Latest Updates15/10/2021:
- Small portrait now uses colours from the pallete. Fixed by KOFHERO
- Ikemen Go CMD fix. 2nd Rekka will come out by itself if command for 1st Rekka is performed slowly enough.
Previous Updates12/09/2021:
- Added air.recover.time to air recoverable attacks
- Adjusted hit pause times of Specials and Supers
- Hit velocities for specials adjusted
- Tweaked tenshin animations
- Tweaked air fall and ground bounce animations, fixed some misalignments
- moves that shouldn't put the enemy in a diagonal spinning fall animation don't anymore
- Diagonal up hit no longer a spinning animation due to lack of appropriate sprites
- Increased yaccel of enemy when thrown with PP
Aesthetic Feedback from ZolidSone:
-EX Shienkyaku voice clip no longer cuts off on move contact
-Landing explod alignment of forward dash stop adjusted
-Landing sound for Hop Kick Medium added to landing state.
-Yun KO voice replaced with CvS'ed SFA3 Fei Long voice
5/9/2021:
- Fixes from ZolidSone's feedback
- Rekka velocities tweaked (again), for "friction" to be more SFA3 like
- New dash animation (sprites from Fido's Fei Long MX)
- Tweaked run stop animation
- Tweaked back dash stop animation
- Tweaked idle animation
- Enemy shakes when getting comboed during gekirinken
31/08/2021
- rekka timings tweaked for IKEMEN
- more tweaks to specials based on USF4 frame data
- idle animations timing adjusted to look more fluid and natural
- further tweaks to gekkirinken animation and sound timing:
https://streamable.com/30a0dx30/08/2021
- More feedback from Rowen implemented
- Fall velocity of KK throw increased
- various tweaks to rekkaken and chicken wing
- Hot fix for Rekka chip damage during CC and EX not connecting in MUGEN
- Chicken wing timing tweaked
- more tweaks to active and recovery frame timings for normals
- change kk throw's p2 animation so that it's no longer below the floor (still not perfect)
- minor visual tweaks to rekkashinken and gekkirinken
Initial Edits:
- Movement velocities tweaked
- Reworked hit boxes, loosely referenced USF4 due to SFA3 data not being easily available. Not source accurate but fairer and more optimized than original.
- Hop kick movement velocities tweaked
- Light, medium, hard, and EX versions of Rekkas and Chicken Wings now have different animation timings. Invulnerable frames added to EX wing
- Command timing for Rekkas tweaked:
- Reduced chance of accidental super cancel
- Rekka 3 isn't cancelled too soon from Rekka 2 (or skipped altogether)
- Chicken wing combo-ability loosely based on USF4. Ex Chicken wing loop removed.
- Visual tweaks for Rekka Shinken:
- No dragon effect for Level 1 (SFA3)
- Dragon effect for Max version (like USF4)
- Gekkirinken tweaked to be more suitable for the available sprites and animation.
- Flame effect and hit spark sizes reduced.