Both Kenji and Tessa have been updated. Many issues and fixes have been addressed for Tessa, while Kenji received some updates in a few areas.Please refer to the readme and movelist in both character's folders. All bug reports and feedbacks are welcome. Enjoy UPDATED 2/17/2009 - Tessa: http://www.mediafire.com/?mrjgmmjg1mmUPDATED 2/09/2009 - Kenji: http://www.mediafire.com/?nmlbnzdem2o
Great work Cray!What is the name of the Tessa's song?Do you know where i can find it?i'm searching for a stage and a mp3 for her now....Many thanks!!!
- Isn't 50 MB a little excessive? I mean c'mon... - No taunt sounds?- No jump sound.- No Dash/Back Dash sound.- DF+LK and DF+MK are both the same move, although the move list indicates they are different moves.- Why is pursuit attack Up+K (doesn't even work for me when I do it)? Down+K would make more sense...- All of her attacks have infinite prioriy.Her gameplay is average I guess, but she feels unfinished and I think the super jump is really unnecessary, especially since she isn't a MvC character and doesn't have a launcher. Her infinite priority makes her ridiciously overpowered because all you to do is sit back and spam LP to win.
mugenload said, January 31, 2009, 10:22:23 pmone of the longest waited release. nice, however i take it that this is still a beta?Well, if you consider 99.0% done a beta...then yeah, she still is. There are still a bunch of areas that need some serious polishing and, due to time constraints, I wasn't able to do it in time. Updates will be made to get her 100%, hopefully soon.Ikari Warrior said, January 31, 2009, 11:42:49 pm- Isn't 50 MB a little excessive? I mean c'mon... - No taunt sounds?- No jump sound.- No Dash/Back Dash sound.- DF+LK and DF+MK are both the same move, although the move list indicates they are different moves.- Why is pursuit attack Up+K (doesn't even work for me when I do it)? Down+K would make more sense...- All of her attacks have infinite prioriy.Her gameplay is average I guess, but she feels unfinished and I think the super jump is really unnecessary, especially since she isn't a MvC character and doesn't have a launcher. Her infinite priority makes her ridiciously overpowered because all you to do is sit back and spam LP to win.-She has alot of sprites and coding necessary to make her do what she does. Her sprite count alone is over 2000.-It's not required for all characters to make a sound during their taunt.-Will add a jump sound.-Don't recall there being a dash sound for her, could be I missed it.-DF+LK & DF+MK are two different moves. LK version is faster & a light hit, while MK is abit slower, but actually launches the opponent. These two moves are straight from Warzard.-Typo in the movelist. My fault -You should actually try playing her against the computer or a human player instead of training mode, for she has no real infinite priority she can capitalize on. Spamming LP is impossible, for there is a slight power dampener that after 2 hits it begins doing dirt damage, and the staff along with Tessa get pushed back out of range with each hit. Can't do it infinitely whether in training mode or in a real fight (although you can try to win with only LP, nothing wrong with that, I guess).I suggest you actually play Warzard and learn a little more about her gameplay. You'll be able to understand her a little more better MOTVN said, January 31, 2009, 09:53:31 pmThanks, bro
I played her against the CPU, some quite tough ones might I mention. She has infinite priority on all of her attacks, nothing could beat out standing LP, unless the opponent you're fighting has equally has bad collision boxes. Turn on the collision boxes and look for yourself. Standing LP = Guaranteed Win. I've played Warzard when CPS3 emulation was first cracked, and she doesn't feel quite right compared to the original game. She feels awfully stiff. Also her "crouch" QCBx2 P super is awfully hard to pull out on command for some reason.Anyways, every taunt should have some kind of sound, or else it's not much of a taunt. And I still think her size could be cut down, especially her snd.
Ikari Warrior said, February 01, 2009, 04:21:09 amI played her against the CPU, some quite tough ones might I mention. She has infinite priority on all of her attacks, nothing could beat out standing LP, unless the opponent you're fighting has equally has bad collision boxes. Turn on the collision boxes and look for yourself. Standing LP = Guaranteed Win. I've played Warzard when CPS3 emulation was first cracked, and she doesn't feel quite right compared to the original game. She feels awfully stiff. Also her "crouch" QCBx2 P super is awfully hard to pull out on command for some reason.Anyways, every taunt should have some kind of sound, or else it's not much of a taunt. And I still think her size could be cut down, especially her snd.Hmm, I'll take your word about he clsn boxes. It's one of the areas I meant to revise but haven't had a chance. I think last time I looked at them was October, but I've been busy with alot of stuff and plain forgot to fix any inconsistencies. As for her gameplay being stiff, it's one of the reasons why she's not as polished as I'd like her to be due to time constraints. Down the road I hope to get her feeling more smoother. Thanks for the head's up on the clsn boxes, for they will be worked on for sure .QCBx2 P hard to get out? I get that out on the fly. Well, I'll take a look at it.
Lord Vader said, February 01, 2009, 09:26:14 pmIs it me or does this look exactly like Chun-Li's Kikosho?It's just you.
iloveflash said, February 02, 2009, 12:15:45 amLord Vader said, February 01, 2009, 09:26:14 pmIs it me or does this look exactly like Chun-Li's Kikosho?It's just you. Eh, the resemblance is there.
Tessa's been updated. Here's what's been done:-Fixed vels for Reverie Sword, as well as adjusted sword during Medium & Heavy Reverie Sword-Aligned some ice sprites-P2 is now invincible after after all hits of any Tricicle Mystic Break connects-Fixed issue where ghosts would face the wrong way after Jamming Ghost connects (issue was with MK and HK versions)-Fixed issue where 1st hitspark would appear near Tessa after Jamming Ghost connects-Added limiter to prevent Death Phenomeno from being repeated even after it connects-Increased duration of MK and HK Death Phenomeno, while increased the time it takes for HK version to connect to increase risk & reward when using this-Added shattered glass pieces for all Tricicle Mystic Breaks-Staff will now respond immediately to attack after taunt ends-Adjusted time, increased push and increased damage dampener for Pop Wand-Tweaked Howl Flapper abit-Made it easier to execute Air Chakra Wave during back dash-Reduced invincibility time for Dragon's RoarNo patch file since almost all files were updated, so you'll need to download the whole thing again. New link in the 1st post.
Lord Vader said, February 01, 2009, 09:26:14 pmIs it me or does this look exactly like Chun-Li's Kikosho?lol CPS3