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Iori, F-Iori, Marco by Vans released. (Read 4681 times)

Started by Spec Gespenst, February 03, 2013, 05:10:10 am
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Iori, F-Iori, Marco by Vans released.
#1  February 03, 2013, 05:10:10 am
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Re: Iori, F-Iori, Marco by Vans released.
#2  February 03, 2013, 05:31:17 am
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just a little reminder that whenever i download a few characters: Eiji, duck king, and ralf jones, i get corrupted files, please fix it vans please
Re: Iori, F-Iori, Marco by Vans released.
#3  February 03, 2013, 05:44:05 am
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Marco uses my palettes, but I am not credited in the readme.  A team of well educated lawyers will be visiting Vans soon.
Re: Iori, F-Iori, Marco by Vans released.
#4  February 03, 2013, 06:01:24 am
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Jhun Hoon was also updated

... and doesn't vans (or someone from trinity) usualy announce his own releases?
Re: Iori, F-Iori, Marco by Vans released.
#5  February 03, 2013, 06:19:37 am
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Because nobody announced it, so I have to do it.
Re: Iori, F-Iori, Marco by Vans released.
#6  February 03, 2013, 11:16:45 am
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Re: Iori, F-Iori, Marco by Vans released.
#7  February 03, 2013, 11:23:06 am
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That's what the paralegals are for.

im buggin out man
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Re: Iori, F-Iori, Marco by Vans released.
#8  February 03, 2013, 01:02:30 pm
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These characters are awesome! I found one error though, when you follow the instructions and change Iori's name to Iori_WLS, it glitches his intro with KOD's Kyo, making a duplicate Iori. One of his intros with Kyo_WLS is a little quiet too.
Last Edit: February 03, 2013, 01:07:46 pm by dbdrummer7
Re: Iori, F-Iori, Marco by Vans released.
#9  February 03, 2013, 07:21:21 pm
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Vans needs more recognition for these characters. They're awesome.
Special props to Marco for the originality and great (yet hard to master) gameplay.

However, it looks like the knife color has some problems : when you go into Combat Shift stance, his knife is not the same color as when you attack from that stance.
Re: Iori, F-Iori, Marco by Vans released.
#10  February 03, 2013, 08:02:52 pm
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We knew someone would say that:

Quote
12/01/2013  21:15:20  Vans: I just realized he doesn't have the extra knife colors in the knife stance
12/01/2013  21:18:05  KoopaKoot: it only glows when he attacks I think

Is a mess. :gonk: Needs sexy new coding to go with sexy sprites.
Re: Iori, F-Iori, Marco by Vans released.
#11  February 04, 2013, 02:34:42 pm
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Marco is missing a hyper. Was that intentional?
Pusha 2 said:
They could make a fighting game where the roster was nothing but beavers made out of cotton candy and I'd play if the gameplay was good because that's really all I give a shit about.
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Re: Iori, F-Iori, Marco by Vans released.
#12  February 04, 2013, 04:44:34 pm
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.......................that's is all his hypers from NeoGeo Battle Coliseum.
Last Edit: February 05, 2013, 12:17:56 am by Roman55
Re: Iori, F-Iori, Marco by Vans released.
#13  February 04, 2013, 10:42:04 pm
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Anyone knows how (or if is possible, like kopakoot chars) can i change the hitspark and hitsound to XI?
Re: Iori, F-Iori, Marco by Vans released.
#14  February 04, 2013, 10:46:01 pm
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No. I don't think they're in the SFF and besides isn't this 2K2UM?
Re: Iori, F-Iori, Marco by Vans released.
#15  February 05, 2013, 12:09:49 am
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Re: Iori, F-Iori, Marco by Vans released.
#16  February 05, 2013, 12:12:13 am
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Oh I see.

Xan

Re: Iori, F-Iori, Marco by Vans released.
#17  February 05, 2013, 01:04:05 am
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Iori:
-Either I'm missing something or the first hit of f.X<X should be cancelable.
-His voice is really quiet, it's annoying to try to hear.
-Saika sometimes misses when used at midscreen. Something about my timing being off, maybe?
-If Iori is hit at the same time as when he connects with Saku Tsumagushi, this happens:
Spoiler, click to toggle visibilty
Iori (Flameless):
-Either I'm missing something or the first hit of f.X<X should be cancelable (It's cancelable in KOF 13).
-His HSDM does way too little damage.
Marco:
-Back Grenade is listed in the movelist as QCB+P.
Aside from those small gripes, they're pretty much perfect. Nice job.
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Last Edit: February 05, 2013, 01:29:05 am by C.A.N
Re: Iori, F-Iori, Marco by Vans released.
#18  February 05, 2013, 04:31:50 am
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I THINK Saika missing midscreen might be KFM's hitboxes since training uses em. Maybe you could try to replicate with other stuff, just to be sure?

Xan

Re: Iori, F-Iori, Marco by Vans released.
#19  February 05, 2013, 04:38:26 am
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I've managed to delay the cancel to a point that it whiffs midscreen on PotS' Geese, so it's probably a combination of bad timing and KFM hitboxes. Maybe a bit of insurance on Saika's part wouldn't hurt?
Spoiler, click to toggle visibilty
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Re: Iori, F-Iori, Marco by Vans released.
#20  February 05, 2013, 11:03:33 am
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Because of the screenshot maybe...?
Re: Iori, F-Iori, Marco by Vans released.
#21  February 05, 2013, 11:38:49 am
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Training has crappy hitboxes to test SNK characters with.
Re: Iori, F-Iori, Marco by Vans released.
#22  February 05, 2013, 02:30:53 pm
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Has Iori's rekkas always been weak in the damage department? By the way, this Iori is actually more fun to play with compared to the older one. :D
Re: Iori, F-Iori, Marco by Vans released.
#23  February 07, 2013, 06:16:10 am
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just a little reminder that whenever i download a few characters: Eiji, duck king, and ralf jones, i get corrupted files, please fix it vans please

Actually, it wasn't me who uploaded those files after I took them down. Sadly, I have lost all of them so I no longer have the originals.

Marco uses my palettes, but I am not credited in the readme.  A team of well educated lawyers will be visiting Vans soon.

I updated the readme. Sorry about this.

These characters are awesome! I found one error though, when you follow the instructions and change Iori's name to Iori_WLS, it glitches his intro with KOD's Kyo, making a duplicate Iori. One of his intros with Kyo_WLS is a little quiet too.

Like I mentioned before, I fixed this.

Anyone knows how (or if is possible, like kopakoot chars) can i change the hitspark and hitsound to XI?

It is possible, but I no longer include it as an official feature.

In any of my chars's .VNS file, look this up:

Code:
;================================================================================
; ------- 2002 Only / WLS NEO --------
;===============================================================================
;      - I do _not_ make myself responsible for the changes made here -
;Compatibility with XI has been completely dropped do _not_ ask me to add it
;back.

[State -2, Mode]
type = null
trigger1 = (var(31) := 1)||e 
trigger1 = (var(32) := 1)||e 
trigger1 = (var(33) := 1)||e
trigger1 = (var(25) := 0)||e
trigger1 = (var(36) := 1)||e  ; 1 = Damage scaling ON!, 0 = OFF!

Change the values of var(31) and var(32) to switch to KOFXI sparks and sounds.

Iori:
-Either I'm missing something or the first hit of f.X<X should be cancelable.
-His voice is really quiet, it's annoying to try to hear.
-Saika sometimes misses when used at midscreen. Something about my timing being off, maybe?
-If Iori is hit at the same time as when he connects with Saku Tsumagushi, this happens:
Spoiler, click to toggle visibilty
Iori (Flameless):
-Either I'm missing something or the first hit of f.X<X should be cancelable (It's cancelable in KOF 13).
-His HSDM does way too little damage.
Marco:
-Back Grenade is listed in the movelist as QCB+P.
Aside from those small gripes, they're pretty much perfect. Nice job.

- That's how it is in KOF2002UM, you may only super cancel from it.
- Those are straight rips from the game. I'll change them if there's enough demand.
- It is off:

Iori uses alternate Saika CLSN1 for any character that isn't authored by me, KoopaKoot, KOD, Jesuszilla among many others. This new CLSN1 adds about 16-32 pixels of range to the move and it's a LOT.

A perfectly timed Saika will hit them right in the middle of their axes. I'm not responsible for bad CLSN design from other authors, if their CLSN2 doesn't cover the center, it's not my problem. :P

I can also confirm it can hit problem characters like KFM (Training) and cvssieger just fine. Keep in mind, you have to enter the command before the explosion comes out and there's a really nice window to do this.

- Whoops. I should've used a targetstate. I will fix this.

Iori 2:

- Yup. Design decision.
- Due to the nature of the move, this was also a design decision.

Marco:
- lol whoops.

Thanks for the feedback. :)

Has Iori's rekkas always been weak in the damage department? By the way, this Iori is actually more fun to play with compared to the older one. :D

Damage is accurate to 2002UM. Life count is higher by 18 points in this game, giving the impression of damage being nerfed.
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Re: Iori, F-Iori, Marco by Vans released.
#24  February 07, 2013, 06:21:58 am
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- I can also confirm it can hit problem characters like KFM (Training) and cvssieger just fine. Keep in mind, you have to enter the command before the explosion comes out and there's a really nice window to do this.
- Due to the nature of the move, this was also a design decision.
-Yeah, it was just timing.
-What do you mean by "the nature of the move"? It seems like an unnecessary nerf to me since SDM Maiden Masher is almost completely superior to it.
-Why isn't there a dipswitch or something for damage scaling? Did you decide to remove that?
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Last Edit: February 07, 2013, 06:28:10 am by C.A.N
Re: Iori, F-Iori, Marco by Vans released.
#25  February 07, 2013, 06:43:46 am
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What. How can I be nerfing the move when he's never had it in NeoGeo KOF? In addition, it's not even the same as in KOFXIII. :P

It's a fast move, it's really safe to use and it's damn easy to combo into it during clutch situations. If I made it any stronger, he'd be broken("er") (he's already damn strong as he is right now). I would've made it much more faithful to the KOFXIII version, but I don't have proper sprites for it.

And no, damage scaling will not be removable as it is essential for KOF damage calculations (raw second hit of Aoi Hana would have incorrect damage if I removed it, for example).

If you are that concerned, it only affects sequential hits. First hit of every move is always unscaled and DMs are unaffected. :P
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Last Edit: February 07, 2013, 06:47:01 am by Vans

Xan

Re: Iori, F-Iori, Marco by Vans released.
#26  February 07, 2013, 06:46:27 am
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It's a fast move, it's really safe to use and it's damn easy to combo into it during clutch situations. If I made it any stronger, he'd be broken("er") (he's already damn strong as he is right now).
Yes, but nearly all of those situations also allow SDM Maiden Masher to connect for more damage.
How can I be nerfing the move when he's never had it in NeoGeo KOF? In addition, it's not even the same as in KOFXIII. :P
I meant in relation to his other DMs.
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Re: Iori, F-Iori, Marco by Vans released.
#27  February 07, 2013, 06:49:10 am
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Then use it?
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amazon, pls

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Re: Iori, F-Iori, Marco by Vans released.
#28  February 07, 2013, 06:51:29 am
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Where would that leave his HSDM, then? Besides, it's not exactly safe to use if it's -63 frames on block.
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Re: Iori, F-Iori, Marco by Vans released.
#29  February 07, 2013, 06:54:47 am
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It is FULLY INVINCIBLE. This is an ANTI AIR, POKE PUNISH, if it's blocked you shouldn't have, y'know, mashed it out. Look at your invul frames.
Last Edit: February 07, 2013, 08:19:16 am by Killer Kong?
Re: Iori, F-Iori, Marco by Vans released.
#30  February 07, 2013, 09:22:02 am
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Re: Iori, F-Iori, Marco by Vans released.
#31  February 08, 2013, 01:35:55 am
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Re: Iori, F-Iori, Marco by Vans released.
#32  February 08, 2013, 09:29:42 pm
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Combat Code UKE is mapped to LK+HK instead of LP+HP. As such if you mash LP+HP while in Combat Style, since both LP and HP cancel into each other you'll end up cancelling on the first few frames of HP into LP and end up hitting the opponent about 13 times with LP from about anywhere doing roughly 500 damage.

JDM

Re: Iori, F-Iori, Marco by Vans released.
#33  February 27, 2013, 03:09:32 am
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Sorry for the bump, but I have a quick question.

Is it possible for me to just edit the coding so this Iori can have the compatibility with Kyo that the old one did? Like special intros and win poses?
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Last Edit: February 27, 2013, 03:14:18 am by JDM

Xan

Re: Iori, F-Iori, Marco by Vans released.
#34  February 27, 2013, 03:26:38 am
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I'm pretty sure the readme explains how to do that.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

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Re: Iori, F-Iori, Marco by Vans released.
#35  February 27, 2013, 03:37:40 am
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Wow, that was easier than expected.

Thanks for the tip C.A.N!
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