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Kung Fu Girl + All Chars Update (Read 12792 times)

Started by DW, August 31, 2012, 06:37:09 pm
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DW

Kung Fu Girl + All Chars Update
#1  August 31, 2012, 06:37:09 pm
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Uploaded yesterday(8/30/12), just fell asleep once again... :P Get her in my folder at TM;)

Also, all of my other chars have been updates as well. Here's what's been done...

All Characters
- Sliding from crouching attacks from running fixed
- MAX Mode EX move drainaged doubled
- Messatsu's char trait identifiers added

Kung Fu Man
- Some damage reduction on "Grand Kung Fu Upper"
- Juggle points reconfigured on certain moves
- Added a bit more variety to his voices and increased the volume some

Mai
- Juggle points trigger added to the starting cartwheel kick of "Chou Deadly Ninja Bees"

Poison
- Added some frame ticks to "Handcuff Toss" and C. MK as they were a bit too fast IMO
- Damage reduction to "Crescent Stilleto Strike (MAX)" and "High Heel Assault"
- "EX Handcuff Toss" now hits twice and knocks the opponent down. I had always intended for this to function this way, but kept forgeting to do it. Done now though. :P

GOH

Re: Kung Fu Girl + All Chars Update
#2  August 31, 2012, 06:55:10 pm
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 :twisted:

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Re: Kung Fu Girl + All Chars Update
#3  August 31, 2012, 07:01:03 pm
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Wow, I never thought I'd say this, but Kung Fu Girl puts Mai to shame for Gainaxing... Enough about that, time for some feedback. She certainly plays nice, kind of a speedier weaker Kung Fu Man. I like how you gave her a command normal you can chain in and out of. That in itself makes it easier to hitconfirm and land combos. I always like being able to hitconfirm using command normals... You also made the EX moves' uses more varied than some of KFM's moves having similar purposes. This certainly makes it easier to keep track of. Also, I'm not sure how, but I somehow comboed into her throw from a jump in. It only happened once, but I remember the hitcount being 2, not 1. Another thing is you forgot to make her special intro trigger against Kung Fu Man 720. By that I mean the one that came with 1.0, so unless you have 1.0, I can understand why you wouldn't have it trigger against him. Who are you to talk about fanservice? You made a Mai, after all. :mmhmm: Alright, jokes aside, this character's definitely a keeper.

      Posted: August 31, 2012, 07:23:20 pm
A couple more things, her Kung Fu Chop is an overhead even when chained into. Usually overheads lose their ability to hit crouching opponents when chained into. This leads to a really annoying mixup with Kung Fu Shuffle where if they block high, they'll need to immediately block low. If they block low, they're going to get hit and eat a Super. Please get rid of the overhead properties on chain. Also, it seems kind of weak that she needs meter to do anything about projectiles, but she can power charge fairly easy, so that's not as big an issue. Kung Fu Palm seems outclassed by Kung Fu Shuffle, maybe you could increase its damage so it has something over Kung Fu Shuffle? I found myself chaining into Shuffle a lot more than Palm, so it seems fair to give it something over Shuffle. If I find anything else worth mentioning, I'll post.

      Posted: August 31, 2012, 07:28:34 pm
I have a question as well. Did you update Mai's 1.0 patch?
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Last Edit: September 01, 2012, 12:58:11 am by C.A.N
Re: Kung Fu Girl + All Chars Update
#4  August 31, 2012, 08:04:18 pm
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Would it be more convenient if you've released those updates as a patch? Just saying

Xan

Re: Kung Fu Girl + All Chars Update
#5  August 31, 2012, 08:06:05 pm
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I don't see any reason to do that. Some people don't have these characters already, and having two separate downloads would only put off people who would otherwise enjoy these great characters. That and the old files are all overwritten unless you have an odd PC configuration.
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Re: Kung Fu Girl + All Chars Update
#6  August 31, 2012, 08:12:24 pm
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Judging by the readme, it looks like DivineWolf only knows about S.Y.D's version of KFG. His version was inspired by Johnny's ( じょにー ) version, which can be seen in action here:

http://www.youtube.com/watch?v=Bsl8CSewz3M

SYD created a SNK-looking version of her, while keeping the same abilties as the original one (with much more fanservice). That's why SYD's versions plays that unorthodox.

Johnny's page doesn't exist anymore, though (Infoseek, you know). There are registers of it in Web Archive...

http://web.archive.org/web/20081003135602/http://kakaroto-web.hp.infoseek.co.jp/

... but his chars aren't there, as expected.

DW

Re: Kung Fu Girl + All Chars Update
#7  September 01, 2012, 06:23:08 pm
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@ CAN

She's not "like", she IS a faster, weaker version of KFM. That was my intent. The command cancel into Kung Fu Chop you're right about that. And it is a tad bit unfair. I'll change it soon. As for the projectile stuff yet again... For a guy who supposedly mains chars like Kyo and Dragon Claw, you sure do complain a lot about chars not being able to "deal" with projectiles... I find being able to simply jump over them works fine enough, but if you want more options that you're clearly overlooking...

1) Parry them
2) Stationary dodge them
3) Roll pass them

There you have it. Including just jumping over it, which any char can do, if they can jump that is... Along with the added bonus of EX Kung Fu Charge ability to resist projectiles... That's 5 options for dealing with projectiles. Please stop bringing that up. Every char deals with situations in different ways. You need to learn how to utilize their abilities. Not just attacks, but system abilities as well. As for Kung Fu Shuffle and Kung Fu Palm... Kung Fu Shuffle is only slightly stronger than Kung Fu Palm, and that's only if all 3 hits hit. Kung Fu Palm has a much faster recovery rate and is easier to super cancel from. It's fine as is. I'll look into the grab thing that you mentioned, just to be sure. Did they change the name of that version of KFM? I guess they did. To "Kung Fu Man720" or something? I don't see why they would do that, but I can add that to the coding later so that it will trigger vs him. Thanks for the feedback.

@ Meldo

CAN answered this for me. Thanks for that.

@ ZzyZzyxx

Actually, I do know about that KFG. I do know that version of her is the original version. If those were the only sprites available, I would have never made her. What I don't know is if Elecbyte actually created KFG, or is she fan made. I suppose it doesn't really matter in the end.



     Posted: September 01, 2012, 06:27:37 pm
@ CAN

And yeah, Mai's all good. 1.0 patch and all.

Xan

Re: Kung Fu Girl + All Chars Update
#8  September 01, 2012, 06:29:15 pm
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I never said I main them, I said I enjoy playing as them. If anything, I don't really know who I main. Also, I don't talk about Dragon Claw having difficulty with projectiles because two of his specials and some of his supers go straight through them. I admit I overlook the system abilities of characters quite a lot. I really need to get better at that. It always seems I forget system abilities that would otherwise help me unless it's like Drive Canceling or something. Even if it's just stationary dodge, I just plain forget about it. My mind seems to throw out every thing that aren't specials/supers/command normals. Usually I forget about parrying and it comes out when I'm trying to get a super out lol. Yeah, they changed the name to Kung Fu Man 720 for whatever reason. I hope I'm not getting on your nerves or anything. Also, you're welcome for me answering Meldo.

     Posted: September 01, 2012, 06:31:28 pm
I didn't see the Mai updated post till now, awesome. Thanks for not forgetting that.
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Re: Kung Fu Girl + All Chars Update
#9  September 01, 2012, 06:36:16 pm
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No, you're not getting on my nerves or anything. You're just overlooking options that you shouldn't. Ecspecially if you're gonna be making guides for various characters. You have to keep those things in mind. You're welcome and it's no problem. I appreciate the feedback.

Xan

Re: Kung Fu Girl + All Chars Update
#10  September 01, 2012, 06:39:35 pm
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Yeah, the characters I've made guides for so far don't have system options. I don't overlook things if I keep telling myself "I've gotta cover everything". It's just in the heat of battle I flat out forget these things. I even forget rolling and blowbacks in KOF. Well, that and when writing feedback. When I really go in depth I actually look at these things. If I find anything else I'll let ya know.
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Re: Kung Fu Girl + All Chars Update
#11  September 03, 2012, 04:43:25 pm
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I think just 4 attack buttons would be better for this character, her being SNK-styled and all. But that's just my opinion.
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Re: Kung Fu Girl + All Chars Update
#12  September 03, 2012, 04:44:29 pm
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Well, Divinewolf's characters (so far) all use the same system. Part of that system is six buttons, so I don't think he'd really go for it. I can't talk for him, of course, that's just what I think.
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Re: Kung Fu Girl + All Chars Update
#13  September 03, 2012, 05:28:27 pm
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I think just 4 attack buttons would be better for this character, her being SNK-styled and all. But that's just my opinion.

The sprites are SNK inspired, but the gaming system isn't. That's personal preference on your part. Feel free to make her 4-button if you wish. It's fine to have personal preference, but I'm not doing it. It's not my personal preference.

GOH

Re: Kung Fu Girl + All Chars Update
#14  September 03, 2012, 05:30:25 pm
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Any chance you could sprite swap her for Johnny's SFF in the future?

DW

Re: Kung Fu Girl + All Chars Update
#15  September 03, 2012, 06:07:39 pm
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I don't have that version of KFG, nor am I a fan of their look personally. Probably not, but I won't fully cast aside the idea just yet. I'll see if I can get that version and look over her SFF. Depends on just how much work/effort would have to be put into it. Though odds are I won't, sorry... :( Anyone else is welcome to do it though.

@ ZzyZzyxx

Actually, I do know about that KFG. I do know that version of her is the original version. If those were the only sprites available, I would have never made her. What I don't know is if Elecbyte actually created KFG, or is she fan made. I suppose it doesn't really matter in the end.

Re: Kung Fu Girl + All Chars Update
#16  September 03, 2012, 08:33:40 pm
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I actually have the version you guys are talking about. I even took a look at the sff, but there are alot of things missing from the one you have now. But if you want me to, I could send it to you if you want.
Re: Kung Fu Girl + All Chars Update
#17  September 03, 2012, 09:11:10 pm
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PLEASE MAKE A AI PATCH FOR YOUR KFM & KFG!

Xan

Re: Kung Fu Girl + All Chars Update
#18  September 03, 2012, 09:11:55 pm
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Dude, Divine's chars don't have AI (aside from Mai, someone made AI for her) because he doesn't know how. You want AI, you make AI.
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Re: Kung Fu Girl + All Chars Update
#19  September 03, 2012, 09:17:57 pm
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Dude, Divine's chars don't have AI (aside from Mai, someone made AI for her) because he doesn't know how. You want AI, you make AI.

Not to mention, AI doesn't make the character first. It is saved for the last after ironing out the bugs.

Xan

Re: Kung Fu Girl + All Chars Update
#20  September 03, 2012, 09:18:59 pm
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Yeah, AI is just there to add some finishing touches to the characters. For example, Jin's characters have little-to-worthless AI, but they're incredibly fun to play as.
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Re: Kung Fu Girl + All Chars Update
#21  September 04, 2012, 12:03:19 am
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Xan

Re: Kung Fu Girl + All Chars Update
#22  September 04, 2012, 12:04:27 am
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I've been looking into it, but I never really got around to making AI. I'd just recommend grinning and bearing it, like the example I gave with Jin's characters.
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Re: Kung Fu Girl + All Chars Update
#23  September 06, 2012, 10:49:57 am
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For Kung Fu Man, you should use his hitboxes to avoid projectiles for his EX Zankou, not a nothitby. He's ducking, so Geese's projectile shouldn't be avoided.

DW

Re: Kung Fu Girl + All Chars Update
#24  September 06, 2012, 05:01:36 pm
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For Kung Fu Man, you should use his hitboxes to avoid projectiles for his EX Zankou, not a nothitby. He's ducking, so Geese's projectile shouldn't be avoided.

No, because going through projectiles entirely was my intent with it's EX special property. It's not meant to go under projectiles, though I suppose it could if you're really lucky. The EX version resists projectiles entirely. Whether they travel along the ground, or w/e, doesn't matter. However, it won't resist super/hyper projectiles. Only normals/specials.
Re: Kung Fu Girl + All Chars Update
#25  September 07, 2012, 04:41:51 am
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Uh...Hi. I love your KFM (Did you do the voice?)
Anyway, I feel that his Kung Fu Knee should leave the opponent in a juggleable state when it hits. I've been playing around with him for a bit and I can't really do anything after that knee hits and it feels like I should. Maybe it should only be that way for the EX version, I don't know, but imagine all the combo potential from that. Imagine!

GOH

Re: Kung Fu Girl + All Chars Update
#26  September 07, 2012, 10:32:11 am
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Is the advance guarding supposed to push the opponent all the way across the screen even when it comes to projectiles? Looks really weird imo.

DW

Re: Kung Fu Girl + All Chars Update
#27  September 07, 2012, 06:03:18 pm
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Uh...Hi. I love your KFM (Did you do the voice?)
Anyway, I feel that his Kung Fu Knee should leave the opponent in a juggleable state when it hits. I've been playing around with him for a bit and I can't really do anything after that knee hits and it feels like I should. Maybe it should only be that way for the EX version, I don't know, but imagine all the combo potential from that. Imagine!

Nope. KF Knee is more meant to follow up/finish off juggles, not initiate them.

Is the advance guarding supposed to push the opponent all the way across the screen even when it comes to projectiles? Looks really weird imo.

The advancing guard coding was used from Splode's Strider Hiryu. That's how it works. It sends the push helpers out from the char. That's how advancing guard works.

DW

Re: Kung Fu Girl + All Chars Update
#28  September 16, 2012, 07:06:06 pm
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-9/16/12-

All chars updated and reuploaded. I made a big, but seemingly subtle mistake with all my chars.... I say subtle, because no one ever brought it up, so no one must have ever noticed. I didn't notice myself until a few days ago while working on Sagat. I used var(20) for MAX mode, since the overall basis on Excel Combo and Max mode is essentially the same. Var(20) is used to keep track of Excel Combo's time limit in PotS/Jman's chars. In the parry detection coding, their chars are resticted from parrying during Excel Combo. Which is how it should be. However, my chars have MAX mode, and shouldn't be restricted from parrying while it's active. However, I forgot to comment that part out of the parry detection coding... So, none of them could parry why in MAX mode. I've fixed this for all of them.

Also, changed up some things with KFG. Kung Fu Chop is no longer an overhead when command canceled into and extra pals added made by A Secret Bro/Hyogo. Along with some other miscellaneous fixes/touch ups with them all. I actually did these fix ups on the 12th...but was busy earlier and so was JZ. So, they didn't get uploaded until yesterday. Anyway, yeah... That's that.

Xan

Re: Kung Fu Girl + All Chars Update
#29  September 16, 2012, 07:23:57 pm
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I'm sure you're tired of having to do this, but did you update Mai's 1.0 patch as well?
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Re: Kung Fu Girl + All Chars Update
#30  September 16, 2012, 09:37:20 pm
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I'm sure you're tired of having to do this, but did you update Mai's 1.0 patch as well?

I KNEW you were gonna ask me that, lol. Yes, the fixes were applied to Mai's 1.0 patch. I knew you'd be on my head about it if I didn't. I'm good, not tired or anything.
Re: Kung Fu Girl + All Chars Update
#31  September 16, 2012, 09:44:36 pm
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Two things about Mai:
1. Her Chun-Li colors in the defaults are the template colors.
2. In turns mode intro, she won't show until she lands on the ground.

DW

Re: Kung Fu Girl + All Chars Update
#32  September 16, 2012, 09:50:56 pm
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Two things about Mai:1. Her Chun-Li colors in the defaults are the template colors.2. In turns mode intro, she won't show until she lands on the ground.

-This isn't a bug or anything. I'm just too lazy/didn't want to change the colors of her Chun Li dress for each pal. :P The other pals were made by PAVGN.
-Huh...? Is that with the 1.0 patch apllied?
Re: Kung Fu Girl + All Chars Update
#33  September 16, 2012, 10:18:54 pm
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1.0 or not, both do not have it.

DW

Re: Kung Fu Girl + All Chars Update
#34  September 16, 2012, 10:31:30 pm
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Hm... That's interesting. I've tested this and this does in fact happen, but only when using 1.0 and only on p1's side. It's not just Mai though, it's all the chars. Including PotS' Winmugen chars, which is where the coding is from. I'll have to look into possibly fixing this for 1.0, without using any 1.0 exclusive coding. It's fine if I use something like GameWidth or something for Mai's 1.0 patch, but the other chars don't have a 1.0 patch, and I damn sure not making one. That type of coding is 1.0 exclusive, so adding it to my other chars would make them crash Winmugen. I'll see what I can do. This is only a problem when using 1.0 though. It's not an issue with Winmugen.

Xan

Re: Kung Fu Girl + All Chars Update
#35  September 16, 2012, 10:49:54 pm
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I'll be posting feedback later, I don't have my Mugen with me on weekends.
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Re: Kung Fu Girl + All Chars Update
#36  September 16, 2012, 11:06:45 pm
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The WinMUGEN turns mode intro code doesn't work in 1.0. (I don't remember why and I can't check it right now)

Just copy/paste the one from PotS's 1.0 characters.

DW

Re: Kung Fu Girl + All Chars Update
#37  September 16, 2012, 11:07:51 pm
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Alright, I see the positioning aspect was changed in the turns intro coding for 1.0 versions of PotS/Jman's chars, and the coding isn't 1.0 exclusive. Fixing it now for all of them so it'll show right in 1.0. Thanks for the find.

@JMan

Yeah, I checked it to make sure it wasn't 1.0 exclusive first. Fixing now.
Re: Kung Fu Girl + All Chars Update
#38  September 17, 2012, 03:10:57 am
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DW

Re: Kung Fu Girl + All Chars Update
#39  September 18, 2012, 05:55:07 pm
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@PAVGN
Mind putting the pals up in your thread? I'd like them as well and others would want them too I'm sure.



-9/18/12-

Turns intro updated for all chars. It will show properly now for 1.0 users.
Last Edit: September 18, 2012, 06:16:55 pm by DivineWolf
Re: Kung Fu Girl + All Chars Update
#40  September 18, 2012, 07:29:57 pm
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Just tested this out.

Results: P1 side works really well, while P2 side is.... let's just say it starts at P1's side and then goes to P2's side, which I mean the character JUMPS from P1's side to P2, then goes normally.

DW

Re: Kung Fu Girl + All Chars Update
#41  September 18, 2012, 08:36:26 pm
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Yeah.... Looking into it. I'll probably ask for some help in the coding section later, because I don't see where the problem lies currently. An extra set of eyes, along with a higher understanding of coding would definitely help.
Re: Kung Fu Girl + All Chars Update
#42  September 19, 2012, 12:29:45 am
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Last Edit: September 19, 2012, 12:40:17 am by PAVGN

DW

Re: Kung Fu Girl + All Chars Update
#43  September 24, 2012, 04:44:37 pm
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-9/23/12-(date it was fixed)

Turns intro fixed for all chars. Yes CAN, Mai's 1.0 patch was fixed up as well. :P

Last Edit: September 24, 2012, 04:48:07 pm by DivineWolf

Xan

Re: Kung Fu Girl + All Chars Update
#44  September 25, 2012, 12:20:35 am
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Well, at least you said that before I inevitably brought it up. You'll just need to keep mentioning her 1.0 patch every time you release something for her, won't you?
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Re: Kung Fu Girl + All Chars Update
#45  September 25, 2012, 05:04:39 am
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I guess so lol. Though, I doubt I'll be doing anything else with Mai for some time. I was planning to get some of her sprite edits refined, possibly adding another winpose, and getting a custom Midnight Bliss anim though to finish her off. Same goes with Poison, refined sprites and Midnight Bliss anim. Nothing for KFM. Possibly add "Kung Fu Ranbu" for KFG. That's about it for them all.

Xan

Re: Kung Fu Girl + All Chars Update
#46  September 25, 2012, 05:05:32 am
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Ah, I'm willing to wait. That and I'm immensely curious about what Kung Fu Ranbu is.
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Re: Kung Fu Girl + All Chars Update
#47  September 25, 2012, 05:13:15 am
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It's just an auto-rushdown kicking combo. :P Nothing all that amazing, but it will be a welcome addition. If you have FF, you can open her up with it and actually see the anim I put together for it. I'll probably add another hit to make it 7 hits, Lv2 super only.

Xan

Re: Kung Fu Girl + All Chars Update
#48  September 25, 2012, 05:14:07 am
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I suppose the name should have tipped me off. But why only level 2? Because Mai has the same thing for her Ranbu (for whatever reason)?
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Re: Kung Fu Girl + All Chars Update
#49  September 25, 2012, 05:21:23 am
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Doesn't KFM have two different Midnight Blisses? I believe one was from N64Mario's Capcom KFM, and the other was from Warner's Kung Fu Man 2009.

DW

Re: Kung Fu Girl + All Chars Update
#50  September 25, 2012, 05:21:51 am
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Personal preference. Some moves I feel are unique enough to not warrant a MAX version of it (i.e. Explosive Mai/Poison Kiss). While others are powerful, making a nerfed version just to fill in a Lv1 version of it doesn't feel right. Much like PotS Ryu. There's no MAX version of Dejin Hadouken, because it useful/unique enough. While Reppu Jinrai Shou is Lv2 only, because it a powerful punching rushdown. Not just his Ryu though, basically all of his chars have supers unique to a certain level.

     Posted: September 25, 2012, 05:23:18 am
Doesn't KFM have two different Midnight Blisses? I believe one was from N64Mario's Capcom KFM, and the other was from Warner's Kung Fu Man 2009.

Don't really know anything about either one of those versions of KFM. I only have, and always only had the original Elecbyte version.

Xan

Re: Kung Fu Girl + All Chars Update
#51  September 25, 2012, 05:23:59 am
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Ah, I can see better why now. But yeah, looking forward to your next updates and nagging you about Mai's 1.0 patch if you don't mention it :smartass2:
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Kung Fu Girl + All Chars Update
#52  September 27, 2012, 06:35:31 pm
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At work so I can not tell, but what style of game play does his characters use ... it looks like pots style ... but I can't be sure i do want to test them they all seem
Re: Kung Fu Girl + All Chars Update
#53  September 27, 2012, 09:31:11 pm
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I love it all, but curious question:

 why do MOST female fighter characters have to be so.... uh "large"?
Sometimes the toughest battles in life are the ones with yourself.
Re: Kung Fu Girl + All Chars Update
#54  September 27, 2012, 09:39:10 pm
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Personal preference. Some moves I feel are unique enough to not warrant a MAX version of it (i.e. Explosive Mai/Poison Kiss). While others are powerful, making a nerfed version just to fill in a Lv1 version of it doesn't feel right. Much like PotS Ryu. There's no MAX version of Dejin Hadouken, because it useful/unique enough. While Reppu Jinrai Shou is Lv2 only, because it a powerful punching rushdown. Not just his Ryu though, basically all of his chars have supers unique to a certain level.
Prior to Geese, no super move had different levels; they all cost a specific amount of meter and there was no powered-up version or one that cost less. Geese, Cammy, and Honda, however, all have supers that have two different levels. :P

DW

Re: Kung Fu Girl + All Chars Update
#55  September 27, 2012, 10:46:23 pm
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Re: Kung Fu Girl + All Chars Update
#56  September 27, 2012, 10:51:24 pm
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I think he's talking about their boobs.

DW

Re: Kung Fu Girl + All Chars Update
#57  September 27, 2012, 10:54:12 pm
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Um... Why is he asking me that? I just coded them. You'll have to ask SNK/Capcom why Mai and Poison are so busty. As for KFG, because the guy who sprited her, wanted her that way.
Re: Kung Fu Girl + All Chars Update
#58  September 27, 2012, 11:35:14 pm
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You know, Kung Fu Ranbu would be cool for KFG but still is a pretty damn good conversion :)

DW

Re: Kung Fu Girl + All Chars Update
#59  September 27, 2012, 11:36:50 pm
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Re: Kung Fu Girl + All Chars Update
#60  September 28, 2012, 02:14:14 am
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Um... Why is he asking me that? I just coded them. You'll have to ask SNK/Capcom why Mai and Poison are so busty. As for KFG, because the guy who sprited her, wanted her that way.
Stop lying and just admit you gave Mai and the rest a little extra something. >:[

DW

Re: Kung Fu Girl + All Chars Update
#61  September 28, 2012, 03:57:16 am
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Stop lying and just admit you gave Mai and the rest a little extra something. >:[

LOL! If I did that, then you did too with Chun-Li. ;) Except with thighs and butt in her case. Excluding Vice because her CVS sprites aren't all that appealing to me imo. Her KOFXIII sprites however... Looks like she's on par with Mai in bust size and she's actually really cute/attractive.

Re: Kung Fu Girl + All Chars Update
#62  September 28, 2012, 04:55:58 am
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Why would I waste my time on Chun-Li or Vice when I could be making Joe's taunt last longer and more sexy? ;)

DW

Re: Kung Fu Girl + All Chars Update
#63  September 28, 2012, 05:02:22 am
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Whut...?! :stare:
Re: Kung Fu Girl + All Chars Update
#64  September 28, 2012, 05:29:14 am
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Why would I waste my time on Chun-Li or Vice when I could be making Joe's taunt last longer and more sexy? ;)

But the fun from Joe's taunt comes from how short it is, he recovers in time to be safe!  If you lengthen it it'll be too easy to punish him! 

DW

Re: Kung Fu Girl + All Chars Update
#65  September 28, 2012, 05:44:51 am
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I think you're missing the point... Nothing to do with fighting mechanics. He's saying Joe has a nice ass... Which, I won't lie...he does.
Re: Kung Fu Girl + All Chars Update
#66  September 28, 2012, 05:56:25 am
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^I think you're missing MC2's sarcasm.

DW

Re: Kung Fu Girl + All Chars Update
#67  September 28, 2012, 06:00:12 am
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