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M.U.G.E.N Central => Projects => Topic started by: Nedflandeurse on March 06, 2021, 02:43:57 PM

Title: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on March 06, 2021, 02:43:57 PM
First of all, I'm a spriter, not much into coding.
But sometime getting a bit "jaded", I decided to try something in POTS style. But definitely not the usual character that anyone would take on.
I'm slow, very slow, I cannot code effectively, but have help of great people in the mugen community.

So let me introduce you one of my WIPS:
KOTARO from Yatagarasu in POTS like style (my base is the great Jmorphman's Benimaru)

This Kotaro is not acurate to anything.
-Not exactly the rules of gameplay of usual POTS characters (she can cancel and juggle a bit more with some moves)
-Not acurate to Yatagarasu gameplay (a bit too much cancels and rules there)
-Not exactly the design she have in Yatagarasu
-Same base of moves as Yatagarasu, but with some new moves as well.


I did some custom portrait to start. Heavily based on the god Styleos artwork.
As you can see She have now a different haircut. different body proportions etc.
I love Styleos sprites on her, but I didn't liked the kiddish style, so I gave her a young woman body.
(https://i.imgur.com/Es5pgLn.jpg)
I needed a protrait to match my more "mature" vision of her.

Ingame, I also slighly scalled down her head to match other CVS girls Mai, Yuri, Chun Li
Some captures.
Spoiler, click to toggle visibilty

Again, I'm not like high quality creators here.
I'm slow, more like an artist. I have very small time to code. And I usually get stucked with one special move for several months.


So, don't expect the release for soon.
But with the help and support of great people here, I might complete my first decent character.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: BurningSoul on March 06, 2021, 05:39:32 PM
This is nice here have some reference https://wiki.gbl.gg/w/Yatagarasu/Kotaro
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: PeXXeR on March 06, 2021, 08:47:27 PM
I love the sprites from the game and I hope more of the cast gets POTS versions someday.


Just some tips while I would just datamine the game if you dont feel like doing that just make sure you have the basics right.
Overall good hitboxes, decent moveset and framedata etc.
This will go a long way making the char feel smooth to play.


Good luck to you.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on March 06, 2021, 09:47:09 PM
This is nice here have some reference https://wiki.gbl.gg/w/Yatagarasu/Kotaro

Thanks! Actually I already used it a lot to make the hitboxes and understand how certain moves works.
Even if again, I took a lot of liberty in how I interprete Kotaro.

I love the sprites from the game and I hope more of the cast gets POTS versions someday.


Just some tips while I would just datamine the game if you dont feel like doing that just make sure you have the basics right.
Overall good hitboxes, decent moveset and framedata etc.
This will go a long way making the char feel smooth to play.


Good luck to you.

Yes, Styleos did awesome work by spriting them all.
As a reminder he's the one who sprited characters like KOF Angel...

Don't worry. I'm pretty good for animating, working with frame data, hitboxes etc.
What is hard for me is advanced coding.
Variables, gameplay system, cancel rules etc. I can take several months for coding one special move.

Right now, my problem is her special jump, because it uses specific conditions to allow cheap gameplay.
Right now, I still have no idea how to fix this move I started around November...
I ask for help there https://mugenguild.com/forum/msg.2502802 (https://mugenguild.com/forum/msg.2502802)
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: extravagant on March 07, 2021, 12:56:13 AM
I already made a CvS2 Kotaro months ago... (unreleased)... she's easy for the most part to make. I think the thing you may struggle with is the lack of attacks and the lack of variety when it comes to supers. I had custom sprites made for my Kotaro so she has more stuff like medium kicks, extra special, supers, and more intros.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on March 07, 2021, 09:29:37 AM
I already made a CvS2 Kotaro months ago... (unreleased)... she's easy for the most part to make. I think the thing you may struggle with is the lack of attacks and the lack of variety when it comes to supers. I had custom sprites made for my Kotaro so she has more stuff like medium kicks, extra special, supers, and more intros.

Oh! Nice!
I would be curious to see what you have done for her to adapt her gameplay, new moves etc.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: FeLo_Llop on March 08, 2021, 01:41:56 AM
Merci beaucoup pour c'est tres jolie sprites :)!!

Thanks a lot for these awesome sprites!
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Mastertkof on March 08, 2021, 01:49:16 AM
prealted skirts  :smitten:


man... sure this is a great project, just keep doing something... when you can...
yatagarasu is amazing.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Dαrk Mαgiciαn Girl ☆ on March 08, 2021, 03:00:23 AM
Nice to see you adventuring yourself like that! Needless to say, the sprites look gorgeous :smitten:
And don't worry about all of that, take your time, coding is not as hard as it looks!
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on March 08, 2021, 08:04:58 PM
Merci beaucoup pour c'est tres jolie sprites :)!!

Thanks a lot for these awesome sprites!

Haha, merci ! :)
Most of them are just small edits, but I'm also making custom animations.
Styleos base is a so high quality work! A pleasure to use his base!

prealted skirts  :smitten:


man... sure this is a great project, just keep doing something... when you can...
yatagarasu is amazing.

Yes ! Yatagarasu is great!


Nice to see you adventuring yourself like that! Needless to say, the sprites look gorgeous :smitten:
And don't worry about all of that, take your time, coding is not as hard as it looks!

Yes ! And thanks.
Actually coding regular characters with Mugen is not a problem.
I did it many times as characters experiments from 2000 to nearly 2009/2010. I have pretty good coding bases.

But trying something with an existing system (like POTS) is something absolutely too hard for me to handle.
I cannot understand many advanced coding stuff.


To all.
Thanks for the support.
again, I liked Kotaro's design and Styleos's sprites quality.
I felt a bit frustrated such a great designed character cannot fight with 6 buttons against other similar characters.
Also, I knew no one would be so interested into converting her since there is so many unconverted SNK and Capcom characters to POTS style.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 10, 2021, 02:44:10 PM
OK, some news.
I went back to coding after a long break and format of my PC. Hopefully nothing lost!

Back to Kotaro.
I can show a bit of progress. Again, I'm very slow.
I can code moves, but every time It goes into POTS mechanics/advanced coding, I depend on support of skilled creators here.

With some help on how to import graphics and keep offset, I managed to give Kotaro all the needed Blood sparks.
(https://i.imgur.com/2uyaBZf.png)

I lately updated her EX version of Roll jump and EX Air Roll jump.
Now, it will be kind of homing to P2 position in x.
(https://i.imgur.com/SMiQkoH.png)

(Please, ignore the life bar - I did the capture in several tries)
I almost completed at 100% her Command throw from roll jump. (similar to hooligan combination)
But I need some help to make the EX version of the move offering the possibility to juggle after... (I really need HELP here !)
https://mugenguild.com/forum/topics/pots-activate-juggle-throw-193175.0.html (https://mugenguild.com/forum/topics/pots-activate-juggle-throw-193175.0.html)
You can see it's not possible to juggle right now.
(https://i.imgur.com/I2SS7Kw.png)

As a way to compare, I show how after another launcher type move (a command move) It offer the possibility to juggle perfectly.
(https://i.imgur.com/DmGTNFM.png)

Again, I know I can stop coding for several months when I feel helpless. (before I feel like coding again)
I want to complete this move once for all. And go ahead.
I can understand the lack of interest for such a character, but I would appreciate any support.

My juggle problem, that stops me in my progression.
https://mugenguild.com/forum/topics/pots-activate-juggle-throw-193175.0.html (https://mugenguild.com/forum/topics/pots-activate-juggle-throw-193175.0.html)
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: SOLIDUS SNAKE on August 10, 2021, 05:35:48 PM
Don’t stop, the beat man, I’m sure if your reach out to the new generation. Of the upcoming young and talented superstars. They would gladly aid you, with your character. She looks very promising, will be watching for forward progress.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Diek Stiekem on August 10, 2021, 08:44:43 PM
Don'tgive up man! Keep trying and don't ne afraid to ask for help
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 16, 2021, 06:47:42 PM
Don'tgive up man! Keep trying and don't ne afraid to ask for help

Don’t stop, the beat man, I’m sure if your reach out to the new generation. Of the upcoming young and talented superstars. They would gladly aid you, with your character. She looks very promising, will be watching for forward progress.

Thanks for your words guys.
We have the chance to have a great community with active members.
It encourage all of us to continue.

With the help of many members/creators here I finally fixed the throw juggle problem.
It works perfectly now.

I'm also cooking a new WIP special move to Kotaro.
Some Huricane Kick... (EX version in the picture)
Yes, she is no more accurate to Yatagarasu for a long time now ^^;
(https://i.imgur.com/4vsGeBN.png)

NOW, I will go back to this move.
The special thow part.
(https://i.imgur.com/I2SS7Kw.png)

I hate when some throws that aim to head are misaligned because in the CNS, "head.pos" is wrong.
And I'm not going to patch any single character to have to move working.
So, I will try to use another way... still cooking it.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: BurningSoul on August 16, 2021, 10:46:41 PM
To be fair,if they cant even  get head pos right,that char is probably trash lol.dont go that hard
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: SOLIDUS SNAKE on August 17, 2021, 01:29:14 AM
Naw you keep going, we make errors into master peace’s around sir.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 17, 2021, 10:47:22 PM
Thanks, yes, I will try to do on the effective way.

NOW, I'm trying to understand more about the hitcount system in POTS characters.

My problem is After the special throw attempt, and slam part, I have a total count of 2 hits.

Seems like the attempt counts as a hit.
I would like the move to do only 1 hit.

The hitdef of attempt
Code:
[State 1449, Throw 1]
type=Hitdef
trigger1= animelem=1 && numenemy
;;;trigger1=1;;;;;;;;;;;;;;AnimElem=2
;trigger1=!var(38)
attr=A, ST
priority=1,Miss
getpower=35 * !var(20);;;;;;;;;;;;<----------cammy
givepower=0
hitflag=M-
numhits=0
sparkNo = -1 + 0 * (var(33) := 0);;;;;;;;sparkno=-1;;;;;NO SPARK conseil par JMorphman. Thanks
hitSound = -1 + 0 * (var(31) := 800);;;;;;;;;;;;hitsound=s2,800;;;;;NO SOUND conseil par JMorphman. Thanks
;p1facing=ifelse (command="holdfwd", 1, -1)
p2facing=1
p1stateno=1455;855
p2stateno=1457;858
fall=1
fall.recover=1
ID = 1450;--------------------ajout pour pouvoir aller chercher les constants du P2 hit par ce coup

THis part on success hit ground of slam is OK.
Code:
[State 1456, Hit]
type=hitadd
trigger1= numtarget && !time
value=1
[State 1456, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1

I don't know how to make the attempt not counting a hit.
Of course, this element is not enough.
Code:
numhits=0
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: BurningSoul on August 17, 2021, 11:00:21 PM
make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7
and also use var(13) on p1stateno 1455,if there is any var(13) on throw hitdef state remove it
I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 18, 2021, 02:04:50 PM

Thanks for your suggestion!

make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7

Done.
In my case, it's immediately in the first frame of hitground part of throw.

and also use var(13) on p1stateno 1455

I'm not sure to understand what should I do exactly here...

if there is any var(13) on throw hitdef state remove it

I posted the hitdef (attempt)
And there is no var(13) presence.

I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well

So I should remove it.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 19, 2021, 11:22:10 PM
make the trigger1 of hitcount on exact same animelem when opponent is slammed same with hitadd Divinewolf Rock has slam anim at frame 7 so trigger1 = NumTarget && AnimElem = 7
and also use var(13) on p1stateno 1455,if there is any var(13) on throw hitdef state remove it
I'm not sure if trigger1= animelem=1 && numenemy
numenemy is required here can just try removing it as well
I still don't understand this part.

EDIT, ok, the problem seems to be on this part :
;[State 1456, Hit];;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; I DELETED THIS, the problem seems to be fixed... it now counts only one hit.
;type=hitadd
;trigger1= numtarget && !time
;value=1
[State 1456, Hitcount]
type=varadd
trigger1= numtarget && !time
var(13)=1








Also, I got ahead to avoid getting into one more 3-months hiatus/break.

Trying to tweak her hurricane kick damages.
It's based on JMorphman's Ken hurricane kick, with many adjustements... She give less kicks than Ken.
Light : 1 kick
Medium : 2 kicks
Strong : 3 kicks
----> so the total damage of each move is absolutely ricuculous

I would like to tweak the damage a bit higher, since she give less kicks...

But I don't understand the structure in hitdef. any help?

Code:
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7

In Ken's code
;var(11) : Lv3 Super finish detection

I suppose I don't need this part...
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: misterr07 on August 20, 2021, 07:17:51 PM
But I don't understand the structure in hitdef. any help?

Code:
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7

In Ken's code
;var(11) : Lv3 Super finish detection

I suppose I don't need this part...

it's not var(11), it's fvar(11). it's a fvar for the Damage Dampener in JMorphman's Chars. (based on hit count, look at it in state -2)

The explanation of damage code is :
if fvar(11) * 21 < 7 then the damage is 7 else the damage is fvar(11) * 21

This is to ensure that the damage is never less than 7.
Knowing that fvar(11) is between 0 and 1.2 , the damages are between 7 and 21*1.2 = 25.2

Again, i hope i was clear in my explanations.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 20, 2021, 09:00:17 PM
But I don't understand the structure in hitdef. any help?

Code:
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7

In Ken's code
;var(11) : Lv3 Super finish detection

I suppose I don't need this part...

it's not var(11), it's fvar(11). it's a fvar for the Damage Dampener in JMorphman's Chars. (based on hit count, look at it in state -2)

The explanation of damage code is :
if fvar(11) * 21 < 7 then the damage is 7 else the damage is fvar(11) * 21

This is to ensure that the damage is never less than 7.
Knowing that fvar(11) is between 0 and 1.2 , the damages are between 7 and 21*1.2 = 25.2

Again, i hope i was clear in my explanations.

Thanks a lot for the explanations!
I got the idea now. I will keep these explanations for the next time I have to edit similar values...

The only element I'm not sure of is the guard damage "7"
I don't understand thsi stuff : If I want guard damage to be 10, should I change all "7" of this line of code, or just the one refering to the actual guard damage ?
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: misterr07 on August 21, 2021, 02:33:14 PM
The only element I'm not sure of is the guard damage "7"
I don't understand thsi stuff : If I want guard damage to be 10, should I change all "7" of this line of code, or just the one refering to the actual guard damage ?

just the one refering to the actual guard damage

In a hitdef, damage is like this :
damage = "Hit Damage", "Guard Damage"
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 22, 2021, 11:28:03 PM
In a hitdef, damage is like this :
damage = "Hit Damage", "Guard Damage"
I still know this part about damage. (the basics ^^)

just the one refering to the actual guard damage

Thanks for pointing it.
Actually I didn't changed the other value, just like you told me.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 25, 2021, 12:43:12 AM
I'm updating many stuffs lately, bugs and gameplay problems, mostly.

Also trying some more stuffs.
I added a jump command move (BACK + MK). a switching crossover. The kind Iori, Yuri etc have in SNK games...
It's also possible during her special move "roll" jump. (this option is a way to attack when you jumped a bit too far with roll jump)

(https://i.imgur.com/wrX64yj.png)

Should I keep it a normal command move, or perhaps a special to do only as a Roll jump follow up?
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: MCX on August 25, 2021, 01:03:04 AM
Should I keep it a normal command move, or perhaps a special to do only as a Roll jump follow up?

Like a command grab?
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 25, 2021, 12:40:38 PM
Should I keep it a normal command move, or perhaps a special to do only as a Roll jump follow up?

Like a command grab?

No, more like Guy's special jump -> dive elbow
Or any of Akuma's similar moves.

Actually. Kotaro already have some follow up throws from this special jump.
-FWD+K Frankensteiner - to reach standing opponents (similar to Cammy)
-FWD+P Butt smash - to reach airborne opponents (kind of similar to R.Mika)
-FWD+ PP/KK Ex version is an auto select that will do some EX Frankensteiner or EX Butt smash depending on P2's position.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: MCX on August 25, 2021, 05:45:09 PM
No, more like Guy's special jump -> dive elbow
Or any of Akuma's similar moves.

Actually. Kotaro already have some follow up throws from this special jump.
-FWD+K Frankensteiner - to reach standing opponents (similar to Cammy)
-FWD+P Butt smash - to reach airborne opponents (kind of similar to R.Mika)
-FWD+ PP/KK Ex version is an auto select that will do some EX Frankensteiner or EX Butt smash depending on P2's position.
I think it fits on the ninja archetype
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 27, 2021, 12:47:42 PM
Yes, kind of. :D
I'm still making some tests with this elbow move.
If not satisfied, I would eventually remove it. (it was not to long to frankensprite 3 frames)

Right now, I'm trying to define the EX version of special grab from special jump :

Quote
FWD+ PP/KK Ex version is an auto select that will do some EX Frankensteiner or EX Butt smash depending on P2's position.

Basically, Kotaro will adapt to P2
-P2 is standing
OR
-P2 is in mid air / falling

I'm struggling trying to understand how to code this.
I find no reference of similar move, so ... I'm stuck...

EDIT : I have to freaking stop trying to code "the good way" like everybody...
I stop it now. I just want it to work, even if the character become 3 time heavier.
fixed

I'm glad, I can go ahead.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 29, 2021, 10:04:13 PM
Some news.
I switched to a new move.

I would like to give Kotaro some custom anti air.
I have many possible options. but most of the possible sprites are already used for different moves. I like diversity.
(https://i.imgur.com/l9tItgm.png)

My idea is to recreate a motion "kind of" close to Ken's Ryusenkyaku (CVS2-SFV)
link
https://streetfighter.fandom.com/wiki/Ryusenkyaku (https://streetfighter.fandom.com/wiki/Ryusenkyaku)

But changing the properties and velocities of the move to make it an anti air one.
Like the move attack during the rising part, not the 2 part.
I did some tests by tweaking Ken's move, but seems like the move is not easy to punish etc.

What should I think about to have a "fair" anti air move. not something broken.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: NotAGoodName on August 30, 2021, 01:13:12 AM
Just brainstorming here, but do you have enough frames to use that attack motion in reverse?  If so, maybe you could base it on the various anti-air kicks that were in VF2.  Just a kind of quick, but mostly vertical thing.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 30, 2021, 10:36:42 AM
Just brainstorming here, but do you have enough frames to use that attack motion in reverse?  If so, maybe you could base it on the various anti-air kicks that were in VF2.  Just a kind of quick, but mostly vertical thing.

No worries! I'm looking for ideas / confirmations to make something "not frustrating" to play.
Actually I created some kind of somersault animation, but I used it for her kick throw.
Also, she have some knee to kick uppercut (FWD+MK command move) from the base game.

But I felt like she can have some better option to punish random jumps, with a special move.

I cannot remember about the anti air you're talking about from VF2 (Virtua Fighter 2, right?)

And yes, I can "easily" frankensprite the needed sprites for this motion I show in the picture.


My question will be more about the punishing phase... after the active hitboxes.

What the move can look like. (making some test with edited Ken by JM) (beware, big hitboxes for test)
https://i.imgur.com/jo0siKj.mp4 (https://i.imgur.com/jo0siKj.mp4)
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: NotAGoodName on August 31, 2021, 07:07:37 AM
I know this version of VF2 isn't the best, but this is pretty good (and fast) way to show you what I was thinking about. 

Genesis version Dural 0:25 (https://www.youtube.com/watch?v=IGgBcGZQb8Q&t=25s)

Several of the characters have a version of this attack.  Basically, it has mostly vertical motion, and a somewhat big but quick hitbox.  It's quite punishable on block if the opponent is close enough or has good range.

*edit*

Another thought.  If you want to keep the overhead motion, you might look into how Andy's KOF2k2 anti-air works on block.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on August 31, 2021, 09:01:48 AM
I know this version of VF2 isn't the best, but this is pretty good (and fast) way to show you what I was thinking about. 

Genesis version Dural 0:25 (https://www.youtube.com/watch?v=IGgBcGZQb8Q&t=25s)

Several of the characters have a version of this attack.  Basically, it has mostly vertical motion, and a somewhat big but quick hitbox.  It's quite punishable on block if the opponent is close enough or has good range.

*edit*

Another thought.  If you want to keep the overhead motion, you might look into how Andy's KOF2k2 anti-air works on block.

Thanks for the references. about Dural and VF2, you talk about the somersault motion, right?
Actually, I used this mothing for her Kick throw. But I will keep that as an option.
Also I checked andy.

After checking more anti air moves, it seems like 99% of them have a rising motion with active hitboxes.
THEN a vertical motion with no more x velocity (or decreasing a lot)

I looked for more references, and my move seems to be close to Batsu and Sean's similar looking motion.
These moves can be used as anti air, but have a continuous X velocity.
They usually cannot be punished wile in mid air.
(https://i.imgur.com/kk3EV0y.png)

I think, I wil tweak the vertical acceleration after active boxes, so she will be punishable if anti air misses.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on September 04, 2021, 10:50:40 AM
Up date.
OK, I'm going for coding. Sprites are mostly ready.

One of the main fames. (mostly frankenspriting + rotsprite + tweaks)

(https://i.imgur.com/F1MZTzc.png)
She will hit with both legs, and perhaps with elbow too for strong+EX versions
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Akito on September 05, 2021, 03:45:28 AM
I like to know about this, continue your efforts.
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Diek Stiekem on September 06, 2021, 10:06:00 PM
Keep going Ned, you've got this!
Title: Re: POTS Kotaro custom (Ned trying...)
Post by: Nedflandeurse on September 06, 2021, 11:26:33 PM
I like to know about this, continue your efforts.

Keep going Ned, you've got this!

Thanks for the good words, guys!

Her special anti air kick is almost completed.
Still have to tweak some properties to have it hitting like this kind of move.

Next part is EX version.