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Kazama Kasuki & Kazama Sogetsu by motomachi Updated (31/01/2013) (Read 1672 times)

Started by Roman55, February 04, 2013, 05:06:55 pm
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Kazama Kasuki & Kazama Sogetsu by motomachi Updated (31/01/2013)
#1  February 04, 2013, 05:06:55 pm
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Re: Kazama Kasuki & Kazama Sogetsu by motomachi Updated (31/01/2013)
#2  February 05, 2013, 06:25:09 am
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They're both pretty good especially when you see the other samurai shodown characters out there.

I talked about Kazuki a long time ago so I'll focus on Sogetsu.

There are a few cosmetic inaccuracies, such as the wrong blood spark being used for the standing and crouching heavies and the KO flash is supposed to flash black and red, not just red. Sogetsu doesn't appear to have his suicide which was kind of crucial in Samurai Shodown 4 because it filled your rage meter upon use. It let you turn certain defeat into an advantage on the next round. The blood spark does not appear when a close heavy connects. The more in depth values like velocities aren't bad for something clearly calculated by eye. The guard breaker velocity though is clearly wrong. The opponent slides back faster.

A silly thing that annoys me is having to go into statedef -2 to switch the screen flashing red when attacks hit like in the original game on and having to turn off the ability to cancel into dial combos from the dial combo. Like, why not make the accurate things be the default.

I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Last Edit: February 06, 2013, 08:39:07 pm by Alpa-San
Re: Kazama Kasuki & Kazama Sogetsu by motomachi Updated (31/01/2013)
#3  February 06, 2013, 06:24:59 pm
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I have a Sogetsu Kazama and Kazuki Kazama by CKenni and System ID. These (motomachi chars) seem more accurate to the source game, but less fun.
Alpa-San Forgot to say that both are slow to make their victory pose.
Re: Kazama Kasuki & Kazama Sogetsu by motomachi Updated (31/01/2013)
#4  February 06, 2013, 08:02:34 pm
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Ckenni and System ID's Kazama brothers are broken, badly coded, misaligned pieces of garbage.

That's because there is a delay before the winposes happen in the actual games. Only thing is that's because the camera focuses on the fallen opponent and then moves back to the character before doing the winpose. I think the camera movements would require coding in both the opponent and Sogetsu himself which is why they are omit? I actually am not too sure on that.

I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Re: Kazama Kasuki & Kazama Sogetsu by motomachi Updated (31/01/2013)
#5  February 06, 2013, 08:31:49 pm
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Has passed so much time that one creator made both Kazama bros. since CKenni & System ID. I trust in Arpa about SS chars, so I'll download them. For the portraits, I guess they're from SS6, or are they from SS4?? (I recognize their colors from SS4)
Re: Kazama Kasuki & Kazama Sogetsu by motomachi Updated (31/01/2013)
#6  February 06, 2013, 08:37:30 pm
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The large portraits are are from Samurai Shodown Sen.

Fortunately (Very much so), the gameplay is Samurai Shodown 4, not Sen.

I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Re: Kazama Kasuki & Kazama Sogetsu by motomachi Updated (31/01/2013)
#7  February 06, 2013, 09:12:34 pm
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Excellent :D I've never fond of SS5+ gameplay at all