Board: Projects
I'm sorry, but this work has absolutely no subtlety whatsoever. I'm sure you can tell. That just made me laugh quite a bit.
heh, I suppose you're right about that.
I'm sorry, but this work has absolutely no subtlety whatsoever. I'm sure you can tell. That just made me laugh quite a bit.
Yeah, I'm liking the new look you're giving to his Spike Drive. I have some recommendations for his Lvl 2 Heaven's Drive. Remove one of the repetitions in the first part (the shoryureppa part), it seems unnecessary. I'm also not really liking the last explosion. Perhaps you could remove that? Just them slamming into the ground seems enough. I'm definitely enjoying watching your progress on this character. I'm glad to know I helped another creator improve.
Posted: October 18, 2012, 03:07:52 am
Or maybe speed the first part up on Lvl 2 Heaven's Drive.
Ein Trigger's Second Shoot follow up has enough frames on hit to link afterwards in the corner. This leads to an infinite of: "Heavy Basic<Ein Trigger<Second Shoot" You might want to either extend his recovery or maybe make him only able to do one Ein Trigger a combo (the first one, I hope).
Posted: October 16, 2012, 04:45:38 am
I've some more ideas for improving this character:
-Make X Ein Trigger knock down.
-Make Y Ein Trigger's Second Shoot have extra recovery, but be super-cancelable. This'll differentiate the versions even more and give them their own separate niches.
-Burning Mirage's auto-combo follow up occasionally whiffs during juggles, you might want to look into that.
-The readme's a bit inaccurate with some of the moves' motions.
-Spike Phase's super canceling appears to be a bit inconsistent, make it able to cancel as soon as the final hit connects.
-Make Narrow Thrust to Minute Sweep do less damage than a canceled One Inch. This will help in not rendering One Inch anemic in combos.
-Make True Ein Trigger be lower to the ground, perhaps it could have follow ups like the normal Ein Triggers? This would require a reworking of the move, but it'll make for a nice change.
That's all for now.
Posted: October 16, 2012, 04:51:01 am
Make there be two versions of Burning Mirage: X keeps K' on the side he started on, while Y swaps sides like it already does. You could make X switch and Y stay, but whatever.
Posted: October 16, 2012, 04:58:19 am
He can even link Second Shoot into Ein Trigger in the corner, it's a really broken infinite. Please fix the pesky pushback problems.
Posted: October 16, 2012, 04:59:36 am
Also, you might want to nerf Burning Mirage's range. I see it as a reversal/punish move, and its range should at least be limited. He's already got his QCFX2+X/Y for juggles and his Chain Drive for corner juggling.
Posted: October 17, 2012, 02:51:45 am
I've noticed he doesn't have resets like KOF. You might want to look into a good reset system. I recommend maybe Vans or K.O.D's stuff to see what I'm talking about.
Posted: October 17, 2012, 03:01:49 am
If you're stuck for ideas on how to make the supers shorter but still maintain their cinematic qualities, check out Reu's Dragon Claw. I'm pretty sure PotS has the 1.0 updates hosted on his site.
Alright, I await your next update to this character. Expect my usual feedback if all goes well. If you aren't sure about an idea, you might as well post it here for my input.
Yeah, maybe a separate DEF or maybe an option in a Config file? A bit of variety does definitely help, especially with his dashes he does in his attacks compared with the dashes he does to start his attacks. Leaving an afterimage as he dashes (with Angel's dash sound or something) actually makes it seem like he's flash-stepping compared to splitting in two, which gives the impression he's teleporting.
Posted: October 14, 2012, 12:14:23 am
I just thought of something after posting that, maybe he could leave some dust or something as he dashes? It's all in the name of knowing where he is during the dash and making it seem more like a dash.
I'm glad your gonna ajust the timing for his cancels
I like his hit sparks and that they are over the top but I'm not a purist.
Shordening his moves coud add to the replay value.
Level threes are expected to be alittle longer since you don't see them alot.
I perfered the last update of meta_k when they shortened his winged hsdm.
Does he have a sliding spike drive follow up to iens trigger? if not I'd like that added.
He's really coming along, Looking forward to future updates and the lvl fives.
Maybe you could leave them as an option to add in the code to keep the puris happy.
I like alittle over powered heck thats why I play mugen.
I can't help you with the damage scaling issue.
Well, maybe he could look like he's about to dash, disappear (not splitting into two, hence why I thought he teleported), make a dashing noise and the move starts up. That and I'd be fine with you changing his hitsounds, KOF XI's hitsounds are just not my favorite.
player beat in state 777 changed to invalid action 9741
I like what you're trying to do here, but this character needs work. Some of (almost all) of his supers drag on for far too long, and the same can be said for one of his intros. His effects (especially during his supers) are too flashy. For example, the 2002 UM HSDM portrait should be reserved for his lvl 3s if anything at all. His cross cancels are especially long. You'll seriously want to shorten them, they're far too flashy and reek of style over substance. This is a shame, because I genuinely think this character can be great. His hitsparks also seem a bit unnecessarily stylish, just some simple KOF hitsparks will do. If you want the hitsparks to still be flashy, perhaps KOF 13's hitsparks will work for you. His voices are also inconsistent, I think you'd just be best using his KOF 2002 UM voices and leaving it at that. Why didn't the readme list most of the moves? Most of his teleporting during supers seem rather unnecessary. Again, it's a bit too flashy for most peoples' tastes. Now for some actual gameplay suggestions.
-His attacks do quite a bit too much damage. I'd recommend lowering them and giving him some damage scaling. For example, a very simple Y<Fwd.X<DP+Y<A/B takes off damage that a lvl 2 should. You'll want to experiment and see what makes this character more "fair", so to speak.
-One of his Ein Trigger variants should at least knock the enemy down. This would give some more distinction between the two so they aren't used interchangeably.
-Make his moves that require Z or C instead require X+Y or A+B, respectively. It maintains consistency, since I assume this K' is meant to be a 4-button character.
That's all I have for now. I'll post as I have more. This character does have potential, you'll just need to further it from the generic "Orochi God" edits.
Awesome character! Feel more True and not just over powered.( I like to hold on to your previous versions as they all have difrent HSDMS) Timeing for cancels are too tight or at least have the cancel start at the end of each part. Can't even pull of the third part.
screen shot pls
Theres a few things I found. A black box pops up at the bottom of the screen I think whenever K' does a counter hit, and when the computer K' wins the round he doesn't do any winposes, just stands there.
maybe the one when he has a flame on his hand or something
my slight problem is that one of the palettes has a palette swap during one of his win poses




