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Clone Koakuma v1.65 by Daniel9999999 (Read 4051 times)

Started by Daniel9999999, June 06, 2014, 07:32:20 am
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Clone Koakuma v1.65 by Daniel9999999
#1  June 06, 2014, 07:32:20 am
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Rereleased for independency with Ricepigeon's thread.

CLONE KOA

Video:






Description: Update to the character I've released a year ago, Clone Koakuma, this update has more supers, command normals, few ranges changed, and added the Clayfighter 63 1/3rd comboing system. Features new content as well, and "original" sprites by yours truly. Everything is in the readme as well,, so if you're having trouble with the character or want to know her more, well, it's there.

Enjoy!

Link: https://www.mediafire.com/?3pu6ajgbpdpkdj8

UPDATED:
-Voice included
-5Z does no longer do overhead if chained into
Spoiler, click to toggle visibilty
Last Edit: August 17, 2014, 05:25:58 am by Daniel⑨⑨⑨⑨⑨⑨⑨
Re: Clone Koakuma v1.6 by Daniel9999999
#2  June 06, 2014, 09:49:09 am
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yep daniel good char and new SFF of clone koa and B-day daniel :D
Re: Clone Koakuma v1.6 by Daniel9999999
#3  June 06, 2014, 09:21:54 pm
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I really can't describe in words how much effort was put into this. All I can say is keep it up, because before you know it, it could become the next best thing. I'm very interested in what happens in the second screenshot.

Also, Happy Birthday!
I gtg Cartoons are on.
Re: Clone Koakuma v1.6 by Daniel9999999
#4  June 06, 2014, 09:49:58 pm
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I know I told you this already but..



That was while hitting her during the recovery frames of 5z.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Re: Clone Koakuma v1.6 by Daniel9999999
#5  June 06, 2014, 10:06:42 pm
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Done. Fix for this in next update when I have fixed more stuff, got tired of releasing a big ammount of small fixes in little time ya know.
Re: Clone Koakuma v1.6 by Daniel9999999
#6  June 07, 2014, 07:33:17 pm
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Glad to see that the Donkey Kong Country gimmick has some more use this time around.  But I think it could utilized for some other than super moves, like how some of the Blazblue characters utilize their "Drive" abilities (Since I haven't touched the series in a while, Rachel and Hazama's "Drive" (Slipheed and Ourobos, respectively) systems are the only ones that come to mind.)

I also wonder if you are keeping Koakuma primarly ground-focused.  Because her air-game could expand a little beyond "launch and hit the enemy once".  You could have an aerial-only special move or something along those lines to give her some sort of air game. 

This is all without examining her frame advantage and some other stuff.
I'll update my post if I find any issues.

Working on personal projects and spending less (non anime watching) time on internet.

You're just going to have to PM me if I get chosen
for the question thread.
Re: Clone Koakuma v1.6 by Daniel9999999
#7  June 07, 2014, 09:38:42 pm
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I also wonder if you are keeping Koakuma primarly ground-focused.  Because her air-game could expand a little beyond "launch and hit the enemy once".  You could have an aerial-only special move or something along those lines to give her some sort of air game. 

Launcher -> Down, HP in air -> Strong Devilish Dash -> KI Combo.

I'm still keeping Koa as a ground based character to contrast my crimson alive work, which is more like the opposite, while the life system would use more of it, It was the only suggestion I got in regards to this :S
Last Edit: June 07, 2014, 09:54:04 pm by Daniel Gajardo
Re: Clone Koakuma v1.6 by Daniel9999999
#8  August 17, 2014, 05:26:29 am
  • ****
  • [MUFFLED ROCK MUSIC PLAYING IN THE DISTANCE]
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UPDATED: She finally has a voice and a minor fix.