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[2014.10.14 Updated] King K. Rool(Donkey Kong Country) (Read 2735 times)

Started by Dark Ruler, October 12, 2014, 10:19:20 am
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[2014.10.14 Updated] King K. Rool(Donkey Kong Country)
#1  October 12, 2014, 10:19:20 am
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    • South Korea
    • darkrulersmugen.weebly.com/
Last Edit: October 14, 2014, 11:59:34 am by Dark Ruler
Re: King K. Rool(Donkey Kong Country)
#2  October 12, 2014, 02:11:08 pm
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  • Romantic Karate
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Oh, nice one! Thanks...

Some feedback... All tested on MUGEN 1.0

 - King K. Rool gets stuck in the animation when you perform a back, back...

 - hitpsarks are misaligned
Spoiler, click to toggle visibilty

 - backwards jump land fx is misaligned (same applies to the forward jump, but it´s not so bad)
Spoiler, click to toggle visibilty

 - you could add the running attack (if I remeber correct he could run over you and had two different running speeds)
Re: King K. Rool(Donkey Kong Country)
#3  October 12, 2014, 04:56:15 pm
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  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
While I'm only commenting on his presentation, I gotta say that this is extremely cool. DKC was one of my all time favorite titles for the SNES due to it's then ahead of it's time visuals and sound, on top of excellent gameplay. Learning K. Rool's patterns was half of the fun. I loved his fake death that lead to the credit roll where you were in for a pleasant surprise shortly after.

Thanks for sharing a clever addition to anyone's roster. :sugoi:
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: [2014.10.14 Updated] King K. Rool(Donkey Kong Country)
#4  October 14, 2014, 12:00:17 pm
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    • South Korea
    • darkrulersmugen.weebly.com/
Updated. (2014.10.14)

- Dash Move Add
- misaligned Hit Spark Fixed.
Re: [2014.10.14 Updated] King K. Rool(Donkey Kong Country)
#5  October 15, 2014, 09:07:43 pm
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Thanks Dark Ruler, but...

if dash move is timed correctly...



My suggestion would be to give the dash attack much more range and let p2 fall after a hit.