = F, D, DF + punch (Ex Mode with two punches, spends 500 MP)75 SHIKI KAI = D, DF, F, kick (to continue kicking) ... (Ex Mode with two kicks, spends 500 MP)R.E.D. KICK = B, D, DB, kick (Ex Mode with two kicks, spends 500 MP)212 SHIKI: KOTOTSUKI YOU = F, DF, D, DB, B, kick (Ex Mode with two kicks, spends 500 MP)114 SHIKI: ARAGAMI = D, DF, F, weak and medium punch- 128 SHIKI: KONOKIZU = D, DF, F, punch (after 114 SHIKI: ARAGAMI)- 128 SHIKI: KONOKIZU = Punch (after the 128 SHIKI: KONOKIZU)- 128 SHIKI: KONOKIZU = Punch (after the 128 SHIKI: KONOKIZU)- 125 SHIKI: NANASE = Kick (after the 128 SHIKI: KONOKIZU)- 127 SHIKI: YANOSABI = D, DB, B, punch (after 114 SHIKI: ARAGAMI)- GESHIKI: MIGIRI UGACHI = D, DB, B, Punch (after 127 SHIKI: YANOSABI)115 SHIKI: DOKUGAMI = D, DF, F, strong punch (Ex mode with 2 punches)- 401 SHIKI: TSUMI YOMI = D, DB, B, Punch (after 115 SHIKI: DOKUGAMI)- 402 SHIKI: BATSU YOMI = F + punch (after 401 SHIKI: TSUMI YOMI)- 100 SHIKI: ONIYAKI = F, D, DF + punch (after the 402 SHIKI: BATSU YOMI, has the same name as the anti air)* If you want the EX sequence of 115 SHIKI: DOKUGAMI, repeat the sequence of 114 SHIKI: ARAGAMIAdditional Commands - Arranged Mode, var (51) = 1108 SHIKI: YAMI BARAI = D, DB, B + punch (Ex Mode with two punches, spends 500 MP)427 Shiki Hikigane = = F, DF, D, DB, B, weak kick412 Shiki Hikigane = = F, DF, D, DB, B, medium kick212 SHIKI: KOTOTSUKI YOU = F, DF, D, DB, B, strong kick (Ex Mode with two kicks, spends 500 MP)Supers Level 1URA 108 SHIKI: OROCHINAGI = D, DB, B, D, DF, F, punch (can be done in the air)SAISHU KESSEN OUGI "MU-SHIKI" = D, DF, F, D, DF, F, punch182 SHIKI = D, DF, F, D, DF, F, kick (only in Arranged mode)Supers Level 2URA 108 SHIKI: OROCHINAGI = D, DB, B, D, DF, F, two punch buttons (can be made in the air)SAISHU KESSEN OUGI "MU-SHIKI" = D, DF, F, D, DF, F, two punch buttons182 SHIKI = D, DF, F, D, DF, F, two kick buttons (only in Arranged mode)Super Level 3524 SHIKI: KAMUKURA = F, DF, D, DB, B, F, DF, D, DB, B, two punch buttonsPreview:VS ScreenNests Saga vs Tales of AshMaximum Impact vs CVS2Arranged mixed collors============================================================================Credits:============================================================================- JMorphman = version cvs POTS mode, used as template for char conversion;- Paz Hatter = sprites Kyo Kusanagi "Tales of Ash";- Mouser and Byakko = Shiki Hikigane sprites and moves, taken from CVS2 Another Kyo;- Infinite and R@ce Akira = For great chars in which I use as an aid during conversion- Phantom of the server (best sparks and best style for ground fighting) - Electbyte (Creators of Mugen)- VirtuallTeck (creators of Fighter Factory)- Gui007 (For always divulge my work via Youtube)- ROK Team (Reign of Kreation): D- Nedflandershouse, Aumio Khan, Beto, Anderson Masters, Kingxroyo, TheRedBeast, and all those who accompanied this project in the MFG and MFFADownload link:Spoiler, click to toggle visibiltyhttp://www.mediafire.com/file/cic1kkovc298h8b/NeoCvsKyo_FDR.rarI dedicate this char first to God, because without him nothing would be possible, to my parents and relatives, my bride and future wife ( Te amo Raquel ) and all those who like me love MUGEN ...
Johnny Mundo said, March 01, 2017, 06:20:03 amOh wow, somebody actually did it. I'll be sure to give a tryHi, thank you ... Have fun ...
Thanks Falcon Rapper for this character. I tried your previous characters and they were awesome. Can't wait to try this Kyo out.
Shadic12 said, March 01, 2017, 06:40:07 amThanks Falcon Rapper for this character. I tried your previous characters and they were awesome. Can't wait to try this Kyo out. Oops thanks Shadic12, how nice that you liked my other chars, I hope you have fun with this too ...
I found a small bug. The standing and crouching light punches and light kicks have no knock back and is an infinite.Thanks for the release, will report if I find anything else.Edit: Found another one, the grabs does not use the "POT's Style Hit Sounds" even if the config for them was set on 1.
Awesome Falcon! Would to see your extend to OTHER KOF chars that are yet to be converted to that style. When you Released Heindern, You released potential bro. seriously, stick to that. You got a new fan here.
SolidZone 26 said, March 01, 2017, 08:10:55 amI found a small bug. The standing and crouching light punches and light kicks have no knock back and is an infinite.Thanks for the release, will report if I find anything else.Edit: Found another one, the grabs does not use the "POT's Style Hit Sounds" even if the config for them was set on 1.I thank you for reporting these bugs SolidZone, I will correct them immediately ... WatsonGrim69 said, March 01, 2017, 08:59:04 amAwesome Falcon! Would to see your extend to OTHER KOF chars that are yet to be converted to that style. When you Released Heindern, You released potential bro. seriously, stick to that. You got a new fan here.Thanks WatsonGrim69, there is a K9999 lost there in the forum if you like too hehehe, and as soon as I can cast more chars for this mode ... I'm just in doubt now, what would be cooler for the next char, a judo fighter, a karateca , a soldier or a famous boss... Nedflandeurse said, March 01, 2017, 01:19:46 pmYes! you did it!The result looks awesome! testing now!Thanks Super Ned, there are still some bugs but I will correct them, I'm posting the update today...
SolidZone 26 said, March 01, 2017, 08:10:55 amI found a small bug. The standing and crouching light punches and light kicks have no knock back and is an infinite.Fixed!... SolidZone 26 said, March 01, 2017, 08:10:55 amEdit: Found another one, the grabs does not use the "POT's Style Hit Sounds" even if the config for them was set on 1.Fixed!... Thanks for letting me know these bugs, although I test quite a bit unfortunately some bugs always fall behind ... Updated link, have fun ...
-Ash- said, March 01, 2017, 03:26:08 pmThere's still no knock back on light attacks.Link updated. I honestly do not understand this "knock back on light attacks", if you want to try to say the same thing in Portuguese it would be easier to understand, since I use a translator.
Quando você usa soco ou chute leve o personagem não recua, possibilitando um combo infinito.When you use light punch or kick the character doesn't retreat, allowing an infinite combo.
-Ash- said, March 01, 2017, 03:41:13 pmQuando você usa soco ou chute leve o personagem não recua, possibilitando um combo infinito.When you use light punch or kick the characters doesn't retreat, allowing an infinite combo.Beleza agora entendi hehehe, na atualização que fiz agora desabilitei o "combo infinito com golpe fraco em pé e abaixado", geralmente no modo de combo aéreo ou de chão não há recuo durante os golpes, vou verificar no modo var(55) = 0 (que seria o modo do char padrão) e assim que possível farei um re-update...Corrigido, link atualizado de novo, valeu bro...Well now I understood hehehe, in the update I made now I disabled the "infinite combo with weak blow standing and lowered", usually in the air or ground combo mode there is no retreat during the blows, I will check in var (55) = 0 (Which would be the default char mode) and as soon as possible I will do a re-update ...Fixed, updated link again, thanks bro...
this is what he means:- I can perform his Oboro Guruma, but I can't find his move in your readme file- When he is in his normal mode, he can't perform his Ex Oboro Guruma and he can perform it in Ex mode
tehdevil said, March 01, 2017, 04:08:52 pmthis is what he means:- I can perform his Oboro Guruma, but I can't find his move in your readme file- When he is in his normal mode, he can't perform his Ex Oboro Guruma and he can perform it in Ex modeFixed infinite combo with weak blows (Link updated, credits to SolidZone 26 & Ash to report me this error)...I apologize, I forgot to mention this movement (101 Shiki: Oboro Guruma = F, D, DF+K) in readme hehehe, Only works in "EX" arranged modeReadme fixed, link updated...
- Fixed all special bugs- Adjusted sounds of "101 Shiki: Oboro Guruma EX"- Set the variable of this command (now it will only work in EX or Arranged Mode, var (51) = 1)- Deactivated the "pallete selector" and the "mode selector" (so that the person makes the changes that he / she thinks fit in config.txt) ...- I left the char in the EX or Arranged Mode within the settings, if one prefers the standard CVS mode just change the variable,- I left only the chain combos activated...Thanks to all for patience hehehe, until 2018 I think all bugs will be fixed...
This is an excellent Kyo (definitely staying on my roster next to JMM's), only nitpick I have is that Custom Combo is supposed to work outside of Chain Combo as well. When I have Chain Combo turned off, Custom Combo won't activate.Any plans to further him (add extra modes and whatnot), or is he staying as is? Because if he stays as is, I don't mind at all ^..^