finally, time is up and here is the italian gigolo son of Steven Seagal:MOVELIST---SUPER---------------------haoh shokou kenF B DB D DF F + punchryuko ranbouD DF F DF D DB B + punchkazuryu senD DF F D DF F + kickmuei shippu juudankyaku (NEW)D DB B D DB B + kick (MAX / LV3)---SPECIAL-------------------ryu geki ken D DF F + punchryu zanchouF D DF + kickhien shippu kyakuF DF D DB B + kickhien ryuujin kyaku(air) D DB B + kickgeneikyakuF B F + kickKyokugen ryu Renbu KyakuB DB D DF F + kick-----------------------------------------------------------------------------------------------------------------------------------------------------------------Special Thanks to:-ELECYTE for this wonderful engine -CAPCOM & SNK for bring us all those games that we love and inspire us. -WARUSAKI3 for all his cvs2 chars. Don't be mad about me editing Ryo, i miss your work and i try to follow you. Your name keeps as creator in .def file.-MUGEN GUILD users for the support, comments and sugerences. ----------------------------------------------------------------------------------------------------------------------------------------------------------------UPDATE 1 (02 19 2013):-fixed cheap k.o. bug -added Kyokugen ryu Renbu Kyaku -deleted old Ryo's AI -changed K.O. sound -fixed missing sprite in taunt animation-fixed F+MK problem-fixed lifebar portrait without transparence-fixed geneikyaku small hitbox-fixed misaligned hit sparks-fixed misaligned counter hit sparks-fixed P throw, p2 reaction-fixed damage in P and K throw-fixed damage in crouching HP-----------------------------------------------------------------------------------------------------------------------------------------------------------------UPDATE 2 (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 96-98 version, combo enabled at the enf 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============> https://drive.google.com/open?id=1FDPvg6tW-AQKCgcvYbdYGHO0HCgysyDK
going by the video , He looks great, like he really was in CVS series , Dling now to give him a run , thanks for the release
C.v.s The Abstract said, February 08, 2013, 04:41:38 amNOO USE MEDIAFIRE XDhttp://www.mediafire.com/?m4yx04i11y85o5q
tried this character but i have a couple of problems with this:1. after his taunt, there's a sprite missing2. the battle cry is wrong who's this, raiden's battle cry or someone else's battle cry?
drewski90 said, February 08, 2013, 05:06:19 amtried this character but i have a couple of problems with this:1. after his taunt, there's a sprite missing2. the battle cry is wrong who's this, raiden's battle cry or someone else's battle cry?my gosh! i totaly forgot about k.o. sound... it is from ryo... and the sprite missing, in air file in animation 195, the correct last line must be : 180,5, 0,0, 5i apologize about it, i'll add this problems to "to do" list.
Only one word: FINALLY!Downloading it now, especially because he's Warusaki-styled.EDIT: Tested. Your char is good, but there are two glitches that I have noticed:-The Lifebar Portrait has got a pink background-When Robert gets cheap KO'ed by himself, the round doesn't end.I actually would have prefered, if his default pal would be based on his AoF attire, since that is more recognizeable, but that's just preferences.
-F.HP throw looks weird. P2 bounces up and then just appears on the ground lying down.-F.HK throw hitspark looks misaligned imo.-I thought this incarnation of Robert was a charge type(i.e. hold B -> F any punch for his fireball,etc.). Why change it?-Clsns need optimization and you should make more use of clsn constant. Especially with basic actions and gethit anims.-Most of Robert's normal attacks leave him at negative frames. Some worst than others, like his standing far HP leaves him at - 6...This means more times than not, Robert will get punished on hit with the majority of his normals. Basically, all of them with -3 and higher, he gets owned.-Ryu Zanchou misses thinner hitbox chars up close...QuoteYour name keeps as creator in .def file.^Why? When he didn't create him? I understand the whole homage thing and what not, but even if you did use his char as a base, you did do the work overall. But, if you want to keep it that way, that's cool.Honestly, I'd suggest using JZ's chars as reference, since they're far more up to date. Waru's chars are very outdated, with various bugs here and there. Nothing too heavy, but still, it'd be nice to avoid them if you could. Which you can. Overall though, I like the feel to him and all. Did you edit his sprites? They look ok I guess, but not very CvS honestly imo. IDK, maybe it's just me... Look forward to updates on him, nice job.
Trinitronity said, February 08, 2013, 04:33:10 pmYeah, but Warusaki's chars have the better EX-Groove, in my opinion.No, not really. JZ's EX Groove can be customized. Therefore imho, making it better than Waru's. Because you can suit it to your tastes. You can even get the same result as Waru's EX Groove, so yeah.... Also, outside of a full game, all the message pop ups, annoying announcer's voice, and Groove bars is really...well annoying and clashes with basically all SPs. JZ gives the option of removing all of that, which is awesome. I know how to remove it myself from Waru's/H's chars, but not everyone does. Overall, it'd be a much better choice to follow JZ's example with CvS2 accurate-attempt chars.
DivineWolf said, February 08, 2013, 01:35:44 pm-F.HP throw looks weird. P2 bounces up and then just appears on the ground lying down. i copied from waru's geese, exactly... note thatDivineWolf said, February 08, 2013, 01:35:44 pm-F.HK throw hitspark looks misaligned imo note thatDivineWolf said, February 08, 2013, 01:35:44 pm-I thought this incarnation of Robert was a charge type(i.e. hold B -> F any punch for his fireball,etc.). Why change it? i don't know!!! i get used to it and then never change it. note thatDivineWolf said, February 08, 2013, 01:35:44 pmClsns need optimization and you should make more use of clsn constant. Especially with basic actions and gethit anims.-Most of Robert's normal attacks leave him at negative frames. Some worst than others, like his standing far HP leaves him at - 6... This means more times than not, Robert will get punished on hit with the majority of his normals. Basically, all of them with -3 and higher, he gets owned.that's originaly from Ryo, i didn't change those parameters to keep as close as i can from warus chars.DivineWolf said, February 08, 2013, 01:35:44 pm-Ryu Zanchou misses thinner hitbox chars up close... note thatDivineWolf said, February 08, 2013, 01:35:44 pmHonestly, I'd suggest using JZ's chars as reference, since they're far more up to date. Waru's chars are very outdated, with various bugs here and there. Nothing too heavy, but still, it'd be nice to avoid them if you could. Which you can. Overall though, I like the feel to him and all. Did you edit his sprites? They look ok I guess, but not very CvS honestly imo. IDK, maybe it's just me... Look forward to updates on him, nice job. i know, JZ's chars are very studied and more accurate to the real cvs2 style, but he doesn't have much chars to study certain moves, i didnt edit the sprites (except anims 440, 1200 and 850), it just a pelette swap and a color separation on hair and chest. thanks for taking the time to review the char and adviseme about it problems. it'll be fixed on a future update. Posted: February 08, 2013, 05:24:24 pmna1rot87 said, February 08, 2013, 05:19:48 pmWill the special intros work on Pots Dan and Jmp's Ken?originaly not, but if air and cns coincides it'spossible Posted: February 08, 2013, 05:27:12 pmTrinitronity said, February 08, 2013, 08:24:10 amOnly one word: FINALLY!Downloading it now, especially because he's Warusaki-styled.EDIT: Tested. Your char is good, but there are two glitches that I have noticed:-The Lifebar Portrait has got a pink background-When Robert gets cheap KO'ed by himself, the round doesn't end.I actually would have prefered, if his default pal would be based on his AoF attire, since that is more recognizeable, but that's just preferences.lifebar bug, note thatcheap k.o. is already in "to do" list,
Quotei don't know!!! i get used to it and then never change it. note thatI just ask, because I'm used to this incarnation of Robert being a charge type. Maybe you could just make a separate cmd to keep this control scheme of him, along with giving him his default scheme. There's nothing wrong with the way you have it now, because it still holds true to him. But, I'm sure most people who know about this Robert, will expect him to have a charge type command scheme.Quotethat's originaly from Ryo, i didn't change those parameters to keep as close as i can from warus chars.What parameters? You mean the clsns? Attack times? Or both? Either way, you can't really take parameters from another char and copy/paste them into another... Even if they're the same char, which they're not. They may have moves and all that are similar and it's good for a base reference, but you still have to change things accordingly. Like I said, Waru's char's are outdated and are in need of updates themselves. You can't really take them at face value.Quotei know, JZ's chars are very studied and more accurate to the real cvs2 style, but he doesn't have much chars to study certain moves, i didnt edit the sprites (except anims 440, 1200 and 850), it just a pelette swap and a color separation on hair and chest.Well, if accuracy is your aim, it'd be much wiser to reference a coder's chars that are more along those lines. For certain moves, it'd be alright to reference Waru's chars, but the overall basis/system of the chars should derive from JZ's chars. So, I guess it'll be a good idea to cross between the two when needed.As for the sprites... Ah, ok. Looks alright. You're a spriter though, right? That may be something you may consider, touching up the sprites to give them a more CvS feel. Quotethanks for taking the time to review the char and adviseme about it problems. it'll be fixed on a future update.No problem. You did a good job on him overall.
DivineWolf said, February 08, 2013, 04:43:23 pmTrinitronity said, February 08, 2013, 04:33:10 pmYeah, but Warusaki's chars have the better EX-Groove, in my opinion.No, not really. JZ's EX Groove can be customized. Therefore imho, making it better than Waru's. Because you can suit it to your tastes. You can even get the same result as Waru's EX Groove, so yeah.... Also, outside of a full game, all the message pop ups, annoying announcer's voice, and Groove bars is really...well annoying and clashes with basically all SPs. JZ gives the option of removing all of that, which is awesome. I know how to remove it myself from Waru's/H's chars, but not everyone does. Overall, it'd be a much better choice to follow JZ's example with CvS2 accurate-attempt chars.Okay, the option of disabling groove bars, menu pop-ups and such is neat, but I always got used to Waru's EX-Groove.But again, preferences.
Just a little help. I added the intro vs. Ken and when I start the match ken does the intro against Robert but Robert does his normal intro. Is it anything i need to add to Robert?
quake7g said, February 08, 2013, 10:56:37 pmJust a little help. I added the intro vs. Ken and when I start the match ken does the intro against Robert but Robert does his normal intro. Is it anything i need to add to Robert?warusaki3 ken?
Nice job!! But is there any way to get rid of those power bars and that announcer? I'd rather have him in permanent EX mode. And the announcer is just annoying to say the least... Nice work tho! This was greatly needed!
Skeletor-E.X. said, February 09, 2013, 07:16:23 amNice job!! But is there any way to get rid of those power bars and that announcer? I'd rather have him in permanent EX mode. And the announcer is just annoying to say the least... Nice work tho! This was greatly needed! I think there's a patch by KojiroBadness that lets you lock the character in certain modes. For the announcer the easiest way is to just delete every sound clip from his SND but that may cause weird stuff to happen possibly. Also don't forget that if he has a config file you can make your own EX groove (like Warusaki's characters).
Great Character!!Good job!! Feedback・config.txt,why groovepoint off & groovegauge doubleles=0?・run sound noisy,and nearly stand strong punch&crouching strong punch not cancelable.・When forward middle kick,opponent attack hit,robert flying.
Cruz-Ko Excahm said, February 09, 2013, 07:52:52 amthe Groove Removal patch for Warusaki´s chars should work on this one too no? =/Hmmm... I'll try that. Thanks!
Oh happy day.. Which is fucked cuz I wasn't informed of his release till now. DL Now.....Any bugs, Ill let you know....And Ill Enjoy..
DivineWolf said, February 08, 2013, 01:35:44 pmDid you edit his sprites? They look ok I guess, but not very CvS honestly imo.Those are Robert sprites from Neo Geo Battle Coliseum, he made something like JZ's CVS Andy where he used KOF-like sprites to make a CVS char. I found it very original and a good use for those NGBC sprites (also, Dampir was excited with this project so he probably convert these sprites in his CVS style soon). Downloading and testing him as soon as I can, good job
quake7g said, February 09, 2013, 06:07:33 amYes! I'm using warusaki's ken.check out if in your ken's def file the name of the char is"cvsken", a variation on the name could be the problem Posted: February 13, 2013, 03:14:48 amBasara A-17 said, February 11, 2013, 02:59:29 pm(also, Dampir was excited with this project so he probably convert these sprites in his CVS style soon). Downloading and testing him as soon as I can, good job oh dampir pls... it could be great!!! Posted: February 13, 2013, 03:16:58 ammpower said, February 09, 2013, 08:05:29 amGreat Character!!Good job!! Feedback・config.txt,why groovepoint off & groovegauge doubleles=0?・run sound noisy,and nearly stand strong punch&crouching strong punch not cancelable.・When forward middle kick,opponent attack hit,robert flying.thanx! i'm fixing those problems
Awesome job. Just a few things are a bit off, though: - HP grab does more damage than HK grab, despite the start-up times being accurate to CvS2 (3-frame for HP, 5-frame for HK), which means the HP is faster and does more damage (and on top of that, you get way better oki), while the HK grab is slower and weaker - close HP is not cancelable, despite using the animation of a move that is cancelable in source - ditto for standing HK and crouching HP - crouching HP does less damage than a medium attack; should do heavy damage, at least on the first set of active frames (49 is acceptable for when he fully extends his arm) - crouching LK should be repeatable, not close LK (seems as though the character follows CvS2 Ryo's canceling rules, except for crouching HP which is not cancelable while Ryo's was) - fwd+MK is supposed to be an overhead and +1 frame on hit, so you might have to adjust the trajectory and/or animation timingOther than that, really nice job. I like the normal attack layout; makes good sense. I do wish there was an edit of Rob's 2002 jump CD animation to have his NGBC outfit, though, because it would make a nice vertical jumping HK animation. If there is, I heartily recommend implementing this idea.Keep up the good work!
-He flickers during his taunt.-Geneikyaku misses at point blank.-I think that Ryuko ranbou should do less damage than kazuryu sen since it's already guaranteed in juggles.-Why can't hien shippu kyaku cancel into hien ryuujin kyaku in Custom Combo?
benimarucollider said, February 18, 2013, 04:31:31 pmAwesome job. Just a few things are a bit off, though: - HP grab does more damage than HK grab, despite the start-up times being accurate to CvS2 (3-frame for HP, 5-frame for HK), which means the HP is faster and does more damage (and on top of that, you get way better oki), while the HK grab is slower and weaker - close HP is not cancelable, despite using the animation of a move that is cancelable in source - ditto for standing HK and crouching HP - crouching HP does less damage than a medium attack; should do heavy damage, at least on the first set of active frames (49 is acceptable for when he fully extends his arm) - crouching LK should be repeatable, not close LK (seems as though the character follows CvS2 Ryo's canceling rules, except for crouching HP which is not cancelable while Ryo's was) - fwd+MK is supposed to be an overhead and +1 frame on hit, so you might have to adjust the trajectory and/or animation timingOther than that, really nice job. I like the normal attack layout; makes good sense. I do wish there was an edit of Rob's 2002 jump CD animation to have his NGBC outfit, though, because it would make a nice vertical jumping HK animation. If there is, I heartily recommend implementing this idea.Keep up the good work!thanks for those tips, i didn't see those bugs... i'll fix itfwd + MK can be cancelled with "hien ryuujin kyaku" in the next updatei've been already thinking about to include bobert's 2002 jump CD, but in another update.thanks a lot buddy. Posted: February 18, 2013, 07:44:43 pmdemongorne said, February 18, 2013, 06:24:19 pmThe char look pretty cool now he need a cvs sprites conversionamen to that! Posted: February 18, 2013, 07:48:12 pmC.A.N said, February 18, 2013, 06:36:24 pm-He flickers during his taunt.-Geneikyaku misses at point blank.-I think that Ryuko ranbou should do less damage than kazuryu sen since it's already guaranteed in juggles.-Why can't hien shippu kyaku cancel into hien ryuujin kyaku in Custom Combo?all those bugs are already fixed for the next update.thanks!
Great. Now upload him somewhere that isn't 4shared.Seriously, fuck those guys. I am not giving them my fucking e-mail just so I can download shit.
MClockwerk said, February 19, 2013, 11:10:16 amYou don't have to.LOL, thanks! Posted: February 19, 2013, 04:09:06 pmLink hasn't been updated. Just re-downloaded the character and it's still the previous version.
He never said he reuploaded Robert with updates... He's taken all the feedback under consideration, for when he does reupload him.
-The B and C versions of kyokugen ryu renbu Kyaku don't combo properly.-Close Z can't cancel at all.-Kyokugen ryu Renbu Kyaku seems useless as is, shouldn't it allow juggles after or something?
Great update! Feedback・N&EX Groove's max mode activate voice "Kocchiya"& Hien shippukyaku's voice"Hien senpukyaku"、wrong Japanese・Do you plan another A.I. mounting?
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.
Can you provide an alternate link for DLing please? Like MediaFire, Sendspace, even 4Shared if need be. No matter what browser I use, or how much I've tried to change the setting on those browsers, Skydrive will not allow me to DL anything from it. Most times it just looks broken to my browsers anyway.
thanks to all (except for who has a 4 buttons, shitty sprites and worst animated cvs takuma) for your positive criticism, I'm no longer on vacation and it take a while fix this, but i'll try to make something about , @Jesuszilla: ... if you wanna make me the honor of fix that, i'll be happy. @Super Saiyan Sanji: ; yes, I had planned separate it, but the end of my vacation was getting closer and i'tll be a ton of work and time rework the arms. the same for what @Jmorphman pointed, jacket and pony tail rework. @BIG BOSS i know... PMS
If you are talking about of my old version (groove bar mr.karate) he was just a prototype and not full cvs conersion but for sure he's much better of your crappy and dumb char with his shitty gameplay and fake sprites...
demongorne said, February 09, 2014, 06:47:46 pmbut for sure he's much better of your crappy and dumb char with his shitty gameplay and fake sprites... please... stop using drugs
DGO said, February 09, 2014, 06:53:00 pmdemongorne said, February 09, 2014, 06:47:46 pmbut for sure he's much better of your crappy and dumb char with his shitty gameplay and fake sprites... please... stop using drugsI have no time to waste with you so I quit this discussion
-His lv3(QCBx2+Kick) can be guarded even on hit. It's like the 3rd or 4th hit doesn't give enough hitstun, allowing p2 to block the remaining hits.-What's up with the power charge anim? It looks strange/stiff compared to this...^Why change it from this?-I think you could have made use of his KoF blowback kick. Using it for like, close s.HK or just normal s.HK, while keeping his current s.HK as a command normal as it is originally.-His negative frames from most normals, combined with his sluggish projectile startup, makes it kinda hard to do basic 2 hit cancels. For instance, something like c.MK -> Fireball, doesn't flow as smooth as other chars. Even Ryo himself can do this with no difficulty. This also makes jump ins hard to catch as well.-Isn't the light version of his air dive kick special supposed to come down at a sharper angle? Also having a different anim to accompany this?That's about all I have, as anything else was covered by JZ. You have all the same problems that Waru's chars have, because as been said many of times, you're using an outdated template. For the most part though, he feels pretty good. I applaud you hard work with spriting and coding him. Sprites have turned out very nice, gameplay is OK. Good work and thanks for the share.
That animation would look weird in CvS unless he added more frames to make the hair flow a lot better.demongorne said, February 09, 2014, 06:47:46 pmIf you are talking about of my old version (groove bar mr.karate) he was just a prototype and not full cvs conersion but for sure he's much better of your crappy and dumb char with his shitty gameplay and fake sprites...If I remember correctly, what you put out there was one of the worst things I have ever had the displeasure of using, and that's saying a lot since I've tried out Misao's "VSav" stuff.
Guys, I said knock it off, and it applies to everyone. It's over and dropped. I'm gonna have to start deleting replies next. Let's only talk about the character, and not unrelated characters, OK folks?
DivineWolf said, February 09, 2014, 07:33:44 pm-His lv3(QCBx2+Kick) can be guarded even on hit. It's like the 3rd or 4th hit doesn't give enough hitstun, allowing p2 to block the remaining hits.-What's up with the power charge anim? It looks strange/stiff compared to this...^Why change it from this?-I think you could have made use of his KoF blowback kick. Using it for like, close s.HK or just normal s.HK, while keeping his current s.HK as a command normal as it is originally.-His negative frames from most normals, combined with his sluggish projectile startup, makes it kinda hard to do basic 2 hit cancels. For instance, something like c.MK -> Fireball, doesn't flow as smooth as other chars. Even Ryo himself can do this with no difficulty. This also makes jump ins hard to catch as well.-Isn't the light version of his air dive kick special supposed to come down at a sharper angle? Also having a different anim to accompany this?That's about all I have, as anything else was covered by JZ. You have all the same problems that Waru's chars have, because as been said many of times, you're using an outdated template. For the most part though, he feels pretty good. I applaud you hard work with spriting and coding him. Sprites have turned out very nice, gameplay is OK. Good work and thanks for the share.thank you my good sir... i'll note that on the list.power charge: that's 'cause I had planned to make it like AOF3's (both have the same start frames), but i forgot to sprite it and then I just adapted the existent. dive kick: in the firs version it was the same, no one said something about so, I didn't consider sprite the variation and find another one to have 3 (1 different for each kick button).
BIG BOSS said, February 09, 2014, 03:44:49 pmWow, 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.AGREED
That double kick in the air looks funny like it could use a extra frame as well as the step kicks the one thats hops.... other than that this has really made progress
As I understand, Waru's chars can't turn off the grooves, unless you use patches like the ones made by KojiroBadness.
Robert's Muei Shippu Juudankyaku has a very noticeable delay upon the initial kicks being successful. After the 5th hit, Robert pauses for a bit before continuing.Other than that, this is a very decent character.
It's pretty hard for me to perform haoh shokou ken, hien shippu kyaku, Kyokugen ryu Renbu Kyaku, etc.Anyone else having this problem or am I just useless?