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Sabrewulf_Ki2 -update- (Read 9145 times)

Started by Mr. I, June 19, 2010, 07:56:00 am
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Sabrewulf_Ki2 -update-
#1  June 19, 2010, 07:56:00 am
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I updated Sabrewulf of KI2 on June 22, 2010.

This update fixes many critical bugs and errors found by various people.
The fixes are as follows...

- Cropped .sff file
- Fixed 4 hit sabre spin - could link cancel after 2 hits instead of 4
- Fixed super linkers pushing back without knockdown
- Fixed manual doubles - they should work properly now as per the source.
- Fixed HP xx sabre wheel loop - must knockdown after 3 repetitions
- Fixed an illegal linker - you cannot do two super linkers in a row
- Combo breakers do not activate when crossed up - doesn't make sense
- Combo breakers now connect fully - juggle points issue previously
- You are given 20 ticks of invincibility after a successful tech attempt
- Wake up attacks will correctly facep2 instead of whiffing like a moron

The only unresolved issue is the one found by Serious Cacodemon where p2 falls through the floor during the Sabre stomp move.

This file is hosted thanks to Trinity Mugen

www.trinitymugen.net

Thank you everyone for your feedback given so far.

Spoiler: Screen Shots (click to see content)
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Last Edit: June 23, 2010, 06:57:25 am by Orbinaut
Re: Sabrewulf_Ki2
#2  June 19, 2010, 08:57:05 am
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Re: Sabrewulf_Ki2
#3  June 19, 2010, 11:03:29 am
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Re: Sabrewulf_Ki2
#4  June 19, 2010, 12:03:19 pm
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Such fond memories are flooding back. I truly wish I had a usb N64 controller right now.

Maybe it's just me, but he (and Jago) feel a little slower than I remember (compared to KI: Gold at least). Also, I noticed that Sabrewulf's double Sabre Wheel can cancel into a qp/qk autodoubles  before the second cartwheel comes out. There may be more, but I'll have to fire up the rom of KI2 later to refresh my memory of the original. Great work.

Spoiler, click to toggle visibilty

Edit: He seems to have trouble connecting some of his combo enders. Try three super linkers in a row without any autodoubles in-between and then try to end it with an combo ender. The combo ender will always miss some hits. I even had an occasion where a Super Sabre Spin missed some hits, but I can't be bothered at this hour to reproduce it.

*I tested these issues only against Jago.
Last Edit: June 19, 2010, 12:43:09 pm by Drex
Re: Sabrewulf_Ki2
#5  June 19, 2010, 12:54:44 pm
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One question is he ripped from the arcade version or the N64 KI64 ?
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Re: Sabrewulf_Ki2
#6  June 19, 2010, 01:03:50 pm
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Looking at the smooth animation in his ultimate combo finisher, it's definitely the arcade sprites. KI: gold had a lot of cut down animations.
Re: Sabrewulf_Ki2
#7  June 19, 2010, 01:07:00 pm
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Looking at the smooth animation in his ultimate combo finisher, it's definitely the arcade sprites. KI: gold had a lot of cut down animations.

indeed it had, thanks for the hint ^^
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Re: Sabrewulf_Ki2
#8  June 19, 2010, 05:29:04 pm
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Quote
Maybe it's just me, but he (and Jago) feel a little slower than I remember (compared to KI: Gold at least).

I think N64 ran faster because of turbo mode. I followed arcade timings.

Quote
Also, I noticed that Sabrewulf's double Sabre Wheel can cancel into a qp/qk autodoubles  before the second cartwheel comes out.There may be more, but I'll have to fire up the rom of KI2 later to refresh my memory of the original.

OOPS...

Quote
Edit: He seems to have trouble connecting some of his combo enders. Try three super linkers in a row without any autodoubles in-between and then try to end it with an combo ender. The combo ender will always miss some hits. I even had an occasion where a Super Sabre Spin missed some hits, but I can't be bothered at this hour to reproduce it.

I reproduced it. Seems to be a cornerpush activation problem. Also upon further inspection, this will only affect super linkers ATM. Will fix...

Thank you.
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Last Edit: June 19, 2010, 05:33:58 pm by Orbinaut
Re: Sabrewulf_Ki2
#9  June 19, 2010, 06:18:03 pm
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Congrats, looks a nice job, much better than Dr. Your Mom's sabrewulf

Re: Sabrewulf_Ki2
#10  June 19, 2010, 06:42:34 pm
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Best Sabrewulf ever, its really nice to have another of your creations at my collection  :sugoi:
Re: Sabrewulf_Ki2
#11  June 19, 2010, 10:11:04 pm
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I posted this in your other thread for tusk. It would be nice if u replied here.

Just a general question I'm about to ask all of the good KI creators. Is there a central location where you or anyone else, put all of your KI material. I'm thinking of adding a KI section to mugendream.com. I originally wanted to make some KI characters, but since i'm retired from creation I don't have the time. However. I would be happy to add create a central location for the KI lover to find out everything there is to be in KI mugen.

Also it would be nice of someone could update me on Who does the KI Characters these days. I know i've seen two or three creators. But Who else might there be?
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Re: Sabrewulf_Ki2
#12  June 19, 2010, 11:23:45 pm
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wow! awesome saberwulf Obinaut!

combos are good (although he can't combo small chars though) and nice rework on the bat summon no mercy
Re: Sabrewulf_Ki2
#13  June 20, 2010, 12:44:39 am
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I've encountered one bug so far:  Sometimes Sabrewulf's opponent goes THROUGH the floor during some moves, so far it's happened with the shockwave and No Mercy.
Re: Sabrewulf_Ki2
#14  June 20, 2010, 12:54:04 am
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I've encountered one bug so far:  Sometimes Sabrewulf's opponent goes THROUGH the floor during some moves, so far it's happened with the shockwave and No Mercy.

Hmm...

The no mercy is intentional as i set it so that p2 will finish 10000 units underneath while p1 goes to his winpose

As for the shockwave, I used a carbon copy of scommon.cns fall states to have p2 go through the standard fall so that he goes immediately to dizzy. So far, I am unable to reproduce p2 going through the floor. Can you tell me what your situation was?
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Re: Sabrewulf_Ki2
#15  June 20, 2010, 01:05:04 am
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Re: Sabrewulf_Ki2
#16  June 20, 2010, 01:09:40 am
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Never played much KI2, so I dunno what all I can find but I did see this:

KO opponent with c.HP in a corner and then hit them with s.MP. There's a huge cornerpush.

Cornerpushing was always excessive in Ki2. It also works a bit differently from other fighters as well as it does not deactivate until p1 is a certain distance away from p2. Any attack on an airborne p2 near the corner will produce the same effect both here and in the original source.
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Re: Sabrewulf_Ki2
#17  June 20, 2010, 01:10:21 am
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Ah.
Re: Sabrewulf_Ki2
#18  June 20, 2010, 06:46:06 am
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I guess no one wants to reply to me.
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Re: Sabrewulf_Ki2
#19  June 20, 2010, 06:50:57 am
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I posted this in your other thread for tusk. It would be nice if u replied here.

Just a general question I'm about to ask all of the good KI creators. Is there a central location where you or anyone else, put all of your KI material. I'm thinking of adding a KI section to mugendream.com. I originally wanted to make some KI characters, but since i'm retired from creation I don't have the time. However. I would be happy to add create a central location for the KI lover to find out everything there is to be in KI mugen.

Also it would be nice of someone could update me on Who does the KI Characters these days. I know i've seen two or three creators. But Who else might there be?



I dont think anyone is doing KI characters. The most recent ones released that are not by me are:

Glacius by The_None
KI Cinder by Flamekyo
Chaseallendiaz/Dr. Your Mom's Ki1 stuff (Sabrewulf, Combo, Jago)
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Re: Sabrewulf_Ki2
#20  June 20, 2010, 03:18:38 pm
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I dont think anyone is doing KI characters. The most recent ones released that are not by me are:

Glacius by The_None
KI Cinder by Flamekyo
Chaseallendiaz/Dr. Your Mom's Ki1 stuff (Sabrewulf, Combo, Jago)

Well would you be interested in Letting me add you're stuff to a mugendream.com KI section?

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Re: Sabrewulf_Ki2
#21  June 20, 2010, 04:49:42 pm
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While it won't bother me if you host this, I'd much rather prefer if you just link to TM since I am already fully hosted by them. Do note that any updates to my characters that I make will go to them.
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Re: Sabrewulf_Ki2
#22  June 20, 2010, 05:41:52 pm
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While it won't bother me if you host this, I'd much rather prefer if you just link to TM since I am already fully hosted by them. Do note that any updates to my characters that I make will go to them.

Cool..I'll go into design on this MugenDream Ki soon. I will link it to TM.
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Re: Sabrewulf_Ki2
#23  June 20, 2010, 08:43:08 pm
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I enjoyed your Jago and im sure ill enjoy saberwulf too, Thanks.

I posted this in your other thread for tusk. It would be nice if u replied here.

Just a general question I'm about to ask all of the good KI creators. Is there a central location where you or anyone else, put all of your KI material. I'm thinking of adding a KI section to mugendream.com. I originally wanted to make some KI characters, but since i'm retired from creation I don't have the time. However. I would be happy to add create a central location for the KI lover to find out everything there is to be in KI mugen.

Also it would be nice of someone could update me on Who does the KI Characters these days. I know i've seen two or three creators. But Who else might there be?



I dont think anyone is doing KI characters. The most recent ones released that are not by me are:

Glacius by The_None
KI Cinder by Flamekyo
Chaseallendiaz/Dr. Your Mom's Ki1 stuff (Sabrewulf, Combo, Jago)


I started on Orchid a couple weeks ago but i never got around to continue working on her, maybe ill get back to it.
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Last Edit: June 20, 2010, 08:48:16 pm by Flamekyo
Re: Sabrewulf_Ki2
#24  June 21, 2010, 12:32:01 am
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Last Edit: June 22, 2010, 05:38:40 pm by Nanashi_1337
Re: Sabrewulf_Ki2
#25  June 21, 2010, 01:33:40 am
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Look at the beggining of this video:

http://www.youtube.com/watch#!v=-RiasUYeN3o

By AshramVII, the first character to be tested was this one.

That was a result of me forgetting to delete one sctrl of code before release while trying to replicate a glitchy combo seen in one random youtube video. Shame on me I guess. It will only happen in training mode as I reset a knockdown variable when p2 health drops below 150. If you try it in versus mode, it will not go past 13 hits. 

It will be removed obviously as I fix other things. But for a quick fix just remove these lines in the cns file.

[State -2, experiment]
type = varset
trigger1 = p2life < 150
v = 5
value = 0

It's near the bottom of the file and should be relatively easy to find...
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Last Edit: June 21, 2010, 01:38:45 am by Orbinaut
Re: Sabrewulf_Ki2
#26  June 21, 2010, 02:35:44 am
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Look at the beggining of this video:

http://www.youtube.com/watch#!v=-RiasUYeN3o

By AshramVII, the first character to be tested was this one.

That was a result of me forgetting to delete one sctrl of code before release while trying to replicate a glitchy combo seen in one random youtube video. Shame on me I guess. It will only happen in training mode as I reset a knockdown variable when p2 health drops below 150. If you try it in versus mode, it will not go past 13 hits. 

It will be removed obviously as I fix other things. But for a quick fix just remove these lines in the cns file.

[State -2, experiment]
type = varset
trigger1 = p2life < 150
v = 5
value = 0

It's near the bottom of the file and should be relatively easy to find...
I rather wait for u to update that and update also the download link
Re: Sabrewulf_Ki2
#27  June 21, 2010, 09:58:22 pm
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I haven't played KI for years, and I absolutely love what you've done. At first I totally forgot that they mapped different specials. Down to even super linkers, you have done a fantastic job, I practically had to relearn KI2, which is a pretty technical game, to appreciate how good he is. I am also stoked that you are doing KI2 instead of one, which has been kinda rare in mugen so far, but I do think it is the much better game if you put the time in.
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Re: Sabrewulf_Ki2
#28  June 21, 2010, 10:05:22 pm
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Re: Sabrewulf_Ki2 -update-
#29  June 22, 2010, 05:28:54 am
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The file has been updated and is temporarily available via mediafire.

Most of the issues (All but one) have been resolved.
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Re: Sabrewulf_Ki2 -update-
#30  June 22, 2010, 04:44:32 pm
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Looks good but I'd like to see Saberwulf in MVC style to mesh better with the other mugen characters.

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Re: Sabrewulf_Ki2 -update-
#31  June 22, 2010, 05:10:45 pm
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Re: Sabrewulf_Ki2 -update-
#32  June 22, 2010, 07:24:36 pm
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Re: Sabrewulf_Ki2 -update-
#33  June 22, 2010, 08:19:34 pm
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Guys, guys...pipe down.

I'm pretty sure that by what he said he means...

He wants a broken-ass Sabrewulf with MVC superjump/effects and infinite priorities all over so it can mesh well with other broken characters such as Kongs. :yes:

I for one, am glad THAT didn't happen.

Spectacular release Orbinaut.
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Re: Sabrewulf_Ki2 -update-
#34  June 23, 2010, 06:42:13 am
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Uploaded update to the portal.
Re: Sabrewulf_Ki2 -update-
#35  June 23, 2010, 10:05:39 pm
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Found a bug.

If Saberwulf's Bat finisher is blocked... all the bats turn into Saberwulf after being blocked and come crashing to the floor as clones. (Stationary clones)
Re: Sabrewulf_Ki2 -update-
#36  June 24, 2010, 02:04:16 am
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Found a bug.

If Saberwulf's Bat finisher is blocked... all the bats turn into Saberwulf after being blocked and come crashing to the floor as clones. (Stationary clones)

This doesn't occur since on block, they enter a second custom state of them switching direction and flying off.

HOWEVER....

The bats are fully hittable once they're in that custom state. FUCK!!!!!!!!!!!!!!

Uploading the update to TM admins and hopefully if they don't hate me by now, it will be up shortly. It is up.
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Last Edit: June 24, 2010, 06:57:30 am by Orbinaut
Re: Sabrewulf_Ki2 -update-
#37  June 24, 2010, 02:40:13 am
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I'm not sure if this is your character's fault or the other character.

Some characters I hit with the bat finisher sometimes just float up and end up disappearing, heck, sometimes their sprites just disappear and the bats just fly up.


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Re: Sabrewulf_Ki2 -update-
#38  June 24, 2010, 02:54:04 am
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I only use one required sprite for the bat finisher - sprite #5040, 10

The bat carries the player upwards until it reaches a height of 300 units above the ground, while locking the camera in the y direction. Once they reach 300 units, I set them there until 130 ticks of time pass. This is when sound effects take place and finally they drop to a position of 10015 units under the player. A life trigger on p2 will always set their remaining health to 0 once this occurs.

It is possible that the other character is missing required sprites. Though I have tested the finisher on over 100 characters and all of them worked fine for me.

It is also possible, though highly doubtful, that perhaps your helpermax parameter is set too low. Mine is set to 32 and the move works fine.
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.
Last Edit: June 24, 2010, 02:58:17 am by Orbinaut
Re: Sabrewulf_Ki2 -update-
#39  June 24, 2010, 04:06:32 am
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So far its happened with 119way's Krizalid and some guy's Jospeh. It might be the stage so who knows. I'll test further.

EDIT: So far I've tried it again and it seems to only happens when the finisher connects as a counter attack. And its only sometimes that happens.


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Re: Sabrewulf_Ki2 -update-
#40  June 25, 2010, 11:47:43 pm
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Seems nice, I'm sure to download him. :)
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Re: Sabrewulf_Ki2 -update-
#41  June 26, 2010, 10:57:03 pm
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Good to see more KI characters. Didn't you make Tusk too?