"All chars" as in all the ones you've made yourself, or?
Seems tighter now, but just not a fan of the SFX. I hope you don't mind if I switch the CvS SFX back to CFJ ^..^;;;
Sounds good, I definitely want to check out what you
did with vans buffer system.
Your giving me a reason to finally put down my Saturn
and get back to mugen lol.
I only messed with him a bit in practice, but not enough to test him fully. I'll try a mirror fight to see the differences and I'll give arcade a shot as well, though I suck at that XP
My feedback is severely lacking, though, since I don't do arcade much (and I don't make my own stuff yet). As I stated before, I suck at it XD
I'm sure others will be able to point out feedback/bugs better than me ><;
The buffering system overall feels quite nice!
- Stringing lights together, jump in combos, and punishes are easier
- Somewhat large input window? (Might be me quickly inputting buttons since sometimes the negative edge gives me moves I didn't want.)
I'll probably update my characters after more feedback. Just a few questions:
- What's the current input buffer window? (# of frames)
- Assuming because it's a template, you won't add KFM's kick throw?
Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.
Just curious, what is Skill Lock and "Camera KO Focus"? They sound very interesting.
really digging the new changes to distance yourself from the rest of the "CvS"-ish characters nowadays, nice work.
everything feels smoother overall, haven't seen any really big issues yet
I just tried KFM, normals feel good but chaining an EX move from a normal is the thing im having issues with( on keyboard)
Some times they just dont come out, sometimes the normal version comes out, maybe its me but I might as well report it.
Maybe its KFM's stickt cancel windows that I'm not used to.
Edit
As for the new charging effect, the old one is much better in my humble opinion.
Most of us guys that use your stuff play it with the Jman and Pots stuff it would be nice to have the old effect back.
Edit again
With some playing time with KFM i am able to nail most of the combos but when I cancel into a hyper im just pressing DF DF and no punch button and he still goes into his level 1 hyper just by using the arrows.
If it was Rock, Mai, Skullo,Tia, Dame one of these I could have given a bit more feedback cause I use those guys on a much
more regular basis.
My warusaki bias says that CvS hitsounds are the best hitsounds. You could always include both CvS and CFJ hitsounds and have a config file choose between the two, but I don't know if you're willing to do all that effort for admittedly something rather minor.
Just a small nitpick: isn't he supposed to do the "pretty face" intro against himself as well as other KFMs and ladies?
Just saw the comments you posted to The Sudden Rarity and PeXXeR and I also 2nd each of them. I'm not a big fan of the SFX either and I too have a "PotS style only" roster, so they currently stand out way too much. I'm fine with editing your characters, but there's a problem I'm worried about. I just hope you don't push constant updates so I have to redo the edits from scratch every time a new one happens. I can't even edit RicePigeon's characters because he keeps pushing updates on them so there's never a finalized version for me to edit and renders them obsolete even if they're minor.
Tried it with the new negative edge window and I guess it felt better since I didn't get accidental shoulders when I wanted a palm during light strings.
That's weird, because he'd do the "pretty face" intro against base Kung Fu Man XD oh well.
just tested the new KFM its waay better I can hit lots of stuff with no issues whatsoever good job !
Still gonna give him a run in arcade to see if there's anything funny.
I changed it back. "The needs of the many" and all that jazz. Tis the curse I bare... :-\ I'm not making any config files, so I'll just be the one to sacrifice.
More importantly though, I tweaked the buffer one last time. Though it's not a big deal. Pretty much just slightly increased the command buffer window, due to realizing the problem was more the negative edge window. If I don't release Akuma today, it'll be sometime tomorrow.
That maybe the case, truth be told cause I got so used to mugen I find myself struggling in 3S CVS2 etc
Good thing you made Akuma's/Gouki's AIR file a single, it does reduce the file size. I was worried that the MVC3 stance wasn't in there >..<; but it is.
Also saw the readme. Did not expect that. Thank you very much! ^..^
Well, thank you nonetheless ^..^
Oh, small thing: the alternate small ports for Akuma aren't properly indexed to the palette.
There seems to be a cloning issue in these updates.
Edit: Never mind, I fixed it
I wouldn't know. Though honestly, I felt 10 was a tad much. I feel like 8 is too much honestly, but I gotta think of everyone else. So, I went with 9 frames. I also tweaked the way I handle the buffering in the CMD and reduced the button buffer by 1. I was supposed to release Akuma yesterday, but I ended up tweaking and testing him for the better half of that day. And so, Akuma has been updated now. Next is Athena. Before I update KFM though. I'll leave him as is so people can compare the two.I wonder since you are updating Athena, will you be implementing the Vansflector system to her? http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html
When I used the small port 9000,93 (I believe) as 9000,0 the colors for the port broke ^..^;;;
I wonder since you are updating Athena, will you be implementing the Vansflector system to her? http://mugenguild.com/forum/topics/tutorial-%E9%A3%9B%E3%81%B3%E9%81%93%E5%85%B7%E3%82%92%E8%B7%B3%E3%81%AD%E8%BF%94%E3%81%97%E6%96%B9%E6%B3%95-projectile-reflection-178433.0.html
Tia's getting a sprite overhaul? Sweet! ^..^
Yeah, I had Delusion make one a whiiiiile back, I can toss it to you if you still want it? It was an update to her old shock that was....very old. ^^;
but if I press hp one time and lets say mash DFDF i'll get a hp and dragon punch just by pressing HP once
also trying to chain into jumping HK HP to low tatsu I get the fire ball at the end( that was a thing with the old setup too)
Made some adjustment again. Try him again and let me know. The mashing DF thing is not that much of a concern, because why would you mash anyway? If I go any lower on DPs, you won't be able to do them consistently.I have difficulties doing his Ashura Senku after this update, he often do Ex Special moves most compared to the previous version
Odd. I can do half circle motions without problems on keyboard raw or comboed in the old and new versions.
I have difficulties doing his Ashura Senku after this update, he often do Ex Special moves most compared to the previous version
Ashura Senku now strictly demands F,D,DF / B,D,DB. (Too strict)
Inputing F,D,DF,F \ B,D,DB,B now registers as a quarter circle motion (D,DF,F / D,DB,B)
This problem didn't exist in the older version.
There's a window for it, if you don't hit with the first hit within the window it allows you to string, then she will go to that state. It's not a bug, that's how it's supposed to be. You can't just throw it out at any range.
There's a window for it
[State 10371, SGS Init]
type = VarSet
trigger1 = p2dist X >= 0 && command = "SGS"
trigger2 = p2dist X < 0 && command = "RSGS"
var(43) = 8
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...
May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.
I'm starting to think that it just might be this new buffer system that's screwing me up, because I never had any execution problems on any of your characters prior to the updates. I bumped the var all the way up to 72 and the input window is still too small for me...
There's another way I code code this. I'll see about doing this some time down the line.May want to check Akuma, yesterday messed around in a 2-player VS while he was the second player to do some random character testing and my game closed down when I attacked him at one point. It happened a few times and its only with him.
By "2-player", I'm assuming maybe you mean simul mode? At any rate, just tried normal, turns, and simul with Akuma being the opponent each time, every time/several times, for every selection and match. Never happened.
Since you are doing updates in alphabetical order, I noticed you skipped a character. And no I'm not talking about Hiryu, I was thinking about Kung Fu Girl since you switched to Lilith right after Kula and going to Mai on wards. Any reason why? I can understand why Hiryu had to be skipped because you said his CS is complicated, but you never explained why on KFG. Or is it because KFM is first and wanted KFG to be last of the updates?
May a new Level 3 super come with the tweaks you may do to her?
Right now the LVL3 is just the MAX version of Super Deadly Ninja Bees which would be fitting as a LVL2.
Not likely. It is the Lv3 version of the move, so it is by right, a Lv3. Kubi no Kitsune is still a possibility, though as I've said, the sprites need work. Though honestly, TDNB is very effective. Combos nicely, has good expansive ability and damage. If I added a new Lv3, it would be just because. Not because she actually needs it. I'm not one to add things just for "fluff". The 'flash over substance' concept is one I was never fond of. We'll see, though as of now? No.Maybe put the Lvl2 version of the move as a MAX then?
Looks like some colors were lost in her arms in your sprites. Do you plan to fix this?
^She doesn't have any...? Sorry I missed this reply. I suppose so? I guess I never got around to finding any for her? I think all of her quotes are character specific. If that is the case, I can't use them.
Mai has been updated, along with everyone else up to this point. I added a new system update:
-EX moves during Max Mode efficiency increased
What that means is now, performing a EX moves during Max Mode will drain a 1/3 of the time, instead of 1/2. I also gave KFM some noteworthy changes aside from the system update. PLEASE refer to everyone's respective ReadMes to avoid asking questions answered there. Morrigan will be next
I tested your latest Gouki, now he felt difficult to use compared to the previous version like sometime his Asura Senkuu can perform other Ex moves and also, his Kongou Kokuretsu Zan is nowhere to be found o_O
^She doesn't have any...? Sorry I missed this reply. I suppose so? I guess I never got around to finding any for her? I think all of her quotes are character specific. If that is the case, I can't use them.
Mai has been updated, along with everyone else up to this point. I added a new system update:
-EX moves during Max Mode efficiency increased
What that means is now, performing a EX moves during Max Mode will drain a 1/3 of the time, instead of 1/2. I also gave KFM some noteworthy changes aside from the system update. PLEASE refer to everyone's respective ReadMes to avoid asking questions answered there. Morrigan will be next
@Kamekaze:
Let me know if you can DL him from TM with no problems.
I tested your latest Gouki, now he felt difficult to use compared to the previous version like sometime his Asura Senkuu can perform other Ex moves and also, his Kongou Kokuretsu Zan is nowhere to be found o_O
He seems to be fine on my end, and I have a faulty keyboard ^..^;;; maybe your keyboard doesn't allow more than 3 buttons pushed at the same time? It happens to me when I use Chazzanova's Ash Crimson. And Kongou Kokuretsu Zan is in there (D, D, D, + 2P).
Okay I 100% respect all the hard work you put into all these characters you done over the years, but could you PLEASE find a way to make having to re-download each and every single one of your 20+ characters not be so damn tedious? I hope many will agree with me but it has become such a pain with having to go and download everyone all over again quite often after I already got them all set up them all in my mugen all because of brand new updates, whether minor or major. Why not have a alt option of a update patch that only contains the updated files of the characters that received such each time? Or maybe even a all-in-one character pack for those people who what to get them all at once? Would save a ton of hassle.Really? I do agree with you, but I think DW is nothing compared to RicePigeon. You should see how many times RicePigeon updates his Gensokyo Reloaded characters. He does it over 20 times per character and still does it now. I don't mind seeing updates, but not to the point they have to keep constantly doing it for the sake of balance or a small bug fix that was forgotten after a recent update.
Again I fully respect your work and I have been a huge fan of your creations for about 4-5 years now. I really don't mean to sound like a salty whiner or anything and I apologise if my rant upsets you but somebody needed to bring this up at some point. Not everyone has the best internet in the world to go and download each character of yours individually every time they get updated, especially when its all of them like in this case.
Wow...I remember bringing this up a few pages ago. I think it all depends on how updates are handled. For you, I don't see you pushing it too much and the way how you handle them is fine. I was originally worried at first, but after a few months that isn't the case anymore since I rarely see you update again after a major one unless there's feedback involved. So I do have faith in you, keep it up.
Let me just say this; If it were just a patch, it'd be something else you'd have to DL anyway. The SFFs are usually intact. So if you gave one of my chars like, custom portraits or something, you could just transfer that(edited SFF) over to the updated version. While I can sympathize with not having the best internet speeds and all, I gotta do me man. Lots of creators update their work in this fashion, it's just common place.
I've gotten this format to my ideal state now though. So this will be the last mass update. Believe it or not, I am thinking of people like you when I'm doing this. I'm pushing through procrastination and getting it all out the way for everyone. 21 characters. Believe me when I tell you redownloading something is far easier than having to update and tweak all this code. May be inconvenient, but it'll be worth it in the end. Put your faith in me. Believe in me. I'll lead you to the Promised Land. :wings:
Morrigan has been updated. Next up is Poison. Just a side note, I updated/added the remainder of Lilith's pals to her current CS'd SFF. I also added a couple. I'll do the same for Morrigan in time, though I want to get these updates out the way first.
Sorry i miss this post, what are the updates?
For Poison, I felt her sprites were a bit squashed (too MvC/CPS), so I made her slightly thinner with this:
xscale = .85
yscale = 1
Of course this is personal preference/opinion ^..^
I''m not too knowing of the game he's from (Art of Fighting, right?)
Yep.
very stupid question, but where's the link to download it ?
DW, I think something went wrong with your Poison update, looks like the RAR's corrupt.
You might need to tweak the cancel timings a bit more, I'm running into some issues with Rock and Skullomania. In Rock's case, I'm getting Rage Run after the Axe Kick Target Combo when I'm going for Hard Edge, and when I use Skullo Slide after a crouching MP, I get Skullo Crusher instead.
Granted, neither issue is super consistent, but it's enough to warrant a comment, I feel.
Happy new year dude, thanks for all the work you've put in in your chars but I do have a question.
Dunno if you've been asked this Wolf but why not add lilith's hat hyper ? you know where she throws a hat at the OP and makes him press buttons and stuff ?
Was it a sprite thing with lil kun not making the required sprites or you just dont want to add it ?
...At the end of the day, you have to make sure you're releasing the attack button, before imputing the special move.
You might need to tweak the cancel timings a bit more, I'm running into some issues with Rock and Skullomania. In Rock's case, I'm getting Rage Run after the Axe Kick Target Combo when I'm going for Hard Edge, and when I use Skullo Slide after a crouching MP, I get Skullo Crusher instead.
Granted, neither issue is super consistent, but it's enough to warrant a comment, I feel.
I moved their respective CMD coding around a bit. The timings are fine. At the end of the day, you have to make sure you're releasing the attack button, before imputing the special move. The negative edge timing is as low as it can be.Happy new year dude, thanks for all the work you've put in in your chars but I do have a question.
Dunno if you've been asked this Wolf but why not add lilith's hat hyper ? you know where she throws a hat at the OP and makes him press buttons and stuff ?
Was it a sprite thing with lil kun not making the required sprites or you just dont want to add it ?
Thanks.
As for Gloomy Puppet Show(that's the name of the move), I did answer this in her release thread. It's also addressed in her ReadMe. While I didn't give a reason in the ReadMe, meh... It's not a very useful move and I didn't want to add it. I believe she has all the sprites... Aside from the stage p2 stands on and all, though that could just be ripped from her DS set.
Much like Morrigan's Eternal Slumber, the moves are very "gimmick-y" and not very useful. So I opted for Luminous Illusion to be her Lv3. I was gonna give her Brilliant Shower(the "pink" Morrigan super from MvC1), though it was scrapped while talking to testers during development. I decided to just keep it short and sweet with her, because I almost didn't even make her tbh.
Tia has been updated. Yuka is the final one and up next. I've actually already updated Hiryu a long time ago, but, that damn CS man... Not gonna lie, haven't even attempted to fix it, cuz I really don't want to. I may have to outsource that fix. We'll see once I finish Yuka. Which won't take long at all.Where is download?
If you want my advice, I'd recommend releasing the Strider update as-is for now and waiting to do the CS later. It sounds like it would take forever, and it would be annoying if one of the characters was never updated, IMO.
A quick update for Jill. The thing that you wanted and didn't even know it:Spoiler, click to toggle visibilty
Ah, the glorious RE1 voice acting. XD
Jill Sandwich. Freakin' byoutiful.
Only one question remains now that the finish line has been crossed: Who is this new character release that this was all leading up to?
This is great! Nice. :)
Aww yeah, updated Hiryu feels great. :pleased:
Thx for the release, and congratz on finishing all the planned remakes, bro!
I very much appreciate the new buffering system - and dat Jill Sandwich as well, of course ;D
I was going to extend Yuka's CS to include her legs and open parts of her feet. Unfortunately, I won't be doing that anytime soon... :( That aside though, of course! Feel free to use w/e you need man. :)Don't worry, with the actual CS I'm more than satisfied (in fact, I'd only need the hair separated). Thanks man, I hope to show some of her soon ;)
Thanks for the support.What is your priority now? aren´t your said at you prioirity now not mugen works at some time and then maybe little updates someone? or two...
I've updated Hiryu once more. Adding a dampener trigger to kick in during Ouroboros.
This is minor... like REALLY minor... but one of Athena's winquotes is kinda messed up. (Good luck on Kyosuke by the way!)
Kyosuke?! This is the 1st time I heard of this.
What is your priority now? aren´t your said at you prioirity now not mugen works at some time and then maybe little updates someone? or two...
Good lucky at whatever your do!
So a quick update: A lot of people complain about my chars not having AI. Well, I'm not too great at coding it, and would rather focus on just making the char. So, I've decided to outsource AI coding. Starting with Sagat. He now has AI coded by Kamekaze. Due to this, he is no longer compatible with Winmugen. I still have his Win compatible version though. So, if anyone would like those, let me know, and I'll upload them to my MediaFire.
Kamekaze will also be coding AI for my Akuma as well. I plan to get AI for everyone save for KFG and KFM, because they are template chars. Meant to be as easy to understand as possible. I haven't made any other mid-boss/boss tier chars aside from Akuma and Sagat. Though if I do, I'll be sure to get Kame to code AI for them. :twisted:
the stuff I do with AI are exclusively 1.0+ things that breaks on win. for example ifelse being evaluated no matter what breaks my AI entirely so you can't downgrade it at all.I wonder which chars from DW you intend to work on. I might happen to work on some other char before long, and I don't want do it on a char that another creator happened to pick.
I haven't made any other mid-boss/boss tier chars aside from Akuma and Sagat.
I wonder which chars from DW you intend to work on. I might happen to work on some other char before long, and I don't want do it on a char that another creator happened to pick.
I mean, the possibility exists, but that depends on the players enjoying the work I had been doing so far. Feedback on the current AIs is greatly appreciated.
Wasn't Kula a mid-boss in KOF2000? I know she was a mid-boss only in this game and a normal character in following games.
Welp, we're gonna die if Kamekaze is doing the AI XPThat's exactly what I thought as soon as I read he is the one creating the AI. He does an awesome and professional job, but his AI always far exceeds my fighting game abilities, and as a result I have to order=0 the characters. It sucks, because I suck, and his AI loves to remind me every millisecond.
That's real cool, though ^..^
That's exactly what I thought as soon as I read he is the one creating the AI. He does an awesome and professional job, but his AI always far exceeds my fighting game abilities, and as a result I have to order=0 the characters. It sucks, because I suck, and his AI loves to remind me every millisecond.
Still great news though, because like I said, Kamekaze doesn't f*ck around when it comes to AI.
There's a tutorial I believe around here somewhere that Vans made.Found it:
I just noticed that although Akuma and Sagat have codes for reflection, I tested them against Vans' Rugal and their projectiles go forward as if nothing had happened. The reflected versions need a Turn command at the start of the code, right after defining the sysvars:I'd change the trigger on that because the new reflect coming soon in the community kfm fixed that issue. There's a way to keep track of the original facing. My public shredder has the most up to date reflection code currently
;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY ;
;????????????? ;
;by Vans ;
;GUIDE: ;
;FOR PROJECTILE / ????? ;
;sysvar(0) = 131072 ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1010
[State XXXX, Turn]
type = Turn
trigger1 = !time
I'd change the trigger on that because the new reflect coming soon in the community kfm fixed that issue.That means that Vans' thread and his Rugal are outdated and an explanation of how the new system works should be posted there as soon as possible.
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger1 = p2bodydist x = [-const240p(8), (98 - const(size.ground.front)) * const(size.xscale)]
trigger1 = p2dist y = [-28 * const(size.yscale), const240p(8)]
trigger1 = p2bodydist x >= 60
trigger2 = p2statetype != A
trigger2 = random < (50 * (ailevel ** 2.0 / 64.0))
; condition
trigger2 = var(5)
trigger2 = p2bodydist x = [-const240p(8), (ceil(((3 / 5.0) * 71) - const(size.ground.front))) * const(size.xscale)]
trigger2 = p2dist y = [ceil(((3 / 5.0) * -28) * const(size.yscale)), const240p(8)]
trigger2 = movehit
trigger2 = enemynear, gethitvar(hittime) >= 4
trigger2 = random < (200 * (ailevel ** 2.0 / 64.0))
Skullo Dive follow-up from Skullo Head doesn't come out. No matter what punch I press, it just doesn't work.Has been addressed as well. I sent a fix for this problem to DW. Thanks for your reply.
Skullo Dive follow-up from Skullo Head doesn't come out. No matter what punch I press, it just doesn't work.
Also, I hate to say this but Hiryu feels exactly the same and I can't seem to make him work for me like I used to. I have a similar issue with Rock, sometimes when doing certain executions a bit too fast, I'll end up getting Shinku Nage instead of Hard Edge like I want.
I had thought that it had just been the explod buffer system itself and some weirdness with keyboard play, but Jmorphman included them with his character updates and they work fine. I actually consistently play with all three forms of his Kyo and I've never had any issues with execution. I don't want to sound rude, but I really think you should check over how you implemented the code on everyone again.
...
By the way, I looked at the file dates for Hiryu and I don't think you uploaded the update. The dates are still from last months.
This is hitbox dependent on the chars however Akuma's low tatsu will clip some opponents like this.
https://streamable.com/i4vp4
It happenes vs Jotaro, POTS Yuri and I forgot who else. Its not consistent vs Yuri though. Its not just them however.
Really throws me off in the middle of a battle.
Some feedback for Robert too.
Some times his dragon punch will just clip the opponent for 1 hit, also his close HK that you can chain off like Mai chaining HP to HK will not come out 80% of the time during battle and Robert will just stand there, I can do it in training but in a battle it just does not come out.
Edit: Here's what I mean about Robert's kick
https://streamable.com/m01fy
Mai and Sagat have the same combo and it works as it should.
Its like the pushback on the standing fierce is too much or it just does not want to cancel for some reason.
It failed me 3 times in a roll here :/
It’s not too complicated, I’m assuming you have a decent rig that would be the only set back. If you have windows 10 it comes with its own built in recording software, if not OBS is free/applicable. I use it to stream, but it can also record videos at 60fps. All you would do is record your mugen window. Lot of alternatives out there though.
I could also make videos for you if you want. Just tell me what to showcase.
There's no need for a dash, when you can run.
I also added the still Winmugen compatible versions for these respective 5, now titled "DW[char name]". I didn't forget about you @Bad Mr. Basara: my brother. :) The only difference is that the "DW" versions don't have AI, which leaves them Win compatible. I will do this for all future AI additions to chars, so for those that still use Win, won't be stuck with obsolete versions.Thanks man :heart: really appreciated ;D loved the Akuma CS, bro, really awesome :D
I really didn't plan on this, but Lilith has been updated.
That "flash" fx is on the sprites themselves for this set. No, it's not in her DS set I'm pretty sure, but is on these for some reason. I'd imagine it's because the sprites themselves were taken from Morrigan's set. Which is used for her super Silhouette Blade, where Lilith comes out of the ground and then disappears. As li_kun didn't actually make a full set for Lilith.
That is not, in any way, what a release topic is for.
Anyways, what are you working on now, DW?
You're probably using DWMai, the WinMugen version. Download DivineMai instead.
Chars who use Vans' Tiny Buffering system (like DivineWolf's chars do) have this thing in which they don't attack at all unless they have a custom AI.
So, I re-downloaded the characters to make sure I have the newest versions, and Kung Fu Man and Kung Fu Girl crash mugenCan you read log file or? Any error messages?
Can't wait to see what Zyx does with Morrigan. I hope she's an annoying zoner that drives me nuts lol.
So, I re-downloaded the characters to make sure I have the newest versions, and Kung Fu Man and Kung Fu Girl crash mugen
Error loading chars/DivineKFM/DWKFM.def
Error loading chars/DivineKFG/DWKFG.def
I updated Akuma (both versions).
I think it just means DivineAkuma and DWAkuma, the former is for 1.0 with AI and the latter is for WinMugen with no AI.
he doesn't have his ryuu zanshou?
-Shadow Cut Kick has some invul on startupThank goodness for this, the character desperately needed a good reversal for waking up. Good job.
-EX Shadow Cut Kick has invul up to the apex
-MAX Super Shadow Cut Kick has more invul on startup
This happened during my match as Goh-Un by Ahuron vs AI Robert:
Error message: State machine stuck in loop (stopped after 2500 loops): 40 for Robert Garcia
Check your states for infinite ChangeState loops.
the links on trinity mugen are the same updated links on the link in the first post right?
This happened during my match as Goh-Un by Ahuron vs AI Robert:
Error message: State machine stuck in loop (stopped after 2500 loops): 40 for Robert Garcia
Check your states for infinite ChangeState loops.
I'll look into the issue/contact Kame. I haven't seen this myself, though I'll try and replicate. Did it just randomly happen?
Kyosuke and Robert have been updated. Their updates are as follows:
Robert:
-Kamekaze updated his AI. So this only refers to the "Divine" version.
Kyosuke:
-AI added by Kamekaze
-EX Cross Cutter can now absorb a hit and is a bit stronger
-Shadow Cut Kick has some invul on startup
-EX Shadow Cut Kick has invul up to the apex
-MAX Super Shadow Cut Kick has more invul on startup
-A few miscellaneous tweaks
Just like my other chars who have had AI applied to them, there is a "DW" version of Kyosuke now that retains his compatibility to winmugen . The only difference is AI applied. Now, I know Kyosuke is a low tier char. Though Kame brought up some good points when making the AI. Along with I remember Extravagant bringing this up in his release thread. Bottom line is, Kyosuke needed some help lol. (EX)Shadow Cut Kick is his best move, though has no invul in source. Unlike almost all other AA/DP attacks.
He gets snuffed out often with just about everything he does. So, I decided to give him the above buffs to help him out a bit. He'll trade now instead of getting snuffed with SCK. While the EX version will beat out things now, along with MAX SSCK too. Overall you'll still have to spend meter to get his best results... But such is the life of a low tier lol. Still, this should help him out a good deal.
Kyosuke and Robert have been updated. Their updates are as follows:
Robert:
-Kamekaze updated his AI. So this only refers to the "Divine" version.
Kyosuke:
-AI added by Kamekaze
-EX Cross Cutter can now absorb a hit and is a bit stronger
-Shadow Cut Kick has some invul on startup
-EX Shadow Cut Kick has invul up to the apex
-MAX Super Shadow Cut Kick has more invul on startup
-A few miscellaneous tweaks
Just like my other chars who have had AI applied to them, there is a "DW" version of Kyosuke now that retains his compatibility to winmugen . The only difference is AI applied. Now, I know Kyosuke is a low tier char. Though Kame brought up some good points when making the AI. Along with I remember Extravagant bringing this up in his release thread. Bottom line is, Kyosuke needed some help lol. (EX)Shadow Cut Kick is his best move, though has no invul in source. Unlike almost all other AA/DP attacks.
He gets snuffed out often with just about everything he does. So, I decided to give him the above buffs to help him out a bit. He'll trade now instead of getting snuffed with SCK. While the EX version will beat out things now, along with MAX SSCK too. Overall you'll still have to spend meter to get his best results... But such is the life of a low tier lol. Still, this should help him out a good deal.
Here it is. As I said in my last post, only Kyosuke and Robert have the 1.0 and Win compatible versions. All the other "DW" versions for char that became 1.0 exclusive were lose unfortunately. :-\
Here it is. As I said in my last post, only Kyosuke and Robert have the 1.0 and Win compatible versions. All the other "DW" versions for char that became 1.0 exclusive were lose unfortunately. :-\
I believe i actually still have the 1.0 exclusive versions of those characters.
I can send them to you if you’d like.
Read again, what was lost was the WinMUGEN versions of his other chars.Here it is. As I said in my last post, only Kyosuke and Robert have the 1.0 and Win compatible versions. All the other "DW" versions for char that became 1.0 exclusive were lose unfortunately. :-\I believe i actually still have the 1.0 exclusive versions of those characters.
I can send them to you if you’d like.