YesNoOk
avatar

SAIKI KOF XIII BETA 1 by Randy Fenrir (Read 7605 times)

Started by randy312009, December 12, 2011, 08:58:53 am
Share this topic:
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#21  December 12, 2011, 10:48:55 pm
  • *
  • my music :D http://www.facebook.com/RandyFenrir
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
  • *
  • my music :D http://www.facebook.com/RandyFenrir
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#23  December 12, 2011, 11:25:38 pm
  • ***
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
  • avatar
  • ****
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
  • ****
  • Father, NO!!!
    • USA
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
  • *
  • my music :D http://www.facebook.com/RandyFenrir
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#27  December 13, 2011, 03:22:27 pm
  • *
  • Ourena isaguru Kenna
    • www.youtube.com/user/VanyaRS
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
  • **
  • Sit Down Bitch!
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
  • ******
  • Si monumentum requires, circumspice
    • USA
    • Skype - TheToxicAvenger666
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#30  December 14, 2011, 07:19:55 am
  • ****
  • Vae Victus!
    • USA
    • mugenguild.com/forum/topics/lord-kains-small-portraits-140580.0.html
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
  • avatar
  • ****
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#32  December 14, 2011, 12:50:42 pm
  • ***
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
  • ***
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
  • avatar
  • *
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
  • *
  • my music :D http://www.facebook.com/RandyFenrir
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.


THANK YOU REALLY NEED TO BOYS BOYS A HAND FROM SOMEONE BY MY SINGING CAREER BUT I DO NOT HAVE MUCH TIME THANK YOU
ALA HAND WORK
End with ALL
AT 100%

FOLOW ME ON FACEBOOK :)
http://www.facebook.com/RandyFenrir
TENKS  BOYS  !!
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#36  December 16, 2011, 02:53:24 pm
  • ****
  • Bark! Bark! Bark!
    • Philippines
^

is that reply is mugen related?

hmm...
Re: SAIKI KOF XIII BETA 1 by Randy Fenrir
#37  December 18, 2011, 08:16:31 pm
  • **
  • cool man
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
  • avatar
  • ******
  • They said be all you can be
    • USA
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
  • **
  • cool man
Oh I see, then it almost ready. ;P