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Kim Kaphwan (updated 08/11/2012) (Read 17764 times)

Started by Jmorphman, July 13, 2012, 04:12:47 am
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Kim Kaphwan (updated 08/11/2012)
#1  July 13, 2012, 04:12:47 am
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Last Edit: August 11, 2012, 09:44:08 am by Jmorphman
Re: Kim Kaphwan
#2  July 13, 2012, 04:16:03 am
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YES.
Re: Kim Kaphwan
#3  July 13, 2012, 04:16:41 am
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I was just about to submit my palettes just seconds away all that rushed effort and.......
Re: Kim Kaphwan
#4  July 13, 2012, 04:23:12 am
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Re: Kim Kaphwan
#5  July 13, 2012, 04:26:50 am
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Wait. Waitwaitwait. The pillar and the phoenix are SUPPOSED to be 2 different colors? because it just looks odd that way.
Re: Kim Kaphwan
#6  July 13, 2012, 04:29:14 am
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Man!! I'm just going to bed here!!

Awesome, awesome and more awesome. Looking forward to having your version sitting in my roster. Thanks for the amazing share.  :sugoi:
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Re: Kim Kaphwan
#7  July 13, 2012, 04:30:12 am
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@SSJ3 Akuma:

But it has been like that since the Real Bout series

Testing right away!
Last Edit: July 13, 2012, 04:42:03 am by Goodaldo
Re: Kim Kaphwan
#8  July 13, 2012, 04:32:47 am
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It's BEEN like that?

No. No no no. I will not let my palettes be like that. I will fix my own.
Re: Kim Kaphwan
#9  July 13, 2012, 04:34:31 am
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Re: Kim Kaphwan
#10  July 13, 2012, 04:36:09 am
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But the effect just looks bad with the CvS FX. Maybe it's because it's using the Orochi Pillar without the skull but IDK i'll redo them on mines I guess.
Re: Kim Kaphwan
#11  July 13, 2012, 04:42:23 am
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But the effect just looks bad with the CvS FX. Maybe it's because it's using the Orochi Pillar without the skull but IDK i'll redo them on mines I guess.
Everyone who's seen it including myself says it looks great. And the pillar is not the Orochi pillar.
Last Edit: July 13, 2012, 04:46:36 am by Jmorphman
Re: Kim Kaphwan
#12  July 13, 2012, 04:48:09 am
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I must say that in motion the phoenix with the pillar looks pretty nice.

Pretty nice kim on my end thought comboing with this is a little more difficult than his KOF counterpart but I think is supposed to be like that
Re: Kim Kaphwan
#13  July 13, 2012, 04:50:24 am
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MDD doesn't love my Fx...  :no:

although, i have to admit that the FX looks off, due to the lack of the glow/dark gradient, i blame moojin.  >:[ [size=2pt]and the add+add = invisible layers, i guess...[/size]

I decided to put kaphwan against chunners, then all of a sudden, she flew off...

Re: Kim Kaphwan
#14  July 13, 2012, 04:54:37 am
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Re: Kim Kaphwan
#15  July 13, 2012, 05:25:15 am
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Re: Kim Kaphwan
#16  July 13, 2012, 05:26:51 am
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It looks nice but the real bout looks different because the phenix blends more. It blends because in the realbout effect, you have blue EDGES for the pillar and orange EDGES for the phenix. The middle is white and avoid a color clash feeling, whereas the new effect is a big orange block in front of a blue one.

Now that being said, colors aside, i obviously find the new effect nicer. The sprites are better drawn because more recent.
This color clash thing is easy to solve anyway. Good job still.

Edit: JUST suggestion - maybe less orange + more yellow + contrast/brightness modif to make the white stand out more. Even the UM effect wasnt this much orange. Meh...
Last Edit: July 13, 2012, 05:37:14 am by jeanbureau
Re: Kim Kaphwan
#17  July 13, 2012, 07:54:19 am
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Did this quickly so it doesn't look that great

I still prefer the more orangey phoenix.
Re: Kim Kaphwan
#18  July 13, 2012, 08:00:06 am
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That just feels really odd and out of place..
Re: Kim Kaphwan
#19  July 13, 2012, 09:01:28 am
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Please add an offset to his shadow so his front foot touches its shadow during stance.

This Kim is replacing Byakko's one in my roster. Only his Ryo survives. Once Ryo gets replaced too, I'll be able to say RIP Byakko aka Reu aka POTS aka Jmorphman, and the circle will be complete. :(
Re: Kim Kaphwan
#20  July 13, 2012, 09:18:44 am
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Top notch in my book.
Re: Kim Kaphwan
#21  July 13, 2012, 09:48:00 am
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fucking awesome caw Kim

i do agree on the cosmetic bit about the color clashing: there is something off, maybe it's the pillar that looks too blurry or something...

i'm loving this sweet character for sure, though! top notch indeed
Re: Kim Kaphwan
#22  July 13, 2012, 11:54:04 am
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I personally prefer the KOF version of the Zero Kyori Hou'ou Kyaku in that Kim rises in sync with the phoenix. And the head nodding at the end looks a bit odd.

Were you giving a shout out to Kim's Real Bout fans?

Other than that, another excellent character.
Re: Kim Kaphwan
#23  July 13, 2012, 01:06:31 pm
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This is pretty effin' sweet. I've been playing him for about an hour and am having a blast.
Re: Kim Kaphwan
#24  July 13, 2012, 04:00:40 pm
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I'm having trouble linking his charge moves from normal attacks. When I perform a jumping normal attack, then a standing normal attack I cancel into a charge move, but it doesn't work 100% It works when I combo into it from a standing normal attack but when the combo starts from a jumping normal attack, it doesn't seem to connect. :( Could be just my crummy laptop, though. Not sure.

Anyways, awesome character. The most fun Kim to play, by far, hands down. :)
Re: Kim Kaphwan
#25  July 13, 2012, 05:19:38 pm
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Did this quickly so it doesn't look that great

I still prefer the more orangey phoenix.

Hmm... How about matching color hues with both the bird and pillar while making the bird transparent??
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Re: Kim Kaphwan
#26  July 13, 2012, 05:29:06 pm
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Actually, I noticed the big difference between your phoenix and the ones in the source games. Looking closer at the sprites, the top of the phoenix doesn't have a dark outline where the pillar is behind it.

I phrased that akwardly, but I hope I got what I meant across. In any case, trying out Kim now, I've liked your characters since Chun-Li.
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Re: Kim Kaphwan
#27  July 13, 2012, 06:13:31 pm
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I'll give a shot at making a custom version of this nice effect when I get my computer back. It's very nice material to work with you provided.
Re: Kim Kaphwan
#28  July 13, 2012, 08:17:54 pm
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Please add an offset to his shadow so his front foot touches its shadow during stance.
OK.

I personally prefer the KOF version of the Zero Kyori Hou'ou Kyaku in that Kim rises in sync with the phoenix. And the head nodding at the end looks a bit odd.

Were you giving a shout out to Kim's Real Bout fans?
Yes; the phoenix appearing during the final Hienzan, à la Real Bout worked better with the Kusajin sprites (KOF has Kim rise up with no x-vel, Real Bout has him move forward a bit while rising).

The head nodding is also from Real Bout (Kim looks at the opponent as they fall to the ground, then nods); there is also the "shakes head" finish if you KO with Zero Kyori Hououkyaku, again like Real Bout.

I'm having trouble linking his charge moves from normal attacks. When I perform a jumping normal attack, then a standing normal attack I cancel into a charge move, but it doesn't work 100% It works when I combo into it from a standing normal attack but when the combo starts from a jumping normal attack, it doesn't seem to connect. :( Could be just my crummy laptop, though. Not sure.
I'm not having any problems. :S

Hmm... How about matching color hues with both the bird and pillar while making the bird transparent??
This is the bird effect using regular Alpha transparency

So yeah. That doesn't work.

Actually, I noticed the big difference between your phoenix and the ones in the source games. Looking closer at the sprites, the top of the phoenix doesn't have a dark outline where the pillar is behind it.
That's a side effect of hi-resing it.

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Re: Kim Kaphwan
#29  July 13, 2012, 08:30:04 pm
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it's fine as is. assertspecial nobg nofg is the only way it's gonna look better and it's likely that's undesirable.


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Re: Kim Kaphwan
#30  July 13, 2012, 09:22:58 pm
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Re: Kim Kaphwan
#31  July 13, 2012, 10:22:04 pm
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Nice release, J. After years of refusing to replace Byakko's Kim in my roster, today was the day that it finally happened. Lovin' it.

As for the whole Phoenix issue, it's really not THAT bad. If anything, maybe sharpen it. If I wasn't washed up with making high res effects (haven't done them in a while), I'd gladly attempt to make one. Perhaps I'll try it anyway to get the juices flowing again. But I don't think this is the place to discuss it too much as it's already being talked about in his WIP thread.
Re: Kim Kaphwan
#32  July 13, 2012, 10:50:35 pm
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I think someone should edit and hi res the Real Bout Fx and see if it's better.

And don't look at me: I can't right now, my PC is gone and I only have an Ipad ti tipe.


Re: Kim Kaphwan
#33  July 13, 2012, 10:56:54 pm
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I think someone should edit and hi res the Real Bout Fx and see if it's better.

And don't look at me: I can't right now, my PC is gone and I only have an Ipad ti tipe.

it won't, no matter what type of FX it is, unless it recieves a more advanced treatment (like what jeanbureau mentioned, or what was already applied) it's going to have the same results.

[size=2pt]and what gives? do you have a personal vendetta against the good ol' KOF phoenix sprites?! >:[[/size]
Re: Kim Kaphwan
#34  July 13, 2012, 11:02:05 pm
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No vendetta for me, it's just that I think the Real Bout Fx will blend better together once hiresed

And the Real Bout fx is the one and only original super sexy.


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Re: Kim Kaphwan
#35  July 13, 2012, 11:12:57 pm
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Re: Kim Kaphwan
#36  July 13, 2012, 11:44:26 pm
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ok i didn't wanna post this at the beginning but screw it i'll post and people are free to ignore or not - after all it's just a fuckin opinion.

the "problem" is that the effect IS NICE YES, BUT it looks maybe inconsistent according to the context - It's ENERGY, but in the screenshot it looks like a solid block of plastic of whatever solid material you can think of


( just suggestion again, i don't wanna "impose" at all )

MAYBE add a glow (that is, an additional layer with 5 - 10 % gaussian blurr) either to the phenix (right now it looks maybe a bit too Opaque) OR a glow to the pillar that will be in front of the characters to "include them" into the blue energy geiser / pillar.



example :



 The idea is to avoid a feeling of weird opaque bloc of colors with no feeling of real energy being transfered.

sorry for not being able to demonstrate YET on the phenix itself - i hope the idea i am trying to communicate is well understood.
KIM's super, is spreading energy and fire, not a block of concrete, hence why sharp edges and opaque feeling, in my opinion, should be avoided. Energy is light, light is gradient, not sharpness and strong opacity. the additional layer helps creating this gradient feeling -
Re: Kim Kaphwan
#37  July 14, 2012, 01:17:35 am
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This slice of "Awesome Pie" is going in my CVS Swag roster!  :2thumbsup:

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
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Re: Kim Kaphwan
#38  July 14, 2012, 03:38:35 am
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Re: Kim Kaphwan
#39  July 14, 2012, 04:17:30 am
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add over sub'd the pillar.


btw from now on ( you're supposed to ) trans=sub the overly saturated under layer, not the shared palette layer. it does the same thing, but

-the template will use additive gradients which everyone is used to
-people can judge the ""real"" colors as they present their palettes instead of having to invert it or put it in play
-this glow issue would have never happened because the under layer would be pitch black


basically you sub over add'd. don't do that anymore ever.


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Re: Kim Kaphwan
#40  July 14, 2012, 04:34:55 am
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Re: Kim Kaphwan
#41  July 14, 2012, 05:02:25 am
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Re: Kim Kaphwan
#42  July 14, 2012, 05:05:44 am
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Well I did try to make the chest area darker, like that picture, but that also has the side effect of making the edges incredibly dark and making the phoenix look really out of place.
Re: Kim Kaphwan
#43  July 14, 2012, 06:22:25 am
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I guess you can try to recolor the chest/axillary areas on the under layer and make them completely white so they won't blend into the background/pillar. :S

basically you sub over add'd. don't do that anymore ever.
That'd be my fault actually. Back when I was tinkering with some DDS textures ripped from SF4, I found that add alpha channel -> sub difference looked better than sub alpha channel -> add original sprite (which looked darker and way too opaque for my personal preferences), so I stuck with it @_@
Last Edit: July 14, 2012, 06:43:23 am by Demented Fortune Cookie
Re: Kim Kaphwan
#44  July 14, 2012, 10:33:06 am
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Some real important feedback :
You have a nice complex formula for winquotes VS Geese (56 + ...), and you're then overwriting the variable with winquote 81 VS Geese/Demitri/Vega/etc. :ninja:
Re: Kim Kaphwan
#45  July 14, 2012, 08:05:55 pm
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Some real important feedback :
You have a nice complex formula for winquotes VS Geese (56 + ...), and you're then overwriting the variable with winquote 81 VS Geese/Demitri/Vega/etc. :ninja:
Ah yes, I found that out yesterday.

Now Geese will have Kim tell him that "Now you understand. Justice, it's me!", whatever that means.
Re: Kim Kaphwan
#46  July 15, 2012, 06:07:23 am
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I might have an alternative if it interest anyone...
5 layers  -[/size]

Each layers are using screen trans mode (equivalent of Add or AS in mugen) and one is using SUBstract which are exactly what MUGEN is using. Therefore, Despite this image is not a screenshot from mugen, i believe it will look 95% the same if you actually try in MUGEN.

Once again I'm sorry for not being able to do it myself. This was done using photoshop cs5 at my university, not my own PC. I obviously don't have MUGEN at the moment.

Does someone feels like compiling these 5 layers in mugen to confirm that it works like on this image ?




-----


1 - Add
2 - sub
3 - Add
4 - Add
final result


I only made 5 sprites that need to be mixed to check if it works and if it does i will make the whole animation when i get my computer back.

Re: Kim Kaphwan
#47  July 15, 2012, 06:18:57 am
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I don't really like having the phoenix obscured. :-\
Re: Kim Kaphwan
#48  July 15, 2012, 06:30:00 am
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Honestly it's not a big deal. Why are we even still talking about this? You only see the fx for 2 seconds in-game.
Re: Kim Kaphwan
#49  July 15, 2012, 06:43:48 am
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Last Edit: July 15, 2012, 06:47:15 am by jeanbureau
Re: Kim Kaphwan
#50  July 15, 2012, 02:36:26 pm
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make the hyper controlls like mvc ;)
Re: Kim Kaphwan
#51  July 15, 2012, 03:23:53 pm
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Why????


Re: Kim Kaphwan
#52  July 15, 2012, 03:32:29 pm
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Because he has no skills. ::)
Re: Kim Kaphwan
#53  July 15, 2012, 03:42:21 pm
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rofl
Re: Kim Kaphwan
#54  July 15, 2012, 06:25:02 pm
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i just have so many characters and its hard to remember everyones moves , especially when i have to goto the readme just to perform a chars moves , and when i have guests over and they pick kim they wont be able to perform the moves...thats why
Re: Kim Kaphwan
#55  July 15, 2012, 06:27:08 pm
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Go get LegendaryXM90's Kim if you want a MvC Kim that bad

I can't believe you're that....ugh
Re: Kim Kaphwan
#56  July 15, 2012, 06:28:55 pm
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1.0 only, man I havebeen out of mugen so long on and off ... that it seems I'll have to completely rebuild my game again haha ... jmorphs characters are perfect!
Re: Kim Kaphwan
#57  July 15, 2012, 06:30:23 pm
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Except he makes boring characters :mmiley:
Re: Kim Kaphwan
#58  July 15, 2012, 07:11:39 pm
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And fuck orochi gill.
:haw:

And you can modify the commands easily anyway. Just edit the CMD file.
Re: Kim Kaphwan
#59  July 15, 2012, 08:36:40 pm
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Re: Kim Kaphwan
#60  July 16, 2012, 12:21:01 pm
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He hinting at you to make Remy or Megaman at this instant ;D
If I can't be the best, I sure as hell can be the worst.

Re: Kim Kaphwan
#61  July 16, 2012, 12:46:03 pm
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Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
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Re: Kim Kaphwan
#62  July 26, 2012, 01:01:35 pm
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First of all,sorry for my English. Thats my firs post.
I want say thanks to Jmorphman for this char. He's awesome.
I try to use this char, but it is too hard to control. Simple combo makes little damage.
I find video on youtube, with nice combo of CVS2 Kim, and i try to repeat this combo. Pay attention on first combo. Four hits LK, LP, MK,HK - it's really nice beginning to continue with any special move. But I can't.
That's this video http://www.youtube.com/watch?v=R6GXIo5ouhA&feature=related.
If anyone can repeat this combo with Jmorphman kim, record video and PM me or post here, i'll be very pleased.
Last Edit: August 01, 2012, 02:58:41 pm by Hentaijke
Re: Kim Kaphwan
#63  July 28, 2012, 05:19:09 am
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I try to use this char, but it is too hard to control. Simple combo makes little damage.
No? Not really? A simple combo like standing MP -> HK Hangetsuzan -> level 1 Hououkyaku does 304 damage.

I find video on youtube, with nice combo of CVS2 Kim, and i try to repeat this combo. Pay attention on first combo. Four hits LK, LP, MK,HK - it's really nice beginning to continue with any special move. But I can't.
That's this video http://www.youtube.com/watch?v=R6GXIo5ouhA&feature=related.
That combo uses EX Groove, which allows you to select many different system options that are not present in any other groove in CvS2. From the video it looks like that EX Groove has been customized with the followin turned on: chain combo (LK, LP, MK, HK cannot be combo'd regularly), super cancel combo (specials can't be canceled into supers in CvS2, but that is in the system I use so it's kind of moot), and "cancel any move" (standing HK does not combo into anything normally, but with this option on every normal can be canceled)



I'm almost done with the update. It will be out in a shortly.
Re: Kim Kaphwan (updated 07/30/2012)
#64  July 30, 2012, 08:16:23 am
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Updated. It's all pretty minor though.
Re: Kim Kaphwan (updated 07/30/2012)
#65  July 30, 2012, 11:22:22 am
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Last Edit: August 01, 2012, 03:02:44 pm by Hentaijke
Re: Kim Kaphwan (updated 07/30/2012)
#66  July 30, 2012, 11:34:55 am
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Re: Kim Kaphwan (updated 07/30/2012)
#67  July 30, 2012, 11:47:01 am
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GOH

Re: Kim Kaphwan (updated 07/30/2012)
#68  July 30, 2012, 12:12:02 pm
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Nice combo man. :)
Re: Kim Kaphwan (updated 07/30/2012)
#69  July 30, 2012, 12:48:03 pm
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Nice combo man. :)
Thx but ur combos is more better than mine. I can't repeat ur combo with Hakikyaku -> Hououhitenkyaku -> Hakikyaku -> Hououhitenkyaku -> Hienzan.
I am using keyboard, that's the reason.
Also cvs2 kim has one serious weakness, it's his Nerichagi, slow and useless.
p.s. Thanks to all guys, who create amazing palettes for that char.
Re: Kim Kaphwan (updated 07/30/2012)
#70  July 30, 2012, 12:52:04 pm
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I removed that combo in the update; in source games that combo is not possible.
Re: Kim Kaphwan (updated 07/30/2012)
#71  July 30, 2012, 02:11:06 pm
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Jmorphman said:
I removed that combo in the update;

Jmorphman said:
in source games that combo is not possible.
It's possible in kof XI. I mean supercancel and dreamcancel.

Xan

Re: Kim Kaphwan (updated 07/30/2012)
#72  July 30, 2012, 10:54:58 pm
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Am I the only one who thinks his EX Hishokyaku should be like his normal ones KOF 13 with the mini-ranbu that can cancel into Hououkyaku? Lemme know what you think, Jmorph!
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Re: Kim Kaphwan (updated 07/30/2012)
#73  July 30, 2012, 11:10:47 pm
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I removed that combo in the update; in source games that combo is not possible.
Are you serious? Maybe you should add a separate .def file with that in the next update.



Re: Kim Kaphwan (updated 07/30/2012)
#74  July 31, 2012, 05:33:22 am
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It's possible in kof XI. I mean supercancel and dreamcancel.
Hmm, I can't do it. Or wait, what part of the combo are you talking about? I meant the ability to connect Hououhitenkyaku more than once per combo.

Am I the only one who thinks his EX Hishokyaku should be like his normal ones KOF 13 with the mini-ranbu that can cancel into Hououkyaku? Lemme know what you think, Jmorph!
Autocombo Hishokyaku is lame. I don't know why they brought it back for XIII. In any case, the EX version of Hishokyaku in XIII is the non-autocombo version, so it stands to reason that the EX version of the standard version of Hishokyaku should not be a weaker version of itself.

Are you serious? Maybe you should add a separate .def file with that in the next update.
Why? It was an oversight by me, it's not supposed to have been able to be done in the first place.

Xan

Re: Kim Kaphwan (updated 07/30/2012)
#75  July 31, 2012, 05:51:56 am
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Honestly, I thought it might help his juggle, being able to cancel an aerial special into an aerial super.  :-\ Oh well, your character, your decision. I honestly don't see why you think it sucks, though. Could you maybe give your thoughts on it?
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Re: Kim Kaphwan (updated 07/30/2012)
#76  July 31, 2012, 06:38:45 am
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What else is there to give thoughts on? I can understand the demand for it (nice combo btw, Hentaijke) but he's going for accuracy. It isn't possible in the source game, therefore it shouldn't be there. Simple as that. This isn't a KOF XI Kim. :-\
Re: Kim Kaphwan (updated 07/30/2012)
#77  July 31, 2012, 06:42:21 am
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Could you maybe give your thoughts on it?


Als Kim is already pretty powerful and can combo well, so I didn't add the Hishokyaku super cancel. IIRC you can only cancel during the landing anyway, but I'll have to double check.

Xan

Re: Kim Kaphwan (updated 07/30/2012)
#78  July 31, 2012, 06:47:17 am
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Irrational hatred, got it. I've been experimenting with him lately, and it seems some of my best combos I can find are on characters I barely ever play as.  --; Your Kim is one of them... Ah well, whatever. If you could maybe cancel in the slide afterwards, that would at least give him some better jump in options.
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Re: Kim Kaphwan (updated 07/30/2012)
#79  July 31, 2012, 06:49:07 am
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Xan

Re: Kim Kaphwan (updated 07/30/2012)
#80  July 31, 2012, 06:52:17 am
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Dat reasoning.
Aside from that, I have also got something kind of bugging me about Kim. Only one generic intro, from what I can tell. He also has the EVIL CANNOT BE FORGIVEN or whatever, but I haven't seen any others. For the most part, characters with just one intro kinda bug me. Any ideas for another intro?
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Re: Kim Kaphwan (updated 07/30/2012)
#81  July 31, 2012, 07:04:16 am
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give him a hadouken.
Re: Kim Kaphwan (updated 07/30/2012)
#82  July 31, 2012, 07:14:06 am
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Shun Goku Satsu... aerial. Problem solved.
Re: Kim Kaphwan (updated 07/30/2012)
#83  July 31, 2012, 07:24:39 am
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Re: Kim Kaphwan (updated 07/30/2012)
#84  July 31, 2012, 08:16:45 am
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Yeah. And we implement moar random effects to impress the nubs. Man, I'm so genius. 8)
Re: Kim Kaphwan (updated 07/30/2012)
#85  August 01, 2012, 11:24:47 am
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Gee, Morphman, your characters are fabulous, but you code their attacks with too much priority IMO, regular characters can't do crap when fighting yours ! And my brother is always complaining because I beat the shit out of him with Kim lol :D

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GOH

Re: Kim Kaphwan (updated 07/30/2012)
#86  August 01, 2012, 01:28:13 pm
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The priority on the attacks is the same as in the source games.
Re: Kim Kaphwan (updated 07/30/2012)
#87  August 01, 2012, 02:59:59 pm
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Kim's always had really good normals, especially on the ground.
Re: Kim Kaphwan (updated 07/30/2012)
#88  August 02, 2012, 05:28:00 pm
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So, finally took some time to test him.

I know Kim is lawful good, so I guess it's in character for him to allow his opponent to ground recover from a sweep, a throw, and some of his specials/supers, but allowing them to recover in time to get a free hit after a Zero Hyouri Ho'ou Kyaku in the corner is pushing it a tad too far, in my opinion.
Re: Kim Kaphwan (updated 07/30/2012)
#89  August 02, 2012, 05:36:26 pm
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Whoops! Will fix.
Re: Kim Kaphwan (updated 07/30/2012)
#90  August 03, 2012, 03:06:44 pm
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So, finally took some time to test him.

I know Kim is lawful good, so I guess it's in character for him to allow his opponent to ground recover from a sweep, a throw, and some of his specials/supers, but allowing them to recover in time to get a free hit after a Zero Hyouri Ho'ou Kyaku in the corner is pushing it a tad too far, in my opinion.

This.
-Last night I lay in bed looking up at the stars in the sky and I thought to myself, where the heck is the ceiling.

-Everyone is entitled to their own opinion. It's just that yours is stupid.

Re: Kim Kaphwan (updated 07/30/2012)
#91  August 04, 2012, 04:27:01 am
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Nice release! ;p
Re: Kim Kaphwan (updated 08/11/2012)
#92  August 11, 2012, 09:48:45 am
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Updated again, with two really small fixes.
Re: Kim Kaphwan (updated 08/11/2012)
#93  August 11, 2012, 07:26:48 pm
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ZeroKyoriHououkyaku makes 392 damage, too little. It's cost 3 power bars and makes little damage.  :'(
Re: Kim Kaphwan (updated 08/11/2012)
#94  August 11, 2012, 07:46:29 pm
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it is unblockable. mostly unblockable attacks in kof have little damage compared to other hsdm.

DW

Re: Kim Kaphwan (updated 08/11/2012)
#95  August 11, 2012, 08:09:07 pm
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I thought I had gave some feedback for him, but it appears I never did... Well, what can I say really? Another great character under your belt. I do have one litte tid bit though... I have to agree with the peeps who said they prefer when Kim goes up simultaneously with the pheonix. The way it is on your Kim isn't bad, though it just comes odd suddenly imo, lacking the epicness of how it is when he rises up along with the pheonix. Was this personal preference? Or was this due to lack of edits needed for that portion of the move? Regardless of my personal outlook on it, it's still really awesome that your gave him this move. I always wanted to see it in a CVS/enhanced style. Great work.
Re: Kim Kaphwan (updated 08/11/2012)
#96  August 11, 2012, 09:00:16 pm
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Thanks for making another great character!
Re: Kim Kaphwan (updated 08/11/2012)
#97  August 11, 2012, 09:16:32 pm
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Jmorphman, this is probably my favorite of all your releases so far.
*insert bitching about phoenix here*
Actually, am I the only one that actually likes the phoenix as it is?
Re: Kim Kaphwan (updated 08/11/2012)
#98  August 11, 2012, 09:53:04 pm
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Jmorphman, this is probably my favorite of all your releases so far.
*insert bitching about phoenix here*
Actually, am I the only one that actually likes the phoenix as it is?
Nope. I like this phoenix. It's like in Real Bout Fatal Fury.
But I have one question. Why palettes doesn't change color of Phoenix?
Re: Kim Kaphwan (updated 08/11/2012)
#99  August 11, 2012, 10:02:26 pm
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change it to a chicken and kim's good to go.
Re: Kim Kaphwan (updated 08/11/2012)
#100  August 11, 2012, 10:02:33 pm
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some people just don´t bothered to do so. At least in the first 12 only mine and another one changed the color of the phoenix I think, in the rest should be a couple more of palettes that changed the phoenix
Re: Kim Kaphwan (updated 08/11/2012)
#101  August 11, 2012, 10:12:27 pm
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I made a mistake. The palettes changes color of phoenix.
Re: Kim Kaphwan (updated 08/11/2012)
#102  August 12, 2012, 01:15:31 pm
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