
Spoiler: README (click to see content)
Yuri FOR 1.1 by Bannana
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Thanks for looking at this 1.0 and 1.11b MONSTER mix system character. This system to true to neither revision, but is instead a mix of the parts I found most appealing in both versions. At this stage this is an experiment! It will take many more characters with different movesets to get every aspect down perfectly because I generally only research as required.
As I discovered in the process of this conversion, Yuri doesn't have the most MONSTER friendly moveset (I should have
made Lucky!). I don't consider this a failure, but, if anything, a limited example of what my system conversion is actually capable of. As far as I'm concerned, there are several glaring issues that stem from some incombatability that I'm not too keen on tackling because it would require tweaking the system away from source.
This conversion is somewhere between XI and MONSTER. The most obvious is a rearranged movelist, some moves completely disappearing and the a chain rolling the close and far light punches together. I generally decided upon the movelist by what the system needed, and I tried to mix kicks and punches along the general blueprint of MONSTER characters.
The velocities are entirely from MONSTER with some select moves needing the XI numbers.
All sounds aside from character sounds are from MONSTER, and yes there is no running sound.
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Config File
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Points and Powerbreak on
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You might not want these features (that's okay), just turn them off with this setting.
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Powerbreak type
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1.0 - a simple launcher that allows punishing, there's nothing too special, you can get a nice combo from this one.
1.11b - takes the 1.0 version and adds a second break on hit that has a ton of gravity. Setting up a nice combo is harder here, but there are two separate opportunities to beat up your opponent.
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Shift velocities
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1.0 - this is a knock away. In this version there is less opening for combos and shift is much more of a counter.
1.11b - this is a knock up. The launch isn't massive, but it allows for comboing otherwise not possible.
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Accessing Training Mode
In MONSTER training mode allows you to change shifts at will, even when shifted! I wanted to do the same for the conversion. Not only does it make testing easier, it makes the moves easier to compare.
To access it, play training mode normally, or start the FIRST ROUND with MAX POWER during INTROS (The power gain will set training mode).
This is important: you will not gain power during the fight, and after the first round you will lose your ability to set training mode.
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Selection commands
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down - change shift
right - confirm
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Basics
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a - attack I
b - attack II
c - attack III
z - shift
forward or backward c - grab
All normals have running and sliding variants
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Command moves
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QCF, a - Ko'oh Ken
QCB, a - Saifa
DP, b - Yuri Chou Upper
HCB, b - Hyakuretsu Binta
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Bash combo
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QCF, c - Shin! Chou Upper
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Monster blow
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QCB, c - En Yoku
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Absurd
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QCFHCB, z - Hien Hou'ou Kyaku
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thanks
ShoK (8105 graphics) - MONSTER
SNK - KoF XI
Wuwo - Yuri sprites
2OS - number snippet
(9) - damage display procedures based (but not copied!) on his MBAA display
Spoiler: changelog (click to see content)
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Conversion shortlist for Yuri
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3/10/19
Added
- config file
- shift velocities
- shift afterimages/glow
- air punish
- proper air velocities
- point system
- powerbreak
- wallbounce
Tweaked
- tranquility Ko'ok ken now checks to see if anim 5300 exists AND it doesn't stun midair (whoops!)
- normals attack properties finalized
- (some) aligned hitsparks
- fixed damage display bugs for the most part
- absurd bar
Not done/bugs
- juggle system???
- misc effects
- damage display bug on throw
- holding forward and c to grab will go to standing b(????). I haven't looked into it deep enough yet to find out why.
- AI (if you fight this character they will use any form of a move regardless of shifts)
- afterimages will loop when in custom state
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2/18/19
- Monster Blow (needs fine tuning)
- Bash Combo (needs fine tuning)
- shift (including air shift)
- damage display
- proration
- cornerpush
- hitslide distance
- Training mode(!)
Not done
- Absurd
- juggle system
- misaligned hitsparks
- misc effects
Bugs/doesn't feel right
- no damage display on Bash Combo or Monster Blow
- slaps don't register properly in my combo correction
- Bash Combo in general seems stiff (might just be by design)
- Monster blow is a WIP
In limbo
- Powerbreak
- Points system
Spoiler: more images (click to see content)
There are a lot of things I'm unsatisfied with this character that I might fix in the future, but this was just a vehicle for the system that I thought I'd release simply because it's 90% done or so and it's been more than a month of work so I shouldn't just throw it out. It's not going on the website so grab that link.
I didn't get any feedback in the project thread so just post bugs that I'm not aware of here so I can smooth them out.