Doritos Samurai said, January 20, 2011, 02:37:08 amIt seems that when I put my KFC Burai palette in the DEF file, the character won't load AT ALL.hmm. Try changing it like this:Quotepal1=XI_B.actpal2=XI_D.actpal3=XI_EA.actpal4=XI_A.actpal5=XI_C.actpal6=XI_EB.actpal7=XI_EC.actpal8=XI_ED.actpal9=XI_SA.actpal10=XI_SB.actpal11=XI_SC.actpal12=CustomPalettes/KFCBurai.act GF202020 said, January 20, 2011, 02:42:18 amAwesome work....hmm...who's that in your avatar, Koops? ...another WIP? =PThanks. A WIP? I wish. I should really ask someone who knows the artist to work his magic again.
I'll give you what you want next week, I was a bit busy the whole week (Only special moves left to be checked).
are you going to do a 2002um version of vanessa or update her to have to parts. this vanessa dont have max on from 2002um koopa
Rednavi said, January 20, 2011, 11:08:40 pmI'll give you what you want next week, I was a bit busy the whole week (Only special moves left to be checked).yeeeeeeesssssssss siiirrrrr
A Vanessa based on XI, nice. Now, to test- HP and HK should not be able to combo into HP 'Forbidden Eagle'- Why is 'Champion Puncher' unblockable?- Close HP's knock-back is too quick. I can't do Jumping HP/HK, C. HP, 'Machine Gun Puncher' as MGP will miss due to C. HP knocking back (this combo is do-able in XI)- Juggling 'Forbidden Eagle', 'Dash Puncher', & 'Puncher Upper' into 'Machine Gun Puncher' to air juggle is only supposed to have MGP hit once, not the whole thing- Canceling 'Puncher Upper' into 'Forbidden Eagle' or 'Dash Puncher' doesn't hit (It's supposed to in XI)- HK only does 57 damage- Damage Damper on MGP in combos is off. Combo-ing into MGP and mashing buttons is supposed to do more damage than without mashing. Here, it does the opposite in damage- 'Dash Puncher' or a second 'Forbidden Eagle' doesn't hit off of the first 'Forbidden Eagle' (It hits in XI)- C. HP into MGP is not supposed to do more damage than 'Champion Puncher'- 'Slide Punch' has 2 things wrong with it. 1: If you're holding down after it hits she goes into her stand animation then crouch animation instead of just going straight into crouch. 2: To do the move consistently is not just holding df+LK. For some reason, after the first hit and you're still holding df, you have to slide into d+LK to do it again, then alternate between d and df to keep it going.- It looks like you can't SC off of 'Punch Upper' or 'Dash Puncher'- 'Puncher Finish' off of 'Champion Puncher' is completely off in damage. This combination is always suppose to do more damage than 'Puncher Finish' off of 'Crazy Puncher'. Here, it looks like you hit it with a damage damping mallet. For example, Jumping HP, C. HP, 'One-Two Puncher', into 'Champion Puncher', into 'Puncher Finish' only does 353 damage when it should be around 600's in XI. This was tested with Vanessa vs. Vanessa in both Mugen and XI.
senorfro said, January 22, 2011, 01:52:13 am- 'Slide Punch' has 2 things wrong with it. 1: If you're holding down after it hits she goes into her stand animation then crouch animation instead of just going straight into crouch. 2: To do the move consistently is not just holding df+LK. For some reason, after the first hit and you're still holding df, you have to slide into d+LK to do it again, then alternate between d and df to keep it going.I got this feedback from a second hand source, had to get it deciphered and it was WRONG. Figures. Thanks for the feedback, for a while, I didn't have my copy of XI available so I was using 2002 references (see unblockable champion puncher (yet, I don't see the point of it being close range only if it's no longer unblockable)) and the sources I had available seemed to be incorrect as well. As for the damages, I will increase them, but I never use the same damages because they end up being too high for reasons I am too sleepy to explain. I'll work on these now.
Well, I just got 02Ultimate (which I'm pretty sure is like 02 in how moves work), so I can see where you were going. As for 'Champion Puncher', it was never unblockable and it makes sense. Unlike throws that can't be combo-ed into (blocked or not), having this be unblockable is bad in that if you do a combo and I'm blocking, as soon as 'Champion Puncher' comes out, I'm screwed due to block stun and you making it unblockable. It would always hit and it wouldn't be fair. And besides, 'Champion Puncher' can catch off the air with juggles whereas 'Crazy Puncher' cannot.On the damage not being like XI, that's fine. It's just doing a combo and using 3 supers to only get 353 damage with 'Champion Puncher' into 'Puncher Finisher' kinda brings a 'what's the point of doing this'. Whereas doing a combo into 'Crazy Puncher' into 'Puncher Finisher' produces a 563 damage, it raises a couple of questions on the gap of damage on some moves.Edit:Almost forgot, since I didn't specify, HP 'Forbidden Eagle' in XI juggles
KoopaKoot said, January 22, 2011, 11:50:18 pmsenorfro said, January 22, 2011, 01:52:13 am- 'Slide Punch' has 2 things wrong with it. 1: If you're holding down after it hits she goes into her stand animation then crouch animation instead of just going straight into crouch. 2: To do the move consistently is not just holding df+LK. For some reason, after the first hit and you're still holding df, you have to slide into d+LK to do it again, then alternate between d and df to keep it going.I got this feedback from a second hand source, had to get it deciphered and it was WRONG. Figures. Thanks for the feedback, for a while, I didn't have my copy of XI available so I was using 2002 references (see unblockable champion puncher (yet, I don't see the point of it being close range only if it's no longer unblockable)) and the sources I had available seemed to be incorrect as well. As for the damages, I will increase them, but I never use the same damages because they end up being too high for reasons I am too sleepy to explain. I'll work on these now.koopa can you add a 2002um side of her to please. im not a mugen creator i think it would be cool to make kofxi versions and 2002um versions in one and have mode sets thanks and your vanessa is good best vanessa now for a kofxi roster
Yeah, mr. KoopaKoot, are you planning to add her additional moves from 2002UM? Or she will be pure XI character?
Since she's missing MAX Puncher, I think it would be nice if I added Gaia Gear and the SDM version of Crazy Puncher.
I have a question Koopa. I'm not a KOF expert, but I saw in a youtube vid, a move in KOF2002 UM (I think it was Puncher Upper) which could deflect projectiles. If you're gonna put moves from 2002UM can you put that in too? It sounds like an awesome combo to me.
Probably Parrying Puncher. I decided to omit that, because of how reflection works on mugen. It's odd for a character who doesn't use projectiles to suddenly fire one at the opponent (exception being Eagle).
KoopaKoot said, January 24, 2011, 05:56:06 pmIt's odd for a character who doesn't use projectiles to suddenly fire one at the opponent (exception being Eagle, Yamazaki, and Shredder). fixed