I can make a list of what we have so far for Midnight Bliss, base off what's on Xenomic's site, SVC and some other custom jobs out there. Maybe that deserves its own topic...
Your opinion is respected. And it's clearly one that I won't be swaying, so I'll just say this.
I will say this though; when you make a change to the mechanic of a move, you change the move and when you add or remove a move, you add or remove a move, you add or remove a dimension to a character. Clearly what I'm doing is intentional. I've spent some time trying to adjust the movesets of 76 characters to keep a pick up and play feel and add some balance.
Look at SNK proper. They have a version of a character (eg KOF 2k King) and they change it (KOF XIII King) and sometimes remove moves as a result. I personally don't like Double Strike as a DM, but I also don't mind trying something new and adapting. While I'm trying to maintain classic components, I'm not married to them to help set my game apart. If what that ends up delivering, in your opinion, is an inferior result, there are alternative games out there for you to play. I realize can't please everyone 100% and so I try to find the happy medium instead.
Thanks JNP.
kkhohoho, making a custom game on a game making engine means giving yourself the opportunity to be the game developer and develop your vision. I don't have to work for SNK to develop something. Your vision and mine are clearly different, and should you ever want to develop your own game and keep it as close to official products as possible, I will be happy to try it out.
I determined long ago what I wanted this game to be, and that's why May Lee doesn't have Hero Mode and there's no Raging Storm motion. I listen to feedback, and I will be adjusting the combos in the game (as previously mentioned in the 0.99 feedback topic), but you have to take the game for what it is. The way you describe what it is you're looking for, I stated many times that I was not going that route. Not everyone's going like a game, whether it's official or not.
You don't like the fact that Ryu has a counter vs his regular stepping kick. Gouki had a counter in CVS2 and that's what I was playing off of. I'm looking for more functionality then just an advancing move. Perhaps I can give the stepping kick some autoguard properties? This is the discussion we can have. I'm happy to discuss the technical because I'm building a game and weighing it against the engine I've made and the other roster's movesets. To me, whether or not Capcom or SNK have done it this way for all eternity is not as important as "does that work for KOFE".
I just wanted to quickly say that I actually really like the way Swiper is editing/changing moves here. We already have the official SNK games, he is building something new and unique, which is part of what makes mugen and similar game making software so great. This gives the game a balanced and fresh feel, and it helps to make it something different than the SNK games that you already own. Every fan made full-game should have a unique take, otherwise it's just a compilation, and you can make that on your own. Just my 2 cents, not saying that anyone's opinions aren't valid.Totally agree man!
So I've been torn for awhile. Sagat vs Chun Li. I feel like Ryu needed a rival, but then we get no female representing SF. In a game that has Nakoruru, Mai and Morrigan, that feels a little criminal. Then I figured, screw the rivalry and put in the SF ambassadors. Here comes Chun Li:
Fireball
Lightning Leg
Spinning Bird
Rising Kicks
Overhead Strike (SF3 style)
Kikosho
Lightning Leg Rush version 1
Lightning Leg Rush version 2
Super Kikosho (vs series)
fuck cammy´s rival well vega is one but the others are juri, juni, juli and his sister decapre is difficult for her
Vega is actually Cammy's rival, people only think he's Chun-Li's rival because of the SF2 movie. Juri teamed up with M.Bison in SFxT, and would make perfect sense as Chun-Li's rival.
Remade M.Bison's SNK stance.
(http://i236.photobucket.com/albums/ff271/inktrebuchet/inktrebuchet-snk-bison-new-stance_zpsqfqfwvdn.gif)
Removing the Hurricane kick for Gouki and replacing it with a counter strike. This would be like his SF V V-trigger.
I thought of that. I'm still debating. Just no point did a few Gouki edits and he's got a kick in there that is the finishing kick for the hurricane super from SF3. I did think as well about the air rush or rush in attack from Oni, but I think the real thought here is whether or not to keep the hurricane. It's a shoto move staple, so I'm not sure.
Also, I remember there being a version of this punch that had been customized for Gouki. Anybody know who made the edit? I can't seem to find it anywhere.
(https://static.wixstatic.com/media/655d8b_b1a6ca56ecf04ea68419f65dda94dbc6~mv2.png/v1/fill/w_812,h_106/RyuPunch.png)