Thank you for sharing your char i will play with him tomorrow
It is a great release
There we go.
Awesome, thanks for the release DW.
He is very fun to play as.
Your Kyosuke and Ryhtmical's Tiffany made me go back and play the original games again.
All I have so far is that his Electric Hit sound is kinda weak on my end.
The original CVS2 sound was more climactic, and it worked well enough on Jmorphman's Benimaru, which is what I'm implying you use instead.
Edit: I kinda wish you'd make his MAX Super Lighting Upper resemble the Project Justice version. I feel it's more dramatic.
Here's my feedback on him:
-Standing MP has no landing effect even though the landing sound effect is there (It also can't hit certain opponents due to it's hitbox).
-The normal Shadow Break has two normal shockwaves when the opponent touches the ground after a successful hit (He doesn't bounce, just hits the ground flat and two shockwaves appear instead of one).
-The damage for MAX Super Lightning Upper seems really low (Super Cross Cutter does the same amount of damage as this move).
That's all for now. In fact, I think all of his damage on his supers is very inconsistent. I think you might want to adjust them.
I'm not adding anything from Project Justice, I said that since his inception. I don't have access to the game, and am not going to go outta my way to add stuff that I didn't even base him on.
-It's not suppose to. For both accounts. That's why he has a close s.MK.(I know you mean MK, not MP)-Whoops. Yeah, I meant MK and just realized I mistyped it. This is more of a aesthetic thing, but I do remember Athena didn't have a sound effect when she touches the ground from her standing HK, so remove that instead of adding the effect itself? (As for the hitbox, I guess that must be accurate to CvS2 if it's not suppose to hit opponents with smaller hitboxes).
-That's more of a mugen thing. They're not suppose to bounce when hit with it.
-That's because Kyosuke can cancel out of it and perform air combos.
No they're fine. Their strength is based on it's ease of use and functionality. I do this with all my chars. Thanks for the feedback.
Oh well. But how do you access CvS2?
-That's why I was wondering if it's possible to put the opponent on a new custom state specially so only one normal shockwave appears. The opponent is already on the floor both times so there's no need for it to play two normal shockwaves from the fightfx, hence why I asked if it bounces or not.
Well, alright. I mostly pair your characters with PotS style ones, so air combos is uncommon since CvS2 don't usually use those kind of mechanics. Must be your own thing.
Edit: I seem to found an issue with the commands on the supers. When I tried to use Super Shadow Cut Kick in the air when he's very close to the ground but still in the air, he performs the ground version instead right after touching it. That goes with all of the supers as well. This is somewhat of an issue as there's a slight bit of delay and cause the opponent to already block once the move is executed.
Congrats on the release, DW!
That's a really nice Kyosuke. Can't give you much feedback because I never was a huge Kyosuke player, but I can give you a suggestion: try to find a better Hitting the Ground anim for EX Shadow Wave's projectile.
Found no bugs at the moment.
Great realease !
I like the fact you gave Kyosuke a palette reminding his RS incarnation.
What is missing to me (was also missing in CVS2) is his FWD+strong punch command move.
I used to like this move from RS. some kind of powerful palm strike...
But I don't think he have sprites for it.
I might do it later, if needed.
You haven't grow rusty yet, DW.
There are not in a custom state. That's mugen doing that twice for some reason, because of the no ground bounce. It is what it is. I'm not going to make a custom state, just for that.And I'm saying it CAN be fixed. Don't believe me? Ask OHMSBY. I've been helping him on his works and had similar issues such as this.
*sigh*....If you don't want to fix the simple aesthetics because it's you're own style, just say so. I'm just pointing it out because that's how I do my feedback and you're making a big deal over it.
Bruh... He can't do his air super/specials close to the ground while in the air. There's a height restriction. You doing close to the ground, will have it work during his land state, which he can do. I don't see how this is an issue. Why would you be trying to do it close to the ground anyway? It's not, it's restricted as it should be.Because the buffering should stop the super from happening. Froz's Wolverine for example can't do the command for Berserker Barrage unless he's on the ground completely because it's a ground only move. The command doesn't carry over if he does it in the air and it performs right away once he touches the ground. Your Kyosuke can do any of supers whether it's in the air or not once they land on the ground, removing all signs of restriction.
Kyosuke had air combos in source. Best you should understand how the game works before making such assumptions.Ok, then try doing "air combos" with not just Kyosuke, but all the characters in CvS2 as well. If you want to use M.U.G.E.N, you're only allowed to use Jmorphman's characters or anyone without Infinite's style in it.
[youtube]https://www.youtube.com/watch?v=LGdi_f3Ms88[/youtube]
http://wiki.shoryuken.com/Kyosuke_(CvS2)#Air_Chain_Combos
All I can do is sigh...And you will stop being so persistent for once? I'm just trying to help.
If you don't want to fix the simple aesthetics because it's you're own style, just say so. I'm just pointing it out because that's how I do my feedback and you're making a big deal over it.
Because the buffering should stop the super from happening. Froz's Wolverine for example can't do the command for Berserker Barrage unless he's on the ground completely because it's a ground only move. The command doesn't carry over if he does it in the air and it performs right away once he touches the ground. Your Kyosuke can do any of supers whether it's in the air or not once they land on the ground, removing all signs of restriction.
As a matter of fact, why don't you try your OWN characters like Tia for example? Her Rapid Change is a ground move and only be performed on the ground. So why does Kyosuke's Super Cross Cutter does the super right when he touches the ground if the command was done in the air? This is a bug, don't bother denying this.
Any specific reason you didn't include the palette I made back when he was a WIP?
I loved that Dante palette, my favourite one!!
An air combo is an air combo, I don't know why you're talking out your ass. CvS2 is a game that didn't have a single uniform way it tackled their characters. Morrigan for example could do basic chain combos on the ground like in VSAV, Kyosuke was given air combos like in PJ, Haoh got his Heavy Slash, etc. Air "juggle" is an arbitrary term you're using, that doesn't even fit, to describe MVC style combos that don't even exist in this character.And I'm saying that's not an "air" combo. Yes I'll agree it's still a combo, but not an air one. All fighting games have different ways of using combos and Kyosuke uses a unique kind of one that's not part of the own game's mechanics (That's like saying Ryu in MvC plays the same in CvS2). That's not how it works in CvS2 as all characters in the game are balanced to play fairly against each other. If that character has a specific mechanic that no other character has, it would be unbalanced and people would prioritize that character than the others. If one character has air combos, then all should have them.
DivineWolf's style isn't Jmorphman's either. They don't have to play like the other characters in your "POTs style roster" which I guarantee you don't follow all the same rules either. The source game itself didn't follow the rule set you've imposed upon yourself. Kyosuke had air combos. Its literally how he played in source. Stop being such an entitled prick.
Froz's chars don't even have a buffering system. I've changed the timings on the buffer based on Vans' Chizuru and Rugal. What I did earlier was far too restrictive and a lot of the time, moves wouldn't come out. I've already updated most of my chars with this, and will soon be done with them all. It's not a bug, and I'm not going to go back and forth with you. You can believe w/e you like.Froz was someone I just choose at random. Then what about Cruz, ReddBrink and Victorys as they're closer to yours? It's supposed to be like that and I had no problem with them previously. None of their characters has ever allowed you to carry over their commands in the air into their ground versions, so the restriction makes sense. I don't think CvS2 allows you do that. If that was the case, I would have saw it in all PotS style characters and I wouldn't have said anything about it. So it's not a bug, but an "exploit" and you intend put this exploit into all your characters. You might as well just change everything at this point as it's no longer faithful. Put those CvS2 hit sounds and that blue power charge effect back, I don't even care anymore.
The "sigh" is in direct response to you assuming I gave him air combos because it's "my own thing". Umezono just explained this to you. I'm not going any further.Because it is your own thing. You're not adding the landing effects that's suppose to be in certain areas, fixing the two normal shockwaves playing claiming it's a M.U.G.E.N limitation and are planning to put an exploit into them. Those characters are finished, hence the individual updates for each character throughout 2019. If you're doing another one, was all those updates from last year all for naught?
Thanks for another great release, DW!
Another release knocked out of the park. Two bits of feedback and also some additional palettes:
- Whenever you finish the opponent off with Final Grade Remix, only Hinata's voice clip will play. I'm assuming that's not supposed to happen because Batsu has a voice clip in the snd file, but it never plays in the group winpose, just Hinata's line plays. For all intents and purposes, I'll assume Kyosuke also talks during the pose, though he also doesn't talk at the current moment.
- Unsure if this might be an intentional thing, but you can't cancel into Shadow Wave or Shadow Cut Kick during an air combo after a kick, only with the punches.
Just got the idea for a palette I couldn't hold myself from making true.
-Danganronpa.
-I have voices there for them, even in the code as well. However, It felt too messy with them all saying stuff overlapping one another. So, I kinda went with just Kyosuke and Batsu being silent and stoic, while leaving Hinata being more lively and talkative. You can activate the code for the voice if you want. You know how to deal with sounds, so you know what you're doing.
-It is intentional. He can cancel from j.LK/j.LP/j.MP only. That's the way it is in CvS2.
Just got the idea for a palette I couldn't hold myself from making true.
-Danganronpa.
(https://i.imgur.com/f65W84q.png)
Froz was someone I just choose at random. Then what about Cruz, ReddBrink and Victorys as they're closer to yours? It's supposed to be like that and I had no problem with them previously. None of their characters has ever allowed you to carry over their commands in the air into their ground versions, so the restriction makes sense. I don't think CvS2 allows you do that. If that was the case, I would have saw it in all PotS style characters and I wouldn't have said anything about it.CvS2 does, in fact, allow you to do this. As do most fighting games. It's only MUGEN that lacks a proper command buffer, which means this behavior doesn't show up in the majority of characters, PotS style or not. Those with a command buffering system (like EXPLODsive Buffering or TinyBuffering) can replicate this behavior; all of my recent characters can do it too. It's never gonna allow someone to perform a whole command in the air and then, 30 ticks later, when they're on the ground, have it come out. The timeframe is gonna be fairly small, but it will exist.
So you were right about the j.LK cancel, that one's on me lol. I can't really get the random quotes working on the winposes though, now it's only Batsu that's speaking lol
Amazing DW!
First, sorry I couldn't provide much feedback during his development. As you know, it's been a wacky month lol. Anyway, I wasn't the biggest Kyosuke player and I see you long since addressed the Ikemen issue lol. I can't provide you much accuracy in terms of game play. But overall, very solid and he's found a place on my roster. Looking forward to the next one! :sugoi:
Any specific reason you didn't include the palette I made back when he was a WIP?
what's with the 3rd degree and passive aggressiveness?There is no passive aggressiveness, it was just a question.
IDK. Is there any specific reason, outside of just forgetting, that I would have? You tell me. Person I don't know. You got some animosity going on apparently. If I didn't see a pal in a char that I made one for in this regard, I'd assume(as I'm sure everyone would) that the author just forgot, and would have responded in kind:Yes, there is, you could have simple ignored it because you didn't like the pal, or any other reason. That's why I didn't asume you forgot it in the first place.
"Hey man, you forgot my pal with this release"
Let me draw a line in the sand: Don't be passive aggressive with me. Maybe you're just cynical by default, I'm gonna go with the benefit of the doubt here. As I said, I don't know you. My opinions on people in general are usually neutral, while those I have respect for are of course positive.I don't know why you're worrying that much about one question I made. If it's because of how I asked it, well, you have done the same before, didn't you? You may not know me but I remember all the times that you responded "passive aggressive" to me (and to other people but it's irrelevant for now). I'm just treating you the same way you treated me.
I rarely have "smoke" with anyone, as I don't pay much attention to people in general. You're in the neutral range now, heading for the negative. As I can't stand passive aggressiveness. You seem to have fabricated some perceived slight I've somehow caused against you. Where as the truth is, I just overlooked it. If you have something you want to get off you chest, you can PM me or maybe Discord would be preferable. Or not, doesn't matter to me. So long as you know where I stand.It doesn't matter to me, to be honest. Sure, I don't like to argue like that with anyone, and I don't mind talking to you via PM or discord, but at the same time, if that conversation never happens, makes no difference to me.
Yeah, I actually could have explained that better. What I'm trying to do is make it so the voice lines shuffle randomly between Kyosuke, Hinata and Batsu whenever the winpose happens. Like maybe Hinata says something one time you do it, and then the next time the winpose occurs, maybe Hinata says it again or Kyosuke or Batsu say something this time.
[State 6002, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6000, ifElse(Random<500, 4, 5)
channel = 7
The EX versions of his specials should give him the buffs he needs. EX Shadow Cut Kick has invulnerability like an SRK. EX Lightning Upper is unblockable in the air, and allows him to juggle from it. EX Shadow Break comes out much faster and he doesn't go up as high as the normal variants. You actually have to respect it and it ground bounces p2. EX Cross Cutter and Shadow Wave respectively function more like traditional projectiles. While EX CC in particular I fashioned based on Goku Black's energy sword slash projectile from DBFZ. You can manipulate the speed of it by using different button combinations with it's use.
I really like how his chain combos if you will are locked up behind certian requirments.
You cant just hit the normal beam from the ground or ex version and hit the chains.
Its really good stuff.
Finally got the time to test and it's amazing. Thanks DW. :)
Last palette for the moment, but this just came to me and I kinda just had to lol
Capcom Legacy: Kyosuke = Captain Commando, Batsu = Jin Saotome, Hinata [and her backpack] = Pure & Fur