He changed it (probably). I wouldn't have considered his old sig NSFW anyway. Other members have underboob anime avatars or booties, and it's always been more or less fine.
@TrinBecause you weren't here when it was originally Spoiler, click to toggle visibiltyRyo buttfucking Robert and using his ponytail as a handlebarDidn't even look that explicit anyway.
-You're missing the second step sound in his run-I can super cancel from his projectiles(especially the low/kick variant) before he even fires it out-Let me bring this up about the throws... Mainly the beginning of it. This is something I can't STAND with any of Waru's chars. First, the hitbox is ridiculously cheap and there's also no AttackDist scrtl. This means I can grab p2 with a unfair amount of space between us. I can even grab p2 if they get behind me, with proper timing, because of the hitbox for it. Along with the no AttackDist scrtl added to stop you from being able to grab p2 from too far away. You really should change that, and not follow that example.-Clsns are basically untouched from your initial release. Even though Robert does his little jig for his stance, I still think clsn constant can be used for it imo. Get hit anims should have clsn constant all the way through, because combos can sometimes whiff on Robert due to his changing clsns between his hit frames. It's unfair.
thanks C-VirusWolf, i'll take in consideration study jesuszilla's chars to improve robert, also... i'll ask for dampir's permission to re-edit his sprites. kyokugen ryu renbu Kyaku was edited from ryo's "Kyokugen-ryuu Ren Bu Ken" in any point it can juggle but i can't see where is the problem. if someone could help me on this, it'll be great.
No problem. IDK much about Waru's juggling system... Though, perhaps I can look it over later. Or better yet, take this question to the Help section. Where someone like 2OS and/or Cyanide can have a look at it. I honestly believe that those two know more about code than the entire community combined.
UPDATED 02-08-2014-change from original NGBC sprites to KOF99-2k2 edited by me-cnls adaptation to the new sprites-new moves added: F + high kick DF + medium kick jumping D + high kick muei shippu juudankyaku-moves changed: D + medium punch: inspired on AOF3's D+punch jumping high kick ryu geki ken: classical look (AOF/KOF 94-95), kick variation has gone. ryu zanchou: a little bit more "Ryuuga" hien shippu kyaku: KOF 96-2k2 version. Kyokugen ryu Renbu Kyaku : KOF 97-98 version, combo enabled at the end after a high jump ryuko ranbou: changed finisher hits -damage adjust on haoh shokou ken, ryuko ranbou & kazuryu sen-added cns & air patches for special intros for warusaki3's Ryo, Yuri, Ken & Dan -other minor fixesdownload link in the first post.
I'm feeling really dumb but what are the values in the config.txt to toggle the grooves? 2**0 =1, but thats not it, and neither is 2000, 2**0, or 20, or 2... A little help?
There is no range variation in his punches. They all more or less reach the same distance.Why are muscles showing in his shirt? Dress shirts do not work that way.I can infinitely juggle with basics.c.MP just looks bad in motion.He has no links, which are a HUGE part of the CvS2 game design. Almost every SNK character gained links when they were put in CvS, even Raiden.CLSNs need a ton of work. They are way too detailed and, quite frankly, most of them look like crap.I'm pretty sure HCF+K has never worked or looked like that in any KoF.Capcom damages are in multiples of 7, not 10. Your supers violate this rule, so I wouldn't be surprised if other things did, too, so double check everything.This isn't the worst thing I've used. In fact, it's alright. It's certainly more of an effort than 2 or Bajanflash would have put into it. I just wish people would stop using Warusaki3's stuff as a base when it has so many problems. It's a good base, but tons of things need to be fixed and improved.Long as you fix most of these issues, it should be a lot better, but redoing all the CLSNs is going to take some time. It will be worth it, though.
Great jobI love these SNK guy's converted into CAPCOM style and I have to say you did a great job on these sprites.Bravo
Jesuszilla said, February 09, 2014, 04:00:41 amI'm pretty sure HCF+K has never worked or looked like that in any KoF.I believe it's patterned after the changes made to Ryo's HCB+P for CvS (going from proximity unblockable to single strike that does the rest of the move if connected and so on). It does look a bit odd though, the gaps between the hits just feels to long, and the advancing nature of the kicks looks a bit weird as well.Also, the Geneikyaku success animations are wrong, it's the same problem Waru had with Ryo's Zanretsuken: basically all the kicks of the same level should be played one after the other (so all the low kicks play, then the middle ones, then the highs)I'm doing a crappy job explaining so here are some gifsLeft is how it is, right is how it should be.
the sprites looks a bit weird for me: first of all the muscles on his arms are wrong on his shirt, the face look still in kof style, the shades contrast on his pants need to be improved, the feet are totally wrong, his gameplay look pretty crappy and he lacks of a decent AI, the combo in the groove doesn't work...
His arms have muscles because he plans to separate them, so he can give him an outfit close to XIII/AOF/'94-95 (I guess). The problem is that, having no clothes, Robert arms looks a bit weird talking about proportions.I think that the outfit would work better if you use the XIII sprites as basis. In these sprites would have been better to keep the clothes in the arms instead of draw the muscles. It's just my opinion, of anyways.Thanks for the hard work
Wow, keep up the hard work but, consider what is understandable in criticizing and don't fill in on the unhealthy stuff. People these day's, you can't please them bad or good. Keep doing your thing man.