Total Members Voted: 78
Voting closed: August 31, 2019, 03:34:00 PM
Video of some of the moves wiffinghttps://streamable.com/j7thp the new EX kick cannot be chained after a jumping HK then standing HP to the new EX kick the normal kicks work however after them if you try to chain to the EX snake hands the second hit will wiff and you cant finish off your combo.I suggest taking a look at some of the push back of the moves nad adjusting it also I feel giving the EX version a bit more range with the sand trailes is a good idea, this was done in one of the KOF games but fuck me if I remember which one.The new EX kick can be a good tool for when you need a tad bit more range to go into EX snake hands, however its verty situational.With the new EX kick it goes (an example) jumping HK standing HP the new EX kick (currently wiffs most of the time) the EX hands ( second hit also wiffs and you are unable to finish a combo) to a level 1 thats a 2 bar requirment.Second one would be.Jumping HK to standing HP the normal kick to ex hands ( second hit wiffs and you are unable to finish a combo) to a level 1 that's 1.5 the bar requirment. The one above is not worth it in my eyes.Granted, I have not tested the cancels that the new EX kick has which I have to go over and check.
Since I did some feedback for Falcon Rapper's Iori, I might as well post them here for yours to fix:-Standing MP has a light slash sound instead of a medium one.-Close standing HP has a medium slash sound instead of a heavy one.-100 Shiki: Oniyaki can be canceled with another one during Custom Combo.-Sakahagi takes a second to hit after being grabbed (This bugs me as it looks like the characters freeze for a second).-The effects on 100 Shiki: Oniyaki, Tsumagushi and Shiki 311: Saku Tsumagushi has shadows.-The dust effect of his dash has no sliding sound effect.-Shiki 1201: Ya Otome has no dash sound effect during the startup, light slash sounds instead of heavy ones and no envshake except for the last hit.-Shiki 100: Oni Homura has no effects except for the last hit.-San Shingi no Ni has no envshake on the final explosion.-Chi No Bousou has no envshake on the hits, medium slash sounds instead of heavy ones and can still Iori's afterimage right when the screen goes dark.-Orochi Iori's level 1 Shiki 1201: Ya Otome has no strong shockwave sound effect on the strong ground shockwaves.Most of it is taken from his since his originally shared similar issues to yours. Since you plan to update him still, I don't believe I posted any feedback when you released him as I wasn't serious about it back then.
Yeah, I looked at Falcon's Iori, and I'm seeing he mostly copied my own Iori (which I'm both amazed and a bit embarrassed since he was my first character released)... which is ironic since I'm using Karma's as sort of a idea for updates, so... I guess that's double irony? I do want to keep my own ideas though, but it's hard since most of his recreation from CvS2 mostly works for Iori (some things I don't agree with, but hey, I'm not here to cause trouble or nothing.) I was planning to do maybe a XIII version, but he beat me to the punch. A XIV version would be a nice add, but there's extra work (aka Sprite work) to be done for that to happen.
Nothing wrong with Falcon's Iori, just like I said, just feels weird that my own is still being used, despite my weird oddities. Just feels pretty nice to feel appreciated of it. As for mine, I wanted to update some things (like your feedback, and how Kototsuki In functions for example). But I feel I should do something special for Iori, but I just don't know exactly what I want, since others have done well with him, like KarmaChameleon's Iori for example.
Maybe you could give your Iori different mechanics that the others don’t have, such as giving him DivineWolf’s Max Mode, or making him a 3 button character (Like some of Sennou Room’s & Cruz’s characters) or a 4 button character (Like CrazyKoopa & Dark-Shade’s Mai Shiranui).You could also give him specials that the others don’t have, such as:*The KOF XI version of Saika (where he just does the big fire pillar without any extra attacks)*The KOF XIV version of EX Yami Barai (where he does the 2 short ranged fiery slashes from the XIII version of Saika which crumples the opponent*The KOF 2002 UM version of Homurabotogi (where he does Saiki Tsumagushi after grabbing the opponent)*Yashiori from KOF XIV (You could probably use the slash animations from Saika as a throwing animation for it)*Yatagarasu from KOF XIII (You could probably use the slash animation from his throw for it)*Maybe some air specials? (He had an a air version of Tsumagushi had one in Million Arthur: Arcana Blood, & there’s this MVC2 style Iori which gave him an air version of his fireball)
Whoops! Must've undid something before. Link updated.
Yamazaki's Update Beta feels pretty nice. Still love playing the original, but this is definitely adding some of that classic flavor to him. I did still notice a couple of things though, as well as a few suggestions and nitpicky things:- The blood effects on EX Judgment Dagger come in a bit late, about a frame after the attack itself hits. - On the note of EX Judgment Dagger, though this might just be the result of using the new custom animation, but it feels like it's missing something without the blade trail behind it. I know he didn't have it in the games that used that animation originally and I'm not sure if there's anything you can really do about it, but I still thought I should bring it up. Edit: He actually does have a motion blur trail on EX Judgment Dagger, but the combination of the yellow glow effect from using EX moves and the hitspark made it a bit harder to see. However, that blur trail is missing completely on Level 2 MAX Drill.- The start up of Level 2 MAX Drill has a blank frame at the end, which makes Yamazaki disappear right before he pulls the knife out.- I still feel like Level 4 L1 Drill is too slow as it is. The speed that Level 4 MAX Drill has is perfect though.- I dunno how to feel about Drill not being able to connect from EX Serpent Slash. Fair enough, it makes the combination of the two just *disgusting* and I completely understand that, but it's still kind of odd to me lol- On the note of EX Serpent Slash, I'm not sure if this was intentional but using it in the corner or close to the corner makes Yamazaki kind of snap forward to where the opponent was standing. It looks very awkward and sudden.- I agree with Rowen about the finish of L1 Guillotine feeling kind of weak. With the new animation used for EX Sand Spray, you could use that as the finish, appropriately adjusting for damage of course, since that was how Guillotine ended in the KOF games.Really loving how this is coming along, Knux.