YesNoOk
avatar

Kairi from Street Fighter EX + edits 1st version (UPDATE 05/03/2013) (Read 37828 times)

Started by Mr.Karate JKA, November 15, 2012, 03:36:12 am
Share this topic:
Re: Kairi from Street Fighter EX + edits 1st version
#81  January 12, 2013, 02:12:20 am
  • **
  • yDNAsANDy
    • Australia
    • facebook.com/yDNAsmacker
Re: Kairi from Street Fighter EX + edits 1st version
#82  March 04, 2013, 01:58:40 am
  • ***
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
UPDATED 03/03/2013! See the first post!

Changelog:

 - Added recovery FX;
 - Added Particles hlper from power charge;
 - New big portrait by  Saikoro! (Thanks my friend!);
 - Added counter FX;
 - Several changes in Zero counter. Now the roundhouse kick works like SF Alpha;
 - Parry bug fixed. Now the parryies works with the helpers  system and not in the cmd;
 - Removed Kanjis for now. I`ll think about this later
 - Added Tatsumaki Moryu Kasen. If you dont want it; just deseable it in the cmd files and remove this line on EX Moryu Kasen command:

[State -1, EX Mouryou Kasen]
type = ChangeState
value = 1416
triggerall = var(59) = 0 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
triggerall = power >= 500
triggerall = var(20) = 0
triggerall = command = "EX Mouryou Kasen"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = ctrl || (stateno=[100,102])

 - Added special intro vs Blair Dame by Dampir and Skullomania By Divine Wolf & Sean Altly;
 - New FX and sound for Shinky Hatsudou Kai blast!

WIN MUGEN COMPATIBLE! NOW YOU DONT NEED ANY MORE DOWNLOAD THE WINMUGEN PATCH!

Still missing:

 - AI;
 - CLS fixes. I`ll fix it when the new spritesheet by CVS The Abstract will be ready;
 -Better intro against Skullomania and Blair Dame.


Bug report 5

-Ura Jigoku Guruma does 93 damage, still less than Kutei Kaku.

Now does 100


-C Mouryou Kasen can be juggled after. Intentional?

ADJUSTED.


-SGS still has slowdown, remove the Kanji.

REMOVED KANJIS. I`ll think about this later


-Ryuubu leaves Kairi at -4 frames, at least make it able to cancel into something.

Now is canceable with Shinky Hatsudou Kai


-His damage output from his lvl 1 supers is pathetic. Make them range around 190 to 210 or so.

ADJUSTED. Now all of lv1 supers does 190-200 at damage


-The only real problem is that its damage increase is barely noticeable. Around 130-140 would probably be better.

ADJUSTED!


Finishing the final details of the new update!
Last Edit: March 07, 2013, 01:52:05 am by Mr.Karate JKA
Re: Kairi from Street Fighter EX + edits 1st version
#83  March 04, 2013, 02:25:32 am
  • ****
  • Best In The World
    • USA
    • www.youtube.com/user/NessTheAvatar
AWESOME!!!  Will Vega II receive the same treatment?

DW

Re: Kairi from Street Fighter EX + edits 1st version
#84  March 04, 2013, 03:18:03 am
  • ****
  • #NoRagrets
    • USA
    • www.trinitymugen.net
Maybe you could ask Mr. Infinite for some help with the Kanji coding. His Cloud uses some Kanji FX for his Cross Slash super, and it causes no slow down. The amount for Kairi is more, but I don't really think that's the problem. I don't think it's so many that it causes slowdown. More so probably the coding behind how they were handled.
Re: Kairi from Street Fighter EX + edits 1st version
#85  March 05, 2013, 03:43:15 am
  • ***
  • Masturbating to a dial tone
    • spaces.msn.com/couttsgallery/
I like the edition of the EX 1 moves. I thought taking those away in EX 2 robbed him of some of his personality.
Look at my painting gallery. do it. its the globe under the avatar.
Re: Kairi from Street Fighter EX + edits 1st version
#86  March 05, 2013, 03:45:46 am
  • ****
  • Best In The World
    • USA
    • www.youtube.com/user/NessTheAvatar
Re: Kairi from Street Fighter EX + edits 1st version
#87  March 05, 2013, 04:33:06 am
  • ***
* Jump LK has more frames of startup than jump MK.

* Infinite combos:

- (Short Jump MK >  Strong Ryujin Kyaku), repeat

- (Standing HP > Strong Moryukasen > Strong Ryujin Kyaku), repeat. Demo:

http://www.mediafire.com/download.php?hkca370edj6yfvq

- (Standing HP > Ryubu > Strong Ryujin Kyaku), repeat. Strong Ryujin Kyaku allows you to create a big handful of infinites actually.

* Get Ryu by PotS and hit opponent with a Shinkuu Hadouken, notice how other opponents can't use ground recovery move after being hit by it (PotS' supermoves negate ground recovery moves, but his special moves allow them).

By pressing KK, Kairi can use the recovery move in situations where he shouldn't be able to, like in this case. Instead of creating a custom state for recovery (5220), override his state 5200 with the codes of the 5220, and disable the possibility of triggering the custom state in his cmd.
Last Edit: March 05, 2013, 03:01:21 pm by Zzyzzyxx
Re: Kairi from Street Fighter EX + edits 1st version
#88  March 05, 2013, 02:33:48 pm
  • avatar
    • USA
    • buddenj13@yahoo.com
Another thing I wanted to point out. You can't cancel low attacks into super like you can with high attacks.
Re: Kairi from Street Fighter EX + edits 1st version
#89  March 05, 2013, 10:39:27 pm
  • ***
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
I like the edition of the EX 1 moves. I thought taking those away in EX 2 robbed him of some of his personality.
.   
Really??? Even with his full screen fire balls using hadouken pose??? Well i guess no but here is the good news: with the new color separated sprites i am planing to make an EX mode based on SFEX one like master Ryu, with a separated def file!

      Posted: March 05, 2013, 10:47:53 pm
* Jump LK has more frames of startup than jump MK.

* Infinite combos:

- (Short Jump MK >  Strong Ryujin Kyaku), repeat

- (Standing HP > Strong Moryukasen > Strong Ryujin Kyaku), repeat. Demo:

http://www.mediafire.com/download.php?hkca370edj6yfvq

- (Standing HP > Ryubu > Strong Ryujin Kyaku), repeat. Strong Ryujin Kyaku allows you to create a big handful of infinites actually.

* Get Ryu by PotS and hit opponent with a Shinkuu Hadouken, notice how other opponents can't use ground recovery move after being hit by it (PotS' supermoves negate ground recovery moves, but his special moves allow them).

By pressing KK, Kairi can use the recovery move in situations where he shouldn't be able to, like in this case. Instead of creating a custom state for recovery (5220), override his state 5200 with the codes of the 5220, and disable the possibility of triggering the custom state in his cmd.
. About the infinites OPS! I did it to play alone here and i forgot to remove then! Easy to fix. About the recovery rol, can you tell me a situation that is should not be possible? I did it using mvc recovery as a base (with an easier command). As i remember this resource was aways possible when you're down on the ground (i guess... Please tell me if i am wrong!). About the low kick, as i said before its because i did not had enougth sprites. Thanks for the feedbacks!

Last Edit: March 05, 2013, 10:55:49 pm by Mr.Karate JKA
Re: Kairi from Street Fighter EX + edits 1st version
#90  March 05, 2013, 11:41:41 pm
  • ****
  • Don't Give me that Look!
    • USA
feedback:
so crouching LK > MK > HK connects
but crouching LP > MP > HP doesn't?
Re: Kairi from Street Fighter EX + edits 1st version
#91  March 06, 2013, 01:56:17 am
  • ***
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Another thing I wanted to point out. You can't cancel low attacks into super like you can with high attacks.

[State -1, Kyouja Renbu]
type = ChangeState
value = 3500
triggerall= var(20)<=0
triggerall = command = "Kyouja Renbu"
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = [200,425] <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
trigger2 = movecontact
trigger3 = stateno = 1201 && movecontact
trigger4 = stateno = 1206 && AnimElem = 1, = 15 && movecontact
trigger5 = stateno = 1211 && movecontact
trigger6 = stateno = 1213 && movecontact
trigger7 = stateno=[100,102]

Are you sure? I guess no! :)

feedback:
so crouching LK > MK > HK connects
but crouching LP > MP > HP doesn't?

You too:

;Crouch low punch
[State -1, Crouch low punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,102])
trigger2 = var(21)

;Crouch medium punch
[State -1, Crouch medium punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,102])
trigger2 = stateno = 400 && movecontact <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
trigger3 = stateno = 420 && movecontact <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
trigger4 = var(21)

;Crouch strong punch
[State -1, Crouch strong punch]
type = ChangeState
value = 415
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno=[100,102])
trigger2 = stateno = 410 && movecontact <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
trigger3 = stateno = 425 && movecontact <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
trigger4 = var(21)

Yes, they connect too. The only problem is the last collision block is too small. As i said, i`ll fix it when the new spritesheet is done!
Re: Kairi from Street Fighter EX + edits 1st version
#92  March 07, 2013, 07:38:13 am
  • ***
    • Japan
    • ugyahgogagogagah@hotmail.com
Winmugen compatible!Awesome!  :yippi:
Very great character,Thank you for releasing.
I'm looking forward to your update etc!
Re: Kairi from Street Fighter EX + edits 1st version
#93  March 07, 2013, 01:55:13 pm
  • avatar
  • *
y tink her sgs damage is perfect when make more than 600 man, is sgs, is no cheap, y like if someone make ai for so good char, y like kangi, they are greath
Re: Kairi from Street Fighter EX + edits 1st version
#94  March 07, 2013, 10:11:34 pm
  • ***
  • Masturbating to a dial tone
    • spaces.msn.com/couttsgallery/
Not sure if this has been mentioned, but when you super cancel the last hit of his air d,f,d,f K super he is still in an airborne state and it cancels into his air supers, when it should cancel into his standing ground supers. It looks really weird when he all of a sudden pops up into the air for the air fireball super. This also really limits his cancel combos.

Great work!
Look at my painting gallery. do it. its the globe under the avatar.
Re: Kairi from Street Fighter EX + edits 1st version
#95  March 07, 2013, 10:51:05 pm
  • ***
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Not sure if this has been mentioned, but when you super cancel the last hit of his air d,f,d,f K super he is still in an airborne state and it cancels into his air supers, when it should cancel into his standing ground supers. It looks really weird when he all of a sudden pops up into the air for the air fireball super. This also really limits his cancel combos.

Great work!

In the last hit he still in the air.
y tink her sgs damage is perfect when make more than 600 man, is sgs, is no cheap, y like if someone make ai for so good char, y like kangi, they are greath

Thanks for the support!

DW

Re: Kairi from Street Fighter EX + edits 1st version
#96  March 07, 2013, 11:06:56 pm
  • ****
  • #NoRagrets
    • USA
    • www.trinitymugen.net
Even without the Kanji for his SGS move, it still causes lag/slowdown... :-\ IDK how you have it coded, but I'd suggest scrapping it or something. And just copy PotS' Shin Akuma's SGS coding line for line. Adjusting where needed of course, but overall, keeping it the same. No other char I have, that performs a move like this, causes lag/slowdown. I can only assume it's due to how you coded it.
Re: Kairi from Street Fighter EX + edits 1st version
#97  March 08, 2013, 11:50:23 am
  • ***
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Even without the Kanji for his SGS move, it still causes lag/slowdown... :-\ IDK how you have it coded, but I'd suggest scrapping it or something. And just copy PotS' Shin Akuma's SGS coding line for line. Adjusting where needed of course, but overall, keeping it the same. No other char I have, that performs a move like this, causes lag/slowdown. I can only assume it's due to how you coded it.
Strange... Here there is no slow down. Ok, i'll redo this move!

DW

Re: Kairi from Street Fighter EX + edits 1st version
#98  March 08, 2013, 04:34:37 pm
  • ****
  • #NoRagrets
    • USA
    • www.trinitymugen.net
Strange... Here there is no slow down. Ok, i'll redo this move!

While I put partial blame on my PC, I also have to question the coding of it as well. Because as I said, there's no other chars I have that perform SGS moves, that causes lag/slowdown. I appreciate the notion of re-working the move. Also, let me address this....

- Better intro against Skullomania and Blair Dame.

By this, I'm assuming you're gonna wait until CvSA is done with his enhanced sprites, correct? When the time comes, I'd be more than happy to incorporate a intro with Skullo as well so that he interacts with Kairi.
Re: Kairi from Street Fighter EX + edits 1st version
#99  March 09, 2013, 04:25:03 am
  • ***
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Strange... Here there is no slow down. Ok, i'll redo this move!

While I put partial blame on my PC, I also have to question the coding of it as well. Because as I said, there's no other chars I have that perform SGS moves, that causes lag/slowdown. I appreciate the notion of re-working the move. Also, let me address this....

- Better intro against Skullomania and Blair Dame.

By this, I'm assuming you're gonna wait until CvSA is done with his enhanced sprites, correct? When the time comes, I'd be more than happy to incorporate a intro with Skullo as well so that he interacts with Kairi.

. :)

Re: Kairi from Street Fighter EX + edits 1st version
#100  March 09, 2013, 06:33:21 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
- c.SP could get a longer hitbox Y-wise. It misses smaller characters while the animation shows it should hit.
- Kyouja Renbu is missing a noFG assertspecial at the end of the move.

I really like where this character is going. :)