KOF 2002 + KOF XI.http://www.trinitymugen.net/index.phpDownloads -> Characters -> Raposo -> VanessaTesting FFU's KOF template, AI is included and tried really hard to make it worth fighting, I find it pretty fun. Please, leave your feedback.*Updated 20/05/2009**Instant CorkScrew Puncher glitch removed;*Correct hitsound for Dash Puncher;*Aesthetic changes for Crazy Puncher hitanim types;*Volume is now set to 0 instead of -60;*Slightly more polished run-attack feature (may be subject for future changes, but not a big deal);*Can perform taunt during run;*Accurate XI sparks for light ground wave and grab;*Puncher Weaving -> Dash Puncher -> Any other move cancel works properly (were already there... silly typo issues disabled it);*Puncher Weaving -> Upper > Any other move cancel timing is much easier and accurate.*Some AI patterns that did not made into the final release are back.
She seems pretty good so far, haven't encountered any bugs yet. I don't have much to complain about her really.
Well yeah, this must be the first time I managed to save myself from the indignity of 5 emergency fixes in a hour of release. Thanks, glad you liked it.
Only thing I found are that her DM's (Champion Puncher and Crazy Puncher) kind of hard to pull off, and Corkscrew Blow automatically comes out if you do 2QCF + P instead of doing the command during Puncher Vision. Doing the command results in a forward Puncher Vision to auto-Corkscrew Blow, which can go fullscreen with minimal effort. I think that needs to be refined.Otherwise, great Vanessa.
Wild Tengu said, May 15, 2009, 07:54:46 pmShe seems pretty good so far, haven't encountered any bugs yet. I don't have much to complain about her really. wow that from tengugreat release will try when I get home thanks. Vanessa Is one of my fav KOF chars.
~*Ishida-Uryuu*~ said, May 15, 2009, 09:03:01 pmOnly thing I found are that her DM's (Champion Puncher and Crazy Puncher) kind of hard to pull off, and Corkscrew Blow automatically comes out if you do 2QCF + P instead of doing the command during Puncher Vision. Doing the command results in a forward Puncher Vision to auto-Corkscrew Blow, which can go fullscreen with minimal effort. I think that needs to be refined.Otherwise, great Vanessa. I believe you meant 2Qcf+K? Doesn't sound like one bad glitch from where I'm standing. I'll think about it though.Thanks.
KickFeedback:-The second hit of her "one two!" should knock down when cancelled (intentional?)-I can't seem to connect with an air CD after dash puncher-Dash puncher should use the CD hit sound-No dreamcancels? -Her voice is rather quiet. Two little things:-Could you make her default palette Pal4?-KoopaKoot on TrinityMugen said:I can understand the absence of "Max puncher" in the Movelist, but no "Puncher Finish?" K.O.D said:Puncher Finish is being used for the ending of the SDM Champion puncher.Planning on doing this? Probably not. Good job. Very solid gameplay.
Quote -The second hit of her "one two!" should knock down when cancelled (intentional?)2000 accurate.Quote-I can't seem to connect with an air CD after dash puncherIt's there, just as easy to hit as it is with another move. Quote-Dash puncher should use the CD hit soundOh yeah... true. Not enough for an update by itself, but I'll be sure to correct it when the time comes.Quote-No dreamcancels? Nah, had my fill of KOF XI gimmicks already.QuoteI can understand the absence of "Max puncher" in the Movelist, but no "Puncher Finish?" Puncher Finish is being used for the ending of the SDM Champion puncher. Max Puncher is there... it's the move in the above screenshot. Puncher Finish is an ok dreamcancel, but what I said. She also very well set SDM wise, so I won't fill her with unnecessary stuff. BTW, from where does these quotes comes from...?Thank you, I appreciate it.
I see. "One two!" is from 2000, Maybe I'm slow with connecting the CD. About "XI gimmicks" I kinda agree, there are a few KOF chars I want to convert who aren't very dreamcancel friendly. The quotes are from KOD's full game wip topic on Trinitymugen.
Since I don't well this character, I took the time to test your template and here is what I can say after a fast test session:- No taunt during run- No recover near ground- Grab sparks (basic and special) and light ground wave are from KOF02 unlike the rest of your sparks. Feel free to reuse the one I have ripped from NBC since they are the same: http://dsarena.free.fr/resources/NB: It might be a good idea to clean up the SFF file or at least to recompile it.
There is a small problem with the run code where no attacks will come out at specific intervals, more notable ona close fight, but said fights are nonexistant in mugen.
Quote No taunt during runAh, cool. Thanks.Quote No recover near groundShe has it, statedef 5201. Might change it for 5200 though.Quote Grab sparks (basic and special) and light ground wave are from KOF02 unlike the rest of your sparks. Feel free to reuse the one I have ripped from NBC since they are the same:It seens you're right, forgot to double check part of K.O.D's stuff.QuoteThere is a small problem with the run code where no attacks will come out at specific intervals, more notable ona close fight, but said fights are nonexistant in mugen.Isn't it horrible when you just can't recriate such errors? Guess I'll just rewrite this code in a old fashion way and pray it works.Thanks everyone, will wait just a bit more so there won't be need for many updates.
I guess some wishes do come true. I personaly wanted a new Vanessa to be born and now I have one thats right next to your King which I also do enjoy alot so great job on this release. Stuffs that been pointed out is valid but the character is still a solid end product. Thank you for the release.
She seams pretty nice, good work pal. (vanessa is one of chars from KOF that I most like)I found a bug on Crazy Puncher: She punches the opponent head, but the sparks appear at his stomach and he moves the head on the wrong position.
Nah, it's actually accurate. I think SNK just wanted to give the target some diversity of movements, it would keep using the same animtype repeatedly if there wasn't such a liberty. It's pretty absurd when you just stare at this screenshot, but the move as whole looks cool.
Quotebut the move as whole looks cool.when you say on the move, you can noticied even more, beucase she lower her head when she is beeing hitted on her face, throw her head back when she is hitted on the stomach , etc.but, its my personal taste.
Dr. H said, May 16, 2009, 05:43:08 pmIsn't it horrible when you just can't recriate such errors? Guess I'll just rewrite this code in a old fashion way and pray it works.Thanks everyone, will wait just a bit more so there won't be need for many updates. It looks like Vans already fixed that, as I mentioned it last night when I was playing a bit of mugen and was unable to do a fast attack while runing. While close I normally do a cruching weak attack to force p2 to guard then run a bit and hit witha strong attack to do a chain and break the guard or if lucky get a combo; it's also used while counter attacking attack with very low recovery like a properly distanced weak DPs and crouching Ds. to test it you can do F,F+Attack. though you can do more accurate tests by lowering mugen's frame rate and using frame stepping in the emu.Since I am going for a full game myself, with no real accuracy to one specific game I did not test for tick accurate stuff.
Dr. H said, May 16, 2009, 05:43:08 pmShe has it, statedef 5201. Might change it for 5200 though.You are right! Actually, I used Z to recover but the shortcut is not set unlike roll. It might be an interesting idea to put it in the template?
Ilu: While spark position doesn't bother me, I see you got a point and might fix it with minimum effort. Thanks.[E]: Ah, I see... Turned emu on and noticed that there isn't really any limitation about the time you're allowed to perform a move, right? Will remove it, thanks.Scal: Sure, I just overlooked it. Thanks.
Awesome character. Nothing much to say about it, no bugs spotted, everything is really well done, even the AI is cool (although it sometimes to perform only one or two moves during a whole round, or keeps guarding without attacking much).
The only issue I have with this character and the rest of the characters at Trinity Mugen is that they are of such high quality that they make most of the other characters out there (KOF in particular) look bad.
*Updated 20/05/2009**Instant CorkScrew Puncher glitch removed;*Correct hitsound for Dash Puncher;*Aesthetic changes for Crazy Puncher hitanim types;*Volume is now set to 0 instead of -60;*Slightly more polished run-attack feature (may be subject for future changes, but not a big deal);*Can perform taunt during run;*Accurate XI sparks for light ground wave and grab;*Puncher Weaving -> Dash Puncher -> Any other move cancel works properly (were already there... silly typo issues disabled it);*Puncher Weaving -> Upper > Any other move cancel timing is much easier and accurate.*Some AI patterns that did not made into the final release are back.
67th said, May 19, 2009, 11:55:15 pmThe only issue I have with this character and the rest of the characters at Trinity Mugen is that they are of such high quality that they make most of the other characters out there (KOF in particular) look bad. I laughed until my sides hurt. Then I laughed till I broke a rib.