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KOFE 2019 Feedback and Glitches (Read 12749 times)

Started by swipergod, August 05, 2018, 06:22:07 pm
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KOFE 2019 Feedback and Glitches
#1  August 05, 2018, 06:22:07 pm
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    So KOFE 2018 will release within the next month or month and a half. What's the big deal? Well I figured I'd go through my blog and try to pull out the changes from the last release whch was way back at Evo 2016. There's probably more, but this is what I could find.

    • We're now on Mugen 1.1 with increased RAM for better stability (although there are still crashes).
    • The combo system is more flexible to allow different access points to the unique chain and some special combo only moves
    • All characters now have collapse KOs
    • All characters have fixed trip, face to ground gethits and othees
    • All characters have air guard animations now
    • Lin added as a new character
    • Hinako added as a new character
    • New Launcher for the game with access to a movelist and quick options
    • Benimaru can now do an Air Raikoken, has a new intro and has lightning effects when he counters a throw
    • Fully Implemented Iori's XIII costume and he gains a new HSDM
    • Costume change for Robert and loses his high low fireball, plus new DM fireball animation
    • Color Separation for King
    • Costume change for Billy and new special intro with Joe that includes Lily
    • Costume change for Ryo and new SDM animation
    • New HSDM animation for Shen
    • Andy now has long range fireballs and his weak dp is real bout style
    • Elisabeth uppercut and rush DM have been changed
    • Mai gets her ducking crawl from KOF '95, some sprite touch ups, SDM new effect and a new jumping light kick
    • Saisyu's SDM has changed to a double serpent wave
    • Shermie has a new weak kick and victory pose
    • Takuma replacing Mr. Karate and a new special intro with Mr. Big
    • Yuri has a new Guard Counter strike and animation sprite for her double chou upper and new HSDM animation
    • Kyo has a new Guard Counter strike and backward leap
    • Added a couple of missing sprites for Athena
    • Zero gained new close weak attacks
    • Heidern has a new SDM and close weak punch attack
    • Joe has a new animation for his weak slash kick and golden heel
    • Geese removed from Kula's SDM effect
    • Jhun special intro with Athena
    • Chris has a couple new basic attacks
    • Blue Mary's HSDM is now a running grab and her DM is now a double suplex for better visual appeal
    • Yamazaki's HSDM is now a counter all
    • Mr. Big has some new animations and a new overhead attack
    • Maylee loses her rushing kick special and gains an anti air like Kim
    • Kesou is getting a new close strong punch
    • Ralf loses his throw special, but gains his ground punch special
    • Xiangfei's HSDM has new effects
    • Chizuru's reflect attack also now drains some super meter if it connects
    • Rugal's throw DM is now a rush attack
    • Krauser gains an air throw
    • Capcom fighters Ryu and Chun-Li join the fight

    Eagle eyed followers of KOFE will note that this list does not include Tessa. She'll come out later on. There has to be some roster left for the bigger 1.0 release.

Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Last Edit: May 23, 2019, 03:33:42 am by swipergod
Re: KOFE 2018 release preparation
#2  August 26, 2018, 03:06:00 pm
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So after a long and rough update cycle, I can happily say that I am unable to find any bugs that aren't system induced. I am hoping that when the game comes out you'll be able to help me find any that still exist so I can clean them up for the 1.0 release. I have 15000 downloads of KOF 2016, which is really great because it beat the previous 12000 record from Kof .09, so I do hope for a message or two. ;)

I also want to point out that I am aware of a couple of infinites (mainly Ryu and Chun Li). They are incredibly hard to do though since the character needs to be positioned just right. If there are others, let me know. Introducing the expanded combo system probably allows for a bunch...
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Re: KOFE 2018 release preparation
#3  August 26, 2018, 03:11:54 pm
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Don't know if I'm suppose to reply to this thread (since no one else has, yet)
but I wish to say that I'm really looking forward to this.

It's been one of those full games I've kept my eyes on over the span of many years, and it's really pretty epic.
Looking forward to trying it out, and sorry if I were not suppose to reply here.
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Re: KOFE 2018 release preparation
#4  August 26, 2018, 10:10:30 pm
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Glad to know you're looking forward to the game. I hope to have another surprise to share soon. And yes, you're free to post in any topic I put up. This will become the launch topic eventually. Thanks for your continued interest. :)
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Re: KOFE 2018 release preparation
#5  August 26, 2018, 10:20:54 pm
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I can't wait for my girl Hinoka to be playable. To see her in that outfit, really shows people how battle ready she can be.
Re: KOFE 2018 release preparation
#6  August 27, 2018, 12:23:31 am
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Unfortunately Hinako with her new look won't be a part of this release. She still needs to be sprited. Only the normal Hinako will be released with some new sprites.
Official KOFE website is up.  Go visit it for all your KOFE needs:

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Re: KOFE 2018 release preparation
#7  August 27, 2018, 01:10:23 am
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Will Morrigan be playable?
The work you did with her is amazing and I would like to see that masterpiece in action. *-*
Re: KOFE 2018 release preparation
#8  August 27, 2018, 07:29:53 am
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That's still okay, to know that she's in the game still makes me happy.
Re: KOFE 2018 release preparation
#9  August 28, 2018, 02:10:00 am
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I think she's a good fit. :)

About Morrigan, I'll be trying to finish her with MW after the release of this version of the game. I'm not sure yet what I'll do from there. She was going to be part of the 1.0 release, but I think she'll be done before most other characters. Anyway, nothing immediate.
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Re: KOFE 2018 release preparation
#10  August 28, 2018, 02:39:27 am
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Looks like it is the home stretch.
KOFE 2019 release feedback
#11  May 22, 2019, 04:19:30 am
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So you have seen that the 2019 edition of KOFE is out now, so please use this topic to track feedback and glitches. Thanks and enjoy!
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOFE 2019 Feedback and Glitches
#12  May 23, 2019, 07:07:13 pm
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Hello! If you do Kula's SDM there is a huge gray screen behind the VFX
Re: KOFE 2019 Feedback and Glitches
#13  May 23, 2019, 10:50:21 pm
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Why can Geese's Rashoumon only be executed up close? It's kinda cheap becuase you can do it no matter what and not miss it. Same with other throws like Iori's Riot of the Blood.
I'm also curious about the odd decision of putting some char's normal DMs as HSDMs. For, this trait is most peculiar with the likes of Athena, King, Leona and Krauser. Though I do sorta like what you did for Rugal's Gigantic Pressure and Kim's Houou Kyaku.

Edit: Some Moveset command are wrong, mostly the supers. And some characters don't have proper DPs, but have F, D, F instead of F, D, DF.
Last Edit: May 24, 2019, 12:23:33 am by RagingRowen
Re: KOFE 2019 Feedback and Glitches
#14  May 24, 2019, 12:53:10 am
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Thanks for this feedback. Scarborough, can you tell me what your graphic settings are in the loader options and which stage you're doing the move in?

RagingRowen. Geese, Krauer, Angel, Iori and Duolon have a special "distance throw" that has a longer range than regular throws. You don't need to be right next to the opponent. The trade off is that the move won't activate unless the situation is right. So you can't grab a person landing from a jump for example.

Regarding the DM/SDM/HSDM thing, the decision was made to try to help balance characters and diversify the movesets at the same time. With 16 characters, I don't have to care as much about 2 or 3 characters having the same move because there's enough flexibility. When I look at Shining Crystal Bit, it's a "shield" DM. It's similar to Raging storm, Mai's Fire DM, Oswald's card DM and Nameless' DM. Not exact, but similar, but when comparing it to other level 3s it's more unique. I also looked at her remaining moveset and said Crystal Bit works better than Phoenix Arrow as a Level 3 or Psycho shot and I decided not to go with Psychic 9 as a move in her repertoire because there's a lot of rush DMs and HSDMs already (plus it doesn't feel 'big'). Lastly I am trying to add a bit of a personal spin to some characters to change up how they work a little bit so it's not the same old. It's a minor change but I can tell you that when I'm playing against a friend and I have a level 3, he's pretty scared to move it, so it create some nice tension. Anyway, there'a glimpse into some of what I've gone through when building each characters super moveset.

Thanks for flagging the command bugs. I'll have to do a scan of those and correct it. :)
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Re: KOFE 2019 Feedback and Glitches
#15  May 24, 2019, 01:31:39 pm
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Also there was one point when I was playing arcade where Leona's Rebel Spark connected but it didn't freeze the opponent but still did damage. I think it was during a combo for somethin'.
Re: KOFE 2019 Feedback and Glitches
#16  May 25, 2019, 09:30:06 am
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Thanks to everyone for the feedback flagging glitches and conversion errors. Keep 'em coming. Here's what I fixed so far:

Leona's rebel spark fixed (bad code in the hitstate)
B Jenet's projectile longevity has been adjusted
Kula's grey box for her SDM has been removed
Benimaru's color separation for his 3 kick combo has been fixed
Kyo 100% combo fixed

Download the fixes here and just replace the files in the character folder: http://www.mediafire.com/file/4dr0d7yi8dsu3m1/KOFE_fixes.rar/file

Will fix the taunt block issue later as it'll be a mass fix.
Will fix Chizuru's wp uppercut special's juggle potential
Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOFE 2019 Feedback and Glitches
#17  May 26, 2019, 01:12:17 pm
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More fixes include:

Angel 100% combo fixed
Chun-Li lightning leg end animation added
Gato jumping sk adjusted
Yuri knockback adjusted
Nameless special intro with K` sound fixed
Mature glitch in state 5051 fixed

Not all of these are in the latest patch, just found some of them myself

New one to add to the longer term fixes includes Chris' 100% fix
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Re: KOFE 2019 Feedback and Glitches
#18  May 30, 2019, 06:59:05 pm
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To be really honest, i don't want to sound either Rude or Harsh, well, first of all, i've tested the game for quite some time now and i can see the effort on this hole stuff, it's a nice concept, although some weird things can be found too.

Anything beyond that, maybe the unnecesary change of the names of the stages and just some palettes may be something that no one cares or feels bothered about, but i do, although my personal and only real problem here is the "Combos".

The gameplay feels nothing like a KOF, it's almost Clunky, no offense, but maybe you should patch the game to be combo friendly for literally any fan that has played the game since day one, since it's one of KOF's most fun factors, please.

If it ain't broken, seriously, don't fix it.

Don't get me wrong, this game is far from being bad, but it's not perfect either, i am just asking for help to enjoy the game properly with this feedback, and i am not looking to give destructive criticism to you.

Thanks, hope you may consider it.
Last Edit: May 31, 2019, 09:55:30 pm by AVPboy
Re: KOFE 2019 Feedback and Glitches
#19  May 31, 2019, 02:02:20 am
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Constructive criticism is always welcome. The game has revamped many times thanks to the feedback of folks. The combo system has progressed because of feedback. That said, gonna need more specifics. As I've mentioned before, best way to help me understand what you're looking to improve is to provide examples. KOF XIV combos weak attacks into unique attacks which chain into DMs or specials, as this game does. Is it the timing that you're struggling with? Or what is comboing and what isn't?

Some characters are more combo heavy than others, but the game is built to be more old school by design. If you look at KOF '98, there's similarities with this approach too. This game is less similar to KOF 2k2 or XI. As this game blends SF style with KOF style to deliver a unique experience, it leaves out some things like the "pow" system. And I've already tried inserting dizzy attacks. They break the game with infinites. This was the balance that I found, but maybe there's more that can still be done. Let me know.
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Re: KOFE 2019 Feedback and Glitches
#20  May 31, 2019, 02:15:08 am
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Honestly, it feels more like a classic SF game than KoF at all. Maybe thats how you intended it to be, but I also get the criticism about clunkiness and lack of combos.
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Re: KOFE 2019 Feedback and Glitches
#21  May 31, 2019, 03:15:46 am
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Agreed. Not saying there's anything wrong with the feedback since it is feedback. Just need specific examples to see what part doesn't work for someone and if it's intended or not by me. Game feels smooth to me so saying it's clunky makes me scratch my head. Just trying to see it from someone else's perspective; For example when Kyo does x and not y, see KOF '99 for reference. That's a big help for me to "get it".

Heidern got the same glitch as Leona. Fixed, but need to add it to the patched characters pack.
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Re: KOFE 2019 Feedback and Glitches
#22  May 31, 2019, 10:45:45 am
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Amazing project,looks like an official game.
Hinako changes the color when using the super move
Last Edit: June 03, 2019, 09:32:44 am by Rise of Rugal
Re: KOFE 2019 Feedback and Glitches
#23  May 31, 2019, 07:01:00 pm
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"Clunky" isn't a word I would use. The game DOES run smoothly and responsively. The game is just slow paced by design which I can respect. There is certainly room for flexibility with the combo system etc but i'd rather play it how it is now than certain KOFs like 2002 and XIII.
Re: KOFE 2019 Feedback and Glitches
#24  May 31, 2019, 09:53:35 pm
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"Clunky" isn't a word I would use. The game DOES run smoothly and responsively. The game is just slow paced by design which I can respect. There is certainly room for flexibility with the combo system etc but i'd rather play it how it is now than certain KOFs like 2002 and XIII.

I know what and why said it, it just feels Clunky in terms of Combos, not the response of the game.

Anyway, i did not meant to have something like Super or Dream Cancels, that's Cheap, i just meant a combo like game like in KOF 96', 98' and 99', obviously without the need of alternate systems, just good old KOF like combos, nothing more.

Here's an example:



I want to clarify that this is a exagerated or excesive example, but it's the most complete set i managed to find, if it's not clear, let me know.
Last Edit: May 31, 2019, 09:58:51 pm by AVPboy
Re: KOFE 2019 Feedback and Glitches
#25  June 01, 2019, 12:12:32 pm
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I used that video when coding the combo system. Those types of combos are in the game already:

Clark: jumping sk -> crouching wk -> f +wk -> super throw or gatling into napalm stretch
Leona: jumping sp -> crouching wp -> f +wk -> baltic launcher -> jumping sp -> HSDM
Yamazaki: jumping sk -> close wp -> f+wp -> DM

And so on. You can see a couple in the promo vid I made and Manby posted some combos here http://mugenguild.com/forum/topics/king-fighters-e-2019-released-186833.20.html showing kill combos that I needed to fix.

The only things that I can think of is that might be causing the assumption of a lack of combos is that the hitstun for jumping attacks might be a bit low and that weak attacks from a distance don't chain. The latter is KOF XIV style though.
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Re: KOFE 2019 Feedback and Glitches
#26  June 01, 2019, 05:24:07 pm
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Yeah, I figured it was pretty apparent that those types of combos were in the game, but a lot of people are spoiled on the idea of long combos and spectacles and want them to be easy as hell to do. The people itt complaining about the combo system are probably looking for easy chains and high hitstun. Your combo system is fine and imo accurate to the older kof games, where combos took a fair amount of execution.
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Re: KOFE 2019 Feedback and Glitches
#27  June 03, 2019, 02:32:35 am
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I just tested the game. I'm not going to comment about the combo system yet despite the supposed intentions of the game but one thing to note at the moment:

I would recommend making the command for a regular throw to be both f + HP or HK and b + HP or HK rather than just only f + HP or HK (this is when close to opponent). This allows running throws much easier to do just like how original KOF games do.

As of right now, doing run then b then f + HP or HK  to do the run to throw can be sometimes a hassle than it's supposed to be. This is even more problematic when doing it with Chun-Li since Kikkoken and Spinning Bird Kick can be done by holding forward then b,f + P or K respectively when buffering her charge while moving forward
Last Edit: June 03, 2019, 03:11:19 am by krudelu
Re: KOFE 2019 Feedback and Glitches
#28  June 03, 2019, 07:13:59 am
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Yeah, I figured it was pretty apparent that those types of combos were in the game, but a lot of people are spoiled on the idea of long combos and spectacles and want them to be easy as hell to do. The people itt complaining about the combo system are probably looking for easy chains and high hitstun. Your combo system is fine and imo accurate to the older kof games, where combos took a fair amount of execution.

What? Spoiled?! Dude, seriously, have you ever tried to do a good Classic Kyo combo and call it easy and long? I mean... Why that term to begin with mate? It's like if it's not possible to see the roots of the gameplay, i'm not asking something as simple like a LP + MP + HP chain like in MVC, just the always known gameplay no one has ever changed in any character that appears in this game.
Last Edit: June 04, 2019, 02:48:34 am by AVPboy
Re: KOFE 2019 Feedback and Glitches
#29  June 03, 2019, 03:17:29 pm
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He wanted the combo system to be that way, what part of that can't you grasp?
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Re: KOFE 2019 Feedback and Glitches
#30  June 03, 2019, 04:42:03 pm
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I had the same problem right at the start of the project; butI changed my mind after a bit,mostly because there are a lot of kof games with kof2k2+ combos like kof zillion and all the other kof full games, so this one having a different combo system so to speak makes it more unique.
Re: KOFE 2019 Feedback and Glitches
#31  June 07, 2019, 12:11:04 am
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So glad this game has a simple combo system and not the insanely long combos from later KoF games! For that matter, I'm glad the latest version actually came out, I wasn't sure if that was gonna happen.

Found this 100% Ralf corner combo that's pretty easy to pull off, though. Ralf recovers way too fast after the Mounted Vulcan Punch.
Re: KOFE 2019 Feedback and Glitches
#32  June 09, 2019, 03:59:10 pm
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I won't pursue the combo topic much after this unless I can get some specifics. As I mentioned in a previous post, I'm willing to extend the jump attack hit stun to assist jump in combo efforts (maybe a tick or 2 more). You can already run in and execute a quick crouching attack due to the default game mechanics I've added. So you should be able to open up for a combo without much difficulty.

krudelu, I see what you're saying and agree. I initially wanted throws to be a pure offensive move (not doable from a possible block situation), but you're right that it does take away from some of the ground game by making it safe to continuously pummel an opponent. I'll make the change

AldenT, thanks for that catch. I've inserted a simple nothitby to remove that combo situation.

Rise of Rugal, thank you for catching that conversion mistake. I've corrected Hinako's sff

Thanks to everyone for their feedback and if you find more, keep it coming. We're really fine tuning the system now.

FYI, Yamazaki unique chain sound effects bug was fixed.


Official KOFE website is up.  Go visit it for all your KOFE needs:

http://mugekofe.web44.net/
Re: KOFE 2019 Feedback and Glitches
#33  June 09, 2019, 10:36:53 pm
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Including b + HP or HK makes the throw as a pure offensive move much more reliable to do since run throws are a thing.

Anyway, here's a reference video for it you can use. It shows how it was done and how b + HP or HK is the key to this. I know this is KOF XIII but this is also applicable to classic KOFs as well:


Once the update is up by then, I'll give it a try again
Re: KOFE 2019 Feedback and Glitches
#34  October 13, 2019, 07:39:27 pm
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But Nameless's lvl 2 super uses hitsparks when it's guarded instead of the guardsparks.
Re: KOFE 2019 Feedback and Glitches
#35  October 14, 2019, 06:26:17 pm
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Nice catch. No idea how I goofed that one up. Fixed for the next release. I appreciate all bug and comments, so please keep 'em coming.
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Re: KOFE 2019 Feedback and Glitches
#36  October 15, 2019, 01:37:53 am
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Chun-Li's far strong punch is really good in this game. But when the opponent moves in as she does it, it misses completely because of its hitbox.

Re: KOFE 2019 Feedback and Glitches
#37  October 17, 2019, 02:19:17 am
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Thanks for flagging this. Corrected for the next release. :)
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Re: KOFE 2019 Feedback and Glitches
#38  October 22, 2019, 06:46:06 am
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Re: KOFE 2019 Feedback and Glitches
#39  October 23, 2019, 01:18:11 am
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Chun-Li's far strong punch is really good in this game. But when the opponent moves in as she does it, it misses completely because of its hitbox.

[youtube]https://www.youtube.com/watch?v=Lipb9C5rid4[/youtube]

The funny thing about this is that Terry's far HK in KOF98 also suffers the same problem as this. Maybe in Terry's case might be actually intentional since it have a pretty good range for a far HK so it might be smart to leave it as it is for Chun but it's your guys call
Re: KOFE 2019 Feedback and Glitches
#40  October 23, 2019, 08:24:24 am
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The funny thing about this is that Terry's far HK in KOF98 also suffers the same problem as this. Maybe in Terry's case might be actually intentional since it have a pretty good range for a far HK so it might be smart to leave it as it is for Chun but it's your guys call

I didn't know that happened with Terry in KoF 98, but I don't think it's intentional. I just tested Terry's far HK in KoFE and it hits just fine up close. It still has good range too, so why should Chun-Li's attack miss in that particular situation?
Re: KOFE 2019 Feedback and Glitches
#41  November 02, 2019, 03:28:59 pm
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  • (>owo)><(owo<)
Terry's HK's case for KOF 98 is hard to tell whether its intentional or not given that he still retains it even up until KOF 98 UMFE so it's hard to say if it's actually intentional (they woulda fixed it already if it wasn't intentional).

Also, Terry's far HK for KOFE is based on KOF2002 so it's different to KOF 98's version, which is the reason it can hit at point blank
KOF98: http://wiki.shoryuken.com/File:Terry98_stD.png
KOF2002: http://wiki.shoryuken.com/File:Terry02_stD.png

Anyway, just mentioning about how Chun's far HP might be based off of 98 Terry's far HK in terms of how Chun's far HP currently works here in KOFE.

Just realized that Duolon also had something similar to Chun's so I think this should be fixed given that Duolon can still hit you at point blank with his far HP
Last Edit: November 02, 2019, 03:33:12 pm by krudelu