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Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12) (Read 6503 times)

Started by Kamekaze, July 18, 2012, 08:54:12 pm
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Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#1  July 18, 2012, 08:54:12 pm
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Continuing my new found interest of non-XIII XIII works comes Akuma. He also has the luxury of coming with a Shin mode via holding start, one that alters gameplay quite a bit. 

Changelog:
-tatsu infinite removed
-regular akuma's shakunetsu hadouken altered
-hadouken vels altered
-improved input time on demon flip
-demon flip infinite is now a loop with ex only

IF SHIN AKUMA'S SECOND HIT OF LK TATSU WHIFFS REDOWNLOAD
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Last Edit: July 20, 2012, 12:07:30 am by The Big Wang Theory
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#2  July 18, 2012, 09:34:14 pm
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  • Projectiles will glow if you use them during hyperdrive mode
  • when Akuma extends his left arm during Hyakki Gousho, there is an errant clsn1 that doesn't seem to be connected to a hitdef
  • SGS lacks oomph at the end; there should be a heavy sounding hitsound at the end to emphasize the strength of the move
  • I think it would make more sense for normal Akuma to switch punch throws with Shin Akuma
  • Shin Akuma's HK animates really weirdly
  • I can only rarely get Shin Akuma's Zanku Hadoken to fire twice; it feels too strict, but only when jumping forward. I can get two Zanku's reliably when jumping straight up or back :S
  • Having Akuma say "Gou Zanku" whenever he uses Zanku Hadoken feels wrong to me. Isn't that voice sample only used for his Tenma Gou Zanku?
  • The collapse state for Shin Akuma's counters and Misogi make certain characters play their collapse animation twice (GM's SFIII characters, but maybe it's something with them? I dunno)
  • Shin Akuma's SGS does not add any hits to the hitcounter
  • Ashura Senku looks weird without the afterimages. Also, it's not listed in the readme. :P
also from the readme
Quote
Ryu's strengths lie in his ability
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#3  July 18, 2012, 10:04:26 pm
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  • Projectiles will glow if you use them during hyperdrive mode
  • when Akuma extends his left arm during Hyakki Gousho, there is an errant clsn1 that doesn't seem to be connected to a hitdef
  • SGS lacks oomph at the end; there should be a heavy sounding hitsound at the end to emphasize the strength of the move
  • I think it would make more sense for normal Akuma to switch punch throws with Shin Akuma
  • Shin Akuma's HK animates really weirdly
  • I can only rarely get Shin Akuma's Zanku Hadoken to fire twice; it feels too strict, but only when jumping forward. I can get two Zanku's reliably when jumping straight up or back :S
  • Having Akuma say "Gou Zanku" whenever he uses Zanku Hadoken feels wrong to me. Isn't that voice sample only used for his Tenma Gou Zanku?
  • The collapse state for Shin Akuma's counters and Misogi make certain characters play their collapse animation twice (GM's SFIII characters, but maybe it's something with them? I dunno)
  • Shin Akuma's SGS does not add any hits to the hitcounter
  • Ashura Senku looks weird without the afterimages. Also, it's not listed in the readme. :P
also from the readme
Quote
Ryu's strengths lie in his ability
-I have no real idea how to stop that as I'm using projectiles instead of helpers(which is extremely out of character for me I know)
-its the throw clsn, it does nothing unless you do the command
-I'll add something
-shin akuma in general is designed for more upclose combat, so keeping p2 close to him at all times with that throw seemed like a better idea
-how so?
-works fine on my end, but I'll adjust a bit.
-I was always on the fence about it, so I just changed it now
- It's a complicated matter, most people have -1 at the end of their collapse state while gm does not, it's weird i know. So it's all on GM
-fixed
-fixed, and it's another weird thing as kof 13 didn't really use afterimages that I know of. I'll experiment with it later
-fixed

updated
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#4  July 18, 2012, 10:24:12 pm
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-I have no real idea how to stop that as I'm using projectiles instead of helpers(which is extremely out of character for me I know)
-ownpal = 1 should work I think


-how so?
Well his left leg doesn't move at all, his the cloth covering his right leg when fully extended looks weird and doesn't seem to fit with the folds of the rest of his pants, and his right arm looks weird just sort of hovering above the ground
instead his hand grasping the ground firmly like in SFIII.

-fixed, and it's another weird thing as kof 13 didn't really use afterimages that I know of. I'll experiment with it later
I figured so, but I think if for some reason SNK put Akuma in XIII, they would make an exception for that move.

also I just remembered that Yuri's Hyakki Shu parody also has a command throw option in XIII, but it's done with both punches.
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#5  July 18, 2012, 10:30:03 pm
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Thanks for making another great character Kamekaze!! Can you please make another def file for shin mode?
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#6  July 18, 2012, 10:31:18 pm
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And now we're making KOF13 inspired characters? Im impressed.

Keep up the good work Kamekaze!
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#7  July 18, 2012, 10:39:32 pm
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-I have no real idea how to stop that as I'm using projectiles instead of helpers(which is extremely out of character for me I know)
-ownpal = 1 should work I think


-how so?
Well his left leg doesn't move at all, his the cloth covering his right leg when fully extended looks weird and doesn't seem to fit with the folds of the rest of his pants, and his right arm looks weird just sort of hovering above the ground
instead his hand grasping the ground firmly like in SFIII.

-fixed, and it's another weird thing as kof 13 didn't really use afterimages that I know of. I'll experiment with it later
I figured so, but I think if for some reason SNK put Akuma in XIII, they would make an exception for that move.

also I just remembered that Yuri's Hyakki Shu parody also has a command throw option in XIII, but it's done with both punches.

- ownpal does not work on the projectile sctrl even gives me a underlined red error.
-are you refering to his crouching hk? If so that is don drago's work. I just wanted it for what the move was.
- I kept it similar to older titles because most chars in kof13 reverted to older forms. Making his demon flip sf3-ish was a last minute decision because otherwise it was going to be simlar to sfa. The throw motion for this move is just F+punch so its not that big of a deal
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#8  July 18, 2012, 10:40:20 pm
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Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#9  July 18, 2012, 10:40:45 pm
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Thanks for making another great character Kamekaze!! Can you please make another def file for shin mode?

You can do that yourself(not trying to sound mean). Just copy it and rename it shin or something then inside the def change the pal defaults to 6,7,8,9,10,12 instead of 1-12.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.

Xan

Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#10  July 19, 2012, 12:47:01 am
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It was worth the wait for Akuma. Honestly, I only have one complaint: no Messatsu Gou Hadou for normal Akuma? I like how you managed to make some of his hypers into EX specials, though! One last thing, I like how you used some of Don Drago's sprites. I always enjoyed his characters.

Edit: Why can't you chain out of a canceled overhead? I also don't know why you can't chain into hop kick, are you trying to make him rely less on hitconfirms or something? Maybe he could only cancel out of the first hit or something? Also, I'm kinda confused as to why SGS can't be comboed into. Maybe it's because I'm just used to Drago' Gouki... Also, the Ashura Senku short away seems really annoying to do, the others come out fine, though.
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Last Edit: July 19, 2012, 01:27:19 am by C.A.N
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#11  July 19, 2012, 01:40:46 am
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It was worth the wait for Akuma. Honestly, I only have one complaint: no Messatsu Gou Hadou for normal Akuma? I like how you managed to make some of his hypers into EX specials, though! One last thing, I like how you used some of Don Drago's sprites. I always enjoyed his characters.

Edit: Why can't you chain out of a canceled overhead? I also don't know why you can't chain into hop kick, are you trying to make him rely less on hitconfirms or something? Maybe he could only cancel out of the first hit or something? Also, I'm kinda confused as to why SGS can't be comboed into. Maybe it's because I'm just used to Drago' Gouki... Also, the Ashura Senku short away seems really annoying to do, the others come out fine, though.

- You could never, EVER chain out of overhead in anything but themarvel vs mvc3 series. You can only cancel into super/neomax with it
- Again, only marvel allowed chaining into hop kick.
-SGS being cancelled into is definitely drago only. The move never EVER, let me reiterate EVER was able to be combo'd into in ANY game with akuma in it, not even the marvel series.
-I don't see what you mean.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.

Xan

Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#12  July 19, 2012, 02:02:04 am
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It was worth the wait for Akuma. Honestly, I only have one complaint: no Messatsu Gou Hadou for normal Akuma? I like how you managed to make some of his hypers into EX specials, though! One last thing, I like how you used some of Don Drago's sprites. I always enjoyed his characters.

Edit: Why can't you chain out of a canceled overhead? I also don't know why you can't chain into hop kick, are you trying to make him rely less on hitconfirms or something? Maybe he could only cancel out of the first hit or something? Also, I'm kinda confused as to why SGS can't be comboed into. Maybe it's because I'm just used to Drago' Gouki... Also, the Ashura Senku short away seems really annoying to do, the others come out fine, though.

- You could never, EVER chain out of overhead in anything but themarvel vs mvc3 series. You can only cancel into super/neomax with it
- Again, only marvel allowed chaining into hop kick.
-SGS being cancelled into is definitely drago only. The move never EVER, let me reiterate EVER was able to be combo'd into in ANY game with akuma in it, not even the marvel series.
-I don't see what you mean.

What I meant by the last line was that the Ashura Senku short away was much more annoying to do than the others. While I could do all the others flawlessly, I could only do the short away once every five times or so. Thanks for clearing up my concerns, I guess I just went into a "THIS IS DRAGO GROOVE" mindset or something when I picked him up. One more thing, I can't seem to cancel the overhead into neomax at all like you implied in your first line. Could you please fix these two things? Thank you. Again, outside of those small discrepancies, awesome release!  :sugoi:
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Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#13  July 19, 2012, 02:23:04 am
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It was worth the wait for Akuma. Honestly, I only have one complaint: no Messatsu Gou Hadou for normal Akuma? I like how you managed to make some of his hypers into EX specials, though! One last thing, I like how you used some of Don Drago's sprites. I always enjoyed his characters.

Edit: Why can't you chain out of a canceled overhead? I also don't know why you can't chain into hop kick, are you trying to make him rely less on hitconfirms or something? Maybe he could only cancel out of the first hit or something? Also, I'm kinda confused as to why SGS can't be comboed into. Maybe it's because I'm just used to Drago' Gouki... Also, the Ashura Senku short away seems really annoying to do, the others come out fine, though.

- You could never, EVER chain out of overhead in anything but themarvel vs mvc3 series. You can only cancel into super/neomax with it
- Again, only marvel allowed chaining into hop kick.
-SGS being cancelled into is definitely drago only. The move never EVER, let me reiterate EVER was able to be combo'd into in ANY game with akuma in it, not even the marvel series.
-I don't see what you mean.

What I meant by the last line was that the Ashura Senku short away was much more annoying to do than the others. While I could do all the others flawlessly, I could only do the short away once every five times or so. Thanks for clearing up my concerns, I guess I just went into a "THIS IS DRAGO GROOVE" mindset or something when I picked him up. One more thing, I can't seem to cancel the overhead into neomax at all like you implied in your first line. Could you please fix these two things? Thank you. Again, outside of those small discrepancies, awesome release!  :sugoi:

comboing into neo max from overhead does wont actually combo just so you know but the cancel is there, you have to do it before the second hit. And I am not changing motions. Mostly because even on pad(which I tested it on), it works fine, like not even slightly hard.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.

Xan

Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#14  July 19, 2012, 02:54:04 am
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It was worth the wait for Akuma. Honestly, I only have one complaint: no Messatsu Gou Hadou for normal Akuma? I like how you managed to make some of his hypers into EX specials, though! One last thing, I like how you used some of Don Drago's sprites. I always enjoyed his characters.

Edit: Why can't you chain out of a canceled overhead? I also don't know why you can't chain into hop kick, are you trying to make him rely less on hitconfirms or something? Maybe he could only cancel out of the first hit or something? Also, I'm kinda confused as to why SGS can't be comboed into. Maybe it's because I'm just used to Drago' Gouki... Also, the Ashura Senku short away seems really annoying to do, the others come out fine, though.

- You could never, EVER chain out of overhead in anything but themarvel vs mvc3 series. You can only cancel into super/neomax with it
- Again, only marvel allowed chaining into hop kick.
-SGS being cancelled into is definitely drago only. The move never EVER, let me reiterate EVER was able to be combo'd into in ANY game with akuma in it, not even the marvel series.
-I don't see what you mean.

What I meant by the last line was that the Ashura Senku short away was much more annoying to do than the others. While I could do all the others flawlessly, I could only do the short away once every five times or so. Thanks for clearing up my concerns, I guess I just went into a "THIS IS DRAGO GROOVE" mindset or something when I picked him up. One more thing, I can't seem to cancel the overhead into neomax at all like you implied in your first line. Could you please fix these two things? Thank you. Again, outside of those small discrepancies, awesome release!  :sugoi:

comboing into neo max from overhead does wont actually combo just so you know but the cancel is there, you have to do it before the second hit. And I am not changing motions. Mostly because even on pad(which I tested it on), it works fine, like not even slightly hard.

I guess I wasn't being specific enough when I said the back short teleport wouldn't come wouldn't come out. I do the motion just fine, but the roll comes out instead of the teleport. If that never happened for you, I guess my controller just doesn't like doing that very specific command.  --; Also, Shin Akuma's light tatsumaki seems very strict on allowing followups. When I can land a shoryuken after, the opposing character is nearly in the floor. Maybe you could make it launch them just a bit higher? Normal Akuma's tatsumaki works fine, though.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: July 19, 2012, 02:57:39 am by C.A.N
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#15  July 19, 2012, 03:03:29 am
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It was worth the wait for Akuma. Honestly, I only have one complaint: no Messatsu Gou Hadou for normal Akuma? I like how you managed to make some of his hypers into EX specials, though! One last thing, I like how you used some of Don Drago's sprites. I always enjoyed his characters.

Edit: Why can't you chain out of a canceled overhead? I also don't know why you can't chain into hop kick, are you trying to make him rely less on hitconfirms or something? Maybe he could only cancel out of the first hit or something? Also, I'm kinda confused as to why SGS can't be comboed into. Maybe it's because I'm just used to Drago' Gouki... Also, the Ashura Senku short away seems really annoying to do, the others come out fine, though.

- You could never, EVER chain out of overhead in anything but themarvel vs mvc3 series. You can only cancel into super/neomax with it
- Again, only marvel allowed chaining into hop kick.
-SGS being cancelled into is definitely drago only. The move never EVER, let me reiterate EVER was able to be combo'd into in ANY game with akuma in it, not even the marvel series.
-I don't see what you mean.

What I meant by the last line was that the Ashura Senku short away was much more annoying to do than the others. While I could do all the others flawlessly, I could only do the short away once every five times or so. Thanks for clearing up my concerns, I guess I just went into a "THIS IS DRAGO GROOVE" mindset or something when I picked him up. One more thing, I can't seem to cancel the overhead into neomax at all like you implied in your first line. Could you please fix these two things? Thank you. Again, outside of those small discrepancies, awesome release!  :sugoi:

comboing into neo max from overhead does wont actually combo just so you know but the cancel is there, you have to do it before the second hit. And I am not changing motions. Mostly because even on pad(which I tested it on), it works fine, like not even slightly hard.

I guess I wasn't being specific enough when I said the back short teleport wouldn't come wouldn't come out. I do the motion just fine, but the roll comes out instead of the teleport. If that never happened for you, I guess my controller just doesn't like doing that very specific command.  --; Also, Shin Akuma's light tatsumaki seems very strict on allowing followups. When I can land a shoryuken after, the opposing character is nearly in the floor. Maybe you could make it launch them just a bit higher? Normal Akuma's tatsumaki works fine, though.

I don't get roll at all lol. And as far shin akuma's tatsu goes. It needed to do that because he was able to do lk tatsu infinitely. kof13's juggle limit was "if they can be hit, they will be hit" So I had to make work-arounds.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.

Xan

Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#16  July 19, 2012, 03:08:39 am
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It was worth the wait for Akuma. Honestly, I only have one complaint: no Messatsu Gou Hadou for normal Akuma? I like how you managed to make some of his hypers into EX specials, though! One last thing, I like how you used some of Don Drago's sprites. I always enjoyed his characters.

Edit: Why can't you chain out of a canceled overhead? I also don't know why you can't chain into hop kick, are you trying to make him rely less on hitconfirms or something? Maybe he could only cancel out of the first hit or something? Also, I'm kinda confused as to why SGS can't be comboed into. Maybe it's because I'm just used to Drago' Gouki... Also, the Ashura Senku short away seems really annoying to do, the others come out fine, though.

- You could never, EVER chain out of overhead in anything but themarvel vs mvc3 series. You can only cancel into super/neomax with it
- Again, only marvel allowed chaining into hop kick.
-SGS being cancelled into is definitely drago only. The move never EVER, let me reiterate EVER was able to be combo'd into in ANY game with akuma in it, not even the marvel series.
-I don't see what you mean.

What I meant by the last line was that the Ashura Senku short away was much more annoying to do than the others. While I could do all the others flawlessly, I could only do the short away once every five times or so. Thanks for clearing up my concerns, I guess I just went into a "THIS IS DRAGO GROOVE" mindset or something when I picked him up. One more thing, I can't seem to cancel the overhead into neomax at all like you implied in your first line. Could you please fix these two things? Thank you. Again, outside of those small discrepancies, awesome release!  :sugoi:

comboing into neo max from overhead does wont actually combo just so you know but the cancel is there, you have to do it before the second hit. And I am not changing motions. Mostly because even on pad(which I tested it on), it works fine, like not even slightly hard.

I guess I wasn't being specific enough when I said the back short teleport wouldn't come wouldn't come out. I do the motion just fine, but the roll comes out instead of the teleport. If that never happened for you, I guess my controller just doesn't like doing that very specific command.  --; Also, Shin Akuma's light tatsumaki seems very strict on allowing followups. When I can land a shoryuken after, the opposing character is nearly in the floor. Maybe you could make it launch them just a bit higher? Normal Akuma's tatsumaki works fine, though.

I don't get roll at all lol. And as far shin akuma's tatsu goes. It needed to do that because he was able to do lk tatsu infinitely. kof13's juggle limit was "if they can be hit, they will be hit" So I had to make work-arounds.

Alright, thanks for clearing that stuff up for me.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#17  July 19, 2012, 01:02:46 pm
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I can't seems to do Ashura Senku, he keeps on doing his ex special moves, such as ex-gou shouryu
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#18  July 19, 2012, 07:01:31 pm
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Ashura Senku is dp/rdp motion + PK, not 2P/2K. Confusing, I know.

Anyhoo, mini-feedback since I'm lazy :
-The Drive Gauge gives some power whenever it spawns.
-Shin Gouki's counter can miss when the opponent is in the corner.
-Does this remind you of anything ?
[img width=320]http://i.imgur.com/IL9oL.png[/img]

Readme said:
QCF + B - Light Tatsumaki Sempuu Kyaku
QCF + D - Heavy Tatsumaki Sempuu Kyaku
QCF + B+D - EX Tatsumaki Sempuu Kyaku
:stare: (I know I've told you about that in the chatroom, but since I had already typed it here...)
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#19  July 19, 2012, 07:10:02 pm
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Ashura Senku is dp/rdp motion + PK, not 2P/2K. Confusing, I know.

Anyhoo, mini-feedback since I'm lazy :
-The Drive Gauge gives some power whenever it spawns.
-Shin Gouki's counter can miss when the opponent is in the corner.
-Does this remind you of anything ?
[img width=320]http://i.imgur.com/IL9oL.png[/img]

Readme said:
QCF + B - Light Tatsumaki Sempuu Kyaku
QCF + D - Heavy Tatsumaki Sempuu Kyaku
QCF + B+D - EX Tatsumaki Sempuu Kyaku
:stare: (I know I've told you about that in the chatroom, but since I had already typed it here...)

That's all been fixed. I have a update coming out today that addresses all of that
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.

Xan

Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#20  July 19, 2012, 07:39:26 pm
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I can't seems to do Ashura Senku, he keeps on doing his ex special moves, such as ex-gou shouryu

That's because you're using the wrong inputs. To do Ashura Senku, you need to press x+a or y+b. The readme did clearly state this.  --;
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#21  July 19, 2012, 09:04:49 pm
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Nicely done Kamakaze. Another fantastic character to add to my roster. Thanks for the share!!  :sugoi:
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Re: Akuma XIII released, Ryu XIII updated, K-sagat updated
#22  July 19, 2012, 09:33:47 pm
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I never played KOFXIII, but seeing other chars and informations from Shoryuken Wiki it shows that in KOFXIII you receive Drive Meter by getting hit or blocking attacks.

Akuma can't do this. Was it intentional?

EDIT: A mistake found in Akuma and other chars of yours:

When you land from a Dragon Punch-like move you must reset the statetype to S during the land animation.

Among other bugs it allows Akuma to trigger the aerial Tatsumaki during the landing animation from a Shoryuken. Demo:

http://www.mediafire.com/download.php?qa2jwwsg7zwxhm1

EDIT 2: large chars:

http://www.mediafire.com/download.php?2h71eh1kuy0p88x
Last Edit: July 19, 2012, 11:29:03 pm by Zzyzzyxx
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#23  July 19, 2012, 11:53:18 pm
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I never played KOFXIII, but seeing other chars and informations from Shoryuken Wiki it shows that in KOFXIII you receive Drive Meter by getting hit or blocking attacks.

Akuma can't do this. Was it intentional?

EDIT: A mistake found in Akuma and other chars of yours:

When you land from a Dragon Punch-like move you must reset the statetype to S during the land animation.

Among other bugs it allows Akuma to trigger the aerial Tatsumaki during the landing animation from a Shoryuken. Demo:

http://www.mediafire.com/download.php?qa2jwwsg7zwxhm1

EDIT 2: large chars:

http://www.mediafire.com/download.php?2h71eh1kuy0p88x

-It's not really possible to replicate drive being built from getting hit accurately so I left it out
-That's not why its happening. As his statetype is S when he lands. It's because I forgot the movetype=A trigger. that has been fixed.
- There's not much I can do for big characters but that bug has been fixed by my new update
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#24  July 20, 2012, 12:28:59 am
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-That's not why its happening. As his statetype is S when he lands.
It isn't. The bug persists.

Look at the debug mode. Akuma should have type = 1 (standing) in his landing animation:



The type is 3 (aerial). If somebody hits Akuma during his animation 1051 he still falls:

Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#25  July 20, 2012, 12:40:10 am
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fixed redownload.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.

Xan

Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#26  July 20, 2012, 01:13:57 am
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I just downloaded the update, and the first thing I noticed was that Shin Akuma's Tatsu is MUCH MUCH easier to juggle with. It might just be the placebo effect happening here, but the combos are much more fluent. That alone makes this download worth it for me, I hated the timing for it before the update. Also, I'm curious why you made light Hadouken faster. I'd just found out you can combo into the Demon Flip's slide with it from fullscreen before the update. I can't do that anymore, it's too fast. :( Also, this might just be personal preferences here, but I kinda think the EX Zankuu in Shin mode should launch him backwards a bit. It just seems odd how he just falls straight down afterwards. I've been testing his NeoMaxes as well, and it seems they're really underwhelming. I haven't been able to land KKZ raw. Maybe you could give it more startup invincibility? Or maybe make it faster? Maybe you could make the initial knockdown hit have a larger hitbox or something. The few times I landed KKZ raw, the first hit missed and they just got hit by the wave, still standing. Maybe the wave could knock them down? It would give KKZ much more utility in combos. Same sort of thing with Misogi, it just seems weak. :-\ P.S. The roll still comes out instead of back short Ashura Senku. I still think it isn't a problem with controllers.

Edit: Is Shin Akuma supposed to be able to juggle after a raw Heavy Tatsumaki?
Edit 2: I honestly think normal Akuma's kick throw fits Shin Akuma more. Normal would have throws for throws, while Shin has a brutal punch and chop for his throws.
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Last Edit: July 20, 2012, 02:33:27 am by C.A.N
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#27  July 20, 2012, 01:18:42 am
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I just downloaded the update, and the first thing I noticed was that Shin Akuma's Tatsu is MUCH MUCH easier to juggle with. It might just be the placebo effect happening here, but the combos are much more fluent. That alone makes this download worth it for me, I hated the timing for it before the update. Also, I'm curious why you made light Hadouken faster. I'd just found out you can combo into the Demon Flip's slide with it from fullscreen before the update. I can't do that anymore, it's too fast. :( Also, this might just be personal preferences here, but I kinda think the EX Zankuu in Shin mode should launch him backwards a bit. It just seems odd how he just falls straight down afterwards. I've been testing his NeoMaxes as well, and it seems they're really underwhelming. I haven't been able to land KKZ raw. Maybe you could give it more startup invincibility? Same sort of thing with Misogi, it just seems weak. :-\ P.S. The roll still comes out instead of back short Ashura Senku.
-light hadou is faster for personal preferences
-EX zankuu being the way it is is intentional but is up for debate and will probably be changed to that later on
-KKZ was never able to be landed raw, only used for punishes(and sucked at that) and being combo'd into, KKZ's invul fames kick in after akuma is done staring up
-Misogi is fine the way it is, the only difference is it's no longer unblockable like it is in cvs2 because I felt it was too overpowered for it to be a neomax and do that.
-I'm sorry you're having that problem but I have not had it, even on keyboard I dont get roll.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#28  July 20, 2012, 01:22:59 am
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Akuma's bug in Shoryuken was fixed, but Ryu's Shin Shoryuken needs to be fixed too.

Akuma and Shin Akuma can run over downed opponents after a throw. Normal Akuma's kick throw works correctly, though.
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#29  July 20, 2012, 01:38:16 am
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Akuma's bug in Shoryuken was fixed, but Ryu's Shin Shoryuken needs to be fixed too.

Akuma and Shin Akuma can run over downed opponents after a throw. Normal Akuma's kick throw works correctly, though.
fixed on ryu. as for akuma I'll fix that later
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#30  July 20, 2012, 09:52:56 pm
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Kamekaze can you fix the link to Mshvsf Gouki/Shin Gouki please????
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#31  July 20, 2012, 11:50:41 pm
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I just noticed that in SFIII Akuma does in fact say "Gozanku" after every Zanku Hadoken.

So... I dunno! :S

GOH

Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#32  July 21, 2012, 01:01:17 am
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Akuma always tries to give his best in a fight that's why.
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#33  July 21, 2012, 05:24:17 pm
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Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Last Edit: July 21, 2012, 05:33:48 pm by The Big Wang Theory

Xan

Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#34  July 21, 2012, 10:40:32 pm
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I only have one more thing to say until your next update. The palm strike seems really delayed. It might just be the fact that I'm used to the throw having a separate input and the palm strike hitting quicker, but I can't seem to land palm strike unless I use it preemptively.

Edit: Oh, right. Maybe you could make the demon flip have an air throw? I think it would give him better options if the enemy jumps up at him mid-flip.
MY YOUTUBE || MY TUMBLR

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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#35  July 22, 2012, 06:14:11 am
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I only have one more thing to say until your next update. The palm strike seems really delayed. It might just be the fact that I'm used to the throw having a separate input and the palm strike hitting quicker, but I can't seem to land palm strike unless I use it preemptively.

Edit: Oh, right. Maybe you could make the demon flip have an air throw? I think it would give him better options if the enemy jumps up at him mid-flip.

The palm is sfa, the dive kick is sf3. It's what I ended up compromising. So yeah you have to do it preemptively.
Sony took it down :( Guess it gave people the wrong idea. rip amberlamps.
96/150 Chars, I'm not dead yet....the true surprise is in my thread.
Re: Akuma XIII, Ryu XIII ,KrauserXIII , K-sagat updated(7/19/12)
#36  July 23, 2012, 04:18:22 am
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