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SAIKI KOF XIII BETA 1 by Randy Fenrir (Read 15106 times)

Started by randy312009, December 12, 2011, 08:58:53 am
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SAIKI KOF XIII BETA 1 by Randy Fenrir
#1  December 12, 2011, 08:58:53 am
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http://www.mediafire.com/?06hsbrxe48wpz59

pass : randyfenrir

runs on 1.0 and winmugen

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Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#2  December 12, 2011, 09:03:50 am
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english please...
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#3  December 12, 2011, 09:08:45 am
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so basically what he is saying is that he isn't completely accurate, is missing some super moves and a hyper move obviously cause is a beta and missing some stuff like some FX and XIII bar

maybe gonna try it later
Chilling
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#4  December 12, 2011, 09:11:22 am
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so basically what he is saying is that he isn't completely accurate, is missing some super moves and a hyper move obviously cause is a beta and missing some stuff like some FX and XIII bar

maybe gonna try it later
time will not let me finish, but I think it will be complete in a week
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#5  December 12, 2011, 09:11:51 am
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Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#6  December 12, 2011, 10:06:47 am
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 ;Dgreat job!And I hope you can add xiii system to this character!!
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#7  December 12, 2011, 11:15:40 am
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Good. Randy, is AOKMANIAC, not ACOMANIAC.

:P!! Pasa un buen día, cabrón!
I swear there was something cool here!!
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#8  December 12, 2011, 11:24:59 am
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Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#9  December 12, 2011, 12:59:45 pm
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  • The small portrait doesn't have the proper palette and is too large (Small port dimensions are 25x25)
  • These collisions are ungodly awful. Taunt has no collisions, walking/running clsns jiggle about, attack clsns are really bad. Everything that isn't the idle animation has atrocious collisions.
  • All special and super moves have invalid palfx mul values
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#10  December 12, 2011, 01:02:03 pm
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  • The small portrait doesn't have the proper palette and is too large (Small port dimensions are 25x25)
  • These collisions are ungodly awful. Taunt has no collisions, walking/running clsns jiggle about, attack clsns are really bad. Everything that isn't the idle animation has atrocious collisions.
  • All special and super moves have invalid palfx mul values
BETA!!!! ::)

GOH

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#11  December 12, 2011, 01:04:26 pm
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Yeah, we heard you the first time.

XCB

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#12  December 12, 2011, 02:04:43 pm
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  • The small portrait doesn't have the proper palette and is too large (Small port dimensions are 25x25)
  • These collisions are ungodly awful. Taunt has no collisions, walking/running clsns jiggle about, attack clsns are really bad. Everything that isn't the idle animation has atrocious collisions.
  • All special and super moves have invalid palfx mul values
BETA!!!! ::)
You do realize that a Beta means "preliminary or testing stage", right? In other words, it's the stage where people test the product and report bugs and glitches in order to reduce as many of them in the full release.

I wish people would stop throwing around these terms without knowing exactly what they imply.
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#13  December 12, 2011, 02:28:41 pm
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Beta status does not mean it's exempt from feedback.

That said  I'll test this.

- Great attack of the disappearing hitboxes again. Most animations just have very tiny hitboxes in general. Not just attack CLSN's but also the running, the crouching, and a frame of the jump animation as well.
- Small port is mucked up.
- I would also appreciate a proper readme with instructions on how to do the attacks.
- Can crouch while running (A no-no in KOF standards)
- For some strange reason after running, doing the crouching light punch will miss for the first few hits.


I made this sig. :ninja:

Props to a friend for my avvie
Last Edit: December 12, 2011, 02:46:24 pm by ecthelionv2
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#14  December 12, 2011, 03:39:19 pm
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Very good Randy, thank you for share!  :thumbsup:
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LOL Elzee is very funny! XD
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#15  December 12, 2011, 03:43:36 pm
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Quote
A ciencia cierta no jugue jamas kof xiii ,
asi que solo me e basado en videos del mismo para creear al personaje
lo demas es solo trosos de realidad con imaginacion
bueno

Translation: I never played KOFXIII and only based him on videos and guesswork.

It's not an exact translation, but it is what he said.

BETA!!!! ::)

Y que?

Yea, so?

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#16  December 12, 2011, 04:48:46 pm
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Awesome beta work, Randy. Thanks for being so generous to share and not selfishly ask for trades. Keep working at it!!
His F,D,F + a/b has some teleport combo too.
Last Edit: December 12, 2011, 05:00:18 pm by BoyBoyz
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#17  December 12, 2011, 08:57:38 pm
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This is.....er.....wow

-His command normal kick can only be done on the ground, which is wrong.  It's supposed to only be possible in the air and not on the ground unless you dash.
-Where's his dash kick?  You gave his teleport the QCB command.
-Where's the teleport followup to his DP?
-He can't even do simple combos like close C, QCF+A.
-Where's his flash kick super?
-Instead of the flash kick super you gave him his air super as a ground DM.  And even then it's done wrong.  You forgot the gray palfx and Saiki is supposed to stomp on their face, not their stomach.
-His command grab DM is supposed to drain life.  Otherwise what's the point of such a terrible hitbox?
-Command on said DM is wrong.
-What in the hell is with the Neomax command....
-You gave him his winpose as a taunt lol.
-Not even gonna mention the hitboxes. 

I get the feeling you've never actually played Saiki and you just put this together by looking at his sprites and guessing what does what. 
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#18  December 12, 2011, 09:05:48 pm
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First we have a monster Saiki and now human Saiki released today.
Good work Randy Fenrir. :D

Pal

Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#19  December 12, 2011, 09:06:51 pm
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I get the feeling you've never actually played Saiki and you just put this together by looking at his sprites and guessing what does what.

randy312009 said:
To be honest, I've never played KOF XIII,
So I just based him on videos I've watched
and everything else is pieces of reality mixed with imagination
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#20  December 12, 2011, 09:08:04 pm
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All it would take is a simple look at command lists or Atlus's official video of him to see most of what I said.  : /
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#21  December 12, 2011, 10:48:55 pm
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Awesome beta work, Randy. Thanks for being so generous to share and not selfishly ask for trades. Keep working at it!!
His F,D,F + a/b has some teleport combo too.

in the air

nd ex mode is with x / y
in the air
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#22  December 12, 2011, 10:53:05 pm
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Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#23  December 12, 2011, 11:25:38 pm
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Also, one ground teleport is supposed to land saiki in the air.
Btw there's error with download; you updating? : D
Last Edit: December 13, 2011, 09:13:39 pm by BoyBoyz
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#24  December 13, 2011, 12:17:22 am
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I know I might get flamed for saying this but...

does he work in Winmugen too? :S
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#25  December 13, 2011, 12:19:44 am
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Why are you asking in a board strictly meant for 1.0 creations?
omg you live omg omg omg
fire emblem awakening owns
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#26  December 13, 2011, 12:44:27 am
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Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#27  December 13, 2011, 03:22:27 pm
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O_O Hey to be a Beta still not bad, very good results ... perhaps just a bit to fix the attack qcfx2 + K. But hey it's just my opinion
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#28  December 14, 2011, 06:05:36 am
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alot of good feedback on this human saiki.. got lots of promise if he teams up with someone thats played kof xiii and knows its system well.. gl with ur release randy maybe u should help him boyboyz like u did with werewood.. just a suggestion.
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#29  December 14, 2011, 06:09:20 am
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Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#30  December 14, 2011, 07:19:55 am
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Now that we have a saiki in mugen it reminded me about a kid that lurked around this forum some time ago looking and posting everywhere like a maniac asking for a Saiki... I guess he  probably got a ban...
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#31  December 14, 2011, 12:47:56 pm
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Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#32  December 14, 2011, 12:50:42 pm
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1. Saiki has a teleport upwards (where he can attack after landing). His front and back teleports need correcting (the x = -100 tends to mess up with respect to P2's position... Ciel might be a good option). The original should not have a teleport that sends him to the other side of the opponent (refer to the movelist website below for more indepth detail)
2. Saiki's FDF+ hard kick has a teleport followup
3. Saiki's QCB+kick (this move is holdback + b in the current saiki's .cmd) has a teleport followup
4. QCB+kick has an EX version which causes wallbounce.
5. The EX move for QCF+punch is wrong (refer to website)
6. QCFx2 + kick (air) super can only be done in air; modifying the "S" to "A" in the .cmd file does the trick.
7. QCFx2 + kick (air) is currently unblockable and should not be so; as the website says, "Saiki will bounce off the opponent on block, leaving him open to punishment." It also cannot hit airborne opponents in this version, but should be able to in the original; the website says this: "Though unsafe, the attack's hitbox and startup invuln allow it to cleanly beat DPs and anti-air attempts", implying that the super can hit airborne enemies. It should not home in on the target.
8. QCFx2 + punch fireball super's hit animation not very true to source.
9. Need the QCFx2 + kick super
10. The CLSN boxes give him too much invulnerability... Need to be reworked... especially the light punch and holdfwd+light punch hitboxes, which can't hit some short standing characters!
11. The holdback + a (statedef 320) needs another version that sends him backward (x = -4), just like ash's version.
12. The EX version (A+C) of QCBx2 + punch has "A much improved reach"
13. there is also no fall recovery

Here's a video showing all of saiki's SPECIAL (no normal) moves (but no EX versions):

http://www.youtube.com/watch?v=CXzbeaV5ekE

This video shows his EX FDF+kick:

http://www.youtube.com/watch?v=SzeohaGy30A

This excellent website shows all his moves and move descriptions and damage ratios:

http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Saiki
Last Edit: December 14, 2011, 08:24:03 pm by BoyBoyz
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#33  December 14, 2011, 08:26:56 pm
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1. His neomax (QCB, HCF, A+C) should have a longer pause before the hitdef occurs. Watch the combo vids for confirmation.
2. His (statedef 320) holdback + b move is supposedly an air one that can be canceled into from a normal hit to make 2 hits... not sure
3. After being hit by QCFx2 + kick (air), the falling animation should be natural for enemy statetype = S or A. I managed to correct this, but we'll wait for Randy.
Last Edit: December 14, 2011, 11:49:56 pm by BoyBoyz
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#34  December 14, 2011, 09:15:25 pm
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This worked fine for me on normal mugen, not just 1.0.
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#35  December 16, 2011, 01:41:58 pm
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1. His neomax (QCB, HCF, A+C) should have a longer pause before the hitdef occurs. Watch the combo vids for confirmation.
2. His (statedef 320) holdback + b move is supposedly an air one that can be canceled into from a normal hit to make 2 hits... not sure
3. After being hit by QCFx2 + kick (air), the falling animation should be natural for enemy statetype = S or A. I managed to correct this, but we'll wait for Randy.


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Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#36  December 16, 2011, 02:53:24 pm
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^

is that reply is mugen related?

hmm...
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#37  December 18, 2011, 08:16:31 pm
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Nice char, thanx Randy)
I hope you will update him soon. Neomax move is needed and also his, well, position on the screen must be a little lower. Because right now it looks like he is walking the air close to the ground lol)
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#38  December 18, 2011, 08:47:58 pm
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He already has the neomax.

But I guess nobody would know that cause my feedback just got totally glossed over. 
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#39  December 18, 2011, 09:32:11 pm
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Oh I see, then it almost ready. ;P