ALREADY? JESUS CHRISTThen I guess I'll be seeing BBH's update next week. D:Thanks for the release. Download now, feedback later.
地獄の花 said, April 13, 2011, 01:13:29 pmThis is the kula that will end all kulas.Amen brother. That is all that needs to be said.The only way this will get better is when Red finishes his color sep set.
Good release.~Guard spark misaligned on Counter Shell. Also, the way the opponent moves after a guarded Counter Shell looks awkward compared to XI.~Could you increase the recovery time on Kula's Diamond Edge? The way it is you can set up a Max Diamond Edge after that Super move; this doesn't happen in XI.~Damage scaling after a Diamond Edge to Freeze Execution I might suggest.That's it for now.
Kirishima said, April 13, 2011, 11:30:28 pm^It's like that in XI.Some time that I didn't play XI So it's cool.
- If Freeze Completion requires 3000 power how come it does less damage than MAX Diamond Edge and Freeze Execution?Other than that, THIS BITCH IS BLUE LIKE CANDY NIGGA
GOH Pantless said, April 13, 2011, 11:51:34 pm- If Freeze Completion requires 3000 power how come it does less damage than MAX Diamond Edge and Freeze Execution?I'm wondering that myself- Why does 'Counter Shell not do chip damage?- Why does 'One Inch' and 'Critical Ice' do chip damage?- Aside from the corner, you can't catch Close HK ->'one inch', 'Ray Spin'. Was that intentional?
senorfro said, April 14, 2011, 01:26:28 am- Aside from the corner, you can't catch Close HK ->'one inch', 'Ray Spin'. Was that intentional?It's possible to pull that off, it just takes really, really precise timing.
yesss!!! at last baby I will try her when I am free, I am busy these few weeks will nominate her as Character of Month in April and hope she wins
Basara Reid said, December 09, 2010, 02:17:54 am-Hexadrive (SDM) makes 410 of damage and Vapor Trail (MAX) makes 450... too little diference between a lvl2 and a lvl3 supersenorfro said, August 28, 2010, 09:08:53 am- Why does 'Back-Alley Spider' do less damage than 'Joker'?K' Error said, February 22, 2011, 10:18:01 pmKaiten Katatokkan Ougi Rasen SDM deals more damage than the LDM Saishuu Katame Shutou Higi Rinkou.*sighAll the other feedback is viable and will be addressed.
Vans and you should just add a damn note in the readme file about how retarded is to address the damage difference between MAX2 and SDMs because is not obvious to the non-KOF player. And will avoid all this... of course unless the guy doesnt read the file first.
Maybe I don't know enough of the dynamics to understand the damage being the way it is for lvl. 2 and lvl. 3 supers (I haven't played enough KOF02U). Yes, I asked the same question for Oswald months back, but I never got a clear cut answer. So, if asking what I think is a legitimate question, becoming a hassle, well then I'm sorry.
Rednavi said, April 14, 2011, 08:59:26 amVans and you should just add a damn note in the readme file about how retarded is to address the damage difference between MAX2 and SDMs because is not obvious to the non-KOF player. And will avoid all this... of course unless the guy doesnt read the file first.Vans basically said, "I know what I'm doing and don't try to tell me how to do it and here's why things are the way they are," in his Alfred readme.
I didnt download a mugen character in months, nice to see someone did that senorfro said, April 14, 2011, 09:02:58 amMaybe I don't know enough of the dynamics to understand the damage being the way it is for lvl. 2 and lvl. 3 supers (I haven't played enough KOF02U). Yes, I asked the same question for Oswald months back, but I never got a clear cut answer. So, if asking what I think is a legitimate question, becoming a hassle, well then I'm sorry.the MAX2 arent really level 3 supers but level 2 supers that require you to have low life and be on maxmode. The fact that you can spend 3 levels to use this and bypass the previous requirements is a strategy option.
I've only played KOF99 and I'm kinda lost here, but I think it's safe to say that it's kinda weird if an HSDM takes 3000 power, and does less damage than a super that costs 2000 power, specially an HSDM where you have to be really close to the opponent.
Well after what RedNavi said, I at least better understand it (I thought it was lvl. 3 strictly only).In the original games (ex. 2002), you had access to the move once your life was low and you were in Max Mode. Here, the option to use the move anytime is there but at a cost, like strategy. However, I do think it is impractical to use it anytime and be a lvl. 3 as the super has no priority and can be blocked, but that's how it was in 02, but with bigger damage I think (in 02 the extra move, for the most part, had a function (high damage, dizzy, counter, tactical set-ups, unblockable, etc.)). But again, use it like strategy, wait to where you're close to dead, and be in max mode to use 2 supers, or use it anytime with 3 supers.
KoopaKoot said, April 14, 2011, 08:27:38 amBasara Reid said, December 09, 2010, 02:17:54 am-Hexadrive (SDM) makes 410 of damage and Vapor Trail (MAX) makes 450... too little diference between a lvl2 and a lvl3 superHey wait!! Why is my quote if I didn't post my feedback yet?? The only "strange" thing I noticed is about Lv2 supers make 450 and the lv3 (with shattered screen and stuff) made just 400, but since there's a whole discussion about that and the "I won't change that" stuff, I think this is not necessary to mention this again I made great expectatives about this char, but I feel a little bit disappointed in the end. The char is good, fun and solid, and apart of the damage stuff in supers I found no serious bugs on her... but as I said before, I expected more, that's all good work anyway, Koop
Not for me, sadly. It's a good and solid Kula, but there's something don't convince me at all... and I don't want to start the "I prefer ****'s one instead this" because that makes automatic pages of flamewar I don't want
Finally a decent kula. excellent work koopaKoot but only thing I notice which is not major but minor is that she blocks I don't hear the glass effect I believe that was on kof xi but everything is Yay-o-kay on my end.
Basara Reid said, April 14, 2011, 08:06:47 pmNot for me, sadly. It's a good and solid Kula, but there's something don't convince me at all... and I don't want to start the "I prefer ****'s one instead this" because that makes automatic pages of flamewar I don't wantyeah, she's quite incomplete, she's missing stuff from KOF XIV...senorfro said, April 14, 2011, 11:29:11 amWell after what RedNavi saidFUUUUUUUUUU-!!!地獄の花 said, April 14, 2011, 11:49:15 ammost hsdm are unblockable or used in counter maybe that's why they are weaker.Also some of them have good invincibility frames aswell, dunno about Kula's case or if it was changed in 02UM.
For those of you who never played King of Fighters 2002 or '02: Unlimited Match, the damage ouptut may confuse you but this is why.In those games, the Hidden Super Desperation Moves were merely moves that were visually impressive. They weren't really meant to be used as super powerful moves but rather ones to put on a show.In Kula's case, it's the same thing here as her KOF counterpart. Her Freeze Execution is more powerful but her Freeze Completion is much more impressive to look at.One thing that I have noticed with Kula is that she can dream cancel her MAX Diamond Edge into her Freeze Execution in Training Mode despite having only 3 super bars.
that's not true, most of them are actually their most useful supers, like Kyo's HSDM which is an unblockable grab that does really good damage. Kula is most likely the one that fits your concept the most but dont claim HSDMs as just flashy and weaker moves than SDMs in general because that's not true.
My characters kept the low-life level 2 MAX2 option. But you could use it outside those conditions by paying an extra gauge of penalty, and even then, this is a non-issue.It's simple: there are moves that are way easier to connect than others and this is what decides the damage output, not the gauge cost. In Alfred and Oswald's cases they were able to do a wide selection of combos ending with MAX2 that would normally be impossible using a regular DM, this is why they don't deal that much. And I believe even PotS mentions this in the "greatest hits of character feedback", it's a good read.EVERY game does this, it's not a mistake, they were just designed that way, really.
Well in my opinion, most of the HSDMs are indeed just for the show. There are a few that do a great amount of damage. The Orochi Team is one example of having powerful HSDMs.Whereas a lot of them are merely just to see such as Benimaru's, Clark's, Bao's, Jhun's and Seth's.This Kula merely needs more palettes. Is there a site that shows her 12 XI palettes?
Yes, fight a base. Be patient though, Rednavi is working on some highly intensive color separated sprites for her. Once that is done she will have near endless potential for palettes.
in kula's case her hsdm can't be blocked low, unlike her sdm, this making it pretty dangerous on a blocked close C.
Seeing the shots I made as feedback, I found this, too. I hope you don't tell me this also comes with the character as the HSDM...... since the other throw makes 100 and this makes even more damage than a special of her (120-160)
ξ Bastard said, April 17, 2011, 01:07:50 pmOr you can double kick on the text file that has the full movelist ...rizki29 used Double Kick! It wasn't very effective...
Bumping because why the hell not.Compared to the KOF games themselves I have a pretty hard time hitting an opponent with counter shell after ray spin->slide outside of a corner. At first I thought it was just me but now I really feel like something's amiss.