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Iori updated (07/08/2023) (Read 88263 times)

Started by KarmaCharmeleon, June 01, 2023, 01:22:18 am
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Iori updated (07/08/2023)
#1  June 01, 2023, 01:22:18 am
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Spoiler: More Screenshots (click to see content)
Download
Compatibility patches for the Special Intros.



Spoiler: Changelog (click to see content)
Last Edit: August 07, 2023, 02:18:54 pm by KarmaCharmeleon
Re: Iori re-released
#2  June 01, 2023, 01:50:55 am
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Re: Iori re-released
#3  June 01, 2023, 02:20:45 am
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when i replace the special intro files on vega_pots, i got an error on ikemen go.
Re: Iori re-released
#4  June 01, 2023, 04:19:59 am
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Here I come with something not important, I noticed that some of my old palettes needed a little update so here you go:

Spoiler, click to toggle visibilty

Another thing is that the 98 and artwork ones are meant to be for Orochi Iori.
Re: Iori re-released
#5  June 01, 2023, 05:56:17 am
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Feedback:
-Sakahagi uses a light slash sound instead of a strong one (It does as much as an EX move, so it should be stronger).
-The kick version of Sakahagi deals more damage than the punch version.
-The explosion on Hikiri Gine doesn't have envshake.
-Claw Iori's still does his special intro with Kyo if he is in Kusanagi mode once instead of his normal intros (However, resetting the round will go back to them).
-Depending on the opponent's hitbox, 212 Shiki: Koto Tsuki and Ura 311 Shiki: Saku Tsuma Kushi In can simply go though the opponent and miss completely.
-The claw effect on Kin 1218 Shiki: Yatagarasu has shadows and reflections.
-The yellow glow on EX 108 Shiki: Yami Barai, 100 Shiki: Oni Yaki, 104 Shiki: Nueuchi and 401 Shiki: Shogetsu stop mid animation.

Pardon my rustiness on feedback as I haven't test these kind of characters for a long time.

when i replace the special intro files on vega_pots, i got an error on ikemen go.
I think PotS has a separate version for Ikemen Go and the intro files are meant for the 1.0 version, so it's not compatible and needs to make another one for it.
I will still do detail and aesthetic feedback for the rest.
Re: Iori re-released
#6  June 02, 2023, 04:47:53 am
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Will all of your other works get re-released as well?
Re: Iori re-released
#7  June 03, 2023, 05:40:10 am
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Woohoo!!! ~~~ FUCK YES!!!

In fact I was wondering when the first re-worked char of yours would come thru. So glad to see this. Going into CvS2 vs POTS for sure, because Iori is a really good character. (and fun too!)
UMT Season #2 - 2nd Place
UMT Season #3 - 1st Place
CvS2 vs POTS Season #1 - 1st Place
NorCal Crab Battle CvS2 - 2nd Place

MT7

Re: Iori re-released
#8  June 03, 2023, 11:20:09 am
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Gonna give this a try later, congrats on the release! :D
Re: Iori re-released
#9  June 03, 2023, 12:06:28 pm
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A new release (or update in this case) is always appreciated from you.
Only nitpicks I've got so far is:
A. Saku Tsuma Kushi has rather quiet voices and lacks the roar in the MAX version.
B. the Heavy Punch Hitsound cutting off for the Grab Sound when he connects with Hozuki.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Iori re-released
#10  June 03, 2023, 12:52:34 pm
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A new release (or update in this case) is always appreciated from you.
Since you posted, I also want to mention another thing:
-He doesn't do his special intro with your edit of Froz's M.Bison/Vega as the author name in the def is no longer "CharmaKarmeleon".

A year ago, you did say you would change your mind if his updated version ever releases and is up to standard. Now it's up to Karma whether he updates him again to add that compatibility in.
I will still do detail and aesthetic feedback for the rest.
Re: Iori re-released
#11  June 03, 2023, 06:12:54 pm
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Got it working after help from the Discord.
I did notice Iori's flame swing FX is flipped, though. Haven't tested to see if this occurs with other Bisons.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Iori re-released
#12  June 04, 2023, 04:04:56 am
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CvS XIII Iori is fuckin AMAZING!! :O

The GREATEST Iori of All Time!! :D
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Re: Iori re-released
#13  June 04, 2023, 11:37:53 pm
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EX Iori's Ya Shiori projectile goes into an invalid state when it gets hit with another projectile and it makes it impossible to spawn another one after using it once
- Fixed.

when i replace the special intro files on vega_pots, i got an error on ikemen go.
- This is because I made the patch exclusively for the MUGEN version. But PotS told me he updated both of versions of hi Dictator for compatibility :)

Here I come with something not important, I noticed that some of my old palettes needed a little update so here you go:

Spoiler, click to toggle visibilty

Another thing is that the 98 and artwork ones are meant to be for Orochi Iori.
- Thanks for the updates and clarifications :)

-Sakahagi uses a light slash sound instead of a strong one (It does as much as an EX move, so it should be stronger).
- I'll look into this. I think the hitspark does not sell the throw enough either, but from my tests changing either the sound or the spark doesn't seem to be enough.
-The kick version of Sakahagi deals more damage than the punch version.
- This is because Punch throw is 3f startup while Kick throw is 5f startup. It's something I've been implementing ever since Raiden I think.
-The explosion on Hikiri Gine doesn't have envshake.
- Added.
-Claw Iori's still does his special intro with Kyo if he is in Kusanagi mode once instead of his normal intros (However, resetting the round will go back to them).
- Fixed.
-Depending on the opponent's hitbox, 212 Shiki: Koto Tsuki and Ura 311 Shiki: Saku Tsuma Kushi In can simply go though the opponent and miss completely.
- Can you tell me against which opponents? I think Benimaru is the slimmest hurtbox in CvS2 and it works against him.
-The claw effect on Kin 1218 Shiki: Yatagarasu has shadows and reflections.
- Fixed.
-The yellow glow on EX 108 Shiki: Yami Barai, 100 Shiki: Oni Yaki, 104 Shiki: Nueuchi and 401 Shiki: Shogetsu stop mid animation.
- Fixed.
Pardon my rustiness on feedback as I haven't test these kind of characters for a long time.
Nothing to pardon, thank you so much for the feedback :)

Will all of your other works get re-released as well?
They will all get updated in some shape or form, but its likely that all character before Rugal will get entirely recoded like Iori.

A new release (or update in this case) is always appreciated from you.
Thanks Rowen :)
A. Saku Tsuma Kushi has rather quiet voices and lacks the roar in the MAX version.
- Fixed.
B. the Heavy Punch Hitsound cutting off for the Grab Sound when he connects with Hozuki.
- Fixed.

-He doesn't do his special intro with your edit of Froz's M.Bison/Vega as the author name in the def is no longer "CharmaKarmeleon"
- Added compatibility for Froz's Dictator and also added a patch for its character so the non-Rowen edit works as well.

I did notice Iori's flame swing FX is flipped, though. Haven't tested to see if this occurs with other Bisons.
- Fixed.



Thank you all for all the support and feedback :) I will be updating Iori next Thursday so more feedback can come up. The idea is to update Iori every Thursday from June if necessary so by the end of the month he doesn't need any more updates unless a major new discovery is found.
Re: Iori re-released
#14  June 05, 2023, 09:13:14 am
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I did noticed Iori's AI starts moving before the round starts. I assume this is what you mean by "The AI sometimes does funky stuff.", right?
WIP Schedule:
The next Street Fighter All-Stars update
Re: Iori re-released
#15  June 05, 2023, 05:04:24 pm
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I noticed the AI thing too, it's very weird because if I decide to do a backdash or jump right after the round starts I still take damage but the animation of my movement still plays. And goddamn his ai is merciless he is harder to beat than your Rugal for me.

As ZolidSone mentioned his Tsuma Kushi both the special and the super maybe will miss some opponents if it's executed close enough, I saw it happening with Jmm Guile and Divine Yuka.
PS: I use the xscale 0.83333 for Guile and the chars with the cps2 resolution.

Now about his Yami Sogi maybe it was intentional, but I think that the hitbox should be a little longer horizontally.

His winpose when he points to the sky and talk about the moon uses a voice clip that is too low. In 13 he say the same thing when selecting his classic mode so you could use that.

I forgot to mention last time, but he lacks a Orochi mode small portrait.
Last Edit: June 05, 2023, 05:10:59 pm by Lurker
Re: Iori re-released
#16  June 06, 2023, 01:56:02 am
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I did noticed Iori's AI starts moving before the round starts. I assume this is what you mean by "The AI sometimes does funky stuff.", right?
Yes! But I just got its AI issues fixed :]

And goddamn his ai is merciless he is harder to beat than your Rugal for me.
Hehehehe.

As ZolidSone mentioned his Tsuma Kushi both the special and the super maybe will miss some opponents if it's executed close enough, I saw it happening with Jmm Guile and Divine Yuka.
PS: I use the xscale 0.83333 for Guile and the chars with the cps2 resolution.
Thanks for the clarification! I applied a temporary fix by adding width but I might have to rebalance the hitbox as fixing stuff with width sctrl may causes other issues.

Now about his Yami Sogi maybe it was intentional, but I think that the hitbox should be a little longer horizontally.
Just to be clear: you actually meant Yami Sogi or you wanted to say Tsuma Kushi?

His winpose when he points to the sky and talk about the moon uses a voice clip that is too low. In 13 he say the same thing when selecting his classic mode so you could use that.
- Fixed.


Thanks for the feedback you guys! Keep it coming.
Re: Iori re-released
#17  June 06, 2023, 02:37:35 pm
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Re: Iori updated (08/06/2023)
#18  June 08, 2023, 12:32:23 pm
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Iori updated!
Spoiler: Changelog (click to see content)
Re: Iori updated (08/06/2023)
#19  June 08, 2023, 01:27:44 pm
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Just found a small little error on the update. The small portrait on the select screen is using Orochi Iori's colors instead of his default one. Also, AlexSin's Orochi Iori small portrait is using the same group and index numbers as the regular portrait instead of using different ones and is possibly conflicting.

And I forgot to mention another thing, but is 100 Shiki: Oni Yaki's flame effects supposed to have shadows and reflections on the ground? I noticed some effects don't and forgot to mention that before because I was uncertain if it was intentional or not since PotS's 2022 characters still have them.

- Can you tell me against which opponents? I think Benimaru is the slimmest hurtbox in CvS2 and it works against him.
Sorry for the late reply, but I mostly tested it though Training aka Kung Fu Man (But the characters Lurker mentioned works). Keep in mind that they can still go though him if they are running straight at him if he performs it up-close.
I will still do detail and aesthetic feedback for the rest.
Re: Iori updated (08/06/2023)
#20  June 08, 2023, 05:08:44 pm
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And goddamn his ai is merciless he is harder to beat than your Rugal for me.
On topic about AI, while I appreciate, that Iori drops some of his combos on the lower difficulties, the amount parries he does is off the charts, feels like sometimes he parries entire supers.

Still, this is an excellent update.
Re: Iori updated (08/06/2023)
#21  June 09, 2023, 09:49:19 am
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Hello Karma! I'm very impressed by your work on Iori! Many things I couldn't have done myself, and honestly, I love your dedication to making him feel extra special! But, I felt the need to update some of my palettes, because they look like they needed it. Not sure if they look better or worse though.

Spoiler: sans (click to see content)

Spoiler: Orochi Leona (click to see content)

Spoiler: Dudliori (I couldn't decide which one looked better) (click to see content)

Spoiler: Waluigi (click to see content)

More to come! And while I'm here, a little feedback:
-Kaoloon's Prediction is missing some sprites.
-Orochi Iori is missing Kaoloon's Prediction.
-I'm not sure how, but I've managed to make Kung Fu Man get hit by multiple projectiles from MAX Ura 108 Shiki: Ya Sakazuki with normal Iori. It's wonky, because sometimes it worked, and sometimes it doesn't.

That's all I got for now. Once again, awesome job!
Re: Iori updated (08/06/2023)
#22  June 11, 2023, 09:22:23 pm
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Just found a small little error on the update. The small portrait on the select screen is using Orochi Iori's colors instead of his default one. Also, AlexSin's Orochi Iori small portrait is using the same group and index numbers as the regular portrait instead of using different ones and is possibly conflicting.
- Fixed.

And I forgot to mention another thing, but is 100 Shiki: Oni Yaki's flame effects supposed to have shadows and reflections on the ground? I noticed some effects don't and forgot to mention that before because I was uncertain if it was intentional or not since PotS's 2022 characters still have them.
I'll consult this with Jmorpman.

Sorry for the late reply, but I mostly tested it though Training aka Kung Fu Man (But the characters Lurker mentioned works). Keep in mind that they can still go though him if they are running straight at him if he performs it up-close.
I'll be testing this some more as I'm not sure if it's Iori going thru the characters or if it's the character walking under Iori.

On topic about AI, while I appreciate, that Iori drops some of his combos on the lower difficulties, the amount parries he does is off the charts, feels like sometimes he parries entire supers.
- Decreased parry ratio in lower AI Levels.

Hello Karma! I'm very impressed by your work on Iori! Many things I couldn't have done myself, and honestly, I love your dedication to making him feel extra special! But, I felt the need to update some of my palettes, because they look like they needed it. Not sure if they look better or worse though.

Spoiler: sans (click to see content)

Spoiler: Orochi Leona (click to see content)

Spoiler: Dudliori (I couldn't decide which one looked better) (click to see content)

Spoiler: Waluigi (click to see content)

More to come!

Yooo thanks for the updates on the palettes!

-Kaoloon's Prediction is missing some sprites.
-Orochi Iori is missing Kaoloon's Prediction.
- Both issues fixed.
-I'm not sure how, but I've managed to make Kung Fu Man get hit by multiple projectiles from MAX Ura 108 Shiki: Ya Sakazuki with normal Iori. It's wonky, because sometimes it worked, and sometimes it doesn't.
I'll look into this.



Thanks y'all! Expect an update next Thursday.

Re: Iori updated (08/06/2023)
#23  June 11, 2023, 11:11:16 pm
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Re: Iori updated (08/06/2023)
#24  June 12, 2023, 12:51:07 am
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I finally got the time to test Iori. Only thing I noticed that people have not already pointed out is a mistake in the readme: "This char has three different .def files", when in fact he has five.
Great release as always!
Re: Iori updated (08/06/2023)
#25  June 17, 2023, 10:21:10 am
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I'm gonna sound nitpicky here, but I personally prefer the sounds Iori makes for Chi no Bosou in SvC Chaos. I'm referring to the rrrRRRR he does during the slashes, which I think really suited ripping the opponent apart. I really can't describe why, sadly. I dunno, I just think the usual attack voice during it makes it tame for some reason.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Iori updated (08/06/2023)
#26  June 17, 2023, 01:07:29 pm
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I give up on YouTube but this will be back!! Thanks, Karma
You're welcome!

I finally got the time to test Iori. Only thing I noticed that people have not already pointed out is a mistake in the readme: "This char has three different .def files", when in fact he has five.
- Fixed. Thanks for the report!
I'm gonna sound nitpicky here, but I personally prefer the sounds Iori makes for Chi no Bosou in SvC Chaos. I'm referring to the rrrRRRR he does during the slashes, which I think really suited ripping the opponent apart. I really can't describe why, sadly. I dunno, I just think the usual attack voice during it makes it tame for some reason.
IIRC SvC:Chaos used its regular grunt sounds so I changed the move to use CvS2 regular grunt sounds. I THINK 2OS brought something similar up at some point in dev and I gave it a try. I could give it a try one more time but I wouldn't expect the result to be different.

-I'm not sure how, but I've managed to make Kung Fu Man get hit by multiple projectiles from MAX Ura 108 Shiki: Ya Sakazuki with normal Iori. It's wonky, because sometimes it worked, and sometimes it doesn't.
- Fixed.

I'd like to drop an update only after addressing issues with Tsuma Kushi special and super and making reflection/shadows consistent in flames. Hopefully this week I'll have the time.
Last Edit: June 17, 2023, 01:14:20 pm by KarmaCharmeleon
Re: Iori updated (22/06/2023)
#27  June 22, 2023, 11:21:56 am
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Iori updated.

Spoiler: <v.22/06/23> (click to see content)

Definitely not the last update. I still need to settle with Jmorphman regarding shadows/reflections on fire.
Re: Iori updated (22/06/2023)
#28  June 22, 2023, 02:08:04 pm
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Here's some more of my updated palettes.

Spoiler: American (click to see content)
Spoiler: Charlie Nash (click to see content)
Spoiler: CvS2 Red (click to see content)
Spoiler: CvS2 Green (click to see content)
Spoiler: CvS2 Pink (click to see content)
Spoiler: Gentleman (click to see content)
Spoiler: Hazama (click to see content)
Spoiler: Little Mac (click to see content)
Spoiler: Shadow Dio (click to see content)
Spoiler: Yang (click to see content)
Spoiler: Zombie (click to see content)

And some new ones!
Spoiler: Basara (click to see content)
Spoiler: Dio Brando (I know someone did this already, but I couldn't resist) (click to see content)
Spoiler: Genjuro (click to see content)
Spoiler: Hisako (click to see content)
Spoiler: Shin Hisako (click to see content)
Spoiler: Shadow Dio (Anime) (click to see content)

Last Edit: June 24, 2023, 03:00:20 pm by Knuckles8864
Re: Iori updated (22/06/2023)
#29  June 22, 2023, 06:46:27 pm
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Got my own palettes for Iori too, now that I've finished my little batch lol

Spoiler, click to toggle visibilty

MT7

Re: Iori updated (22/06/2023)
#30  June 22, 2023, 08:38:50 pm
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Contributing by bringing more pals made by me!

KOFXIII-4
Spoiler, click to toggle visibilty

KOFXIII-5
Spoiler, click to toggle visibilty

Green & Black
Spoiler, click to toggle visibilty

Custom
Spoiler, click to toggle visibilty
Re: Iori updated (22/06/2023)
#31  June 24, 2023, 04:43:23 pm
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Thank you so much for the palettes, you guys!
Re: Iori updated (22/06/2023)
#32  June 28, 2023, 08:56:02 pm
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 :purerox:
Re: Iori updated (22/06/2023)
#33  June 30, 2023, 07:17:54 pm
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Got more palettes for you, including an update to one I posted already lol

Spoiler, click to toggle visibilty
Re: Iori updated (01/07/2023)
#34  July 01, 2023, 11:46:07 pm
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Iori updated.

Spoiler: <v.01/07/23> (click to see content)

I'll fix whatever comes up but I might move to other green wips now.
Re: Iori updated (01/07/2023)
#35  July 05, 2023, 06:17:46 pm
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Great job. This is definitely one of the best chars in this style that I have tried. Some feedback:

- sMP misses KFM at point blank
- 6MP has some hurtbox disjoint (probably accurate)
- High and low parries both have vulnerable spots. They also don't match Orochi mode
- There might be no reason to use light Aoi Hana as all versions have the same startup. So the heavy version has the same startup but more reach
- EX Aoi Hana last hit misses KFM (I guess people don't use him as the dummy much anymore)
- EX Kuzukaze having full invincibility feels busted. Normally it'd have to throw invincibility if anything, I think
- If you do 214 X, Y you get to the second attack of Aoi Hana. Same with the EX version
- Saika and Yami Sogi in the same mode(s) feels a bit redundant. Although I guess you could consider one an alt version of the other
- Yami Sogi could have better hitboxes for its lack of range. It's hard to connect it after something that knocks down
- Regular Ya Sakazuki could explode at a different point according to the button used
- Sanjingi no Ni has massive, massive range for someone of Iori's size and mobility. You can tick throw after a standing heavy normal. I think it should either have less range or be a hit grab
- I think Oni Yaki's effect would look cooler if it followed the animation more closely. Old pet peeve and not your fault though
- The timing to OTG with EX Koto Tsuki In is a bit confusing
- The red BG in Homura Hotogi takes away from the effects
- Homura Hotogi could use a range cap because of zooming stages
- First frames of Chi no Boso will dodge attacks but not counter them
- I think I said this before but EX Iori having both Tsuma Kushi and Saku Tsuma Kushi makes Saku feel less special
- Tsuma Kushi could have a better hitbox, as in extending more towards Iori
- Regular Ya Shiori has a lot of range/active frames it feels like. Also if you want to be mean the MAX version could *not* knock down
- Hozuki and some Ya Otome versions have Clsn2 on P2 so simul mode will probably break them. You should remove them or add NotHitBy when calling P2's own animations
- States 3067 and 3068 have their animations flipped I think
- Claw Iori has 6B in the movelist but not ingame
- All modes have the same Y 6Y target combo. Could mix it up a bit
- Shogetsu has some frame data difference but it still feels like the different strengths could be more different
- He already has other knockdowns so maybe EX Akegarasu would be more interesting if it gave frame advantage instead. Like enough to link something and cancel into another regular Akegarasu (but without looping the EX version)
- The final pose in Claw's Ya Otome happens too fast for one to enjoy it
- State 4150 should be type A
- Yatagarasu could use PosAdd or something because he moonwalks in the animation
- I think one of Koto Tsuki In's versions allows fall recovery somewhere where it's not supposed to or something as I was able to do it in the middle of Iori's animation
- The AI's great. I like that you made it play as a human. My pet peeve right now is that its execution is a bit too perfect
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Re: Iori updated (21/07/2023)
#36  July 21, 2023, 12:59:17 am
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- sMP misses KFM at point blank
- Fixed.
- 6MP has some hurtbox disjoint (probably accurate)
- Accurate indeed.
- High and low parries both have vulnerable spots. They also don't match Orochi mode
- Jmorphman and I make the parry hitboxes based off the middle and low hurtboxes from standing and Crouching respectively. Orochi Iori's Parry was fixed tho.
- There might be no reason to use light Aoi Hana as all versions have the same startup. So the heavy version has the same startup but more reach
- That's from source but there is actually reason to use light rekka. You can whiff it on purpose to close distance and the opponent is always risking by whiff punising this move because of the followup.
- EX Aoi Hana last hit misses KFM (I guess people don't use him as the dummy much anymore)
- I'd rather like to keep the startup/movement/hitbox consistency. KFM hurtboxes are atrocious and you can delay any rekka by 1 frame to hit the launcher.
- EX Kuzukaze having full invincibility feels busted. Normally it'd have to throw invincibility if anything, I think
- It's related to KoF meterless scum gale has invincibility, altho not during the entirity of the startup. I kept the full invincibility but the reduced the duration quite a bit.
- If you do 214 X, Y you get to the second attack of Aoi Hana. Same with the EX version
- Fixed.
- Saika and Yami Sogi in the same mode(s) feels a bit redundant. Although I guess you could consider one an alt version of the other
- Yeah, that's a fair point. The inclusion of Yami Sogi in this mode is more of me wanting to implement almost everything Iori had in some way shape or form. Saika is followup only so its not entirely redundant but I see you.
- Yami Sogi could have better hitboxes for its lack of range. It's hard to connect it after something that knocks down
- Well it is the problem of the inclusion of Yami Sogi in general. Because of how iconic it is, I wanted for Maiden's to be its go-to combo finisher in most modes even tho its damage is relatively low. Since Yami Sogi has more damage I don't want it to replace Maiden's in most situation so I rather keep it as a very situational super cancel for hitting DP near the corner.
- Regular Ya Sakazuki could explode at a different point according to the button used
- Good idea, it works like that in 98. Added.
- Sanjingi no Ni has massive, massive range for someone of Iori's size and mobility. You can tick throw after a standing heavy normal. I think it should either have less range or be a hit grab
- Whoops, leftover from Sanjingi no Ni being Orochi Iori's lvl 3. The range was drastically reduced.
- I think Oni Yaki's effect would look cooler if it followed the animation more closely. Old pet peeve and not your fault though
- I'll keep it for consistency with J's Kyo.
- The timing to OTG with EX Koto Tsuki In is a bit confusing
- Fixed.
- The red BG in Homura Hotogi takes away from the effects
- The effects are kinda lame so imo it looks better this way.
- Homura Hotogi could use a range cap because of zooming stages
- Added.
- First frames of Chi no Boso will dodge attacks but not counter them
- Fixed.
- I think I said this before but EX Iori having both Tsuma Kushi and Saku Tsuma Kushi makes Saku feel less special
- Yeah, initially it didn't have Special Tsuma Kushi but the move ended up being way too important for his combo game in 15 so I added it back.
- Tsuma Kushi could have a better hitbox, as in extending more towards Iori
- Designing credible the hitbox is a bit challenging with the current animation but I'll keep it in mind if I ever get to commission a fix on this one.
- Regular Ya Shiori has a lot of range/active frames it feels like. Also if you want to be mean the MAX version could *not* knock down
- Yeah, it's a setplay super. I'd be too strong if it keep the opponent standing but I've added a juggle reset on last update so it should have a similar functionality.
- Hozuki and some Ya Otome versions have Clsn2 on P2 so simul mode will probably break them. You should remove them or add NotHitBy when calling P2's own animations
- From what I've been told, Iori breaks simul quite a bit. Adding NotHitBy to P2 in the ranbu part of the supers is off the table because of the way we code ranbus (with hitdefs), but I went back and added NotHitBy to the cinematics.
- States 3067 and 3068 have their animations flipped I think
- They're meant to be like this unless I'm not seeing something.
- Claw Iori has 6B in the movelist but not ingame
- Woops, fixed. It was meant to be 3C.
- All modes have the same Y 6Y target combo. Could mix it up a bit
- Jmorphman had an avant-garde take on the target combo. I might revisit that take in the future.
- Shogetsu has some frame data difference but it still feels like the different strengths could be more different
- It's the launching that really sells the difference. Different strengths get different combos.
- He already has other knockdowns so maybe EX Akegarasu would be more interesting if it gave frame advantage instead. Like enough to link something and cancel into another regular Akegarasu (but without looping the EX version)
- I wouldn't want to a link to its combo game as its already very convuluted but he does get plus frames on block to continue the blockstring.
- The final pose in Claw's Ya Otome happens too fast for one to enjoy it
- I know ;( the timmings are made to match the knockdown times on all the modes Maiden's. Maybe revised anim will fix this in the future.
- State 4150 should be type A
- Fixed.
- Yatagarasu could use PosAdd or something because he moonwalks in the animation
- It had an extra random PosAdd. I think it looks better now.
- I think one of Koto Tsuki In's versions allows fall recovery somewhere where it's not supposed to or something as I was able to do it in the middle of Iori's animation
- Fixed.
- The AI's great. I like that you made it play as a human. My pet peeve right now is that its execution is a bit too perfect
- Awww thanks. I might make the execution scale with AILevel in future updates.


Great job. This is definitely one of the best chars in this style that I have tried.
It is an honor for me to receive such a compliment from the founder. I can't thank you enough for such an extensive testing and feedback! Thanks for taking the time, PotS.



Iori updated.
Spoiler: <v.21/07/23> (click to see content)
That was a lot of feedback to go thru, so apologies to everyone if I broke anything in the process. Be sure to report anything that comes up and I'll fix it right away.
Re: Iori updated (21/07/2023)
#37  July 21, 2023, 01:19:26 am
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Unless I am missing something, when I attempt to download I just keep getting an error saying "unavailable". 
Re: Iori updated (21/07/2023)
#38  July 21, 2023, 01:33:19 am
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Re: Iori updated (21/07/2023)
#39  July 21, 2023, 08:54:17 am
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- Jmorphman and I make the parry hitboxes based off the middle and low hurtboxes from standing and Crouching respectively. Orochi Iori's Parry was fixed tho.
This makes parry not work if a move hits the head but not the body.

Quote
- Designing credible the hitbox is a bit challenging with the current animation but I'll keep it in mind if I ever get to commission a fix on this one.
I just meant that it sometimes misses if Iori is point blank and P2 slighty shifts their hurtbox. Making it slightly bigger in that direction shouldn't be a big deal, I think, given Iori's trajectory.

Quote
- They're meant to be like this unless I'm not seeing something.
IIRC you have P2 use "down get hit" when they hit the ground and "hit ground from fall" when Iori hits them.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Iori updated (22/07/2023)
#40  July 21, 2023, 10:15:56 pm
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This makes parry not work if a move hits the head but not the body.
- Fixed.

I just meant that it sometimes misses if Iori is point blank and P2 slighty shifts their hurtbox. Making it slightly bigger in that direction shouldn't be a big deal, I think, given Iori's trajectory.
- Not so happy about the result, but I think I made something in line of CvS2 while punishing most hurtboxes.

IIRC you have P2 use "down get hit" when they hit the ground and "hit ground from fall" when Iori hits them.
- I see now. Fixed. Both use 5080 moving forwards.


Iori updated.
Spoiler: <v.22/07/23> (click to see content)
Re: Iori updated (22/07/2023)
#41  July 23, 2023, 07:02:33 am
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This intro doesn't work for Kyo or my Kyo is outdated :mcry:
I don't see the patch for the Special Intros in the link ;D




It's ok if I can drop some videos? I'm trying review EX & Claw Yagami :yippi:
This Yagami is the Goat!! No offence to other versions ;D



EX Mode
Emerie's MUGEN Content

Everyone have Greatness :)

Don't give up... just... take a break :(
Last Edit: July 27, 2023, 11:07:59 pm by Emerie The G.O.A.T
Re: Iori updated (22/07/2023)
#42  July 28, 2023, 02:32:18 pm
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Re: Iori updated (01/08/2023)
#43  August 01, 2023, 03:36:16 am
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Iori updated.
Spoiler: <v.01/08/23> (click to see content)
Re: Iori updated (07/08/2023)
#44  August 07, 2023, 02:19:19 pm
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Iori updated.
Spoiler: <v.07/08/23> (click to see content)