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Joe, Kyo, and Ken updated (09/05/11) (Read 8433 times)

Started by Jmorphman, August 27, 2011, 03:02:55 am
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Joe, Kyo, and Ken updated (09/05/11)
#1  August 27, 2011, 03:02:55 am
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Joe


Ken


Kyo

Mostly bug fixes, and also I added 182 Shiki to Kyo.
EDIT: updated again
Last Edit: September 05, 2011, 09:24:19 pm by Jmorphman and the Chair Leg of Truth
Re: Kyo and Ken updated
#2  August 27, 2011, 03:54:39 am
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Awesome updates, Jmorph of Truth.
Re: Kyo and Ken updated
#3  August 27, 2011, 04:05:08 am
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Downloaded, I dont expect to find anything, but I'll let you know if I do

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thanks again Vans/Jesuszilla!
Re: Kyo and Ken updated
#4  August 27, 2011, 05:20:15 am
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Your archives are corrupt. 
Re: Kyo and Ken updated
#5  August 27, 2011, 05:46:47 am
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Work fine for me.
Re: Kyo and Ken updated
#6  August 27, 2011, 05:59:50 am
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Re: Kyo and Ken updated
#7  August 28, 2011, 02:17:41 am
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Awesome work. Easily two of the best characters Mugen has to offer.
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Kyo and Ken updated
#8  August 30, 2011, 12:55:06 pm
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jman kusanagi can use kyo's lvl2 mushiki
Last Edit: August 30, 2011, 01:04:57 pm by 地獄の花
Re: Kyo and Ken updated
#9  September 01, 2011, 10:28:19 am
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I love your ken!

 :)
Re: Kyo and Ken updated
#10  September 03, 2011, 06:39:14 am
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You can air recover if you are hit by this Ken's Hadouken while in the air. Other than that, nice Ken.

Kyo, however, still has some silly things about him that I think you should fix.

First of all, there is no reason to make his HP Oniyaki hit only once just because the opponent is technically airborne, especially with even recent KOF games using the CvS2 rule of the first hit of HP Oniyaki practically guaranteeing that the second hit will connect.

Secondly, his close HK should have only a 4 frame startup while crouching HP should have a 5 or 6 frame start-up, as both attacks are cancelable, but crouching HP has better range.

Actually, there are also three general system-related issues I have.

 - Both grabs WAY too safe if they miss

 - There is practically no reason to use the 2P ones because the 2K ones are invariably more damaging, usually offer better oki, BUT in CvS2, the invariably more damaging HK grabs CAME OUT SLOWER. 3 frames slower, to be precise. HP grabs had a 2-frame startup while HK grabs had a 5-frame startup. Aside from the fact that your characters are CvS2-based, this made perfect sense and is necessary to balance your 2K grabs

 - Your holds are seriously fucked up, and give your AI yet another way to CHEAT. The best that my pitiful human effort is capable of adding/subtracting to their damage is by only TWO hits. Meanwhile, your AI is capable of adding TWICE that amount of hits to the hold. The AI should only be able to extend them by 1 or 2 hits, while the PLAYER should be able to extend them by about 4.

I would be most grateful if you would fix any of these grab-related problems. Just so you know, I'm not going to hate you if you don't. I just thought I'd let you know how I suffer 5 out of every 10 times your stupid AI grabs me. Or SPAMS grab attempts as I get up AND SUCCEEDS. And how boring it is to have one grab CLEARLY better than the other, making the other grab practically useless.

Anyway, I still appreciate your work, despite its flaws. Keep up the good work.
"I'll change MY direction! Yeah." - Benimaru
Re: Kyo and Ken updated
#11  September 04, 2011, 10:09:09 pm
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You can air recover if you are hit by this Ken's Hadouken while in the air. Other than that, nice Ken.
I have no problem with that.
First of all, there is no reason to make his HP Oniyaki hit only once just because the opponent is technically airborne
Yes there is, it gives more reason to the light and medium versions, for anti-air. :P
EDIT 1: actually fuck this Ken hits more than once, so Kyo doesn't need to do it either.
Secondly, his close HK should have only a 4 frame startup while crouching HP should have a 5 or 6 frame start-up, as both attacks are cancelable, but crouching HP has better range.
I'll mess around with it.
- There is practically no reason to use the 2P ones because the 2K ones are invariably more damaging, usually offer better oki, BUT in CvS2, the invariably more damaging HK grabs CAME OUT SLOWER. 3 frames slower, to be precise. HP grabs had a 2-frame startup while HK grabs had a 5-frame startup. Aside from the fact that your characters are CvS2-based, this made perfect sense and is necessary to balance your 2K grabs
Yes, but the grabs are SFA3-based. So they should actually do the same damage, as well as have the same startup time.
- Your holds are seriously fucked up, and give your AI yet another way to CHEAT. The best that my pitiful human effort is capable of adding/subtracting to their damage is by only TWO hits.
Yeah, Lost_Avenger, Jesuszilla, and I are looking into this.
EDIT 2: JZ has reported that it is working fine for him... but both me and L_A are having trouble :S
Meanwhile, your AI is capable of adding TWICE that amount of hits to the hold. The AI should only be able to extend them by 1 or 2 hits, while the PLAYER should be able to extend them by about 4.
I disagree; they should be able to the same amount of hits.
SUPER EDIT III:I will update the files soon, and also a small Joe update, because I changed the way Tiger Kick behaves (from KOF style, 2 hits for all versions to CvS style 1-3 hits). Because I am insane or something. Oh, also I changed around canceling stuff, so now you can't cancel from EVERY SINGLE NORMAL; instead, I'm using CvS2 cancels, with minor modifications.

AHA, this post doesnt stop from getting taller
Last Edit: September 05, 2011, 08:18:13 am by Jmorphman and the Chair Leg of Truth
Re: Kyo and Ken updated
#12  September 05, 2011, 08:34:36 pm
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where the team special with ryu?!
]
Re: Joe, Kyo, and Ken updated (09/05/11)
#13  September 05, 2011, 09:27:26 pm
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Re: Joe, Kyo, and Ken updated (09/05/11)
#14  September 05, 2011, 09:32:16 pm
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Thanks for the updates, can you make Ken harder?
Re: Joe, Kyo, and Ken updated (09/05/11)
#15  September 06, 2011, 01:51:42 am
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Hey Jmorph!! Nice work as always!! But i'm having a little problem with Ken tough, i'm applying the winmugen patch and when i i try to use him i get this message:




Fortunatelly, Kyo and Joe work just fine  ;D

See ya! :sugoi:
Re: Joe, Kyo, and Ken updated (09/05/11)
#16  September 06, 2011, 01:52:52 am
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GameHeight and GameWidth are 1.0 only triggers I believe.
Re: Joe, Kyo, and Ken updated (09/05/11)
#17  September 06, 2011, 03:39:39 am
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Thanks for the updates, can you make Ken harder?
The AI is scalable, just increase the difficulty in the options. :P

Hey Jmorph!! Nice work as always!! But i'm having a little problem with Ken tough, i'm applying the winmugen patch and when i i try to use him i get this message:
Whoops! Fixed. You should also redownload the Joe and Kyo patches, I know you said they were working, but they had the same problem, so better safe then sorry.
Re: Joe, Kyo, and Ken updated (09/05/11)
#18  September 06, 2011, 04:41:13 am
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Ken's team special with ryu? =P
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Re: Joe, Kyo, and Ken updated (09/05/11)
#19  September 06, 2011, 04:52:19 am
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Re: Joe, Kyo, and Ken updated (09/05/11)
#20  September 06, 2011, 05:10:21 am
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Re: Joe, Kyo, and Ken updated (09/05/11)
#21  September 06, 2011, 05:30:51 am
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What about it ? It's not working ? It's not there ? You can't do it ?
Re: Kyo and Ken updated
#22  September 07, 2011, 03:11:06 am
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The problem I have with the air recoverable Hadouken is that it's inconsistent. Consistency is good, as it makes the character easier to figure out on one's own, since you'll have less reason to test for oddities/exceptions. How many people are going to be able to remember this one little exception to the common fighting game rule of knockdowns being techable only on the ground? And if you're going to let this slide, what next?

I see that since the time of starting this post you've decided to update the Oniyaki. Good.

About the grabs, though: if you're going to defend the start-up time with "they're sfa3 based", they need to be slower to recover and equally damaging (except for holds) like in that game.

I seriously hope you will consider this.
"I'll change MY direction! Yeah." - Benimaru
Re: Joe, Kyo, and Ken updated (09/05/11)
#23  September 07, 2011, 03:14:46 am
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Fine. He'll just put "you can air recover from hadouken" in the readme. Problem solved, rule exception explained : ). And by based, he doesn't mean DIRECTLY ripped, he means identical.
Last Edit: September 07, 2011, 03:24:59 am by The Holy Emperor
Re: Joe, Kyo, and Ken updated (09/05/11)
#24  September 07, 2011, 03:26:43 am
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The problem I have with the air recoverable Hadouken is that it's inconsistent.
It's actually very consistent with the system I'm using. Besides, you can air recover from Hadokens in SFA3, and that's what MUGEN's recover system is based on. :P

About the grabs, though: if you're going to defend the start-up time with "they're sfa3 based", they need to be slower to recover and equally damaging (except for holds) like in that game.
The current damage for all throws (139) is equivalent to the damage they do in SFA3.
Re: Joe, Kyo, and Ken updated (09/05/11)
#25  September 07, 2011, 05:53:25 pm
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Jean Grey By JoanCarlo, Femrril & Arkady
Mugen Character

My wips:
Amazing Firestar 10%
The Disco Dazzler 1%
Re: Joe, Kyo, and Ken updated (09/05/11)
#26  September 07, 2011, 07:27:07 pm
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Hey!

The patch for winmugen  says "error" =$

File Normal.st not in the patch and that comes by default in the code mugen char is 1.0 and that is what boot failure... --;
Which patch? I just checked all three and they all have Normal.st. :S
Re: Joe, Kyo, and Ken updated (09/05/11)
#27  September 07, 2011, 09:28:11 pm
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Its an excellent work u did men, thanx

Just a bit on the bg effects some are better to be behind :D



Just Looking for some Real Fun...
Re: Joe, Kyo, and Ken updated (09/05/11)
#28  September 07, 2011, 09:38:11 pm
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hjk

Re: Joe, Kyo, and Ken updated (09/05/11)
#29  September 08, 2011, 07:34:35 am
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Speaking of Hadoukens, what's with that ultra slow light Hadouken? I know PotS had it too, but why exactly?

Edit:
AND the Hyper invulnerabilities seem a little bit broken but that applies more to PotS than you, I think... I actually haven't checked the invulnerability for your chars yet, but going off of what I see, I'm on the fritz  :S
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I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
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Last Edit: September 08, 2011, 07:38:28 am by cause tekken sucks without me
Re: Ken - Updated 5/31/11
#30  September 30, 2011, 10:25:22 am
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Sup.





 --;
Re: Ken - Updated 5/31/11
#31  September 30, 2011, 05:44:34 pm
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Re: Ken - Updated 5/31/11
#32  September 30, 2011, 10:16:33 pm
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Sup.
http://2.bp.blogspot.com/-uP8H-3A539k/ToV8ruNSH7I/AAAAAAAAAQI/qO7VEYKM3IM/s1600/mugen002.png
 --;
That's weird; I must've forgotten to update the default palette with the new cape colors; since that intro is only for Violent mode and thus wouldn't use that palette in most circumstances. Thanks for the find!

No problemo man. I'm loving this ken, my favorite so far (aside from Warusaki)
Thats obviously just a very minor issue so its no sweat really.

Keep up the good work  8)
Re: Kyo and Ken updated
#33  November 15, 2011, 08:43:34 am
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Re: Joe, Kyo, and Ken updated (09/05/11)
#34  November 15, 2011, 08:57:23 am
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hold start while selecting Kyo
Re: Joe, Kyo, and Ken updated (09/05/11)
#35  November 15, 2011, 07:14:20 pm
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Re: Joe, Kyo, and Ken updated (09/05/11)
#36  November 17, 2011, 02:53:24 pm
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Awesome Ken! Thanks.
Re: Joe, Kyo, and Ken updated (09/05/11)
#37  November 23, 2011, 10:04:06 pm
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