I think he has separate Kyo-1 and Kyo-2 modes. Not sure how to activate them. All I get is Kyo-1 for all three. ???http://mugenjin.nobody.jp/Edit: All of his other Kyo's have been updated today. That's (If you count Clone Kyo as 3) 6 Kyos.
Kyo-1 mode is pretty bitchin'.Spoiler, click to toggle visibiltyJump-in D, C, qcf+D>D, f+A, qcb+C(3hit), (SC)qcfx2+C, (DC)qcfx2+EI can't combo for shit in Kyo-2 mode, though. :/
Ugh.. everything about him feels wrong.Vels, timings, hitdef behaviour, everything is just plain off.I didn't mind the guesswork in his previous characters (Rugal was pretty awesome) but he really screwed this up
K.O.D said, March 26, 2009, 06:32:42 pmUgh.. everything about him feels wrong.I agree. Juggling isn't right. And his strong normals stun you for too long. Still like him/them though.
I was wondering when someone going to release a new version of the clone kyos, however I can't play Kyo-2 for some reason and I already tried the hold start method.
It seem the clonekyo.def activates kyo-2 if you holding start but if you install kyo-2.def its plays like kyo-1. I hope jin updates that problem and make sure he puts a separate portrait for kyo-2 as well.
賢人の王 said, March 26, 2009, 07:49:23 pmIt seem the clonekyo.def activates kyo-2 if you holding start but if you install kyo-2.def its plays like kyo-1. I hope jin updates that problem and make sure he puts a separate portrait for kyo-2 as well.Okay, thanks.
This Kyo plays like a rating 1(Which is bad), feels like Kyo-1 only play, his combos is really difficult, almost feels like the Ahuron (Nameless) incident, hopefully he'll improve on this.
aznpikachu215 said, March 27, 2009, 01:33:30 amhis combos is really difficultBullshit.Shwa said, March 26, 2009, 06:07:43 pmSpoiler, click to toggle visibiltyJump-in D, C, qcf+D>D, f+A, qcb+C(3hit), (SC)qcfx2+C, (DC)qcfx2+EEasiest thing in the world.
I'll give it a few days before someone complains that he can't do Kyo-2's MAX2. I agree it is difficult, though.its a little annoying that if you install the Kyo-2 DEF, he has Kyo-1's portrait.
MightyKombat said, March 27, 2009, 01:31:51 pmI'll give it a few days before someone complains that he can't do Kyo-2's MAX2. I agree it is difficult, though.Eh, the Hi no Kagutsuchi / super Kototsuki ? It comes out pretty normally for me.On the portrait, well, he can't have two SFF files. But that's what separate versions are for.
I guess it was adapted for gamepads.AS for the name, I call it "The MAX2 That Shamelessly rips Off Iori's Exceed from SvC Chaos"
I use a keyboard Spoiler: Names and mythological references crap (click to see content)Hi no Kagutsuchi no Kami, god of the shining fire, very, very roughly the Japanese equivalent of Vulcan in term of what he represents.Ame no Habakiri, Kyo-1's MAX2, is one of the three most known names of the sword that Susanowo used to kill Yamata no Orochi (another name being Totsuka no Tsurugi). Futsu no Mitama, the super Oni Yaki, is another reference to a pair of gods.
MightyKombat said, March 27, 2009, 01:31:51 pmits a little annoying that if you install the Kyo-2 DEF, he has Kyo-1's portrait.He explains in the readme what to do if you want to separate them. He actually explicitly says that all he did was make two def's I'm guessing he didn't want to upload double files or something... here's a translation of what's in the readme:For those of you who want to enter kyo1 and kyo2 separately into your roster, Here's some instructions.I've prepared kyo-1.def and kyo-2.def, so to add either to your roster, enter "Clonekyo/kyo-#.def" into select.def.For kyo-2, you need to fix the following code in CloneKyo-2-3.cns:;-----------------------------------------------------------------------;※Setting "trigger1 = 1" will activate kyo-2。[State -2, kyo-1, kyo-2 separation]type = VarSettrigger1 = PalNo = [7,12]var(5) = 1;-----------------------------------------------------------------------For those interested in doing so, opening Clonekyo.sff in MCM or something and changing the portrait would be perfect.900001.pcx included in the folder is kyo-2's portrait so feel free.For replacing portraits, if you look it up at places like MUGEN elementary or MUGEN Junior High, it should be a piece of cake.(I don't know what the hell he means by that, maybe website names? ???)Also, to change his stand animation, open Clonekyo.cns and...;---------------------------------------------------------------------------; Stand[Statedef 0]type = Sphysics = Ssprpriority = 0[State 0, 1]type = ChangeAnimtriggerall = palno = [0,6]trigger1 = Anim != 0 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 0[State 0, 1]type = ChangeAnimtriggerall = palno = [7,12]trigger1 = Anim != 1 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 1[State 0, 2]type = VelSettrigger1 = Time = 0x = 0y = 0[State 0, 3] ;Stop moving if low velocity or 4 ticks passtype = VelSettrigger1 = abs(vel x) < 2trigger2 = Time = 4x = 0[State 0, 4] ;Are you dead?type = ChangeStatetrigger1 = !alivevalue = 5050;---------------------------------------------------------------------------Look for this code ^^^then...[State 0, 1]type = ChangeAnimtriggerall = palno = [0,6]trigger1 = Anim != 0 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 1[State 0, 1]type = ChangeAnimtriggerall = palno = [7,12]trigger1 = Anim != 1 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 1^ Comment this section off with semicolons, or just delete the hell out of it.[State 0, 1]type = ChangeAnimtrigger1 = Anim != 0 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 1^ Then, if you copy and paste this in it's place everything should be OK.see, easy isn't it??EDIT:there's actually a mistake in this readme, the code enabling kyo-2's stance in Clonekyo.cns should be replaced with:[State 0, 1]type = ChangeAnimtrigger1 = Anim != 1 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 1
Found the problem![State 0, 1]type = ChangeAnimtrigger1 = Anim != 0 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 1Should be [State 0, 1]type = ChangeAnimtrigger1 = Anim != 1 && Anim != 5trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim overvalue = 1
yeah I thought that was funny...I had the feeling it didn't make sense that trigger1 would be Anim != 0 instead of Anim !=1Because the state that had Anim !=1 was triggered by pals 7-12 so I figured that had to be kyo-2's stance.Oh well, silly Jin...Still makes no sense that he included two def files, all they do is separate the palettes... you would still need to make new copies of the .sff and two .cns files and point kyo-2.def in the right direction if you wanted to run them out of the same folder the way Jin suggested.