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Kyo updated and Jae Hoon released. (Read 3066 times)

Started by K.O.D, August 19, 2008, 01:14:43 pm
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Kyo updated and Jae Hoon released.
#1  August 19, 2008, 01:14:43 pm
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Kyo updated to 1.2 and Jae Hoon (MotW/XI) released.

Kyo Changelog :
Quote
---V1.2---
-Added 2k2 Nanase followup to Aragami
-Added missing diagonal animations
-Modified moves in 95 mode to reflect Kyo in 95 more
-Fixed Kototsuki You air recovery bug
-Fixed 182 Shiki DM guard hitpause timing
-Fixed Mu Shiki FX cropping
-Fixed Hard Oniyaki damage
-Other stuff





Download

Downloads hosted at Trinity Mugen, but please visit website first.
Re: Kyo updated and Jae Hoon released.
#2  August 19, 2008, 04:14:05 pm
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thank you for releasing such a sexy beast :P

he plays wonderfully and replaces all versions of Jae Hoon in my roster

this is the only version I need!

+1
Re: Kyo updated and Jae Hoon released.
#3  August 19, 2008, 04:39:44 pm
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  • I WANT IT ALL!!!

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kyo updated and Jae Hoon released.
#4  August 19, 2008, 05:24:27 pm
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Oh ... I'm going to enjoy figuring out the ends and outs of this character. ;D  Jae Hoon plays pretty tight from my initial play through and his chaining potential is quite delicious.

I found one thing looking through his .AIR that I was curious about.

The CLSN of the first five frames of his Standing Blowback attack (980). If it's not something that was overlooked, why did you opt to set up the boxes that way? I understand the way its set up for the Guard Cancel version, but not its "alone" version.
Re: Kyo updated and Jae Hoon released.
#5  August 19, 2008, 05:44:26 pm
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  • what a shame
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The CLSN's are from MotW which have slightly different standards than KoF.

Check Kyo for KoF accurate CLSN's.
Re: Kyo updated and Jae Hoon released.
#6  August 19, 2008, 06:27:47 pm
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The CLSN's are from MotW which have slightly different standards than KoF.
The way the move animates hints at a dodge and counter, I just thought it strange that there was a rather larger area not being covered than I would have thought. Interesting.
Re: Kyo updated and Jae Hoon released.
#7  August 19, 2008, 08:26:34 pm
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The CLSN's are from MotW which have slightly different standards than KoF.

Check Kyo for KoF accurate CLSN's.

One thing.

His damage is really high.  I am quite literally TEARING chunks off of the opponent's lifebar, and I'm playing on a higher life setting (150%)

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kyo updated and Jae Hoon released.
#8  August 19, 2008, 10:56:20 pm
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After a little more play, some feedback on Jae's D+K (air) move. (forgive, I don't have the attack names handy on this computer, so I'll just use the command)

- It is set up a little differently than most of Kim's versions. (ie. Mr. Fong's) Instead of actively kicking as he goes downward, Jae just sits in the start up animation until he makes contact with P2. I don't know if this is the cause, but in cases where I want to input the DF+K follow-up when Jae is closer to the ground, it's a no go. (ie. the move connects around the torso/knees area of P2 and the follow up does not activate)

- The recovery time for the move *with no follow-up* is brutal. (probably intentional)

Personally, I think the damage is fine, especially for a MotW based character. (GM's Terry and Griffon do considerably more damage)
Re: Kyo updated and Jae Hoon released.
#9  August 19, 2008, 11:03:31 pm
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it lacks some winpose doesn't it?
Re: Kyo updated and Jae Hoon released.
#10  August 19, 2008, 11:14:30 pm
  • ****
  • I WANT IT ALL!!!

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kyo updated and Jae Hoon released.
#11  August 20, 2008, 07:44:38 am
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  • what a shame
    • Iran
The evil character intro's are included :P

After a little more play, some feedback on Jae's D+K (air) move. (forgive, I don't have the attack names handy on this computer, so I'll just use the command)

- It is set up a little differently than most of Kim's versions. (ie. Mr. Fong's) Instead of actively kicking as he goes downward, Jae just sits in the start up animation until he makes contact with P2. I don't know if this is the cause, but in cases where I want to input the DF+K follow-up when Jae is closer to the ground, it's a no go. (ie. the move connects around the torso/knees area of P2 and the follow up does not activate)

- The recovery time for the move *with no follow-up* is brutal. (probably intentional)

Personally, I think the damage is fine, especially for a MotW based character. (GM's Terry and Griffon do considerably more damage)

They are intentional, same thing applies in MotW (also try executing the DF + K follow-up on first hit)

Damage is also normal compared to KoF and CvS standards (even reduced from original MotW damage since it's relatively high)
Re: Kyo updated and Jae Hoon released.
#12  August 20, 2008, 11:18:34 am
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Jae is a wonderfull char!

I hope to see more Garou char in koF stile from you in the future!


Re: Kyo updated and Jae Hoon released.
#13  August 20, 2008, 02:47:55 pm
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Am I the only one that can't connect with a super after a Braked Hienzan?  I also didn't realise that the Hienzan doesn't really travel forwards, you almost have to be at point blank range for it to hit... other than that, Jae is full of win and awesomeness. :)  Can't wait for your next projects/updates!
Re: Kyo updated and Jae Hoon released.
#14  August 20, 2008, 03:23:12 pm
  • ****
  • I WANT IT ALL!!!

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kyo updated and Jae Hoon released.
#15  August 20, 2008, 04:16:00 pm
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Re: Kyo updated and Jae Hoon released.
#16  August 20, 2008, 08:43:08 pm
  • ****
  • I WANT IT ALL!!!

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kyo updated and Jae Hoon released.
#17  August 20, 2008, 08:45:36 pm
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  • what a shame
    • Iran
Rugal is included, the rugal you are using has a non-standard name.
Re: Kyo updated and Jae Hoon released.
#18  August 20, 2008, 10:19:15 pm
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  • Hyper Rainbow!
is it intentional for Kyo to not flip through his jumps?

the king of all cosmos