A few minor changes:1. Accurately reworked enemy's gethit animation timings for saiki's grab/walk and grab move2. Changed liedown time to 40 from 60, true to source3. Super jump (not an original move) now does not hit when saiki jumps up, to make it more fair.4. Normal AI modified slightly to make him randomly A+B when p2bodydist > 40. This is to prevent him from blocking fireball spams (from MagakiKOFM for example, because his fireball cannot be detected as a projectile and hence Saiki won't counter it) until he dies.I guess we should call this True Saiki, to differentiate from the recently released Saiki. The sprites still suck though... anyone with the proper sprites could lias with me to incorporate it here.Evil_Ash_Diabolosis has been edited slightly too.http://mediafire.com/?5gsem6412qcw4------------------------------------------------------------------------------------------------------Changes:1. saiki's A+B recovery roll's voice now comes out at random. When he recovery rolls, there will be a sound as he touches the ground2. Fixed some gethit sounds, but still not all true to source because some sounds are missing.3. Fixed AI's reaction to unthrowable characters like apocalypse etc. Does not work for winmugen though.bugs: down fireball not stunning when hit near groundsimul mode dark web hit random p2Untrue to source:gethit voicesforward fireball combosuper darkening hitting falling stateStatus: 95% completeInsane AI file includedhttp://www.mediafire.com/?5gsem6412qcw4 - Important: Even for winmugen users, you need the 14mb file, then apply the small winmugen patch.-------------------------------------------------------------------Here's Beta 8C:1. Damage dampener applied for forward fireball + handswipe (state 1000) combo2. stun animation made smoother, so that enemy slowly drops to ground instead of instantly. Still only 90% true to source. The source version has the enemy falling in stunned anim immediately on hit, while mine has a pause. This pause is to enable the enemy to fall to ground later if he's stunned in midair.3. fixed fireball not hitting when enemy slightly off the ground. Unsolved: 1. simul mode dark web (state 1099 + 1099 helper in state -2 area) appearing on nearest/random p2 instead of the hit enemy (Sorry Cyanide, I can't make it work) - don't use saiki in simul mode if you don't wanna see bugs.2. fireball helper (state 1007) hitting falling enemy from standing strong punch (state 210) > fireball combo on a stunned enemy - This can't be solved given the mechanics I've made for Saiki so far. It's not a bug, just not true to source. I see some youtube videos where people are still using the crappy first edition saiki on winmugen. Use this version on Mugen 1.0 for best effects. Enjoy this last release!------------------------------------------------------------------------------------------No more bugs, only 3 things not true to source:1. the forward fireball (state 1000/state 1007) can still hit a landing enemy (but not falling), making saiki able to chain a 2 hit combo with strong punch + fireball on a stunned (states 822/823) enemy. The handswipe won't hit though. 2. Various other minor stuffs like juggling with light punch (state 200) etc are also hard to change, because once u change one thing, you have to change everything also. That's how complicated the coding for saiki is.3. As I've said before, the custom state that the enemy enters right when fireball hits is unachievable for me, I give up. This is as far as I can go! Estimate: 96% not including some incorrect sprites.---------------------------------------------------------------------------------Ok yup, bugs are gone, and some new additions!:*1. Due to popular demand and being true to source, walk and grab and stationary grab now cannot grab air or falling enemies, but CAN STILL GRAB those stunned in air/falling state! If enemy is in air, saiki will still walk over, but when near the airborne enemy, will stop and changestate into a new animation. Saiki can be hit while this happens. True to source!*2. Modified .cmd file so that QCF+a sweepkick when near only comes out when enemy is standing. If enemy is in air or falling/lying down, stone throw activates. True to source3. Made new hitdefs for standing strong/light punch, so that they launch enemy into air if they are in stunned state. true to source.4. Added new hitdefs for fireball handswipe, so that it cannot hit falling enemies but can hit airstunned/airstunnd-falling enemies. True to source.5. Added new hitdef for forward fireball, so it can't hit a falling enemy. This and the handswipe modification is to prevent a combo from sweepkick. True to source6. the air fireball would not trigger the dark web properly especially if the fireball hit when near ground - fixed the offset of helper to -30 and increased velocity y.7. fireballs would trigger dark web but not stun enemy, because helper did not destroyself when hit by fullscreen attack (tested with kyo clone 10, magaki, evilken) - fixed by adding triggers like movecontact && p2movetype = H or p2movetype != H to destroyself.8. Forward fireball would not trigger dark web properly when it exploded when zero kof2k2um kicked it - fixed by increasing velocity x.9. Forward fireball was still missing the second stun frame when the enemy landed right on the edge of the fireball. Hopefully fixed by adjusting offset to -60 for x.1 issue:1. A loose helper will hit the enemy and then disappear (without stunning or anything, phew) after forward fireball gets cancelled by evilken's super fireball. Not a big issue though.Things not true to source:1. Saiki can perform a standing strong punch combo-ed into another forward fireball on a stunned enemy, while in the source the fireball couldn't hit the enemy after strong punch landed. Maybe I'll fix this sometime2. In the source, when hit by a fireball in the air, the enemy will straightaway go into a custom state and land on the ground. In this mugen version, the enemy will go into a hit animation, then go into custom animation. I can't solve this without having some other bug appear.----------------------------------------------------------------------------------------------------------------------------------------------Sorry for the spoilt link... Now all's fixed with another update. There is no more fireball bug! The helper will disappear if saiki's fireball gets cancelled and he gets hit. No known bugs left until more are found! Hell yeah! In case I forgot to mention, these are the prominent updates. The rest have to do with sounds and timings and AI bugs that's all:1. counter's C+D voice changed to animelem 62. fireball helpers changed to 1302 instead of fullscreen 10001, and made 1302 clsn larger. Adjusted positions and offsets accordingly(because 1302 is shared by 3 other moves), and made velocity 20 so that it'll disappear from screen fast enough to prevent bugs.3. Made fireball handswipe's hitdef last till animelem 17 only, to prevent 10hit combo bug. 4. Increased counter's C+D clsn so it can hit enemies that are countered behind saiki. 5. Added some p2facing = 1 to grab moves to prevent saiki grabbing them 'from behind' 6. Fixed counter's pausetime for p2 to 21, to correct a bug with kyo clone 10Insane AI cns included in all files, just rename and replace if you want it:-------------------------------------------------------------------------------------------------------------------------------------------------------------Here's the full Beta8 (14.3mb). There is a very rare bug where forward fireball + handswipe at edge of screen does 14-hits instead of 2 -.- (2/100 chance of seeing it, hence I duno where the problem lies;I'm assuming it's from the helpers but I'm not sure):*1. Reworked fireball stun state. New states/anims 822 and 823 (instead of 1888) are always activated at y=0 even if p2 is in airfall state. This is true to source, though the source has a fixed position drawn for every character. After anim ends, the player will fall to ground if he was stunned in the air. This way, enemy has no chance to 'block' when his position changes from airfall to standing.2. changed targetbind to animelem 172 for both walk and grab and super counter grab, so that when he releases enemy the enemy drops to floor3. changed helper, destroyselfs, and nothitbys for super counter4. modified some AI commands5. Made super counter true to source. His super reversal is now only a grab, not a walk and grab. He can't reverse projectiles, but only cancel them out. The animation comes out slower than normal counter, and the screen doesn't darken when it starts up. Super counter in KOFXIII is done by pressing D, F, D, B + any kick.6. Super darkening now has 2 random voices, with the second one coming out at 30% chance.7. Made super jump and super slow usable, since the AI doesn't use them anymore. Not advisable to use super slow though, u'll see why. Movelist updated with them.8. Solved a bug where after air fireball/counter hit just as p2 leaves the ground, dark web appear wouldn't appear.9. Corrected counter's changestates to reduce the bugs when fighting Psyqhical.10. changed saiki's super darkening projectile pos to p1, so it always hits everywhere instead of following p2 as he jumps.As I said, winmugen saiki has 3 bugs where if enemy is already stunned in the air by a forward fireball, an air fireball will cause him to fall to ground immediately instead of continuing to be stunned; and the voice for super darkening cuts off halfway; and super counter has a positioning bug. No idea how to fix them. I've been updating saiki using mugen 1.0 all the while.Credits to Werewood--------------------------------------------------------------------------Important patch:1. corrected walk and grab's first punch sound to no sound2. Added A+B safe land sound3. Slowed down super jump's starting time and lessened his landing time. Changed land animation too.!!4. Added 2nd constant sound for his A+B roll (he will say the voice randomly, but the constant sound is always there), but it's an edit of Igniz's whip sound and is only 90% accurate to source.5. Adjusted some walk and grab punch and fireball speedsTherefore, anyone know how to rip the correct sound from KOFXIII? I can record the fragment but it has background music ---------------------------------------------------------------------------------------------Next update will feature A+B sound and damage dampener hopefully.1. Revamped walk and grab start/end timings and punch pause times, and adjusted the bgcolour accordingly.2. Added 2nd sound to end of walk and grab, so that it alternates between the two. Saiki always says either one of the sounds (not like the normal kicks and punches where he sometimes says nothing)3. Counter's C+D now comes out slightly faster if it connects. Counter will have saiki raise his hand if it connects but C+D is out of range.4. Sweep kick made to launch enemy further.5. Added new sound to super counter's first punch6. removed lose by time over sound. true to source.7. added channel = 0 for grab sounds, so that they don't overlap, and once enemy is hit, the first sound will end immediately for the second sound to play.8. removed QCF+ a (sweep kick when close)'s sound (not voice).9. quickened stationary grab's recover time but nerfed it's attack duration. After his arms start to unfold he wont be able to grab the enemy.10. AI buffed to use certain moves when power < 999, and other stuffs.--------------------------------------------------------------------------------------------------------------------Let's call this beta 7e; basically the AI is buffed up. It spams only 3 moves, and 2 supers (one of which it does only near death), but u'll find out it's even tougher than before. Good luck and pls report any bugs!:*1. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.2. Adjusted dark binding's (1099) position3. changed C+D voice (900,0) to animelem 2. True to source.4. Updated AI to not use walk and grab for more unthrowable characters.5. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.6. Fixed bug with AI's stationary grab and counter moves.7. Adjusted walk and grab's hit animation to be slightly slower and truer to original.To be done:1. Need a proper nojump for saiki. He can still jump in ai mode.1. Need damage dampener for handswipe (statedef 1000's hitdef) combo2. Need the A+B teleport sound to be ripped3. super and Counterconnect sprites-------------------------------------------------------------------------------Some fixes:1. Changed some anim time for super darkening in the air file; modified pausetimes and screen darkening accordingly2. hard stone throw hitsound is now 5000,94, hence the need for the sound file in the patch.3. removed 1 sprite from state 50001, 4000, and 1300 (the counter statedefs) respectively. Head doesn't 'jerk' that much during counter moves already. Nothitby, ctrlset, destroyself, changeanim modified accordingly.4. Reduced lose-if-time-over sprite to 3 anims only. True to source.These are the files I'm currently using. Probably won't have a patch until Werewood or I get some new sprites or get some help with 3 bmp-to-sprite conversions (I can't add them in... the colours get all messed up). credits to Werewood for originally making saiki: http://page.freett.com/werewood/mugen.html===================================================================================saiki beta 7D is here! Pros please read the 'to be done' section and see if you can help:13. Added an extra red clsn to animelem 4 of C+D attack. Saiki's elbow hits the enemy too. Modified the hitdef correspondingly. Walk and Grab's C+D and counter's C+D modified too.14. stationary grab's startup animation quickened again to be more like source.15. Corrected Standing Strong Punch to only have one hitdef, so it can't perform a 2-hit combo to tall enemies.16. made forward fireball's sprpriority to negative and readjusted its x axis, so it looks like it comes from within the handswipe17. Added two more posadds for legsweep, so his forward step looks very natural now. Made the kick come out faster, return slightly slower like in the source.18. reduced walk and grab's range by a bit. You gotta understand that his arm is quite long. I gauge the range by his arm length.19. changed counter's black flame sound to 1000,1 from 1300,2, true to source. SUCCESS20. Changed airfireball and forward fireball's handswipe sounds to 1300,2 from 0,4 and 1000,1 respectively. SUCCESS.21. Changed legsweep and C+D sounds to 0,3 from 0,4. 0,4 is only for stone throw's handswipe.22. Changed standing light/strong punch's sound to 0,2. Both are the same, since their voices are the same too.23. added random chance that all normal moves won't trigger. Also added random 2nd voice (thanks to kenshin and cyanide). True to source. A+B random sound can't be done, because the teleport sound isn't ripped/there.24. Completely reworked his super darkening fullscreen move: startup sequence time, pauses, screen darkening time, and speed that the red clsn activates. As true to source as possible.25. Added alternate hitsound for heavy stone throwTo be done:1. Need the A+B teleport sound and sweep kick's 2nd random sound to be ripped.2. The super sprites, even the startup currently, is missing (his body slowly turns black without lines first, then after he's completely black, it fades and the lines appear on his body)**3. Need damage dampener for handswipe (statedef 1000's hitdef) combo***4. Need to fix dark binding (statedef 1099) so that enemy will not be pushed out of it if you jumpfwd or airjumpfwd against it.5. More sprites in octoberThings not true to source:1. Stationary grab is a reversal in this version.2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.3. Fireballs, handswipe, and helpers can hit falling opponents.==============================================================================================Sorry, another new important patch here (do not confuse this with the last one... I posted this like within 10min of posting the last one):7. Adjusted forward fireball's handswipe sound from animelem 18 to elem 4 (the sound comes from the forward handswipe, not the fireball appearing). Somehow this sound doesn't seem right still, but if it isn't then it hasn't been ripped.8. Decreased stationary grab startup animation time and extended the duration at the middle (where he folds his arms and pauses) to compensate.9. adjusted forward fireball's speed to 7.2 from 7.5 (it makes a difference, seriously lol)10. Changed stone throw's hand sound again to 0,411. changed air fireball's handswipe sound to 0,4 (somehow I think this is still not right; maybe it's not been ripped)12. removed duplicate stone throw sound------------------------------------------------------------------Important patch(If you didn't download beta7C beforehand, just go to werewood's site and download that copy and update with this):1. Added a sound to the super counter should it fail to counter anythin, just like the normal counter.2. removed an incorrect sound from stone throw startup, and added a sound for his hand movement whizzing through the air (the sound of light punch)3. Corrected the walk and grab's 3 punch hitsound to S1600,14. Adjusted air fireball's second stun phase to not hit falling enemies so that when you legsweep the enemy just as the fireball hits, the enemy won't be stunned. True to source.I can't implement this for the forward fireball and handswipe because that stun needs to hold falling enemies in the air.5. reduced fireball and counter's damage to 30, true to source.6. Reworked air fireball's helper appear time and appear position again, by removing some image frames in the .air file (to cover the fireball while it's paused) and increasing the pause time before the fireball's velocity activates.To be done:1. Need the teleport sound to be ripped (sounds like whizzing).2. Need damage dampener for handswipe (statedef 1000) combo3. Need to fix dark binding so that enemy will not be pushed out of it if you jumpfwd or airjumpfwd against it.4. More spritesThings not true to source:1. Stationary grab is a reversal in this version.2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.3. Fireballs, handswipe, and helpers can hit falling opponents to juggle from legsweep (this can't be changed for other small details to work... too troublesome to explain here)Werewood's site for the very first Beta7http://page.freett.com/werewood/mugen.htmlMy strategy is to constantly deliver small updates to make this character as accurate to the source as possible. Sorry for this, as I do very frequent testing and discover something new each time.======================================================================================================================================new patch (35kb file), sorry for the minor screw up.For those playing in 640x480 resolution, u'll have noticed the air fireball's awkward positioning. It's fixed in this cns file. Just replace it and the .air file over ur original files. This also properly makes the air fireball explode on ground... I did it wrongly in the previous file, where sometimes it wouldn't explode. The 2 new bugs before mentioned are fixed in this small patch too.There're some bugs in the AI of saiki, because I'm not good in editing it. Werewood is the original creator of the AI. However, the usable version is perfect.========================================================================================================================================Saiki beta 7C by Werewood and me is here! (For those who downloaded the earliest release of 7C, you don't really need to waste your time with this small patch. Wait for beta8 or something)*1. completely reworked counter move to 90% true to source(still missing a few original sprites). Fixed a bug regarding the C+D failing to hit after counter connected. Also reworked it such that if saiki managed to get hit, he would stun the enemy but not do the C+D if it's out of range.*2. Fixed all darkweb changeanims to disappear on hit!*3. Balanced counter move to only cancel projectiles but not stun enemy from far. True to source. Super counter's command changed, and damage increased, else it isn't a super.*4. Sounds for counter move are totally accurate, with 3 implemented phases so all 3 sounds can be heard properly.*5. Fixed air fireball not exploding when it touched ground.6. adjusted air fireball's initial black cloud to 'on top = 1', so that the fireball will appear to come out from INSIDE the cloud, like the original. Air fireball balanced now, won't home in that fast. It can mostly be used as a followup after forward fireball hits.7. Reworked air fireball's animation by using time = 35 for helper to appear, and adding the EXplod 1077 INSIDE the helper, so when the black cloud appears the fireball will appear regardless of saiki being hit or not. The helper's position is -205, so if you super jump you might see something weird... but this is tailored for all non-super jump maps to look aesthetically truest to source. Not for too tall characters.8. adjusted air/forward fireball/handswipe speeds to as close to source as possible (now spammed faster and more fluently, but damage lowered)9. Fixed some bugs with helpers disappearing wrongly. Increased jump.neu (height) to -12.510. Tweaked AI to use less air fireballs, use less slow motion, and use the new super counter move. Very strong AI.---- 2 more minor fixes:11. Fixed forward fireball's helper's clsn at the rear to be within the original fireball, so the enemy won't get 'caught' by the helper and not get stunned. (hopefully fixed. This bug occurs very rarely only)12. Removed an AI command that told Saiki to use super jump move when enemy is/has lying/fallen on the ground, causing it to miss.what needs to be done for 99% Saiki:1. Need to reduce damage done per combo stack using attackmul etc.2. The only solution for the loose dark web (statedef 1099) I found so far is by making his jump height higher -.- (temporary fix only, need a better one!)3. There's a bug with igniz's QCB+light punch projectile, in that saiki's super counter cannot reverse it. No idea why.4. full KOFXIII saiki sprites. (the black flame for his counter should be separately ripped from his body too)Things not true to source (but feels better this way):1. Stationary grab is a reversal in this version.2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.3. Super counter might not be true to source because I don't know how to perform the move in the original, but at least it's LOOKING the same now.download this here! Please report any bugs!or http://page.freett.com/werewood/mugen.html when Werewood uploads it.
Thank you BoyBoyz for your update! You played the source game much more than I did!I will update my MUGEN web page and my Saiki release topic with your update.And as I promised to you, I will add you in Saiki MUGEN author list, for thanking you so much for caring my beta Saiki so much! The 3 bugs still present you mentioned: "loose dark web, air fireball not exploding when it hits the ground, and counter not having the proper sound when it does not connect into anything.", I will take serious look into them when I have more free time. >> If any pro people out there find solutions to the bugsDon't worry, I predict when proper KOFXIII characters sprites come out in this October, many KOF MUGEN Pros will get their hands on Saiki. So, to have a perfect mugenized Saiki is just a matter of time, when you and I aren't able to make a perfect one.And here I officially give a challenge to any MUGEN Pros -- do a better versions of all my current and future MUGEN stuff -- but don't use my materials. I don't need you to like the mugenization choices I make; I just want you to have the guts to accept my challenge. This is the only way to make me stop releasing half-assed MUGEN stuff and the only way to make me shut up. P.S. Oh I think I should post my official MUGEN Pros challenge in other fourms...............let me think think which ones.......
Version beta-7:Now BoyBoyz is one of the author of this beta Saiki! - readjusted speeds of all projectiles/helpers to 7.5 from 8.- readjusted downward fireball explod and helper to appear at a later animelem- adjusted downward fireball's 2nd stun phase to come later at 23 (more like original),- changed dark binding (1099)'s projanim etc to 10001 instead of 1302.- added another helper with the same definitions as 1007- Fixed a bug where the stone would randomly disappear by removing the trigger1 = NumHelper(1601) = 0 in the non-AI helper.- added the random stone throw in and increased walk and grab speed to +0.5 from +0.4.- new knockback for fireball handswipe (ground velocity to -6, -4). Readjusted handswipe's clsn and priority, and reduced hit range to animelem 21.- Adjusted handswipe such that you can only do 2 handswipe combos up close (exceptions like juggernaut etc with huge clsn boxes), before having to move forward to try again due to the pushback and pausetimes (12,12).- adjusted C+D's ground velocity (-5.5, -4) to push enemy further like in original, and animtype = Hard- new fireball (for both forward and downward) stun animation with 2 stun phases; fireball now travels faster forwards. New fireball also eats all fireballs including magaki's white orb. No duplicate sounds. Always stuns.- fixed walk and grab positioning, fixed grab bug, movespeed (adjusted to +0.4), and clsn reach- added nothitby to counter move, adjusted activation range for C+D, adjusted ctrlset animelem to 33, fixed some bugs, added damage to counter succession but kill=0- added nothitby to qcb+ x/y (reversal move) to balance out the 'nerf' in counter move (personal preference)- added nothitbys to fireball p1 starting sequence (to get rid of a bug where if saiki got hit before fireball landed, fireball would disappear or dark web wouldn't appear)- fixed counter helper staying on screen by adjusting destroyself to animelem = 21. With that, also readjusted all the destroyself and nothitby to 21- fixed dark web (statedef 1099) being pushed off screen by changing move physics to S- Made A+B roll time faster (more like original)- legsweep (strongkick adjusted to reach 30), qcf+a adjusted accordingly- Fixed inability to block second stun phase (darkweb appearing) by adding a trigger = MoveGuarded to changeanim for statedef 1001. BUT this results in the bug below.- Since I used beta5 model, the random stone throw thing is gone. Instead, I adjusted the stonethrow to hit enemy into the air, but fall=0 so they'll land on their feet.- Tweaked jump height (jump.neu = -11.2) and speed (yaccel = 0.55), and adjusted landing/turning speed in .air- Adjusted fireball's clsn to prevent misses in the air and no darkwebs.- fixed certain fall/air.fall/forcenofall stuffs for handswipe (statedef 999/1302)- Adjusted the numhit of some moves to 0, so the combo counter would display accurately- fixed guardspark bug by adding removeexplod with removetime=20 to both fireballs (1001 and 1002 helpers)- reworked forward fireball, so that when it hits enemy in the air, state 1888 (freeze) does not happen first; instead, enemy falls to ground, then the second stun activates the freeze. This is exactly like in original. The downward fireball needs more work still though.- reworked fireballs' groundtype (High then Low vice versa) and ground velocity to make it look more like original.- removed fireball's juggletime so the combo counter would count infinitely- Reworked fireball pausetime and groundvelocity so that if handswipe hits, enemy will be stuck in air; but hitting with another fireball allows them to land due to air.velocity = 2 and forenofall = 1- reworked darkweb (1099)'s air.fall to 1, fall to 0, forcenofall to 0, so that when hit into air by the handswipe, enemy will fall to floor after stun ends, while if just stunned by the fireball, enemy will land on feet after stun ends (does not work for some characters with too small or weird clsn boxes like KOFXII iori)- Fixed dark web so that when you go behind the stunned enemy and stun him with 2-hitcombo up close, his stunned back will face you still. However, if you make him land with a 1-hit fireball, he will face you.- Fixed a bug where if enemy was web-binded in the air, another fireball would cause stun to miss- Reworked standing strong punch to Medium animtype and C+D to hard instead of diagup. Fixed more velocities (ground and air) of handswipe and C+D- implemented 1302 (counter's helper) for all fireball helpers, so they won't miss (in the air especially) or look awkward (with another fireball coming out)- Created trigger = command = "Qcf_y" for forward fireball to fade. Until a better solution is found, this will do - Reworked 3 sounds (makeshift commands): 1. (1300,1) when Saiki's countermove connects into C+D (movetype = H, AnimTime = 0 && p2dist x <= 74) 2. (1300,0) when saiki's counter fails to hit anything (p2movetype = A && movecontact = 0, animelem = 24) 3. When Saiki's counter connects successfully (p2movetype = H, animtime = -40). This isn't the correct command. When enemy is stunned, just doing another counter move makes saiki say this voice again, which isn't right.BoyBoyz said, September 05, 2011, 12:00:09 pmWhoa! do you want me to take down the link?No, keep it here. Two saiki topics won't hurt
Werewood said, September 05, 2011, 11:57:39 amAnd here I officially give a challenge to any MUGEN Pros -- do a better versions of all my current and future MUGEN stuff -- but don't use my materials. I don't need you to like the mugenization choices I make; I just want you to have the guts to accept my challenge. This is the only way to make me stop releasing half-assed MUGEN stuff and the only way to make me shut up. Stop being so discouraged.
Pimp Mario said, September 05, 2011, 12:57:50 pmWerewood said, September 05, 2011, 11:57:39 amAnd here I officially give a challenge to any MUGEN Pros -- do a better versions of all my current and future MUGEN stuff -- but don't use my materials. I don't need you to like the mugenization choices I make; I just want you to have the guts to accept my challenge. This is the only way to make me stop releasing half-assed MUGEN stuff and the only way to make me shut up. Stop being so discouraged.Hey I am not trying to argue; I really want someone can make better versions of my MUGEN stuff because I alone don't have the skill and time to do so. And, I don't get upset at all by my solid MLM spirit, I am just getting angry because some human beings here are 200% wrong about me. And, yes, I need to defend newbies, especially myself. The more they attack, then more I defend myself. I don't need credits; I don't need praises; I don't need unhealthy feedbacks; I don't need hit counts; I don't need attentions; I don't need dramas; I don't need shit; I only want to have all characters & stages perfectly done by gods that I want to make and leech.
I don't think defending newbies is such a good idea. Also, it's okay to release the characters that are not perfect. No-one is discouraging you or hating you.
Pimp Mario said, September 05, 2011, 01:07:05 pmI don't think defending newbies is such a good idea. Also, it's okay to release the characters that are not perfect. No-one is discouraging you or hating you.No you haven't read some recent few months dramas involving me, someone especially some MUGEN Pros here want to cut my head off -- Werewood: wanted dead . The prize is a million MUGEN $ dollars.And I didn't need to start all those dramas if I (and some newbies) were not attacked and haunted by some crazy killers like hell in the first place. One most important thing: I neve... won't give up because of my solid MLM spirit! P.S. I will not use the word "never" again because my #2 MUGEN Idol Cybaster told me "never say never".
Werewood said, September 05, 2011, 01:14:08 pm"never say never".justin bieberAlso feedback time:-Dark Bind moves have infinites.-Super Darkening does 510 and I'm not sure if thats source accuate to the source counterpart.Well that's about it.
the dark bind is supposed to be infinite in the source. You could keep chaining it, just that the CPU wasn't so cheap. This doesn't need changingyes, the ultra's damage is way too high I agree. The statedef is 3000. perhaps make it damage 5 per animelem hit. This can be tailored to fit your own needs. Certain characters have higher HP than others, so you could balance it here and there for your own pleasure.
I used to play against Saiki and the CPU is too cheap and is pretty annoying that he suddenly does his special throw any time.Is possible to tonedown his ai?
Scroll down until you see something like this:[State 1000, Proj]type = Projectiletrigger1 = animelem = 51trigger2 = animelem = 52trigger3 = animelem = 53trigger4 = animelem = 54trigger5 = animelem = 55trigger6 = animelem = 56trigger7 = animelem = 57trigger8 = animelem = 58trigger9 = animelem = 59trigger10 = animelem = 60projanim = 10001Projhitanim = 10001Projremanim = 10001;projscale = 0.5, 0.5postype = p2offset = 0, -40projpriority = 100000000000projsprpriority = 100000000000velocity = 6, 0attr = S, HPdamage=10,5Under the damage section, what was originally 10,5 can be readjusted to your liking (only the first number 10 matters). This has to be done for ALL (for all 34 hits) the projectile types ONLY UNDER statedef 3000.Yes there is a way to tone down AI, by adjusting it in the cns file. You can set the frequency a move (walk and grab is value/statedef 1400, stationary reversal is value/statedef 1200, search for those) is used for example Trigger2 = Random <= Var(59)*500 the *500 means that the AI will spam it 50% of the time... or so I think. Make it lower if you want. It's upon 1000 I think.This also just means that Werewood's AI is great : )) I did not make the whole AI; I only know how to tweak it.Also, for those who downloaded the overpowered version, u'll realise your normal moves have some invincibility frames at the startup. If you have no idea how to remove them, just redownload the character. I fixed the link already.
I tried readjusting the damage to like 0,? but it's still overpowered and it does 360 (and higher) damage.
Keep in mind that Saiki's ultra does 34 hits. You adjusted to 0 damage for probably only 1 section of the Projectile type. The full section spans animelem = 51 TO trigger1 = animelem = 74. You must adjust all the damage meters for them. In other words the underlined areas (adjusting only the first number out of the two will do):[State 1000, Proj]type = Projectiletrigger1 = animelem = 51trigger2 = animelem = 52trigger3 = animelem = 53trigger4 = animelem = 54trigger5 = animelem = 55trigger6 = animelem = 56trigger7 = animelem = 57trigger8 = animelem = 58trigger9 = animelem = 59trigger10 = animelem = 60projanim = 10001Projhitanim = 10001Projremanim = 10001;projscale = 0.5, 0.5postype = p2offset = 0, -40projpriority = 100000000000projsprpriority = 100000000000velocity = 6, 0attr = S, HPdamage=7,5animtype = Mediumhitflag = MAFguardflag = MApausetime = 4,12guard.pausetime = 4, 10sparkno = -1sparkxy = 0,-30hitsound = S5000, 92guardsound = S6,0 ground.type = Lowground.slidetime = 26ground.hittime = 26air.hittime = 18guard.ctrltime = 14ground.velocity = -8,0guard.velocity = -8air.velocity = -4.5, -6.5airguard.velocity = -5.33,-1fall = 0fall.recover = 0air.fall = 1palfx.add = -256,-256,-256palfx.time = 20ProjID = 3000forcestand = 1forcenofall = 1[State 1000, Proj]type = Projectiletrigger1 = animelem = 61trigger2 = animelem = 62trigger3 = animelem = 63trigger4 = animelem = 64trigger5 = animelem = 65trigger6 = animelem = 66trigger7 = animelem = 67trigger8 = animelem = 68trigger9 = animelem = 69trigger10 = animelem = 70projanim = 10001Projhitanim = 10001Projremanim = 10001;projscale = 0.5, 0.5postype = p2offset = 0, -40projpriority = 100000000000projsprpriority = 100000000000velocity = 6, 0attr = S, HPdamage=7,5animtype = Mediumhitflag = MAFguardflag = MApausetime = 4,12guard.pausetime = 4, 10sparkno = -1sparkxy = 0,-30hitsound = S5000, 92guardsound = S6,0 ground.type = Lowground.slidetime = 26ground.hittime = 26air.hittime = 18guard.ctrltime = 14ground.velocity = -8,0guard.velocity = -8air.velocity = -4.5, -6.5airguard.velocity = -5.33,-1fall = 0fall.recover = 0air.fall = 1pal.color = 0palfx.add = -256,-256,-256palfx.time = 20ProjID = 3001forcestand = 1forcenofall = 1[State 1000, Proj]type = Projectiletrigger1 = animelem = 71trigger2 = animelem = 72trigger3 = animelem = 73trigger4 = animelem = 74trigger5 = animelem = 75trigger6 = animelem = 76trigger7 = animelem = 77trigger8 = animelem = 78trigger9 = animelem = 79trigger10 = animelem = 70projanim = 10001Projhitanim = 10001Projremanim = 10001;projscale = 0.5, 0.5postype = p2offset = 0, -40projpriority = 100000000000projsprpriority = 100000000000velocity = 6, 0attr = S, HPdamage=7,5animtype = Mediumhitflag = MAFguardflag = MApausetime = 4,12guard.pausetime = 4, 10sparkno = -1sparkxy = 0,-30hitsound = S5000, 92guardsound = S6,0 ground.type = Lowground.slidetime = 26ground.hittime = 26air.hittime = 18guard.ctrltime = 14ground.velocity = -8,0guard.velocity = -8air.velocity = -4.5, -6.5airguard.velocity = -5.33,-1fall = 0fall.recover = 0air.fall = 1pal.color = 0palfx.add = -256,-256,-256palfx.time = 10ProjID = 3002forcestand = 1forcenofall = 1[State 1000, Proj]type = Projectiletrigger1 = animelem = 71trigger2 = animelem = 72trigger3 = animelem = 73projanim = 10001Projhitanim = 10001Projremanim = 10001;projscale = 0.5, 0.5postype = p2offset = 0, -40projpriority = 100000000000projsprpriority = 100000000000velocity = 6, 0attr = S, HPdamage=7,5animtype = Mediumhitflag = MAFguardflag = MApausetime = 4,12guard.pausetime = 4, 10sparkno = -1sparkxy = 0,-30hitsound = S5000, 92guardsound = S6,0 ground.type = Lowground.slidetime = 26ground.hittime = 26air.hittime = 18guard.ctrltime = 14ground.velocity = -8,0guard.velocity = -8air.velocity = -4.5, -6.5airguard.velocity = -5.33,-1fall = 0fall.recover = 0air.fall = 1pal.color = 0palfx.add = -256,-256,-256palfx.time = 0ProjID = 3003forcestand = 1forcenofall = 1[State 1000, Proj]type = Projectiletrigger1 = animelem = 74projanim = 10001Projhitanim = 10001Projremanim = 10001;projscale = 0.5, 0.5postype = p2offset = 0, -40projpriority = 100000000000projsprpriority = 100000000000velocity = 6, 0attr = S, HPdamage=7,5animtype = Mediumhitflag = MAFguardflag = MApausetime = 4,12guard.pausetime = 4, 10sparkno = -1sparkxy = 0,-30;guard.sparkno = S2022hitsound = S5000, 93guardsound = S6,0 ground.type = Highground.slidetime = 26ground.hittime = 26air.hittime = 18guard.ctrltime = 14ground.velocity = -8,0guard.velocity = -8air.velocity = -4.5, -6.5airguard.velocity = -5.33,-1fall = 1fall.recover = 0air.fall = 1pal.color = 0palfx.add = -256,-256,-256palfx.time = 0ProjID = 3004forcestand = 0forcenofall = 0
new patch (35kb file), sorry for the minor screw up.For those playing in 640x480 resolution, u'll have noticed the air fireball's awkward positioning. It's fixed in this cns file. Just replace it and the .air file over ur original files. This also properly makes the air fireball explode on ground... I did it wrongly in the previous file, where sometimes it wouldn't explode. The 2 new bugs before mentioned are fixed in this small patch too.There're some bugs in the AI of saiki, because I'm not good in editing it. Werewood is the original creator of the AI. However, the usable version is perfect.
BoyBoyz said, September 07, 2011, 10:39:41 pmnew patch (35kb file), sorry for the minor screw up.For those playing in 640x480 resolution, u'll have noticed the air fireball's awkward positioning. It's fixed in this cns file. Just replace it and the .air file over ur original files. This also properly makes the air fireball explode on ground... I did it wrongly in the previous file, where sometimes it wouldn't explode. The 2 new bugs before mentioned are fixed in this small patch too.There're some bugs in the AI of saiki, because I'm not good in editing it. Werewood is the original creator of the AI. However, the usable version is perfect.http://www.mediafire.com/?w714ij1c3d15uwb - patch (35kb)http://www.mediafire.com/?ce2ab3ral1blv82 - updated 7c (14mb)Thanks BoyBoyz for another quick update! >> There're some bugs in the AI of saiki,What bugs did you refer to???Oh and please give a Character icon for this topic
there are alot of assholes on here who need to take there head right out of there ass and relize that some people are still new to the scene that is one reason why i would never post any of my work on here because of that i dont mind feedback on what ever i make that is always welcome but when it come to attacking someone simply because 1 they dont like the stage or character that person made or becuse of race or so on is nothing more then a ignorant asshole not only that but they need to rember they was newbies at one point to iam pretty sure they did not have it easy them selfs either
Oh I was referring to how the AI at one time kept spamming the counter move nonstop until the end of the match... and how sometimes the counter move can still stun enemies from far because it reflected the projectile, which it isn't supposed to do. What I did with the counter is just to make it absorb projectiles like in the source. I've no idea why the long range stun still happens. Perhaps it's the new statedefs I created. The AI still uses 1300 as a reference, but mine has changed a bit to implement the reversaldef. Well it's not a big issue though! Not really a bug.I was wondering if a break-free-from-throw could be done for saiki too, with the C+D animation. Not sure how to do that one though.I noticed something: the stone throw actually has another animation to it. When he throws the heavy stone that knocks down, he does the animation currently. When he does the quicker stone throw, he bends down in a different position.I duno how to make a character icon! xD Ima noobie.
Important patch(If you didn't download beta7C beforehand, just go to werewood's site and download that copy and update with this):1. Added a sound to the super counter should it fail to counter anythin, just like the normal counter.2. removed an incorrect sound from stone throw startup, and added a sound for his hand movement whizzing through the air (the sound of light punch)3. Corrected the walk and grab's 3 punch hitsound to S1600,14. Adjusted air fireball's second stun phase to not hit falling enemies so that when you legsweep the enemy just as the fireball hits, the enemy won't be stunned. True to source.I can't implement this for the forward fireball and handswipe because that stun needs to hold falling enemies in the air.5. reduced fireball and counter's damage to 30, true to source.6. Reworked air fireball's helper appear time and appear position again, by removing some image frames in the .air file (to cover the fireball while it's paused) and increasing the pause time before the fireball's velocity activates.To be done:1. Need the teleport sound to be ripped (sounds like whizzing).2. Need damage dampener for handswipe (statedef 1000) combo3. Need to fix dark binding so that enemy will not be pushed out of it if you jumpfwd or airjumpfwd against it.4. More spritesThings not true to source:1. Stationary grab is a reversal in this version.2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.3. Fireballs, handswipe, and helpers can hit falling opponents to juggle from legsweep (this can't be changed for other small details to work... too troublesome to explain here)Werewood's site for the very first Beta7http://page.freett.com/werewood/mugen.htmlMy strategy is to constantly deliver small updates to make this character as accurate to the source as possible. Sorry for this, as I do very frequent testing and discover something new each time.
Sorry, another new important patch here (do not confuse this with the last one... I posted this like within 10min of posting the last one):7. Adjusted forward fireball's handswipe sound from animelem 18 to elem 4 (the sound comes from the forward handswipe, not the fireball appearing). Somehow this sound doesn't seem right still; but if it isn't then it hasn't been ripped.8. Decreased stationary grab startup animation time and extended the duration at the middle (where he folds his arms and pauses) to compensate.9. adjusted forward fireball's speed to 7.2 from 7.5 (it makes a difference, seriously lol)10. Changed stone throw's hand sound again to 0,411. changed air fireball's handswipe sound to 0,4 (somehow I think this is still not right; maybe it's not been ripped)12. removed duplicate stone throw soundhttp://www.mediafire.com/?ljg1gcr1yuh17z1Werewood's site for the very first Beta7http://page.freett.com/werewood/mugen.html
saiki beta 7D is here! Pros please read the 'to be done' section and see if you can help:13. Added an extra red clsn to animelem 4 of C+D attack. Saiki's elbow hits the enemy too. Modified the hitdef correspondingly. Walk and Grab's C+D and counter's C+D modified too.14. stationary grab's startup animation quickened again to be more like source.15. Corrected Standing Strong Punch to only have one hitdef, so it can't perform a 2-hit combo to tall enemies.16. made forward fireball's sprpriority to negative and readjusted its x axis, so it looks like it comes from within the handswipe17. Added two more posadds for legsweep, so his forward step looks very natural now. Made the kick come out faster, return slightly slower like in the source.18. reduced walk and grab's range by a bit. You gotta understand that his arm is quite long. I gauge the range by his arm length.19. changed counter's black flame sound to 1000,1 from 1300,2, true to source. SUCCESS20. Changed airfireball and forward fireball's handswipe sounds to 1300,2 from 0,4 and 1000,1 respectively. SUCCESS.21. Changed legsweep and C+D sounds to 0,3 from 0,4. 0,4 is only for stone throw's handswipe.22. Changed standing light/strong punch's sound to 0,2. Both are the same, since their voices are the same too.23. added random chance that all normal moves won't trigger. Also added random 2nd voice (thanks to kenshin and cyanide). True to source. A+B random sound can't be done, because the teleport sound isn't ripped/there.24. Completely reworked his super darkening fullscreen move: startup sequence time, pauses, screen darkening time, and speed that the red clsn activates. As true to source as possible.25. Added alternate hitsound for heavy stone throwTo be done:1. Need the A+B teleport sound and sweep kick's 2nd random sound to be ripped.2. The super sprites, even the startup currently, is missing (his body slowly turns black without lines first, then after he's completely black, it fades and the lines appear on his body)**3. Need damage dampener for handswipe (statedef 1000's hitdef) combo***4. Need to fix dark binding (statedef 1099) so that enemy will not be pushed out of it if you jumpfwd or airjumpfwd against it.5. More sprites in octoberThings not true to source:1. Stationary grab is a reversal in this version.2. Both stationary grab and walk and grab can catch air enemies in this version while in KOF XIII they can't.3. Fireballs, handswipe, and helpers can hit falling opponents.http://www.mediafire.com/?ge82yj37h1r58za ----- 40kb patch (just use this to update over whatever you have)http://page.freett.com/werewood/mugen.html ----- 14mb original beta7
Asking your opinions: Due to Saiki's sprites not being fully ripped, his counter move animations are imperfect (Instead of putting his hand down, he should extend it.) Hence, I've made a new counter animation. Tell me if you guys like this one or the previous one (current one) that you have. Both 40kb patches have these minor fixes, so you don't have to worry:1. made saiki's forward fireball speed 7.5 again.2. added proper sound to super counter3. removed some standing and counter sprites to make the animation smoother (no bobbing). Adjusted everything according to the minused anims.hang on.. another patch comin
Quite a lot of proper sound updates:*1. QCF+lightkick when near makes the sweepkick unblockable, but comes out slower. changed sound and hitsound for it too. 2. added sweepkick's 2nd random sound.3. added new HITsound for ligh/strong stone throw. changed the pickup stone sound.4. Revamped all normal move hitsounds. All except C+D were wrong.- anyone bother to rip the A+B sound? My speakers are spoilt so Audacity doesn't work for me.This version contains the new counter animation. I'm not uploading the old one.
about something in mvc 3 i got something bad the fx when i hit the enemy has change into shadow i mean when i hit the enemy the saiki is out at the place the enemy hit
I think that has to do with the helpers issue... make sure the anim for the helper is something transparent. If you put it as other stuff a 'saiki' will pop out
Some fixes:1. Changed some anim time for super darkening in the air file; modified pausetimes and screen darkening accordingly2. hard stone throw hitsound is now 5000,94, hence the need for the sound file in the patch.3. removed 1 sprite from state 50001, 4000, and 1300 (the counter statedefs) respectively. Head doesn't 'jerk' that much during counter moves already. Nothitby, ctrlset, destroyself, changeanim modified accordingly.4. Reduced lose-if-time-over sprite to 3 anims only. True to source.5. Changed C+D's voice to animelem 2. If you didn't get this in the last update, just change it urself (the first statedef 900).These are the files I'm currently using. Probably won't have a patch until Werewood or I get some new sprites or get some help with 3 bmp-to-sprite conversions (I can't add them in... the colours get all messed up). credits to Werewood for originally making saiki
Lol yea. Kinda troublesome for me to post in two places. I'm just worried that since the other post is so long, people might not read it. Anyhow, don't think there's much I can update already; or rather, I don't know how to do so xD too noob~random thought: would love to see a saiki-type-m. The type-m authors do EXCELLENT works.
Let's call this beta 7e; basically the air is buffed up. It spams only 3 moves, and 2 supers (one of which it does only near death), but u'll find out it's even tougher than before (only Igniz-Boss and Psyqhical-Boss have chances of beating him). Good luck and pls report any bugs!:*1. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.2. Adjusted dark binding's (1099) position3. changed C+D voice (900,0) to animelem 2. True to source.4. Updated AI to not use walk and grab for more unthrowable characters.5. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.6. Fixed bug with AI's stationary grab and counter moves.7. Adjusted walk and grab's hit animation to be slightly slower and truer to original.To be done:1. Need a proper nojump for saiki. He can still jump in ai mode.1. Need damage dampener for handswipe (statedef 1000's hitdef) combo2. Need the A+B teleport sound to be ripped3. super and Counterconnect spriteshttp://www.mediafire.com/?1f9555ij7e5k7qb - 9.5mb patchhttp://page.freett.com/werewood/mugen.html - original 14mb file
Also, for those who want to disable saiki's jump completely (and this will solve his 'weak link' in the AI), you can download this common1.cns and place it inside your saiki folder. THat's all that's needed.http://www.mediafire.com/?ijdppiaft90qe2g
BoyBoyz said, September 12, 2011, 06:44:13 amLet's call this beta 7e; basically the air is buffed up. It spams only 3 moves, and 2 supers (one of which it does only near death), but u'll find out it's even tougher than before (only Igniz-Boss and Psyqhical-Boss have chances of beating him). Good luck and pls report any bugs!:*1. Fixed loose dark binding. Consequently, adjusted saiki's jump.neu height back to normal -11.6.2. Adjusted dark binding's (1099) position3. changed C+D voice (900,0) to animelem 2. True to source.4. Updated AI to not use walk and grab for more unthrowable characters.5. added AI exclusive priorities (like the ability to counter projectiles with reversals, and some nothitbys) while usable version is true to source. Buffed up ai. Try beating it. It has a weakness.6. Fixed bug with AI's stationary grab and counter moves.7. Adjusted walk and grab's hit animation to be slightly slower and truer to original.To be done:1. Need a proper nojump for saiki. He can still jump in ai mode.1. Need damage dampener for handswipe (statedef 1000's hitdef) combo2. Need the A+B teleport sound to be ripped3. super and Counterconnect spriteshttp://www.mediafire.com/?1f9555ij7e5k7qb - 9.5mb patchhttp://page.freett.com/werewood/mugen.html - original 14mb fileYo your http://www.mediafire.com/?1f9555ij7e5k7qb - 9.5mb patch for beta 7e got deleted??By the way, the 3 saiki sprites you want is here:PCXs: http://page.freett.com/werewood/kofxiii_saiki_PCX_1300_58-60_revised.zip* copy & paste the link to your web browser address bar
BoyBoyz said, September 08, 2011, 11:45:21 amI duno how to make a character icon! xD Ima noobie.By character icon I meant for your forum topic:
BoyBoyz said, September 13, 2011, 04:03:12 pmhttp://www.mediafire.com/?8x2s14gk1mcqf6gthanks! and here is the correct sprites: PCXs: http://page.freett.com/werewood/kofxiii_saiki_PCX_1300_58-60_revised.zip* copy & paste the link to your web browser address bar
Here, beta 7F. The AI can be very good at one point, but totally suck at another. No idea why. Everything else is good though, with updated counter sprite and fixed bugs. Previous version had some bugs. Will be final big release for some time.Just take out the common1.cns if you want Saiki to jump normally.
Next update will feature A+B sound and damage dampener hopefully.1. Revamped walk and grab start/end timings and punch pause times, and adjusted the bgcolour accordingly.2. Added 2nd sound to end of walk and grab, so that it alternates between the two. Saiki always says either one of the sounds (not like the normal kicks and punches where he sometimes says nothing)3. Counter's C+D now comes out slightly faster if it connects. Counter will have saiki raise his hand if it connects but C+D is out of range.4. Sweep kick made to launch enemy further.5. Added new sound to super counter's first punch6. removed lose by time over sound. true to source.7. added channel = 0 for grab sounds, so that they don't overlap, and once enemy is hit, the first sound will end immediately for the second sound to play.8. removed QCF+ a (sweep kick when close)'s sound (not voice).9. quickened stationary grab's recover time but nerfed it's attack duration. After his arms start to unfold he wont be able to grab the enemy.10. AI buffed to use certain moves when power < 999, and other stuffs.
Here's the full Beta8 (14.3mb). There is a very rare bug where forward fireball + handswipe at edge of screen does 14-hits instead of 2 -.- (2/100 chance of seeing it, hence I duno where the problem lies; I'm assuming it's from the helpers but I'm not sure):*1. Reworked fireball stun state. New states/anims 822 and 823 (instead of 1888) are always activated at y=0 even if p2 is in airfall state. This is true to source, though the source has a fixed position drawn for every character. After anim ends, the player will fall to ground if he was stunned in the air. This way, enemy has no chance to 'block' when his position changes from airfall to standing.2. changed targetbind to animelem 172 for both walk and grab and super counter grab, so that when he releases enemy the enemy drops to floor3. changed helper, destroyselfs, and nothitbys for super counter4. modified some AI commands5. Made super counter true to source. His super reversal is now only a grab, not a walk and grab. He can't reverse projectiles, but only cancel them out. The animation comes out slower than normal counter, and the screen doesn't darken when it starts up. Super counter in KOFXIII is done by pressing D, F, D, B + any kick.6. Super darkening now has 2 random voices, with the second one coming out at 30% chance.7. Made super jump and super slow usable, since the AI doesn't use them anymore. Not advisable to use super slow though, u'll see why. Movelist updated with them.8. Solved a bug where after air fireball/counter hit just as p2 leaves the ground, dark web appear wouldn't appear.9. Corrected counter's changestates to reduce the bugs when fighting Psyqhical.10. changed saiki's super darkening projectile pos to p1, so it always hits everywhere instead of following p2 as he jumps.As I said, winmugen saiki has 3 bugs where if enemy is already stunned in the air by a forward fireball, an air fireball will cause him to fall to ground immediately instead of continuing to be stunned; and the voice for super darkening cuts off halfway; and super counter has a positioning bug. No idea how to fix them. I've been updating saiki using mugen 1.0 all the while.Credits to Werewood
Latest Patch:1. Basically I opened KOFXIII and mugen windows side by side, and compared all the move times. This latest patch is hardcore accurate in terms of timing. Lots of timings changed, even including walking speeds. 2. A new ctrlset has been added for sweepkick near the end of its animation. This is because a pausetime is introduced to the animation. You'll see what I mean. 3. The commands for super counter and super slow have been changed.This patch has the nerfed AI, but contains a file called 'kof13saiki Insane AI'. To use the Insane AI just rename the file to 'kof13saiki.cns' and overwrite the existing one... but make backups though.
Sorry for the spoilt link... Now all's fixed with another update. There is no more fireball bug! The helper will disappear if saiki's fireball gets cancelled and he gets hit. No known bugs left until more are found! Hell yeah! In case I forgot to mention, these are the prominent updates. The rest have to do with sounds and timings and AI bugs that's all:1. counter's C+D voice changed to animelem 62. fireball helpers changed to 1302 instead of fullscreen 10001, and made 1302 clsn larger. Adjusted positions and offsets accordingly(because 1302 is shared by 3 other moves), and made velocity 20 so that it'll disappear from screen fast enough to prevent bugs.3. Made fireball handswipe's hitdef last till animelem 17 only, to prevent 10hit combo bug. 4. Increased counter's C+D clsn so it can hit enemies that are countered behind saiki. 5. Added some p2facing = 1 to grab moves to prevent saiki grabbing them 'from behind' 6. Fixed counter's pausetime for p2 to 21, to correct a bug with kyo clone 10
Ok yup, bugs are gone, and some new additions!:*1. Due to popular demand and being true to source, walk and grab and stationary grab now cannot grab air or falling enemies, but CAN STILL GRAB those stunned in air/falling state! If enemy is in air, saiki will still walk over, but when near the airborne enemy, will stop and changestate into a new animation. Saiki can be hit while this happens. True to source!*2. Modified .cmd file so that QCF+a sweepkick when near only comes out when enemy is standing. If enemy is in air or falling/lying down, stone throw activates. True to source3. Made new hitdefs for standing strong/light punch, so that they launch enemy into air if they are in stunned state. true to source.4. Added new hitdefs for fireball handswipe, so that it cannot hit falling enemies but can hit airstunned/airstunnd-falling enemies. True to source.5. Added new hitdef for forward fireball, so it can't hit a falling enemy. This and the handswipe modification is to prevent a combo from sweepkick. True to source6. the air fireball would not trigger the dark web properly especially if the fireball hit when near ground - fixed the offset of helper to -30 and increased velocity y.7. fireballs would trigger dark web but not stun enemy, because helper did not destroyself when hit by fullscreen attack (tested with kyo clone 10, magaki, evilken) - fixed by adding triggers like movecontact && p2movetype = H or p2movetype != H to destroyself.8. Forward fireball would not trigger dark web properly when it exploded when zero kof2k2um kicked it - fixed by increasing velocity x.9. Forward fireball was still missing the second stun frame when the enemy landed right on the edge of the fireball. Hopefully fixed by adjusting offset to -60 for x.1 issue:1. A loose helper will hit the enemy and then disappear (without stunning or anything, phew) after forward fireball gets cancelled by evilken's super fireball. Not a big issue though.Things not true to source:1. Saiki can perform a standing strong punch combo-ed into another forward fireball on a stunned enemy, while in the source the fireball couldn't hit the enemy after strong punch landed. Maybe I'll fix this sometime2. In the source, when hit by a fireball in the air, the enemy will straightaway go into a custom state and land on the ground. In this mugen version, the enemy will go into a hit animation, then go into custom animation. I can't solve this without having some other bug appear.
1. Reworked .cmd file by removing var(1), and adding these to every special/super move to enable cancelling into special/super moves from normal move only WITHIN certain animelem span. Also, C+D can be cancelled into from standing lightpunch: trigger3 = stateno = 200 trigger4 = stateno = 210 && animelemno(0) = [1,5]trigger5 = stateno = 240 && animelemno(0) = [1,9]trigger6 = stateno = 900 && animelemno(0) = [1,7]All timings true to source.2. Added these commands to forward fireball's handswipe (statedef 1000) hitdef to prevent comboing from standing strong punch WHEN ENEMY IS STUNNED: triggerall = prevstateno != 200triggerall = prevstateno != 210triggerall = prevstateno != 9003. Added a new hitdef in statedef 1000 to allow comboing WHEN ENEMY IS ON GROUND AND NOT STUNNED4. Changed selfstate value from 5100 to 5110 (Lie down animation), true to source.Got no time to figure out the loose helper problem. Will update once I do.http://www.mediafire.com/?43jjtkp4qt34q30 - beta8B mugen 1.0 (14mb)http://www.mediafire.com/?gn6pfbgsar0nabv - winmugen patch (65kb)
Oh I am using your Beta8A to try to look into the 2 different MUGEN versions issue................and now you released Beta8B that fast!I am not be able to keep up with your awesome pace Now I will switch to your Beta8B to continue..........or shall I wait till your updates are done?
You could use the currently uploaded beta8B! It only has one minor bug, which should be easy to update!
Ok I made a big compromise, but managed to fix the problem, which lies in the many EXTRA helpers. I removed all of them. Now Saiki's fireball cannot 'eat' evilken's (but can eat a lot of other projectiles), and will just disappear. There are no additional helpers floating or travelling around the screen. His handswipe can still cancel all projectiles though. With this change, animelems for second stun are back to 24, and quite a few adjustments in terms of ground/air velocity and pausetimes have been made to accommodate the delay in second stun. Tested quite a lot with all possible combos and scenarios and it seems fine. No more bugs, only 3 things not true to source:1. the forward fireball (state 1000/state 1007) can still hit a landing enemy (but not falling), making saiki able to chain a 2 hit combo with strong punch + fireball on a stunned (states 822/823) enemy. The handswipe won't hit though. 2. Various other minor stuffs like juggling with light punch (state 200) etc are also hard to change, because once u change one thing, you have to change everything also. That's how complicated the coding for saiki is.3. As I've said before, the custom state that the enemy enters right when fireball hits is unachievable for me, I give up. This is as far as I can go! Estimate: 96% completion, not counting the lack of sprites.
1. Added a new hitdef to statedef 200 (light punch), with triggerall = p2stateno = 5000 || p2stateno = 5888 || p2stateno = 5030 || p2stateno = 5035 || p2stateno = 5040 || p2stateno = 5060 || p2stateno = 5061 || p2stateno = 5070 and hitflag = M, to prevent juggling when in the falling state. I tried ifelse for the juggle = , but it didn't work.2. Re-enabled jump. Adjusted jump.neu to -10 from -12.5, changed jump time in .air to 4, removed some landing animations (state 47). Adjusted AI/ insane AI accordingly to not jump, but as a result the AI kinda sucks now.3. Adjusted new common1.cns such that when saiki jump lands opposite opponent, he will not go into landing animation (47) at all, but instead immediately turn to (anim = 5) with the landsound. True to source.4. Modified walking sounds in the state-3 section to prevent many walking sounds when tapping forward rapidly:trigger1 = stateno = 20 ;walking forwardtrigger1 = timemod = 43, 11Bugs: 1. Mugen Saiki is NOT compatible for simultaneous mode. Why? If his fireball hits the enemy behind, that enemy will get stunned but the dark web will appear on the front enemy. Will need some time to fix this.
Here's Beta 8C:1. Damage dampener applied for forward fireball + handswipe (state 1000) combo2. stun animation made smoother, so that enemy slowly drops to ground instead of instantly. Still only 90% true to source. The source version has the enemy falling in stunned anim immediately on hit, while mine has a pause. This pause is to enable the enemy to fall to ground later if he's stunned in midair.3. fixed fireball not hitting when enemy slightly off the ground. Unsolved: 1. simul mode dark web (state 1099 + 1099 helper in state -2 area) appearing on nearest/random p2 instead of the hit enemy (Sorry Cyanide, I can't make it work) - don't use saiki in simul mode if you don't wanna see bugs.2. fireball helper (state 1007) hitting falling enemy from standing strong punch (state 210) > fireball combo on a stunned enemy - This can't be solved given the mechanics I've made for Saiki so far. It's not a bug, just not true to source. I see some youtube videos where people are still using the crappy first edition saiki on winmugen. Use this version on Mugen 1.0 for best effects. Enjoy this last release!
Sorry I fixed another thing where QCF + a when near couldn't hit crouching enemy.Or you could simply add triggerall = p2dist x <= 85 && p2statetype != A (instead of p2statetype = S) to value = 1610 area in the .cmd file.
This .cns patch solves the damage dampener (attackmulset) not returning the damage to normal.No more updates for at least 2 days I promise : p don't wanna disturb u guys anymore
1. stationary grab ends faster, and is nerfed. grab hitdef only in initial few seconds, not during the pause of 15 seconds also. True to source.2. Added pausetime after standing strong punch and standing light punch. Added ctrlset for standing strong punch so that it can be spammed faster. True to source.3. light stone throw now has another hitdef, where if enemy is in darkweb, it will hit him off the ground but wont cause a fall.4. Removed super slow move. Too buggy. The code is still in .cns though, statedef 3200. For users to mod it if wanted.5. Fixed some normal AI bugs, since jumping is now re-activated.6. Toughened up normal AI slightly by enabling his stationary grab, but still has one key weakness that is in KOFXIII, and still has his current fireball spamming weakness. Insane AI patch is still... insane.2 issues: 1. down fireball not stunning when hit right near ground2. simul mode dark web hit random p2Link above.
1. Walk and grab movespeed adjusted to 0.45 from 0.52. stone throw's stone helper position adjusted higher to -98 for pos y. Slower speed for heavy stone throw while faster for light stone throw. Stone travels straight with a 0.5 velset arc downwards. Enemies can now crouch out of stone throw, or short enemies can avoid it altogether3. Gray screen before super darkening and super jump adjusted to source. Fades when saiki crouches.4. Super darkening screen change time adjusted slightly.5. Fixed bug where you could do moves in the air6. Fixed AI bug. Now AI will still jump occasionally, but cannot use moves in the air.7. removed fireball's blue clsn to prevent normal attacks from being able to hit it. Fireballs can still collide and cancel it though.Insane AI file included.
Changes:1. saiki's A+B recovery roll's voice now comes out at random. When he recovery rolls, there will be a sound as he touches the ground2. Fixed some gethit sounds, but still not all true to source because some sounds are missing.3. Fixed AI's reaction to unthrowable characters like apocalypse etc. Does not work for winmugen though.bugs: down fireball not stunning when hit near groundsimul mode dark web hit random p2Untrue to source:gethit voicesforward fireball combosuper darkening hitting falling stateStatus: 95% complete
Changes:1. Fixed breathing speed for intro.2. Added more gethitvar for some gethit sounds. Also added a p2movetype = A for a gethitsound.3. Added 5080 liedowngethit sound4. Adjusted down fireball's pausetime to 19 from 17, so the stun looks the same as forward fireball.5. Made it such that when fireballs cancel other fireballs, there's no hitsound present. Did this by adding another helper but without the red clsn, only blue. This helper does nothing but travel across the screen and absorb the first hitsound.6. Added lose by matchover different voice. Normal lose voice fixed too.7. Fixed bug where after you lost, you could still A+B safe roll before 'dying'bugs:1. down fireball not stunning when hit near pos y = 02. simul mode dark web appear on random p2untrue to source but can't be helped:1. not supposed to have forward fireball combo2. super darkening not supposed to hit falling stateWhat's left:1. no lose by guard anim (kneeling down position)2. Throw sound detector still not strong enough, but this is minor and hard to solve3. no hyperdrive4. sprites suckInsane AI file includedhttp://www.mediafire.com/?5gsem6412qcw4 - Important: Even for winmugen users, you need the 14mb file, then apply the small winmugen patch.
Changes:1. counter move red clsn fades on animelem 12 instead of 162. Nerfed AI's A+B spam; now he walks forward.3. Fixed gethitsound: it should be statetype = A instead of p2statetype = Abugs and what's left still remaining. Probably final update, till someone makes a better one.Insane AI file includedhttp://www.mediafire.com/?5gsem6412qcw4 - Important: Even for winmugen users, you need the 14mb file, then apply the small winmugen patch.
Sorry but I realised the winmugen patch wasn't working coz of some varset trigger that only worked in Mugen 1.0. It has been fixedThe main file has some very minor updates, u can skip it if u want.
Saiki Changes:1. His counter move has been modified: now the C+D always activates even if p2 is not in hit state, and the C+D hit range has been extended such that it always hits if counter connects.2. Counter's C+D only hits on animelem = 4 now. The voice executes earlier too. The normal C+D still hits on animelem 5 though.3. Leg sweep positioning modified to look more natural and smoother.4. Fixed some AI bugs with fireball/grab being done during super darkening.Evil Ash updated too, all in the folder. His super fireball does not have the correct explosion spark though.When is Insanius gona release the saiki sprites??http://www.mediafire.com/?5gsem6412qcw4
evil ash still doesn't have his taunt and win pose voice, he needs to have his taunt and win pose voice so that it can be kof13 voice accurate
This is a full report of what's left to do. This will help those who are in the process of making a better Saiki. The current one I have is only about 90% complete. I won't be updating Saiki anymore because I've no idea how to. bugs:1. down fireball not stunning when hit near pos y = 02. simul mode dark web appear on random p2untrue to source but no idea how to solve:1. not supposed to have forward fireball combo after enemy is hit out of dark web, in falling state.2. super darkening not supposed to hit falling state3. dark web when disappearing on enemy gethit, will follow enemy around. In the source, it stayed on the spot and disappeared on the spot when enemy got hit out of it.4. stun animation. In source, if enemy in air, stun to ground occurs faster etc.What's left:1. no lose by guard anim (kneeling down position)2. no hyperdrive3. sprites suck (especially breathing, counter/super counter and super darkening)Unique additions (can be changed):1. super jump2. counter's C+D range is VERY long so that it doesn't miss if counter connects3. super counter/counter not supposed to counter throws4. Saiki during starting of super darkening is NOT invulnerable to THROWS5. No jump
nope, the link's above, and nothing has changed. I was just giving a final report, for the future makers.
for saiki, and also, will you update evil ash still because he still doesn't have his taunt and win pose voice?
Only for Mugen 1.0, and I'm not gona create another thread in that section because there's already two here. Hopefully a mod moves it over.updated:1. Fixed dark web bug where it would fly off screen when enemy died.2. AI bugs fixed: AI is very strong but has 3 weaknesses. First, his counter has a weakness (leave you to figure that out). Second, he is weak to fireballs that can't be detected as fireballs. Third, if his AI screws up.
A few minor changes:1. Accurately reworked enemy's gethit animation timings for saiki's grab/walk and grab move2. Changed liedown time to 40 from 60, true to source3. Super jump (not an original move) now does not hit when saiki jumps up, to make it more fair.4. Normal AI modified slightly to make him randomly A+B when p2bodydist > 40. This is to prevent him from blocking fireball spams (from MagakiKOFM for example, because his fireball cannot be detected as a projectile and hence Saiki won't counter it) until he dies.I guess we should call this True Saiki, to differentiate from the recently released Saiki. The sprites still suck though... anyone with the proper sprites could lias with me to incorporate it here.Evil_Ash_Diabolosis has been edited slightly too.http://mediafire.com/?5gsem6412qcw4
For evil ash still no win pose voice?! ugh! anyway, for saiki, i was hoping to add flames flowing on his head, feet, and hands, so that away this sprite will be more accurate to kof13!;)
BoyBoyz said, December 13, 2011, 01:25:49 amyea i was hoping for flaming saiki too; a pity I don't know how to rip sprites lolyeah that saiki there he's covered in black, so i am guessing that the only thing missing for saiki's sprite has got to be the flames added to his head, feet, and hands, anyway, evil ash still doesn't have his win pose voice btw:P
Sorry I forgot to fix the Playsnd animelems... The file can be downloaded nowhttp://mediafire.com/?5gsem6412qcw4
Yes the fix was for saiki. Animelem is an abbreviation for Animation element, meaning one part of an animation.http://mediafire.com/?5gsem6412qcw4
BoyBoyz said, December 13, 2011, 01:04:34 amThe sprites still suck though... anyone with the proper sprites could lias with me to incorporate it here.Avatar of Woe ripped them a while back.http://www.justnopoint.com/lbends/
BoyBoyz said, December 13, 2011, 11:32:05 amomg i duno how to apply those sprites! what's wrong with the colour T_TYou probably need to make a new palette using the new sprites. I'm assuming Avatar of Woe's rips already have the same palette applied to all the sprites already. I guess just make a new act from a sample pcx to apply to the SFF.Oh yeah, and Kronos revealed that the black in his face and arms actually have a palette index so it would be ideal to keep the pcx palette index at what it is.
Violin Ken said, December 13, 2011, 06:08:39 pmBoyBoyz said, December 13, 2011, 11:32:05 amomg i duno how to apply those sprites! what's wrong with the colour T_TYou probably need to make a new palette using the new sprites. I'm assuming Avatar of Woe's rips already have the same palette applied to all the sprites already. I guess just make a new act from a sample pcx to apply to the SFF.Oh yeah, and Kronos revealed that the black in his face and arms actually have a palette index so it would be ideal to keep the pcx palette index at what it is. wow it looks like devil seth or someone!
This is out of my league. Will just have to wait for some pro people to do it, then i can help with the coding