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.