Posted by Falcon Rapper
in [PORTUGUESE ONLY] Português. Ena pá. (Started by LC-DDM August 27, 2007, 01:31:55 pm
Board: International
Board: International
Does this Iori have the special intro with Homer Simpson?
[youtube]https://youtu.be/HT5a58SYpes[/youtube]
Finally got the time to test him. The Orochi mode as a configurable thing is a neat idea. Nice job bro.
I must say you did a great job with this one. I'm glad you gave him the ability to transform!
[youtube]https://m.youtube.com/watch?v=G3Su9LQtnlg[/youtube]
MugenWatcher found a gltich with Orochi Iori.
Since not all the issues are fixed, these ones still persists:-One of his frames is missing a sprite when he lands after jumping over the opponent.
I think I know why it's like that. I noticed in the air file, animations 5 and 6 has no sprites assigned to them. Perhaps this is the cause of the conflicting issue since Iori and Orochi Iori have two different turning animations?-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).In my opinion, this throw feels slow and Hikiri Kine feels faster. Him waiting a second before the throw hits is something I don't understand. Knuckles8864's Iori also has this issue as well. I also forgot that the slash hit has no envshake to it. I don't know in the source game if it's intentionally supposed to be like that as CharmaKarmeleon's is more source accurate to CvS2 and does the throw immediately once caught.
And here are the rest that I have no comment on still aren't:-Custom Combo effect while standing is misaligned.
-The ending animation of his dash has a landing sound effect instead of a sliding one.
-Shiki 1201: Ya Otome has no dash sound effect and sliding sound effect if it misses.
-Minor issue, but Iori Version is still listed with Heidern's name in the config.
-In Orochi mode's stance, Iori's breath effect is blocked if the opponent is close to him and the effect should stay there when he moves during breathing.
-The effect on Ura 1029 Shiki: Homurabotogi cuts off a bit when the opponent gets thrown up on the final hit.
And these ones are half fixed:Quote-Shiki 1201: Ya Otome has default hit sparks during the hits.I noticed Shiki 100: Oni Homura's guard sounds are fixed, but the effects still aren't there. Guess it's intentional and an aesthetic thing for yours. Kinda weird when other creator's Ioris had them when they performed the same move. Also, Orochi Iori's Shiki 1201: Ya Otome still has default hitsparks from the fightfx mixed in with the PotS style ones.
-Shiki 100: Oni Homura has no effects except for the last hit.
Hopefully, that's should be all that's left.
Interesting proposal for a alternate POTS version of Iori Yagami, i'm totally digging him out, thanks a lot Falcon.
I have some feedback as well:
-One of his frames is missing a sprite when he lands after jumping over the opponent.
-The swing sound on his crouching MK plays after he hits the opponent.
-100 Shiki: Oniyaki can be canceled with another one during Custom Combo.
-Custom Combo effect while standing is misaligned.
-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).
-Geshiki: Goufu In "Shinigami" should have MK hit sounds, envshake and MK damage since it's uses a B command.
-The effects on 100 Shiki: Oniyaki, Tsumagushi and Shiki 311: Saku Tsumagushi has shadows.
-The dust effect is played twice during his run as it's much whiter than normal (I believe when he started the running animation, it interrupted the dash right when it begun. Causing the dust for his dash to play as well).
-The ending animation of his dash has a landing sound effect instead of a sliding one.
-Shiki 1201: Ya Otome has no dash sound effect and sliding sound effect if it misses.
-Shiki 1201: Ya Otome has no envshake except for the last hit.
-Minor issue, but Iori Version is still listed with Heidern's name in the config.
-In Orochi mode's stance, Iori's breath effect is blocked if the opponent is close to him and the effect should stay there when he moves during breathing.
-Shiki 1201: Ya Otome has default hit sparks during the hits and has no envshake except for the last one.
-Shiki 100: Oni Homura has no guard sounds when blocked and has no effects except for the last hit.
-The effect on Ura 1029 Shiki: Homurabotogi cuts off a bit when the opponent gets thrown up on the final hit.
-San Shingi no Ni has no envshake on the final explosion.
-Chi No Bousou has no envshake on the hits and blood effects (Would have added more impact to the attack).
There's quite a bit to fix since I was testing both versions. Even though there are 3 PotS Ioris already, this feels like a combination of 2 of them. To be precise, it has Knuckles8864's PotS style & Quickfist's Infinite style to it as I noticed some similar issues to them. I'm glad you added the option to change to different modes during the fight because that's something Anjel's Iori had and none of the modern PotS versions can do it. I also like the palette changes as well as Anjel's was stuck to whatever palette he had since it's a Winmugen character and can only do it with a specific amount of health and meter.
I'm a huge Iori user (and have gotten my ass kicked) in OG CvS2. I'll test the character out later, but if there is no "jab jab" or "short short" into maiden masher, then that's gonna be a huge problem!
So glad to see some "regular" but not existant in POTS style character have finally his turn!
Seems like you did a great job!
Like every time !
One more KOF GREAT CHARACTER not yet converted in POTS style done!
É nóis! ^^
[youtube]https://www.youtube.com/watch?v=O8TjCH0LWaY[/youtube]
Great Iori Yagami released bro.
Will you attempt a KOF XII/XIII mode?
It'll help your version stand out from the other 3 PotS Ioris.
I'll also point out issues in this guy.
San Shingi no Ni still uses Orochi Iori's voice when used in Normal Mode.
Other than that, Iori seems fine. Haven't really noticed any serious bugs or anything like that with him, though he does feel kind of redundant in comparison to Knuckles's & Quickfist's Iori's. Maybe you could give him the option to use Max Mode instead of Custom Combo, or make an alternate .cmd file that makes him 3 or 4 button instead of 6 button, like with some of Sennou Room's or CrazyKoopa's characters.
Also, i found a bug with Omega Rugal: https://streamable.com/2txgp
Ok, time for feedback,
1. I like the new Hi-Res FX you have him, but some of it's a lil' smooth looking.
2. He should maybe have a unique Level 3 for both Normal and Orochi Mode, maybe his XIII NeoMax.
3. He uses Level 1 Sounds for some of his Level 3s.
4. Isn't Orochi mode's Back Walk a lil' too fast?
5. EX Kuzukaze could go a bit faster, maybe decreasing the time between the explosion and the 'throwing behind'.
6. The Damage increase for Orochi mode's San Shingi no Ni is a bit much.
Now all we need is lucckkkyy
He jumps pretty high for a heavy character I think.
love the character but I dont like the way the character is of color choose palette. be nice there a way to remove that
Here's what I've got right now:
1. A few of his Slams have slam sounds playing too early (Brian Hammer followups and American Supernova)
2. The general damage of his Supers is a tad bit high for me.
3. MAX Big Bang Tackle lacks the dash sound the Level 1 has.
4. What's with the white flash when his Level 1 American Supernova connects?
5. The Galaxy Cyclones could do with better sounds.
6. The Tackle at the end of American Final Tackle is a bit anti-climactic. I'd suggest, at the minimum, the FX from one of his Big Bang Tackles.
7. Level 3 Ports looks weirdly upscaled/downscaled.
[youtube]https://youtu.be/8gMUKm-DcnU[/youtube]
Aí sim! Good job bro.
About the Level 3 port, i suggest you use the one that Rowen did.
Oh, you finally released him my firend, thanks for it!
I'll test him in this night.
Lastly, here's a palette you can use for the Default.
Glad to see he will finally be done in this style!!
I can't wait to know about your next project!!
Who in KOF deserve a POTS version and have not been converted yet
well basing on your sig it's angel , though it'll be hard to really convert her style to CVS.
always like the american team in kof i don't know why they aren't popular enough to have a comeback.
Oh, you're right.
Actually I would like to see Dong and Jae with an actual CVS sprite style and POTS gameplay.
Also perhaps Shen Woo and Ramon...
Angel would be perfect for POTS, but perhaps her gameplay have to get some tweaks.
(Also, I would gladly provide customs sprites for her)
This update makes me really happy, before on my Ikemen build for some reason when setting his config to start in Orochi mode, it would load the palette but keep his base move, seems to have fixed that issue, was always a fun character, nice update so far!
Excuse me, Mr Falcon. But is there's going to be an update of all of your characters? Since most of them don't work on my add004 lifebars.