Well it's about FUKKEN time.Alright, so far -- I don't like how in the readme for command moves you have the numerical notation, yet for the rest of the movelist you use the directional notation.- Her jump seems kinda floaty.- I can't do Guard Cancel Attacks with HP+HK.- I can't get her super cancel off Kokoro Totsu Kyaku to work.- Full Swing Chop and May Lee Chop have the same command in the readme, when May Lee Chop should be listed QCB.My only suggestion is to make it easier to super cancel off of May Lee Chop into May Lee Dynamic. Seems really hard to do. I'll update with more as I play around with her.
Quote- I don't like how in the readme for command moves you have the numerical notation, yet for the rest of the movelist you use the directional notation.ThisQuote- I can't get her super cancel off Kokoro Totsu Kyaku to work.and thisAlso- Her animation for roll back seems a bit jittery near the end due to the crouch -> stand sprite apparently thrown in there. - Her HK Lightning misses up close on KFM.- During her Hero Mode SDM, if she hits the enemy in the corner, they should be pushed out of the corner a little bit, so that they're in front of May Lee- Another thing that bothers me is that during her LDM, P2 flies up REALLY far, like above May Lee far, and then magically snaps back to the ground to get barraged by her energy blasts.Otherwise she's great.
MC Two said, May 03, 2009, 09:49:53 amCome on Tengu, be nice =pHe clearly worked hard on her.sorry, but I disagree. To have worked hard on something doesn't give you a shield against criticism nothing against the char and/or the creator.
O Ilusionista said, May 03, 2009, 10:25:10 amsorry, but I disagree. To have worked hard on something doesn't give you a shield against criticism I agree, but MC2's comment was based on how long I took, not how hard I worked. Quote- I don't like how in the readme for command moves you have the numerical notation, yet for the rest of the movelist you use the directional notation.Oops. Changed that. It was all numbers once. Must've missed a few commands. Quote- I can't get her super cancel off Kokoro Totsu Kyaku to work.It can be done. Guess it's too stiff. Will Loosen.
~*Ishida-Uryuu*~ said, May 03, 2009, 10:21:21 am- Her animation for roll back seems a bit jittery near the end due to the crouch -> stand sprite apparently thrown in there. What the... Fixed - Her HK Lightning misses up close on KFM. Damn that tiny man. Fixed- During her Hero Mode SDM, if she hits the enemy in the corner, they should be pushed out of the corner a little bit, so that they're in front of May Lee That does happen, will increase.- Another thing that bothers me is that during her LDM, P2 flies up REALLY far, like above May Lee far, and then magically snaps back to the ground to get barraged by her energy blasts. reduced hit up. also:Spoiler, click to toggle visibilty Thanks for the feedback. Anything else before a quick update?
she looks stiff, for example Tatsuo Kyaku's follow ups should register when I press K at the 1st hit etc, and after cancelling moves with henshin the recovery should be a bit fasterqcf+K should connect after jHK->sHKwhen the disposition frog sdm is performed on herself she isn't touched by the 2nd launch moveand damn did you just say like 4 hdd crashes?
weakinall said, May 03, 2009, 03:16:40 pmI think the "jump " is unacceptable.please fix it, and add "superjump"thanks You've lost me. ???Water Dimension said, May 03, 2009, 04:47:47 pmshe looks stiff, for example Tatsuo Kyaku's follow ups should register when I press K at the 1st hit etc, and after cancelling moves with henshin the recovery should be a bit fasterqcf+K should connect after jHK->sHKwhen the disposition frog sdm is performed on herself she isn't touched by the 2nd launch moveand damn did you just say like 4 hdd crashes?-You should have seen her before. Guess I'll fix that up. Henshin? You're right will fix. -About that combo....[img height=240]http://i92.photobucket.com/albums/l28/koopakoot/mugen113-1.png[/img][img height=240]http://i92.photobucket.com/albums/l28/koopakoot/mugen114-1.png[/img] What am I doing that you are not doing? -I don't know what the hell happened there, but fixed. I don't know why that would happen though. -4 HDD crashes yes. I also lost my 250gb external drive and the creepiest thing is that it all started on February, Friday 13th. Patch is coming very soon. I have no idea what weakinall means, so that may cause some delays.
There should be a 2 button input for her transformation between normal and Hero modes, for those whose Keyboards don't like having 3 or more keys pressed.
I have quickly tested your May Lee and here are mistakes I can see:- I can't taunt during run... I know, this not important but heh...- Guard cancel CD is missing (but I think someone already reported it)- In hero mode, she does nothing when performing qcb + kick- Concerning the command, I would like to point the following things out converning the keyboard: * hcb or hcf are sometimes very hard to perform, depending on keyboard. I suggest you to replace D by $D in your command defintion to make things easier * Depending on keyboard again, switching modes might be impossible to do because of the buttons combination. Maybe that you could add shortcut keys, something like Y + Z (since Y is already a shortcut for X + A)... Oops, the person before me posted the same remark while I was writing mine.I hope it helps.I'm not found of May Lee in KOF and I don't know the character very well but your conversion gives me good impressions.
Quoteqcf+K should connect after jHK->sHKdunno wth happened here just disregard it, maybe I was seeing thingsabout the shortcut it's not like you can't modify it manually
True, but some people are lazy DISREGARD EVERYTHING: She has a 2 button shortcut, its A and Z, AKA Low kick and Blowback.
Water Dimension said, May 03, 2009, 06:44:55 pmabout the shortcut it's not like you can't modify it manuallyOf course but this is not a reason not to give an advice about this.
I know, and just so that you won't have to modify it yourself for each updateit was more directed to the other guy
Jesuszilla said, May 04, 2009, 05:07:05 amHe's right... There doesn't appear to be super jump. And there's no super jump from run, either!Aaaagh! When I changed the run system I forgot to.......
Could you please include an optional C+Z command for Henshin in the next update? My keyboard can't do 3 buttons at a time I've changed the command myself but it'd be annoying to change for every update if you update a lot.EDIT: Oops just found in the CMD that you can also do Y+C.
You should be able to cancel into May Lee Dynamic from Shining thunder blow (either LK or HK, except you can only land dynamic canceling from the HK version in 2002, not sure if that changed in 02UM).Oh and her forward Long jump seems kind of short and slow compared to 2002.I couldn't find any other problems with her, she's an excellent character.Also any chance of adding a 02 mode with MAX mode and max cancels as an extra in a future update? cause that would be amazingly awesome.
Yeah he's right on those first two things. Dynamic cancels from both Shining Thunder Blows in 2k2 (only HK connects).Also, in 2k2, I can reach the opponent with long jump and connect a HK from the other side of the screen. Not saying you should implement that, but it could be longer and faster.
Shion said, May 08, 2009, 07:32:44 amAlso any chance of adding a 02 mode with MAX mode and max cancels as an extra in a future update? cause that would be amazingly awesome.100% agree, there is some people that doesnt like max mode, but it can be done like don drago did (ON/OFF switch)
QuoteAlso, in 2k2, I can reach the opponent with long jump and connect a HK from the other side of the screen. Not saying you should implement that, but it could be longer and faster.Thats a do you wanna be accurate or make mugen play like KoF does?Mugen is a wider screen than neogeo. So, lengthening the jump kills numeric accuracy, but as per what you've just said, holds to what gameplay can achieve.
I was gonna say the screen is wider but Cyanide already covered that. Update: Has EX mode (based on 2K1 May Lee) available by holding start when selecting her. Downloads => Characters => KoopaKoot.
It looks like you're going to have to disable the attack button delay system: mugen's only innate delay is causing it to feel laggy. Easy to do:Look for this:Code: [State -1, AtkDetecion1]type = VarSettrigger1 = 1sysvar(3) = Floor(sysfvar(2))ignorehitpause = 1[State -1, AtkDetecion1]type = VarSettrigger1 = 1sysfvar(2) = sysfvar(3)ignorehitpause = 1[State -1, AtkDetecion1]type = VarSettrigger1 = 1sysfvar(3) = sysfvar(4)ignorehitpause = 1[State -1, AtkDetecion2]type = VarSettrigger1 = 1sysfvar(4) = 1*(command = "a") + 10*(command = "b") + 100*(command = "c") + 1000*(command = "x") + 10000*(command = "y") + 100000*(command = "z")ignorehitpause = 1Delete the first 3 blocks there, and change sysfvar(4) in the last to sysvar(3). That'll get it working instantly.Also you apparently broke the F+LP/HK move for her super mode? Pressing LP or HK in that mode now has her take that counter stance.
Or CD. And is it me or does her Hero mode blowback take forever to come out?Why does P2 move around so much before the explosion of her normal mode SDM in the corner?The UF + K followup for QCF + K doesn't hit KFM. Who the hell do you test on?Also, her F+LP counter is misaligned like fuck. And why did you remove the j. HK -> Dynamic cancel? Either you removed it or made it impossible to do. And still no LIGHTENINGU -> Dynamic cancel?
Kung_Fu_Man said, May 10, 2009, 02:14:11 amIt looks like you're going to have to disable the attack button delay system: mugen's only innate delay is causing it to feel laggy. Easy to do:That change removes her basics. I think I'll remove your fixes for now. Next time maybe? ~*Ishida-Uryuu*~ said, May 10, 2009, 02:17:55 amOr CD. And is it me or does her Hero mode blowback take forever to come out? LOL unblockableWhy does P2 move around so much before the explosion of her normal mode SDM in the corner? I dunno that's how it is in 2K2The UF + K followup for QCF + K doesn't hit KFM. Who the hell do you test on? she can't hit anyone smaller than herselfAlso, her F+LP counter is misaligned like fuck. fixedAnd why did you remove the j. HK -> Dynamic cancel? Either you removed it or made it impossible to do. And still no LIGHTENINGU -> Dynamic cancel? It's j.HP. that cancel sounds no good, cause you would pass through a non cornered opponent.Update. All fixes have been done. I hope.
QuoteThat change removes her basics.I think I'll remove your fixes for now. Next time maybe?Not if you do it right...the rest of the stuff works like the 2-tick for direction and jump cancel should still be in there. Aw screw it.
I like the overall character and look nicely done. I like the damage/speed balance for a player, I think if she was any faster her moves would have to be reduced in damage but as is, it's a nice balance and good to see a solid female character that isn't lightning quick for once.Yet when the AI plays as her, I don't think she blocks enough. I don't know if that is configurable but if not, can she jump or roll more often? Again if not, then I guess a small speed boost might be in order, even though I like her speed as is .Just an opinion, I like playing as the character and I like her even more as she isn't overbalanced (which means I will keep her definitely!), she just maybe needs a slight buff to make her more survivable.
I've never done AI before and if I did, I feel it would either be too easy or too hard. Update, fixes a cornerpush bug and some other stuff (check readme). This should be it for now.