I hope you finish this. I like how you put little touches in to each characters. Like nameless having and air fire ball of sorts Like whip being able to shoot her gun forward.(my favorite version. MY only grip is characters cant combo there normals into their comand moves or they are missing command moves Like nameless not being able to combo standing punch into d/f hard kick and he is missing forward plus light kick. Fix the combo issues and this would be one of my favorite mugen full games.
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.
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.
If you wanna check the move in action you download. So specifically which part of the code should I change and to what. Just copy and past in your reply.
[State 1101, 4] type = HitDef trigger1 = AnimElem = 22 attr = S, SA animtype = Back damage = 30,5 guardflag = MA pausetime = 12,12 sparkno = 5 sparkxy = -20,-75 hitsound = S0,7 guardsound = S0,2 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -3.5,-4.5 air.velocity = -4.5,-1.5 fall = 1
[State 1101, 4] ;Gravity type = VelAdd trigger1 = Time = 0 y = 0.35
;-------------------------------------------------------------------------------------------------- ;SEQUENCIA 2 Down [Statedef 1111] Type = A Movetype = A Physics = S Anim = 1101
[State 1111, 4] type = HitDef trigger1 = AnimElem = 22 attr = S, SA animtype = Back damage = 30,5 guardflag = M pausetime = 12,12 sparkno = 5 sparkxy = -20,-75 hitsound = S0,7 guardsound = S0,2 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -3.5,-4.5 air.velocity = -4.5,-1.5 fall = 1
[State 1111, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 0 ctrl = 1
[State 1111, 3] type = VelAdd trigger1 = Time = 0 x = .75 y = -2
[State 1111, 4] ;Gravity type = VelAdd trigger1 = Time = 0 y = 0.35
[State 1111, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 0 ctrl = 1
;-------------------------------------------------------------------------------------------------- ;SEQUENCIA 2 Down (quando num pega) [Statedef 1121] Type = A Movetype = A Physics = S Anim = 41
[State 1121, 3] type = VelAdd trigger1 = Time >=0 y = 0.65
[State 1121, 4] ;Gravity type = VelAdd trigger1 = Time >= 0 y = 0.35
[State 1121, 2] type = ChangeState trigger1 = Pos Y >= 0 value = 0 ctrl = 1
; ====================================================ATAQUE DE CHUTE (SEQUENCIA 3) ;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ [Statedef 1102] type = S movetype = A physics = S poweradd = 240 ctrl = 0 anim = 1102 velset = 0
[State 1102, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 1100, 2
[State 1102, 2] type = Width trigger1 = AnimElem = 3, >= 0 value = 20,0
[State 1102, varrandom] type = VarRandom trigger1 = Time = 0 v = 1 range = 0,99
[State 1102, veladd] type = VelAdd trigger1 = AnimElem = 1 x = 40
[State 1102,shake] type = EnvShake trigger1 = AnimElem = 4 time = 20 ampl = 10 freq = 200
[State 1103, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;=================================================================================== ;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++MAGIA COM CHUTE MEDIO [Statedef 1104] type = S movetype= A physics = S poweradd= 120 ctrl = 0 velset = 0 anim = 1104
[State 1104, 1] type = PlaySnd trigger1 = Time = 1 value = 1100,4
[State 1104, 0] type = AfterImage trigger1 = time = 0 time = 50 FrameGap = 1 length = 10 PalBright = 50, 50, 50 PalContrast = 128,128,128 PalAdd = 0, 0, 0 PalMul = 1,1,1 Trans = Add1
[State 2401, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;---------------------------------------------------------------------------
;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;---------------------------------------------------------------------------
;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;---------------------------------------------------------------------------
[Statedef -3]
;This controller plays a sound everytime KFM lands from a jump, or ;from his back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0
with his overhead knee. he feels incomplete without it. And maybe his other command move as well. and a surprise
your ex version of your other k'(the one with the minute spike like other K') needs and update so his minspike will combo correctly. it comes out to slow.i think you cant perform it after crowsbit, extra attack.
Otherwise it would be one of my favorite k' s rival only by kaza... k'