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KOFE v0.9 Feedback (Read 48498 times)

Started by swipergod, December 17, 2010, 02:25:57 am
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KOFE v0.9 Feedback
#1  December 17, 2010, 02:25:57 am
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Leave your feedback, glitch reports, comments, etc... here.

Here's what's getting fixed for the 0.9 chars update.

- Balanced Vice's Leap Grab DM and SDM
- Fixed Yuri's 5030, 20 + sprites.  They were numbered incorrectly.
- Fixed Goro's p throw spacing issue (choking air)
- Fixed glitch with Vice's HSDM KO Screen
- LA's stage shadow fixes on some stages.
- Rock arm snap glitch fixed
- Ralf glitch command for DM fixed
- Ralf bind in DM glitch fixed.

Need to:

- Ash and Adel's projectile attacks need more recovery time...
- Goro rungrab turn glitch
New KOFE website is up.  Go visit it for all your KOFE needs:

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Last Edit: December 26, 2010, 05:02:38 pm by swipergod
Re: KOFE v0.9 Feedback
#2  December 17, 2010, 05:23:10 am
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Awsomest version EVER !!!

5 Stars :D
Re: KOFE v0.9 Feedback
#3  December 17, 2010, 11:32:55 pm
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it'd be nice if the char download wasn't broken man.....it doesn't work for ME at least, I dunno.

But are there truly grown men in this world?!
Re: KOFE v0.9 Feedback
#4  December 18, 2010, 06:35:33 am
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Just downloaded the link: http://www.mediafire.com/?qylenrbvz9nfuou.  Nothing's broken.  Try it again.  You might have had a download interference of some sort.  Let me know if you still have problems.
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Re: KOFE v0.9 Feedback
#5  December 18, 2010, 11:39:09 am
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I'm going to start recording fights in this game today, on short notice i've found the following glitches/bugs:

Mr'Karate's HSDM still doesn't fully connect if you land it after a Hien SHippukyaku
Krauser's SDM doesn't fully connect in a corner
Athena has a glitch that causes the Psycho ball fx to stay near the bottom right of her sprite, i don't know what causes it though
Ralf's mounted vulcan punch DM causes the target to be stuck in a custom state if it trades hits with another attack, it happened to me when fighting leona, not sure if this applies to other characters
Re: KOFE v0.9 Feedback
#6  December 18, 2010, 01:28:25 pm
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Perfect.  Great reporting Alpha.  I'll note them as things to correct.  I forgot about the Athena sword glitch.  Yeah, I need to investigate that.  For some reason I think it's an AI thing, because she's cancelling out of Psycho Sword when it shouldn't be possible to do so.  Ralf's glitch is an easy fix.  I'll look into the other 2.
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Re: KOFE v0.9 Feedback
#7  December 18, 2010, 02:47:48 pm
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after more testing, krauser's SDM definately needs a larger hitbox of the lightning punches - esque attack towards the end and the gyser finish. the former for the reason in my earlier post and the latter because it doesn't connect with some characters, such as elisabeth.
Re: KOFE v0.9 Feedback
#8  December 18, 2010, 04:17:54 pm
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Hey alpha.  I can't seem to duplicate this.  I'll need more concrete examples, including the stages it happens in.  Right now I used Krauser and fought the smaller characters like Liz, Yuri and Mai and didn't have a problem in Zero's stage and Nameless' stage.

Just making sure, but you are using KOFE stages and the KOFE system right. (You didn't port the characters to your Mugen).  Just checking since the KOFE I posted is the one I use personally and the one that should be tested.
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Re: KOFE v0.9 Feedback
#9  December 18, 2010, 04:54:15 pm
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ok the gyser not connecting seems to be just on elisabeths part, so long as it isn't in a corner. as for the lightning punches in a corner not working i've tested it on several characters and so far this applies to ash, vanessa, rock, and nameless. stage used doesn't seem to affect the glitch in any way. Also the sunset in the background in rock's stage doesn't move in synch with the rest of the background.

I really should give some positive feedback as well. I like the fact that you out the pumpkin in the fishtank in king's stage. Nice to see that little easter egg there. The AI is a nice provides a nice medium in terms of difficulty, moderately difficult but not brutal, apart from Chizuru and maybe Rock. Those two I have a lot more trouble with, and when I get my videos for KOFE done, I promise I won't cop out and f1 Chizuru this time.
Re: KOFE v0.9 Feedback
#10  December 18, 2010, 05:31:20 pm
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Hi there to all,
after a long time of absence, I just checked some news and developments in the MUGEN scene.
First of all I want to congratulate you for this great Fullgame KOFE.

Here two"bugs" I found:
- somenthing minor: Athenas music is called athena.mp3, but it is listed as athena2 in select and the stage.def. Please rename her music in the next update, so it will work.

- Athena can do an infinity against Li Xiangfei in the corner. You can infinitly chain forward lk if timed correctly. Doesnt work aigainst Jenet. Havn't tested it aigainst other opponents.

Please let me know, if this form of report suits you. And also correct me if I write uncorrect english, as i don't speak it well.

Re: KOFE v0.9 Feedback
#11  December 18, 2010, 06:43:27 pm
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Good report Setsuna.  I'll look into the Athena infinite.  That' shouldn't happen because the juggle values should cut it out.

The athena2 thing was my bad.  I have two edits of Athena's theme (97 and XI).  The XI one is the official one.  Must have forgotten to change the name on my end.
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Re: KOFE v0.9 Feedback
#12  December 18, 2010, 11:25:16 pm
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maxima has an infinite with his qcfHP special if done repeatedly with good timing. 20 hits is enought to KO an opponent or, if you have the stock, 8 hits and then his HSDM will work to.
Re: KOFE v0.9 Feedback
#13  December 19, 2010, 09:11:03 am
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Two problems with Athena:  Doesn't kick the opponent far away enough and recovery was too quick.  I've corrected this.  Infinite removed.

Maxima's juggle values are ignored because of the custom state the high throw put the opponent in.  I've removed the ability for qcf +sp to connect when the opponent is in this state.  Infinite removed.

Still not able to duplicate the Elisabeth/Krauser issue. :S  I'll need to see a vid I guess.

Thanks for your feedback guys!
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Re: KOFE v0.9 Feedback
#14  December 19, 2010, 11:28:30 am
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Re: KOFE v0.9 Feedback
#15  December 19, 2010, 02:26:35 pm
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K, thanks Alpha.  I had it backwards, I thought she had to be in the corner.  I'll retest.  Should be an easy fix.
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Re: KOFE v0.9 Feedback
#16  December 19, 2010, 02:36:14 pm
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when Mary does her M.spider against rock he goes to the bottom of the stage and doesnt he doesnt move again
Re: KOFE v0.9 Feedback
#17  December 19, 2010, 04:29:43 pm
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Mmm, thought I fixed that...  Oh well, it's an easy fix.
New KOFE website is up.  Go visit it for all your KOFE needs:

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Re: KOFE v0.9 Feedback
#18  December 24, 2010, 07:31:46 am
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This may just be me, but--some characters seem to be able to do a recovery roll, whereas others can't. I'd list specific names, but then I'd have to check the whole roster for that. Again, maybe I'm just missing something here, but it doesn't seem like everyone can do a recovery roll.
Re: KOFE v0.9 Feedback
#19  December 24, 2010, 01:11:15 pm
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That is most likely a move specific thing.

For example a character can recover from Ryo's dp, but not Yuri's Sai Ha.  The balance of a character depends upon which moves are recoverable, since a knockdown is obviously better (more time to plan the next strategy).

If you're referring to the fact that not everyone is able to recover from Ryo's dp, I'll need to know names.  I find it unlikely because it's a code and state that is given to all character as part of the KOFE system, but anything's possible.
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Re: KOFE v0.9 Feedback
#20  December 24, 2010, 06:42:57 pm
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Um, false alarm. I did a comparison; both Terry and Elizabeth were able to recover from Jhun's Swallow Kick, which means they both have a Recovery Roll. I'm not sure; I just couldn't seem to do a RR at all when fighting Ralf using Terry. In other words, everything's fine, and I was mistaken.
Re: KOFE v0.9 Feedback
#21  December 24, 2010, 08:32:30 pm
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Cool.  I'm working on the update over Christmas, so let me know if anything else comes up.
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Re: KOFE v0.9 Feedback
#22  December 25, 2010, 05:26:30 pm
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You need to turn the Debug keys off.
Re: KOFE v0.9 Feedback
#23  December 25, 2010, 07:28:16 pm
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Sorry, forgot to.  That's a system fix though and I'm not re-releasing the system for now.  You can disable it in the config.
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Re: KOFE v0.9 Feedback
#24  December 25, 2010, 11:42:24 pm
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Marry Xmas/happy holidays people.

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Re: KOFE v0.9 Feedback
#25  December 26, 2010, 07:05:26 pm
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xmas to you too LA , and a happy new year To y'all  :D
Re: KOFE v0.9 Feedback
#26  December 27, 2010, 04:06:25 am
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Happy holidays everybody.

FYI, all reported issues have been corrected for the update pack.  It'll be up in a few days.
New KOFE website is up.  Go visit it for all your KOFE needs:

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Re: KOFE v0.9 Feedback
#27  January 03, 2011, 01:47:21 am
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Shermie:
-Some of her sounds are hard to hear. Like her grab sounds arent the same(or dont seem to be) the same as everyone else. The heavy grab sound.
-PDF says her Shermie catcher and flash are punch moves when they are actually kick moves.
-DP+k special. Im guessing her walking forward with her arm outstretched is her throw miss animation? If not... you might want to fix the range. I havent looked at her in FF yet so possibly ignore this one.

Yashiro:
-His dp+k special occasionally misses Shermie in a corner. Im thinking this might just be my timing. I did it right after she was finished standing up and it missed.
-Jet counter sometimes passes through opponents. If you time it right during Shermie's far y, it will switch sides. Not sure if this is intentional.
-AI might screw up his Authority of Earth throw. If they jump over him they get thrown the wrong direction.
-Dancing Earth is a qcf move. PDF says qcb.

Xiangfei:
-Hp projectile misses Kasumi in a corner. LP does not.
-personal opinion on this one, but Her HDSM looks a tad odd in the corner.

Goro:
-crouching y misses in a corner

General stuff:
-you might want to temporarily move Liz's spot over, or adjust the SP's player 2 cursor placement. It starts on an empty spot.
-Im guessing the select.def hasnt been updated for Shermie and Yashiro yet? Its an easy fix.
-Athena's stage song is labeled wrong. It says Athena2 when it is just Athena.

That's it for tonight. Great release

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Last Edit: January 03, 2011, 05:03:38 am by Lost_Avenger
Re: KOFE v0.9 Feedback
#28  January 03, 2011, 08:52:49 am
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- I'll look into the sounds
- Good catches on the typos
- That is miss animation.  Works as it should

- Seems to be a grab attempt during recovery time.
- He does a brief teleport, so it's intentionally possible
- Had the same problem with Goro
-Another typo

- k. will look into it
- can't win 'em all

- will increase hit box
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Re: KOFE v0.9 Feedback
#29  January 03, 2011, 06:23:02 pm
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Can't use Yashiro and Shermie, (and yes, I downloaded their files,) and no matter what I do in the Select.def, they won't show up. I even tried experimenting a bit and wiping off Mature's name, putting Shermie there; Mature was still there. But I know there's a way to get those two in there due to previous feedback regarding them. Help?
Re: KOFE v0.9 Feedback
#30  January 04, 2011, 01:24:03 am
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uh... they work on mine. If you got the right select.def, their names have a ; in front of them. Delete that and the 2 /'s below them and they should appear. If not, check to make sure they are in your chars folder, cause you might have downloaded the wrong one or something?

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Re: KOFE v0.9 Feedback
#31  January 04, 2011, 01:35:31 am
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uh... they work on mine. If you got the right select.def, their names have a ; in front of them. Delete that and the 2 /'s below them and they should appear. If not, check to make sure they are in your chars folder, cause you might have downloaded the wrong one or something?

Tried it; didn't work. And yes, I do have the right characters. And, as I said, nothing will change. As i said, I deleted Mature's name and put Shermie's there, but when I loaded up the game, Mature was still in that same spot, and Shermie was nowhere to be seen; you can't even see Yashiro and Shermie in 'randomselect' yet I know I have them, and I know that there filenames match that of their lines on the Select.def. Is there something I'm missing here?
Re: KOFE v0.9 Feedback
#32  January 04, 2011, 07:35:28 am
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Okay, so they work now, and I've gotten to use them...and I have feedback, particularly Shermie. (Keep in mind that the following is strictly my own opinions; in other words, don't take following paragraphs the wrong way.)

Yashiro is great; of the two versions, I've always preferred the gameplay of the Non-Powered Yashiro, and your version only improves on that playstyle by making him a bit more versatile. It's Shermie that I have some qualms with. This Shermie is based on the Orochi version, which again is my preference, but her current moveset just doesn't mesh well. You see, O.Shermie is sort of a zoner character; her goal (to me anyway,) is to keep a certain amount of distance; her specials (in the official games,) are either range attacks, or they pushback or hamper the foe in someway. The point is, she's not the kind of character that's going to assaulting the foe outright, at least compared to various other characters.

But, she only had 4 specials, so you needed to give her at least one more...and you gave her one of Shermie's grapples. I hate to say it, but to me, it just doesn't work. Shermie (Non-Orochi) is a grappler, plain and simple. I'm sure her playstyle is more specific, but that's what she basically is, and being a grapper, she has to constantly assault the foe in order to get right up close and use those grapples, at least to an extent. That kind of gameplay conflicts directly with O.Shermie's playstyle. Not, if that was the only move you could have given her without designing a new one, it wouldn't be as much of a gripe, (not to mention SNK likes to give everyone and their mothers command grabs anyway,) but I've played KOF02UM, and in that game, they gave O.Shermie a brand new special. Without going into great detail, it further enhances and increases her playstyle without directly conflicting against it (that is, the playstyle,).

Yashiro worked because O.Yashiro's playstyle wasn't that far off from Yashiro's, relatively speaking, to the extent where his additions only enhanced him. But Shermie and O.Shermie are posses very different breeds of playstyles; whereas Yashiro's changes added, O.Shermie's didn't affect her at all; what's the point of a new move (so to speak,) if there's hardly any use for it? (Seriously, unless you gut her like a fish, she has need to grapple at all, so what's the point?) Again, it's all just my opinion, but you might want to consider giving O.Shermie a 6th special that enhances her playstyle instead of conflicting with it, and as I said, one exists. But, it's all up to you.
Re: KOFE v0.9 Feedback
#33  January 04, 2011, 08:52:27 am
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You're obviously a Shermie fan. ;) I went through this same type of feedback with Iori and Kim wayyyyy back when they were released and spent many paragraphs justifying my choices there.  I won't go into that much detail here since you've clearly stated this is feedback based on opinion: 

Shermie's zoning has not been affected because she didn't lose anything.  She still has all her O Shermie moves, she's just gained a throw.  If the throw was an electric throw like Benimaru, would it be as big an issue?  Case point, KOFE Ash who is also a zoner has a command throw.  Shermie has difficulty "escaping" close up attacks because her moves have slow start up and are meant for distance.  The throw offers her balance to cope and punish close up.  The DM throws also help for balance, making her a threat close up or far away as well as making her moves more unique instead of a Benimaru or Ash clone.

The fact that you're comparing O Yashiro to Yashiro saying that the styles are similar is also opinion (as you've stated).  That's like saying Goro is similar to Vanessa.  It just sounds like you prefer Yashiro's blend to Shermie's.  Nothing wrong with that, since you're welcome to modify Shermie as you wish for your personal use.  I find Shermie balanced and unique enough for now.
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Re: KOFE v0.9 Feedback
#34  January 04, 2011, 09:25:27 am
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This isnt feedback, but where did Shermie's theme come from? I love it! It sounds kind of "boss theme" -ish.

Possible bug in Adel's throw. I countered his throw(where he switches sides and then punches you). I ended up switching sides anyway(while doing the throw counter animation). This was against the AI. I was using Iori if it helps(though I dont think it will matter)

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Last Edit: January 04, 2011, 09:47:17 am by Lost_Avenger
Re: KOFE v0.9 Feedback
#35  January 04, 2011, 10:08:52 am
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Ugh Athena....Fang Arrow(her air DM) crosses up, and the she throws you out of it, and the throw looks VERY wonky....

But are there truly grown men in this world?!
Re: KOFE v0.9 Feedback
#36  January 05, 2011, 03:59:52 am
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Shermie's theme is in the music credits in the pdf

HE, which throw looks wonky?  Fang arrow needs to be blocked high, but shouldn't be more prone to cross ups then other character's air moves.  Will test.
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Re: KOFE v0.9 Feedback
#37  January 21, 2011, 06:21:06 pm
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I meet this bug when I play rugal,when I used rugal's HDSM at gesse on geese's stage,I meet this bug,the HDSM doesn't have an end,at you know,gesse stage don't have wall,his hcb+p doesn't have this bug but his HDSM does
Last Edit: January 21, 2011, 06:26:20 pm by theanhvn
Re: KOFE v0.9 Feedback
#38  January 22, 2011, 02:03:47 pm
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Noted from the other post in the board.
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Re: KOFE v0.9 Feedback
#39  April 21, 2011, 04:44:51 pm
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Is Mary missing sprite 5031.50 for anyone else?

edit:
Right after I finish sending the email the guild starts working again... Oh well:

Ivalid state/invalid action during Mature's projectile. Ivalid state 1105

Goenitz:
Invalid action in state 2000(or 2800, the font is hard to read). He also has a truncated integer in state 3001.  He also had an invalid action 20000 when he finished me with one of his supers. Ash had that problem before if I remember right. He also changed to invalid state 121(common AI problem)

Krizalid needs a hit override. Im guessing it was the move where he goes behind you and slams you. I hit him with Kula's anti air while he did that move and got stuck in the hitstate.

Just in case you dont get the message.

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Last Edit: April 24, 2011, 10:47:03 am by Lost_Avenger
Re: KOFE v0.9 Feedback
#40  May 10, 2011, 04:50:17 pm
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Re: KOFE v0.9 Feedback
#41  May 12, 2011, 12:11:59 am
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Does Yuri disappear when she gets tripped with anyone else? I remember looking through her coding, but I dont think I touched her sff so it could be something on my end.

Also, is Ryo's y offset a bit low? I compared him to Kyo and he seems a pixel or 2 too low. It might just be me though.

This isnt the best picture, but I tried to get a pic of Kyo behind him. Ignore the AI Kyo.


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Last Edit: May 16, 2011, 07:41:52 pm by Lost_Avenger
Re: KOFE v0.9 Feedback
#42  May 22, 2011, 05:04:49 pm
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Ryo's offset should be fine.  Try comparing him to other characters.  It might be Kyo that's off.

I'll look into the other stuff you've reported soon.
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Re: KOFE v0.9 Feedback
#43  July 09, 2011, 04:03:15 pm
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For reporting purposes, I'm throwing this here.  I just caught that most character's kick throws were not giving the required poweradd due to a big template glitch.  I've run through and fixed the problem for the final release.
New KOFE website is up.  Go visit it for all your KOFE needs:

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Re: KOFE v0.9 Feedback
#44  July 20, 2011, 08:25:47 am
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Have you found a fix for custom states facing the wrong direction/throws throwing the wrong direction? Duolon and Adel both did it a couple minutes ago.


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Re: KOFE v0.9 Feedback
#45  July 24, 2011, 06:16:37 am
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Found a bug; when Yamazaki is jumping Straight Up, be it Normal Jump or Small Jump, he can't use his LP.
Re: KOFE v0.9 Feedback
#46  July 24, 2011, 02:51:20 pm
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Good catch.  Fixed. :)
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Re: KOFE v0.9 Feedback
#47  July 24, 2011, 04:51:45 pm
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Might have found another bug. When using Vice's QCB+HP, sometimes the follow up happens automatically, but other times, it doesn't happen at all. This happens more frequently when I alternate between the LP  version, and the HP version. The point is, something's up with that follow-up. My advice would just be to have the follow-up command be an actual follow-up, like in the official games. That way, we wouldn't have this sort of problem.
Last Edit: July 24, 2011, 06:11:51 pm by kkhohoho
Re: KOFE v0.9 Feedback
#48  July 24, 2011, 05:25:55 pm
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I'll look at the move, but the move is a follow-up and it's supposed to act like one.  It shouldn't ever happen automatically.  Thanks for the reports kkhohoho.
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Re: KOFE v0.9 Feedback
#49  March 02, 2012, 11:21:44 am
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LA reports xiangfei: invalid state 3300
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Re: KOFE v0.9 Feedback
#50  March 04, 2012, 04:25:31 am
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Oh it's so nice to see this project is still going! My life has finally settled down so I really I need to download the new version and check things out!
Re: KOFE v0.9 Feedback
#51  March 04, 2012, 06:57:19 am
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Hello princess! My original motivator is back. lol. Missed you!!!! :)  If you hold out a bit longer, you'll get a much fuller game.  I'm hoping only a couple more weeks.  I hope everything's been going well for you.  I'll shoot you a PM later.
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Re: KOFE v0.9 Feedback
#52  March 14, 2012, 05:23:38 am
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Ryo has some ugly ass clsn. His c.hp has a frame of missing clsn toward the end. His shoryuken clsn could be better. His taunt has no clsn either. His axis seems low(I think I reported this before). I'll look around some more. Also, benimaru's c.lp has a similar problem.

Yamazaki has no jumping neutral lp. Debug error too. Saisyu's hp dp has missing clsn as well. I assume that could be some sort of bad invincibility.

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thanks again Vans/Jesuszilla!
Re: KOFE v0.9 Feedback
#53  March 16, 2012, 01:35:52 am
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Those are all good catches.  Hitboxes shouldn't be missing from basic attack or non-teleport attacks. That Yamazaki thing sounds wrong.  I'll check it out. Keep 'em coming.  Might as well fix as many glitches as I can before 0.95
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Re: KOFE v0.9 Feedback
#54  March 16, 2012, 07:13:24 am
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so Mugen 0.95 will future : Shen , Duo lon , Billy and Eiji or is there more characters ?
Re: KOFE v0.9 Feedback
#55  March 16, 2012, 11:14:34 am
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I'll keep looking when I get the chance. The bad invincibility thing was (iirc) possibly in the source for Hinako's command moves. Seems odd to slap invincibility on a normal though. Back to work

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thanks again Vans/Jesuszilla!
Re: KOFE v0.9 Feedback
#56  March 24, 2012, 11:09:55 pm
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The fixes pointed out were corrected.  I also caught a couple of my own.  Keep reporting them if you find them.
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Re: KOFE v0.9 Feedback
#57  March 28, 2012, 12:13:03 am
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i found a glitch with Angel , sometimes when you do her Ground stomp move and then you do the Light punch followup ( away from enemy ) it lags and keeps on doing the ground stomp move ..
Re: KOFE v0.9 Feedback
#58  March 29, 2012, 02:34:23 am
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Okay, I'll take a look. :)
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