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Kyo Kusanagi (Important Update Released) (Read 4695 times)

Started by K.O.D, July 01, 2008, 05:31:46 pm
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Kyo Kusanagi (Important Update Released)
#1  July 01, 2008, 05:31:46 pm
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*Updated on 4th July 2008, check end of post for details on update.

Kyo Kusanagi 98/99/2k3/XI and SvC with 95 and Kusanagi mode and probably the most accurate Kyo released for Mugen.

Check out the readme for movelist, system details, mode selection,etc.

FAQ
Quote
Q.What system does this character have? It uses XI hitsparks yet older stuff as well?

A.My own custom KoF system, a mix of the old 98 Extra Mode,2k3 and XI.

Q.Why use 98 as his base?

A.Because Kyo was best in 98.

Q.Ok, so why the new stuff after 98?

A.To keep him up-to-date while not spoiling his 98 awesomeness.

Q.Which characters does he have an intro against?

A.
1.Iori WLS by Vans/L
2.CvS Iori by Anjel
3.Ultimate K' by Me (K.O.D)

He also has a Taunt and Special Winpose against both Iori's (and they too as well have the same against Kyo)






Download

Download hosted at Trinity Mugen, but visit the above link to my website first.

Update :

Quote
==Changelog==
---V1.1---
-Added Oniyaki to Dokugami followups
-Fixed Hikigane Light juggling
-Fixed a few misplaced sounds
-Fixed Shiki Kai -> Jumping Basics juggling
-Fixed Kami Gomi damage
-Fixed Running -> Crouching Basics chain
-Changed Hikigane Command to QCB + K, removed it from Kusanagi mode
-Plenty of other stuff

Download Update
Last Edit: July 04, 2008, 11:22:40 am by K.O.D
Re: Kyo Kusanagi Released
#2  July 01, 2008, 05:45:06 pm
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This Kyo is very accurate and good. His AI is moderate as u say but take his strongest point in 98 his aggressiveness. I find it funny u gave Kusanagi Mushiki as well. Overall a definite addition to my Mugen
Last Edit: July 01, 2008, 05:52:56 pm by Omegalord99
Re: Kyo Kusanagi Released
#3  July 01, 2008, 06:41:04 pm
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I havnt tried him so much yet. But the juggling on 412 Shiki: Hikigane Light version is somewhat fudged. You shall be able to juggle 75 Shiki Kai : QCF + K to it. Doesnt work in your char though. Hard works fine though.
Re: Kyo Kusanagi Released
#4  July 02, 2008, 08:59:36 am
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Yeah, noticed.
Re: Kyo Kusanagi Released
#5  July 03, 2008, 06:59:16 am
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I will try to be very factual and skip any ornamental words.

I only tried the regular version you choose whitout holding start.

stuff semi important.
* cancels are based on movecontact, which means that I can late cancel a lot of moves and I can't cancel on whiff, both things being innacurate to kof.
* can easily jump over someone in the corner, this is easily fixedby adding a width with sctrl edge = 24 in -2.
[mcode][State Always]
Type       =Width
Trigger1    = 1
Edge          = 24,0
[/mcode]
currently it is ruining corner combos and corner mix ups.

* you are using
trigger1 = statetype = S
for your standing attacks and
trigger1 = statetype = C
for the crouching ones, trigger should be
trigger1 = statetype != A
for that condition, as the holddown command checking should be enough; I can't currently perform the coruching weak kick to standing strong punch cain because of that.
* far strong punch should also be cancellable.
* If I hold down fwd while running I can't use basic attacks, I should be able to.

* cancelling of weak attacks feels stiff, as an example, your crouchign weak kick to itself has a
trigger3 = time > 7
while it should be
trigger3 = time > 4
which is the hitframe, so the cancel can be buffered on hitpause.

* the attack after evade should be cancellable to specials .
*something is wrong here because qcf+weak punch combos perfectly from crouching weak punch, while it is right that I can cancel to it, i should not get a succesful combo, just the link. Actually It can easily combo after some weak attacks, so I guess the qcf + weak punch is the one to blame.
*I can't juggle using jumping attacks after D shikikai, I should be able to.
* I can't juggle at all if I only hit with the second hit of the D shikikai.
* I can't delay the second kick of the shikikai properly, but then again the delay window changes form one version of kof to another, it's still a decent strategy for pressuring, though.
* I can't juggle with "the current DP+kick" after a D shikikai.
* I can't combo rdp+weak kick aftera standing strong punch, fwd + weak kick combo, I can't readily guess the reason, though.
* I can air recover after HCB + kick.
* I can't ground roll recover after some of kyo's own specials moves, including the dp + punch.
* common1.cns' get up form liedown should not be used as this.

[mcode][State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3
[/mcode]

causes horrible behaviour in kof characters' get up game.
*a succesfull mushiki should force the player to spend more time lying down.
* grab sdm can hit guarding oponents, thus making you able to do a jumping kick that must be blocked then do a succesfull grab dm when landing.

stuff that I consider minor.

* small jump's Y velocity feels a bit too low, I can combo two jumping attacks in a row because of that.
* DP + kick special should have his command changed to qcb + kick, the run and shikikai combo gets broken because of that.
* since this kyo is upto date, the first hit on the DF+strong kick should be cancellable to specials.
* mushiki dokomademo juggles everywhere.
* weak DP+punch can be super cancelled, I don't remember a version of kof in which it could be cancelled.
* the very first velocities of qcf+strong kick feel weird, it could just be me.
* you are using an even pause time of "pausetime = 13,13" for clsoe strong punch, it is actually 4 ticks less for p1 in kof.
* corner push bug; this is minor as it's mugen's fault for it's really crappy corner push behaviour.
* guard hit parameters should give the attacker 2 ticks of advantage over the time it takes to recover from being hit.
* I think vans won't mind if you use his hitvels for basic attacks, still teh currennt ones don't feel very off.
* can't juggle after weak shikikai.
but using mugen's default juggle system to replicate kof's juggle system is like using a hammer to bake a cake, I guess it can't be fixed unless you implement custom juggling.
* mushiki is before orochinagi in the cmd, it should be the other way around for some specific, albeit only useful for show cancels to work.
* qcf and hcf based moves in the ground should not trigger if I am also holding back or down while doing the command.
* qcb and hcb based moves in the ground should not trigger if I am also holding forward or down while doing the command.
* dp based moves in the ground should not trigger if I am also holding back while doing the command.
* The year's animation you did choose for the orochinagi is too slow on start up and I can't combo it after standing strong punch, forward +weak kick, which is a signature combo for kyo kyo.
* doing downforward + kick triggers the fwd+kcik attack, if I do it to cancel from a basic attack, I think it's caused because of the previously mentioned statetype triggers.
* the DP finisher for the qcf + strong punch chain is cool, I think you should add it.
* No automatic air recover ?
* It feels as if I can't grab kyo while he is doing the mushiki, I should be able to.
* It feels like the mushiki's hittimes while guarded are too long acd actually leave you in a favorable situation, though this is a common problem with most kyos.
Re: Kyo Kusanagi Released
#6  July 03, 2008, 07:16:35 am
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i also feel not sure if its accurate but one Aragami chain almost guarantess a power bar. And this is with Power=3000
Re: Kyo Kusanagi Released
#7  July 03, 2008, 07:36:52 am
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Holy shit, thanks [E], that really helped my WIP as well. :)
Re: Kyo Kusanagi Released
#8  July 03, 2008, 09:34:47 am
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Thanks for the feedback, however i will point out the invalid ones (maybe there are more invalid ones, but too busy to check right now) :

* I can't juggle at all if I only hit with the second hit of the D shikikai.

Applies in KoF.

Quote
grab sdm can hit guarding oponents, thus making you able to do a jumping kick that must be blocked then do a succesfull grab dm when landing.

Applies in KoF.

Quote
* weak DP+punch can be super cancelled, I don't remember a version of kof in which it could be cancelled.

2k3.

Quote
* the very first velocities of qcf+strong kick feel weird, it could just be me.

It's accurate.

Quote
* I think vans won't mind if you use his hitvels for basic attacks, still teh currennt ones don't feel very off.

I got the correct values.

Quote
* can't juggle after weak shikikai.
but using mugen's default juggle system to replicate kof's juggle system is like using a hammer to bake a cake, I guess it can't be fixed unless you implement custom juggling.

Can't juggle with Weak Shiki Kai, applies in KoF.

Quote
* The year's animation you did choose for the orochinagi is too slow on start up and I can't combo it after standing strong punch, forward +weak kick, which is a signature combo for kyo kyo.

98.

Quote
* the DP finisher for the qcf + strong punch chain is cool, I think you should add it.

Yeah, adding it in the next version.

Quote
* It feels as if I can't grab kyo while he is doing the mushiki, I should be able to.

You can, takes alot of skill.
Last Edit: July 03, 2008, 09:52:25 am by K.O.D
Re: Kyo Kusanagi Released
#9  July 03, 2008, 09:43:34 am
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  • wassup yall i like fighting games i like snk most
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Thank u for DOin this 2 my favorite person
Re: Kyo Kusanagi Released
#10  July 03, 2008, 11:27:09 am
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Quote
grab sdm can hit guarding oponents, thus making you able to do a jumping kick that must be blocked then do a succesfull grab dm when landing.

Applies in KoF.


You dont get what hes saying, I have a better example: cancel a close ducking jab (blocked)into his LDM throw and it will connect. This is a really common mistake that mugen creatorsmake whenever implimenting command throws that totally just breaks characters. Imagine playing orochi yashiro in kof if KOF actually went like this. He could do his close c/d, f+a and even if you did block thishis command throw when canceld into would still connect.Capcom games are different in that you cant connect with a throw in hitting state ether, but NEVER in any 2d fighting game (even bad ones) can you throw a person in blocking state. Its worse in mugen because block state seems to last longer. In kof when you do kyos jump in, you hve to do it high, so they recover from the block state as they land, and then they eat the LDM. I think that youre supposed to be able to LDM cancel the dfdfk even on block, and if you had it this way it would hit. You should be able to and if so you should miss.

Combos feel quite off. Mostly the juggles and most have been mentioned. Often his kusanagi version rdp hk fails to hit the last hit while juggling (forgot it it did this in game normally, hard to hit). In corners he will sometimes pass through the opponent. He resembles kyo-1 from 99 strongly so I would suggest making his fireball hit on the ground too.

His HCB K used to combo after his close C, f+b

"the DP finisher for the qcf + strong punch chain is cool, I think you should add it." I second this motion

dp wk never(?) combos after his df kk (I also agree on a larger delay window. Why not make the weak version comboable from d+wp, a la kof2k3 to give it some sort of use?)

Maybe add in his qcf wp, hcb p finisher of his pick up off the ground version of his normal hcb k move? (from 2k1 I think? the standard kick is pretty useless, wont combo and will leave you open)

I miss the xi df wp df wp DF+sk /dfwp mix up and his EX chain, but those might be a bit much.

Great job on the move lists. Thank you thank you thank you for adding in his old 98 dfdf p SDM!

Youve got some great stuff here, I love your chars and I hope you polish off Kyo! Thank you.
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Re: Kyo Kusanagi Released
#11  July 03, 2008, 11:42:22 am
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I think this Kyo just lacks any Throw Limiter code, which could be implemented in conjunction with Kyo's LDM, as it is indeed a throw IINM.
Re: Kyo Kusanagi Released
#12  July 03, 2008, 12:41:07 pm
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Fixed everything, await the next update within 1 week.

dp wk never(?) combos after his df kk (I also agree on a larger delay window. Why not make the weak version comboable from d+wp, a la kof2k3 to give it some sort of use?)

Hikigane does combo after Shiki Kai in 2k3.

Quote
Maybe add in his qcf wp, hcb p finisher of his pick up off the ground version of his normal hcb k move? (from 2k1 I think? the standard kick is pretty useless, wont combo and will leave you open)

I hate that chain, useless :P

I am adding the Oniyaki follow-up to Batsu Yomi in the next version though.
Re: Kyo Kusanagi Released
#13  July 03, 2008, 05:35:16 pm
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Quote
Maybe add in his qcf wp, hcb p finisher of his pick up off the ground version of his normal hcb k move? (from 2k1 I think? the standard kick is pretty useless, wont combo and will leave you open)
I hate that chain, useless :P

it's only useful on the specific condition of someone rolling to your back if you do the pun ch chain, because that finisher has autoturn, unlike the other finishers.

Its worse in mugen because block state seems to last longer.

tha'ts the character's code fault, as most just duplicate the regular hit parameters for the guard ones, also most don't go back to idle movetype after their hitframes, thus forcing you to guard even longer.

* I can't juggle at all if I only hit with the second hit of the D shikikai.

Applies in KoF.


wrong.


Quote
* I think vans won't mind if you use his hitvels for basic attacks, still teh currennt ones don't feel very off.

I got the correct values.

Quote

I saw ints in the cns files.




Quote
* can't juggle after weak shikikai.
but using mugen's default juggle system to replicate kof's juggle system is like using a hammer to bake a cake, I guess it can't be fixed unless you implement custom juggling.

Can't juggle with Weak Shiki Kai, applies in KoF.

Quote

your reply does not seem to make sense, if it is a counter point to what I said, in kof you can easily juggle after a weak shiki kai using a strong DP+punch or a jumping attack, if you time it right you can also juggle using a weak dp + punch, but then again mugen's juggle system does not support that correctly.


Everything else, yeah, it's minor.
Good job overall, the only things that I kept on pointing out are either minor or require to use a custom juggle system as mugen's does not cut the job (and if you fix them using mugen's juggle system, the results will be worse (infinites or lame juggling) than what kyo currently has.
Re: Kyo Kusanagi Released
#14  July 03, 2008, 05:58:12 pm
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a more agressive AI (like your terry) will do a lot of good to this char.  :ninja:
Re: Kyo Kusanagi Released
#15  July 03, 2008, 06:03:33 pm
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What chain? Do you guys talking about the Kotosuki You finisher? If so, add it.
Re: Kyo Kusanagi Released
#16  July 03, 2008, 06:31:08 pm
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since kof 2001, qcf + weak punch, qcb + punch, hcb + kick.

The second qcb + punch is an overhead and puts you in lie down, hcb + kick can grab people from a liedown state, it can be used in a whiffed chain because.
A) it auto turns, so if someone roll to your back to try and get you, you will hit them with it instead.
B) it can be used after the grab sdm-ldm to pick up the oponent from the ground for extra damage.
Re: Kyo Kusanagi Released
#17  July 03, 2008, 06:35:43 pm
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It was qcb in older games?
Cause they changed it to qcf + weak punch, hcb + punch, hcb + kick. Atleast in 2k2 iirc.
Re: Kyo Kusanagi Released
#18  July 03, 2008, 07:26:13 pm
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yeah, hcb, me bad.
Re: Kyo Kusanagi Released
#19  July 03, 2008, 10:01:54 pm
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This is totally cosmetic, but in his hcbX2 LDM grab the df, kk before the orochinagi finish only lifts on the second kick instead of the first. I know its nit picky and doesnt influence gameplay but I really like this Kyo and want to help point out whatever I can.
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Re: Kyo Kusanagi Released
#20  July 03, 2008, 10:18:27 pm
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since kof 2001, qcf + weak punch, qcb + punch, hcb + kick.

The second qcb + punch is an overhead and puts you in lie down, hcb + kick can grab people from a liedown state, it can be used in a whiffed chain because.
A) it auto turns, so if someone roll to your back to try and get you, you will hit them with it instead.
B) it can be used after the grab sdm-ldm to pick up the oponent from the ground for extra damage.

Yeah, I told him about that in IRC, but he was all like NAW DON'T LEIK DAT CHAIN.

He won't include it unless he's really ambitious.

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Re: Kyo Kusanagi Released
#21  July 04, 2008, 01:48:22 am
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It's really the closest thing normal Kyo has to his original Kototsuki You :).

I agree it has limited uses because it doesn't even straight up combo. But it looks cool at least.

It's his choice whether to include it or not. I mean, do you guys even use it in a proper fight? No not really, right? I know I don't, only occasionally.
Re: Kyo Kusanagi (Important Update Released)
#22  July 04, 2008, 11:25:20 am
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Updated.

Quote
==Changelog==
---V1.1---
-Added Oniyaki to Dokugami followups
-Fixed Hikigane Light juggling
-Fixed a few misplaced sounds
-Fixed Shiki Kai -> Jumping Basics juggling
-Fixed Kami Gomi damage
-Fixed Running -> Crouching Basics chain
-Changed Hikigane Command to QCB + K, removed it from Kusanagi mode
-Plenty of other stuff

Download Update