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All XIII chars updated (9/3/12) (Read 6271 times)

Started by Kamekaze, September 01, 2012, 06:08:40 am
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All XIII chars updated (9/3/12)
#1  September 01, 2012, 06:08:40 am
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What's changed:
bug fixes


Just barely made it but Rugal has finally arrived in kof13 form. Krauser updated with bug fixes (not glowing projectile as I've decided it's not noticeable enough to be a real problem). Rugal comes in two forms just like Akuma, And as usual they have unique moves and properties. Enjoy, not to be that guy but I kinda worked my ass off on this one lol

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: September 03, 2012, 08:22:00 am by The Big Wang Theory

Xan

Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#2  September 01, 2012, 06:18:14 am
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OH MY GOD HE'S FINALLY RELEASED! I'll get some feedback for you later after I get done fanboying over this release.

Edit: Or after he shows up on your website.
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Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#3  September 01, 2012, 06:19:30 am
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refresh the page
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: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#4  September 01, 2012, 06:20:00 am
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Still nothing, I'll get back to that in about 5-10 minutes.

     Posted: September 01, 2012, 06:30:47 am
10 minutes and still nothing. Is he showing up for you?
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Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#5  September 01, 2012, 06:32:37 am
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Right side, with the 1.0 only chars, a young rugal o-O

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Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#6  September 01, 2012, 06:33:56 am
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Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#7  September 01, 2012, 06:34:41 am
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I use Chrome, so I don't know o-o"

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Xan

Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#8  September 01, 2012, 06:35:08 am
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I dunno, does Chrome usually have problems like this? It's still my favorite; maybe I'll see if I've got Internet Exglitcher lying around and try that.

     Posted: September 01, 2012, 06:38:41 am
It showed up on Exglitcher... Well, this is embarrassing; I never use that browser and now I remember why.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#9  September 01, 2012, 06:40:26 am
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A little problem, but easy fix

Stateno 1151 Truncated expressions - assuming decimal values and maybe should be ceil/floor?

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Xan

Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#10  September 01, 2012, 06:53:23 am
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C Kaiser Wave goes too fast to hit all three times in the corner. C Gravity Smash can't be delayed correctly. Also, I thought that Destruction Omega were activated by QCFX2 inputs, not QCBX2 inputs. Also, the filtered sprites seem like they could use a little work. They seem kinda off to me. I'll post more as I find it, still quite a nice release.

      Posted: September 01, 2012, 06:53:52 am
Also, I thought Omega Rugal had a different taunt than Normal?

      Posted: September 01, 2012, 07:13:57 am
A+C Gigantic Pressure leaves the opponent hanging in the air before they fall. I'm not sure if this is true for both Normal and Omega, but I'll look into it.

      Posted: September 01, 2012, 07:22:57 am
If I hit the opponent with God Press as they're standing up (or something) they float. Also, I just realized something. Why's there no EX Kaiser Wave? I'm also enjoying the custom intros you gave to Rugal and Krauser. I do have a suggestion for it, though. In his vs Omega Rugal intro, since he says "Let's burn it up!" in an invigorated voice, perhaps he could do the pose where he thrusts his chest. (Or whatever, the pose he usually takes during the intro he says that in). Also, Krauser still has his special intro with Jin's Rugal, but Rugal's half doesn't execute because you changed the author name.

      Posted: September 01, 2012, 07:32:07 am
Also, Omega Rugal doesn't have the Shun Goku Satsu! HOW DARE YOU LIE TO US!!1one! Nah, just kidding. Did you just forget to take that out of the readme or does he really have it? I'm sure this was intentional, but you can't juggle into Rugal Execution.

      Posted: September 01, 2012, 07:37:49 am
Um, is the second hit of Gigantic Pressure (I don't know if this move is mode specific in terms of canceling or whatever) supposed to do MORE damage as you combo? I found a 100% combo without HD mode because of this. It seems like its damage scaling goes in reverse, I don't know. Also, I was mistaken about not juggling into Rugal Execution, my bad. But the "keeping the enemy in the air" after A+C Gigantic Pressure allows some nasty followups. I comboed into it then followed up with Rugal Execution for another 100% combo. Good grief, Omega Rugal is broken. Heh, just how I like my Rugal.

      Posted: September 01, 2012, 07:43:00 am
Sometimes Rugal just starts running forward while I'm in control and doesn't stop until I exit the fight.

      Posted: September 01, 2012, 07:54:49 am
Also, Destruction Omega just feels... wrong. I thought he reached forward to start it up, not impaled them on his palm. My main gripe with it is that it just seems slow. I might just be used to how others Rugals do this move, but its rhythm just seems off to me.

      Posted: September 01, 2012, 07:58:39 am
I also have a suggestion for EX Kaiser Wave if you're going to be implementing it in the future. Perhaps it could be styled after how it operated in KOF 2002? The first level traveling nigh-instantly across the screen, 2nd and 3rd levels launching the enemy for juggling? Something like that.

     Posted: September 01, 2012, 08:12:53 am
EX God Press jumps Rugal too far back to follow up with anything other than another God Press or Gigantic pressure. Genocide cutter occasionally connects, but that's exceedingly rare.

     Posted: September 01, 2012, 08:18:07 am
Max Canceling to Rugal Execution from Gigantic Pressure (1 meter variant) misses.
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Last Edit: September 01, 2012, 08:18:07 am by C.A.N
Re: Classic Rugal XIII Released(8/31/12), Krauser updated (9/1/12)
#11  September 01, 2012, 08:37:02 am
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C Kaiser Wave goes too fast to hit all three times in the corner. C Gravity Smash can't be delayed correctly. Also, I thought that Destruction Omega were activated by QCFX2 inputs, not QCBX2 inputs. Also, the filtered sprites seem like they could use a little work. They seem kinda off to me. I'll post more as I find it, still quite a nice release.

      Posted: September 01, 2012, 06:53:52 am
Also, I thought Omega Rugal had a different taunt than Normal?

      Posted: September 01, 2012, 07:13:57 am
A+C Gigantic Pressure leaves the opponent hanging in the air before they fall. I'm not sure if this is true for both Normal and Omega, but I'll look into it.

      Posted: September 01, 2012, 07:22:57 am
If I hit the opponent with God Press as they're standing up (or something) they float. Also, I just realized something. Why's there no EX Kaiser Wave? I'm also enjoying the custom intros you gave to Rugal and Krauser. I do have a suggestion for it, though. In his vs Omega Rugal intro, since he says "Let's burn it up!" in an invigorated voice, perhaps he could do the pose where he thrusts his chest. (Or whatever, the pose he usually takes during the intro he says that in). Also, Krauser still has his special intro with Jin's Rugal, but Rugal's half doesn't execute because you changed the author name.

      Posted: September 01, 2012, 07:32:07 am
Also, Omega Rugal doesn't have the Shun Goku Satsu! HOW DARE YOU LIE TO US!!1one! Nah, just kidding. Did you just forget to take that out of the readme or does he really have it? I'm sure this was intentional, but you can't juggle into Rugal Execution.

      Posted: September 01, 2012, 07:37:49 am
Um, is the second hit of Gigantic Pressure (I don't know if this move is mode specific in terms of canceling or whatever) supposed to do MORE damage as you combo? I found a 100% combo without HD mode because of this. It seems like its damage scaling goes in reverse, I don't know. Also, I was mistaken about not juggling into Rugal Execution, my bad. But the "keeping the enemy in the air" after A+C Gigantic Pressure allows some nasty followups. I comboed into it then followed up with Rugal Execution for another 100% combo. Good grief, Omega Rugal is broken. Heh, just how I like my Rugal.

      Posted: September 01, 2012, 07:43:00 am
Sometimes Rugal just starts running forward while I'm in control and doesn't stop until I exit the fight.

      Posted: September 01, 2012, 07:54:49 am
Also, Destruction Omega just feels... wrong. I thought he reached forward to start it up, not impaled them on his palm. My main gripe with it is that it just seems slow. I might just be used to how others Rugals do this move, but its rhythm just seems off to me.

      Posted: September 01, 2012, 07:58:39 am
I also have a suggestion for EX Kaiser Wave if you're going to be implementing it in the future. Perhaps it could be styled after how it operated in KOF 2002? The first level traveling nigh-instantly across the screen, 2nd and 3rd levels launching the enemy for juggling? Something like that.

      Posted: September 01, 2012, 08:12:53 am
EX God Press jumps Rugal too far back to follow up with anything other than another God Press or Gigantic pressure. Genocide cutter occasionally connects, but that's exceedingly rare.

      Posted: September 01, 2012, 08:18:07 am
Max Canceling to Rugal Execution from Gigantic Pressure (1 meter variant) misses.

-Ill check it out
-fixed, last minute coding my name is kamekaze
-he does, i forgot about it
- fixed, no ex kaiser wave because I felt it wasn't needed, as for krauser vs jin rugal I added my name with Jin's because I did like 70% of his current code, guess I'll remove it from jin's rugal completely.
-that is weird, has not happened to me before
-You're thinking of rugal execution, and mine is longer because its mixed of both regular and ex versions put into one
-that's mostly the point, although that may change in the next update.
-fixed

as far as ex gigantic pressure, it was a typo. Also what that intro signifies is, since that attack didnt work Krauser simply does his hand gesture but now knowing its going to be a much more "fun" fight.
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: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#12  September 01, 2012, 08:43:48 am
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No, I meant Destruction Omega. I honestly love what you did with Rugal Execution, but Destruction Omega just goes kind of slow. I'm getting used to the different start up, but it feels like he should go faster during his beat down. Again, I might just be used to how he does it in the KOF series and most of the adaptions I have of him. Also, the running forward bug happened to me twice. I certainly hope you change EX God Press, it just feels like it's doomed to fill a niche role unless you reduce the amount he jumps back. Also, it seems like you're gonna need to test your creations more thoroughly or get beta testers or something, this is just getting ridiculous how much I'm finding in your characters lately that seems like it needs fixing.

     Posted: September 01, 2012, 09:05:39 am
Another thing, this one's kinda minor. The counter message pops up twice for Omega Rugal's Genocide Cutter.
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Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#13  September 01, 2012, 09:07:23 am
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- Animation timings for a lot of moves seem and feel weird. It might also be hitpauses too, I dunno. Of particular note are his walking animations, Double Tomahawk, God Press, and Gigantic Pressure.
- I think Kaiser Wave should have an EX version since IIRC every special in XIII can be EX'd
- Why do Dead End Screamer and Destruction Omega use QCBx2 commands?
- IMO, I don't think the Orochi pillar used in EX God Press fits
- Dead End Screamer's sound effect (the one that kinda sounds like a drill) is either really muffled or nonexistent
- EX Vanishing Rush doesn't have that warp sound the other versions do
- Truncated expression warnings all over the place
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#14  September 01, 2012, 09:35:36 am
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No, I meant Destruction Omega. I honestly love what you did with Rugal Execution, but Destruction Omega just goes kind of slow. I'm getting used to the different start up, but it feels like he should go faster during his beat down. Again, I might just be used to how he does it in the KOF series and most of the adaptions I have of him. Also, the running forward bug happened to me twice. I certainly hope you change EX God Press, it just feels like it's doomed to fill a niche role unless you reduce the amount he jumps back. Also, it seems like you're gonna need to test your creations more thoroughly or get beta testers or something, this is just getting ridiculous how much I'm finding in your characters lately that seems like it needs fixing.

      Posted: September 01, 2012, 09:05:39 am
Another thing, this one's kinda minor. The counter message pops up twice for Omega Rugal's Genocide Cutter.

-ex god press was altered :U
-the speed of Destruction Omega is more of a visual thing but maybe I'll speed it up
-The bugs you're finding are usually my blunders in trying to fix one thing and some how making more by accidents. It's silly yes but my lack of real spare time is more so the problem, which is also my fault lol. As far as the double counter hit message, I've been working on that for a while for some reason the fixes I come up with does not work with all moves I apply it to.

- Animation timings for a lot of moves seem and feel weird. It might also be hitpauses too, I dunno. Of particular note are his walking animations, Double Tomahawk, God Press, and Gigantic Pressure.
- I think Kaiser Wave should have an EX version since IIRC every special in XIII can be EX'd
- Why do Dead End Screamer and Destruction Omega use QCBx2 commands?
- IMO, I don't think the Orochi pillar used in EX God Press fits
- Dead End Screamer's sound effect (the one that kinda sounds like a drill) is either really muffled or nonexistent
- EX Vanishing Rush doesn't have that warp sound the other versions do
- Truncated expression warnings all over the place

-The hitpauses are standard ala the rest of my stuff, the walking anim may be remnant of something else, I'll take a look
-Not true, there are a couple moves in that have no ex version in XIII
-Because they conflicted with genocide cutter into dark barrier cancel, it was a design decision made a while ago
-it's a nod to his 94 version, the same effect was used on it as well
-fixed
-I need you to be more specific the most obvious one was on vanishing rush and some of the projectiles, and those are fixed.

As for these various bugs found, they mostly occur because while fixing one thing I assume that everything else is in working order as when I sit down to do fixes it's usually during something else I'm doing (having time for mugen is growing sparse as of late). And thus they happen, the good news is people pay attention to me so that they are fixed asap. I wanted to have a beta test for rugal but there was simply too much going on for that to happen, while not much of a excuse that's what it is. updated

      Posted: September 01, 2012, 10:04:35 am
On second thought fixed the counter hit and the weird ass enemy not getting grabbed bug as well, also CAN can you pm me a screen shot on debug mode the next time this run bug happens, rugal's run code is the same as my previous works so I can't understand how this only happens with him
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: September 01, 2012, 10:08:58 am by The Big Wang Theory
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#15  September 01, 2012, 11:45:42 am
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Heavy Kaiser Wave's FX is misaligned at the very beginning (ball FX appears in front of Rugal).
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#16  September 01, 2012, 12:27:46 pm
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yeah i was about to mention that one.
-
Nice hi-res conversion of the effects. What filter did you use ?

Xan

Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#17  September 01, 2012, 03:54:57 pm
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Alright, I'll muck about in training mode until it happens again. Now I can understand why you changed their commands, at least. Although in KOF 13 you could cancel from DP moves into QCF moves without any extra motion on the joystick/d-pad/whatever. To see what I mean, play as Saiki and Drive Cancel from his DP+B into his QCF+C. You only need to do the DP+B motion and you can simply plink into C because it accounts for both of their motions. Is this at all possible to implement in Rugal?

      Posted: September 01, 2012, 04:22:57 pm
Also, unless I'm mistaken and this was intended, Omega Rugal's taunt still is the same as Normal Rugal's.

      Posted: September 01, 2012, 04:52:02 pm
In Turns mode, Krauser does his half of the special intro when facing Rugal but Rugal just stands there. It's kinda funny seeing Kaiser Wave just go right through him.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: September 01, 2012, 04:59:32 pm by C.A.N
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#18  September 01, 2012, 05:04:17 pm
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Well one of rugal's main HD combos involve DP+B into QCF+B. However, even in kof13, doing a move into another with similar motions on the same button (in this case B) will not work. Mugen agrees with this as it will not read it

Heavy Kaiser Wave's FX is misaligned at the very beginning (ball FX appears in front of Rugal).

There's like 0 reason for it to be as I have it coded for it to sync to rugal at all of his anim frames where it is seen ._. I just checked now even. Oh well I'll figure out something
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: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#19  September 01, 2012, 05:07:42 pm
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Oh, right. I forgot that DP+B into DP+D just flat out doesn't work. Also, I sent the PM a while ago. What word have you of what's wrong?
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#20  September 01, 2012, 05:12:15 pm
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As for that intro during turns mode thing, you're right, completely spaced on it. updated the other 3 chars with that. I know power stocks are supposed to be limited too and that will be in a future update. For right now I gtg to work so I'll be MIA for like 12 hours.

Oh, right. I forgot that DP+B into DP+D just flat out doesn't work. Also, I sent the PM a while ago. What word have you of what's wrong?

You can not drive cancel one special into the other without it being ex, ex kyo is an exception because he was able to do that in 2k2 where others couldn't as well.
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: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#21  September 01, 2012, 05:13:06 pm
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I meant DP+B into QCF+D, speaking of spacing out...
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#22  September 01, 2012, 05:16:13 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.

Xan

Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#23  September 01, 2012, 05:17:00 pm
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Awesome, redownloading now...

     Posted: September 01, 2012, 05:17:59 pm
Chrome still won't show your more current webpage. Please look into this, I don't want to use Exglitcher whenever I want to download your characters.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#24  September 01, 2012, 05:18:43 pm
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shows up fine on my chrome. no idea what's happening to you man :X
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: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#25  September 01, 2012, 05:24:26 pm
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You've gotta be kidding me. I'll need to get some help on this one...

      Posted: September 01, 2012, 05:35:15 pm
Also, unless you hadn't uploaded yet, the Krauser special intro bug still happens.

      Posted: September 01, 2012, 05:46:09 pm
Air C Gravity Smash can't be delayed correctly. Also, Omega Rugal still has the same taunt. I'll probably keep bringing this up after every update until it's fixed or you say it was intentional or something.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Last Edit: September 01, 2012, 05:54:04 pm by C.A.N
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#26  September 01, 2012, 06:23:50 pm
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-The hitpauses are standard ala the rest of my stuff, the walking anim may be remnant of something else, I'll take a look
Well, the hitpauses on Double Tomahawk (well, it's really the first hit only I guess) really screw up the feel of the move, it's supposed to be a fast light attack but it feels more like a heavy one.

-Because they conflicted with genocide cutter into dark barrier cancel, it was a design decision made a while ago
Well, so does EX Kyo's Mushiki for his rekkas and DP cancels. Or even his light rekka to his heavy rekka cancels . But they kept the command as QCFx2. :P

-it's a nod to his 94 version, the same effect was used on it as well
Bwah?

-I need you to be more specific the most obvious one was on vanishing rush and some of the projectiles, and those are fixed.
Light and Heavy Vanishing Rush still have that warning when they hit. The only other one I noticed was during Rugal Execution.

- The way P2 behaves during the slide custom state looks weird; if you use his kick throw or Dead End Screamer, P2 is sent sliding on the ground, then, when they leave that custom state, they're sent to state 5110 (making it seem like they're landing from a fall). It looks really weird and I think it would look better if they were sent to 5120.
- Dead End Screamer's drill sound is still muffled :V
- It's possible to whiff Rugal Execution when Max Canceled into from Gigantic Pressure.
- You can Max Cancel into Rugal Execution from Destruction Omega even if you're not in HD Mode.
- Jumping CD spark is misaligned.
- On certain stages you can see that the Orochi Pillar that appears during Rugal Execution ends abruptly. I think it'd be pretty easy to extend the pillar by copy and pasting the very top part to fix that.

Xan

Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#27  September 01, 2012, 06:49:19 pm
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Well, so does EX Kyo's Mushiki for his rekkas and DP cancels. Or even his light rekka to his heavy rekka cancels . But they kept the command as QCFx2. :P

I'm pretty sure this is because you actually had to input QCFX2 for that to work. I dunno, Takuma could cancel into his Ranbu from his fireball using the QCF from it. I'm confused now.

      Posted: September 01, 2012, 07:11:37 pm
I'm starting to see what Jeanbureau and Doppelganger meant, Kaiser Wave has a small ball appear in front of Rugal for a second.

      Posted: September 01, 2012, 07:17:05 pm
Super Canceling from Omega Rugal's B Genocide Cutter works even with no meter. It isn't labeled as a cancel, so maybe this was intended? But I'm pretty sure that if something in KOF 13 required Drive Meter like this, they wouldn't allow it without meter. This only happens if the enemy is launched high up or something, though. It's kinda inconsistent.
Edit: Maybe it's because I wasn't in a Super Cancelable frame?

     Posted: September 01, 2012, 08:10:37 pm
HD Canceling from God Press into Destruction Gamma occasionally whiffs.
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Last Edit: September 01, 2012, 08:10:37 pm by C.A.N
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#28  September 01, 2012, 08:33:32 pm
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Xan

Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#29  September 01, 2012, 08:36:21 pm
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Ok, I need to get this out of the way: THE WINPOSE WAS MADE TEN TIMES MORE EPIC WITH THAT BARRIER AROUND HIM! Also, did you try throwing her into the projectile and see what happened?
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Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#30  September 01, 2012, 08:42:58 pm
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It hits her and then knocks her back some more..if you keep doing it enough the projectile will disappear and the fight will return to normal.
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~~~~
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Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#31  September 01, 2012, 08:43:34 pm
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Wow, that's quite awesome. I almost don't want Kamekaze to remove that bug now.

      Posted: September 01, 2012, 11:29:42 pm
Also, you can't HD cancel from Omega's B Genocide Cutter recovery into Rugal Execution like you can with his supers.

      Posted: September 01, 2012, 11:45:59 pm
Vanishing Rush does no block damage.

      Posted: September 01, 2012, 11:51:29 pm
The pushback on Destruction Gamma when Max Canceled from EX Gigantic Pressure occasionally causes him to miss the second to last hit. It doesn't drop the combo, but it still loses some potential damage. Similar to the Rolling Thunderbolt issue in your Dudley, but not as severe.

      Posted: September 01, 2012, 11:54:47 pm
You can't combo into Dead End Screamer using Reppuken like you can cancel into it from most normals.

      Posted: September 02, 2012, 12:19:38 am
-it's a nod to his 94 version, the same effect was used on it as well
Bwah?
He meant his 95 self. http://www.youtube.com/watch?v=GFgKx2mRqsA His super is God Press with that specific pillar at the end. (Or at least that style of pillar)

      Posted: September 02, 2012, 01:28:46 am
EX Gravity Smash grounded starts up too slow to be properly used in juggles. Even when it does hit, most of the time the enemy hits the ground and resets the combo counter. Training didn't block after the counter reset when set on 1 hit auto guard, though. Perhaps it could either start up a tad faster or launch them higher when it hits them in the air?
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Last Edit: September 02, 2012, 02:39:37 am by C.A.N
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#32  September 02, 2012, 04:06:23 am
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Instead of replying to everyone, I'm just gonna fix all this shit lol. give me like 2 hours as I just got off work to start doing this

"Well, so does EX Kyo's Mushiki for his rekkas and DP cancels. Or even his light rekka to his heavy rekka cancels . But they kept the command as QCFx2. :P"

Those aren't the on the same button press you even said light to heavy which I said is possible but just not if it is on the same button aka DP B into QCF B will always register super. Thats why most chars with this cancel get a QCF,HCB super so that this is a non issue for them like ryo and regular kyo. 
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: September 02, 2012, 04:21:53 am by The Big Wang Theory

Xan

Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#33  September 02, 2012, 04:08:18 am
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Alright. I await your inevitable reply saying "fixed redownload"
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Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#34  September 02, 2012, 04:50:57 am
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      Posted: September 01, 2012, 11:29:42 pm
Also, you can't HD cancel from Omega's B Genocide Cutter recovery into Rugal Execution like you can with his supers.

      Posted: September 01, 2012, 11:45:59 pm
Vanishing Rush does no block damage.

      Posted: September 01, 2012, 11:51:29 pm
The pushback on Destruction Gamma when Max Canceled from EX Gigantic Pressure occasionally causes him to miss the second to last hit. It doesn't drop the combo, but it still loses some potential damage. Similar to the Rolling Thunderbolt issue in your Dudley, but not as severe.

      Posted: September 01, 2012, 11:54:47 pm
You can't combo into Dead End Screamer using Reppuken like you can cancel into it from most normals.

      Posted: September 02, 2012, 12:19:38 am
-it's a nod to his 94 version, the same effect was used on it as well
Bwah?
He meant his 95 self. http://www.youtube.com/watch?v=GFgKx2mRqsA His super is God Press with that specific pillar at the end. (Or at least that style of pillar)

      Posted: September 02, 2012, 01:28:46 am
EX Gravity Smash grounded starts up too slow to be properly used in juggles. Even when it does hit, most of the time the enemy hits the ground and resets the combo counter. Training didn't block after the counter reset when set on 1 hit auto guard, though. Perhaps it could either start up a tad faster or launch them higher when it hits them in the air?

genocide recover is not supposed to be cancel-able.  this was something I thought I fixed ages ago but it slipped through the cracks on that super.
Dead end screamer is not supposed to be able to be combo'd into either.
Ex gravity smash comes out faster than the other two(supposed to that is, it will now) , as far as them falling, it was a typo. I never ran into this problem because I always buffered the motion for it to come out immediately and p2 never dropped.




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: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#35  September 02, 2012, 04:53:11 am
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So you reuploaded?

     Posted: September 02, 2012, 04:55:49 am
Also, it's kind of a shame you didn't intend to be able to cancel from Genocide Cutter recovery, that really felt good to combo out of.
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Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#36  September 02, 2012, 05:02:47 am
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no not reuploaded, and rugal has better things to cancel out of into super (namely god press). If you happen to hit with a B genocide cutter and p2 was in the air you may get a juggle off of it simply because p2 is coming from a higher distance but thats about it.
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: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#37  September 02, 2012, 05:04:39 am
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Well, you can also use Vanishing Rush C into Genocide Cutter B and juggle into Gigantic Pressure. I'll just need to be aware of the stricter timing.
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Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#38  September 02, 2012, 05:07:54 am
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Those aren't the on the same button press you even said light to heavy which I said is possible but just not if it is on the same button aka DP B into QCF B will always register super.
No? It won't? Canceling EX Kyo's DP into his light rekka and then comboing back to DP and so on is a valid combo that will not have the super come out. It's even used in one of his trials.

EX Kyo's light and heavy rekka's are different moves. But I'm not really sure what the button press has to do with anything; what I'm saying is that Kyo can HD cancel between two different moves (Aragami and Dokugami) without his super coming out. But the DP is closer to Rugal so let's just focus on that. Kyo's HP DP behaves just like Rugal's in terms of comboing, canceling, hits, etc. And Kyo has combos that involve drive canceling his HP DP into a QCF move, again like Rugal, but this doesn't result in his QCFx2 super coming out.
Re: Classic Rugal XIII Released and updated, Krauser updated (9/1/12)
#39  September 02, 2012, 05:54:10 am
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That trial is QCF A > DP C > QCF A in it. That makes a difference because its two different buttons. my argument is that you can't buffer a move into another without super coming out on the same button for example, the combo that made me switch the command was DP B> QCF B. Attempting to do this via DP B, delay, B gave me nothing while doing DP B, delay, D gave me the the combo I was trying to do but since its the wrong version of dark barrier you can't follow it up with another DP B.  You can not buffer a move that ends with the same button with similar motions of a super without super coming out because the delay shortcut will not register both on kof and mugen.  Also double tomahawk has even SLOWER hitpause on kof98um

     Posted: September 02, 2012, 06:32:55 am
Updated, 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: September 02, 2012, 06:32:55 am by The Big Wang Theory
Re: All XIII chars updated (9/2/12)
#40  September 02, 2012, 06:44:49 am
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Huh, that's kinda weird.

SHRUG

Xan

Re: All XIII chars updated (9/2/12)
#41  September 02, 2012, 07:11:26 am
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Ok, this is getting ridiculous. I still need to use Exglitcher for this. That does it, I'm gonna open a help topic or something for this.
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Re: All XIII chars updated (9/2/12)
#42  September 02, 2012, 07:22:04 am
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Rugal Execution still has expression truncated warnings.

Also, it feels a bit lacking at the start, soundwise (the part that is based on 98). In 98 it had a sound that played when Rugal was dashing, a different sound was used during the glowing hand death grip section (sorta sounds like a rumbling), and there was a sound that played when Rugal released p2. I think adding those sounds would give your version a little more oomph.

Xan

Re: All XIII chars updated (9/2/12)
#43  September 02, 2012, 07:23:22 am
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Yeah, I kinda figured something was missing, I just couldn't quite put my finger on it. What was the second part based off of? (If anything)

     Posted: September 02, 2012, 07:45:50 am
Also, here's a video for reference on what Jmorphman and I were talking about when we mentioned Rugal Execution and Destruction Omega: http://www.youtube.com/watch?v=ySdo2o2qGxs

     Posted: September 02, 2012, 07:49:28 am
Also, I just realized something. Omega's main winpose (with the aura around him) looks kinda off. I think his arms should be bent more so they don't look like he's just hanging them down.

     Posted: September 02, 2012, 07:57:20 am
Also, you can still combo into the D version of Dead End Screamer.
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Re: All XIII chars updated (9/2/12)
#44  September 02, 2012, 09:16:58 am
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Yeah, I kinda figured something was missing, I just couldn't quite put my finger on it. What was the second part based off of? (If anything)

      Posted: September 02, 2012, 07:45:50 am
Also, here's a video for reference on what Jmorphman and I were talking about when we mentioned Rugal Execution and Destruction Omega: http://www.youtube.com/watch?v=ySdo2o2qGxs

      Posted: September 02, 2012, 07:49:28 am
Also, I just realized something. Omega's main winpose (with the aura around him) looks kinda off. I think his arms should be bent more so they don't look like he's just hanging them down.

      Posted: September 02, 2012, 07:57:20 am
Also, you can still combo into the D version of Dead End Screamer.

I have yet to Identify the grab sound from kof13 so it's been missing from all my stuff. Otherwise destruction omega is not missing any sounds, As far as rugal execution is, the only thing really different is that I use different voices. I have pretty much the exact same sounds ._. But I think I got something that will give that omph you all want so bad.

      Posted: September 02, 2012, 09:25:04 am
updated. Now I'm going to sleep. The second part of his hyper was pretty much my idea "what if that field he creates is actually shot at p2 instead of him turning it into a ball, shit sounds painful"
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: September 02, 2012, 09:25:49 am by The Big Wang Theory
Re: All XIII chars updated (9/2/12)
#45  September 02, 2012, 09:53:06 am
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Rugal Execution still has expression truncated warnings.

As far as rugal execution is, the only thing really different is that I use different voices. I have pretty much the exact same sounds ._.
It's not the voices, it's the sound effects. In 98 there are two sounds that play before and after the part where Rugal is holding the opponent, and they're not in this version of Rugal. And again, the sound that plays during the part where Rugal is holding the opponent should not use his reflector sound but another, rumbly sound. :-\

Re: All XIII chars updated (9/2/12)
#46  September 02, 2012, 10:14:56 am
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I'll do you one better................later on today when I get out of work.
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: All XIII chars updated (9/2/12)
#47  September 02, 2012, 03:13:51 pm
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Oh, you thought I was referring to missing sounds. I meant the that Destruction Omega's hits are a lot faster and have a better rhythm to it in source game. Sorreh if I confused you.

      Posted: September 02, 2012, 03:16:12 pm
Also, the thought process behind the second part was actually pretty funny. :2thumbsup:

      Posted: September 02, 2012, 03:27:53 pm
Also, this update has made me realize something. I have no idea what Omega does in his taunt after he crosses his arms and laughs. His arm goes all Yamazaki snake-arm? What does he do?

      Posted: September 02, 2012, 03:31:21 pm
Now for some actual feedback. I like what you've done to the first hit of Rugal Execution with the silhouettes. However, I kinda liked when he laughed twice during the "slaps-the-ground-for-Orochi-pillar" part. Also, I don't think the part with the suped-up Gravity Smash needed a different sound, that was pretty good as it was. Jmorphman was mostly referring to the 98-inspired part, but whatever. Your char, your decisions.

     Posted: September 02, 2012, 03:55:13 pm
Also, about the Drive Canceling, I very much remember canceling from Kyo's DP into his Fireball by mashing C twice. Both moves were their C variants, so I'm pretty sure it's still possible.

     Posted: September 02, 2012, 04:30:52 pm
Occasionally in the corner during juggles, Normal's B Genocide Cutter's first hitbox goes offscreen, only allowing the second to hit and ending the combo prematurely.

     Posted: September 02, 2012, 04:56:30 pm
When Krauser comes in on turns mode and Rugal is in single mode, Krauser does his half of their intro but Rugal just stands there. (This is what I originally reported but I guess you found that other bug as well lol)

     Posted: September 02, 2012, 05:23:16 pm
You did fix the Super Canceling on recovery of Omega's B Genocide Cutter, but I can still Drive Cancel to EX Genocide Cutter.
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Last Edit: September 02, 2012, 05:23:16 pm by C.A.N
Re: All XIII chars updated (9/2/12)
#48  September 02, 2012, 05:25:54 pm
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Oh, you thought I was referring to missing sounds. I meant the that Destruction Omega's hits are a lot faster and have a better rhythm to it in source game. Sorreh if I confused you.

      Posted: September 02, 2012, 03:16:12 pm
Also, the thought process behind the second part was actually pretty funny. :2thumbsup:

      Posted: September 02, 2012, 03:27:53 pm
Also, this update has made me realize something. I have no idea what Omega does in his taunt after he crosses his arms and laughs. His arm goes all Yamazaki snake-arm? What does he do?

      Posted: September 02, 2012, 03:31:21 pm
Now for some actual feedback. I like what you've done to the first hit of Rugal Execution with the silhouettes. However, I kinda liked when he laughed twice during the "slaps-the-ground-for-Orochi-pillar" part. Also, I don't think the part with the suped-up Gravity Smash needed a different sound, that was pretty good as it was. Jmorphman was mostly referring to the 98-inspired part, but whatever. Your char, your decisions.

      Posted: September 02, 2012, 03:55:13 pm
Also, about the Drive Canceling, I very much remember canceling from Kyo's DP into his Fireball by mashing C twice. Both moves were their C variants, so I'm pretty sure it's still possible.

      Posted: September 02, 2012, 04:30:52 pm
Occasionally in the corner during juggles, Normal's B Genocide Cutter's first hitbox goes offscreen, only allowing the second to hit and ending the combo prematurely.

-the source game is about the same speed as mine as well
-Eh, I'll change it
-Sadly you're right, mashing it works in 13 so I apologize to jm and I guess I'll have to code a work around in my rugal as mugen still doesn't accept this
-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.

Xan

Re: All XIII chars updated (9/2/12)
#49  September 02, 2012, 05:27:52 pm
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Yeah, I knew I'd done that before but I didn't remember till after your little discussion with Jmorphman. Sorry I didn't pipe up earlier. That'll also make the HD combos a bit easier, the timing can definitely be hell if your fingers aren't quick enough. Mine are, they just aren't consistent.

     Posted: September 02, 2012, 05:29:09 pm
Also, I notice in the video that Destruction Omega is quite a bit faster. You did watch it, right?

     Posted: September 02, 2012, 05:29:41 pm
Reuploaded?
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Re: All XIII chars updated (9/2/12)
#50  September 02, 2012, 05:45:51 pm
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- mine is about the same speed, just the hitpauses were longer which I adjusted. 
-yes
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: All XIII chars updated (9/2/12)
#51  September 02, 2012, 05:46:29 pm
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Oh, that's what changed. I knew something was different. Gonna redownload and give some more feedback.

      Posted: September 02, 2012, 06:22:48 pm
I like how you've made his canceling from Genocide Cutter B to Dark Barrier B actually possible without impeccable timing. I've now found a 100% life combo for both forms. Still, I think you should remove the second sound from the "charging-Gravity-Smash" portion of Rugal Execution, that part sounded fine before. But please PLEASE don't remove the silhouette part from Rugal Execution hitting, that part's just plain awesome. You might want to move the "Heh heh" part back a tad in Rugal Execution, it gets cut off a bit early. Also, you can still Drive Cancel from Omega's B Genocide Cutter's recovery to EX Genocide Cutter.
Edit: Or make the second sound from charging Gravity Smash in Rugal Execution to when he fires it. The timing might give the projectile itself more "punch", because the sound kinda peters out when he fires it

     Posted: September 02, 2012, 07:32:06 pm
C Kaiser Wave still goes through P2 in the corner.
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Last Edit: September 02, 2012, 07:32:06 pm by C.A.N
Re: All XIII chars updated (9/2/12)
#52  September 02, 2012, 07:51:11 pm
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Also, about the Drive Canceling, I very much remember canceling from Kyo's DP into his Fireball by mashing C twice. Both moves were their C variants, so I'm pretty sure it's still possible.
Wait wait wait. You drive canceled Kyo's HP DP to HP Fireball? Then you're using regular Kyo. Who does not have a QCFx2 super.

I wish I had XIII with me so I could test all this. :-\

Xan

Re: All XIII chars updated (9/2/12)
#53  September 02, 2012, 07:53:49 pm
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Um, that's not the point. The point is that I canceled a DP motion into a QCF motion without any more motion than just the DP and an extra button push. You cab also cancel his DP into his EX fireball; in HD mode if you did all the motions this would go into his NeoMax. However, since you didn't input the extra motions, you canceled into his fireball instead of his NeoMax. I hope I cleared this up, I usually have the game. Not right now though. I guess Kame's the final word on this currently. He's got the game (I think) so we can probably trust what he's got to say.

      Posted: September 02, 2012, 07:55:51 pm
Also, one more thing about Rugal Execution. You didn't put the little explosion noise at when he releases the enemy from his grip. I think this would transition to his laugh quite well and it would make more sense. Otherwise they just kinda pop off. The explosion is basically saying "OH MY GOD HE INJECTED SO MUCH ENERGY THEY EXPLODED OFF HIS HAND"
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Re: All XIII chars updated (9/2/12)
#54  September 02, 2012, 07:55:58 pm
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ah ok gotcha

Xan

Re: All XIII chars updated (9/2/12)
#55  September 02, 2012, 07:57:15 pm
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Yeah, I kinda get into detail about that sorta thing when I'm genuinely into it. (The same can't be said for system features on POTS/your/Divinewolf's characters. I always forget about the dodges, custom combos and rolls lol)
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Re: All XIII chars updated (9/2/12)
#56  September 02, 2012, 10:40:48 pm
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Thank you for making another great character.  :yippi:

Xan

Re: All XIII chars updated (9/2/12)
#57  September 03, 2012, 04:51:44 am
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Why do both versions of Vanishing Rush do the same amount of damage on block if they do different damage when they hit? Maybe you could make the C version of Vanishing Rush do more damage on block since it starts up slower?

     Posted: September 03, 2012, 06:14:54 am
No Super Finish BG for Rugal Execution? (I'm surprised you still haven't gotten a NeoMax Finish BG yet.)

     Posted: September 03, 2012, 06:36:09 am
The same bug I mentioned with Krauser in turns mode and Rugal being in Single causes Krauser to do his part of the intro can also happen in reverse. When Rugal does his part, he leaves his Dark Barrier just floating there. You might want to just disable special intros for Turns mode.

     Posted: September 03, 2012, 06:41:06 am
Also, canceling into HD mode doesn't have the dash come out correctly on any of your KOF 13 characters. If I recall correctly, the character would automatically do a dash and stay right in front of the enemy. Your chars just stand there and their HD combos are a lot more difficult to pull off outside of the corner. Sometimes even in the corner this leads to dropped combos (for the most part this is with characters that do more than two or three hits. For example, Rugal's :Crouching BX3<Standing Far B<FWD B<HD Mode)
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Last Edit: September 03, 2012, 06:41:06 am by C.A.N
Re: All XIII chars updated (9/2/12)
#58  September 03, 2012, 08:17:36 am
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- fixed
-fixed
-I did that for pre kof13 stlye battles (where the chars had a intro at any round) so I guess at this point I'll have to make it turns stlye only for both player
-The dash does come out, you're not supposed to press anything when you hit it, look at my hd combo videos to see it for your self

updated
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Re: All XIII chars updated (9/3/12)
#59  September 03, 2012, 08:24:01 am
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Wait, seriously? I'm pretty sure I remember the dash coming out regardless of what direction you held. I wish I had my copy with me to test this. Also, I'm throwing together a combo video of your Rugal. I dunno whether to upload it or not when I'm done.

     Posted: September 03, 2012, 08:31:15 am
Did you read the feedback I posted earlier right above Jmorph's 2nd to last comment? I'm not gonna redownload for a little while, I wanna finish up a few things.
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: All XIII chars updated (9/3/12)
#60  September 03, 2012, 09:47:22 am
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- yeah if you press anything they will stop, I learned that the hard way.
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.