Nest Kyo XIII BETA released

Started by mk42932, April 28, 2012, 10:28:06 AM

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mk42932


drewski90

i tested your nest kyo and it didn't seem to go well :( so here's some feedback:

first of all, his portrait and icon have mixed colors, shouldn't it have white skin on kyo
second, his dodge roll and pushback attack buttons act as ex moves for some reason
third, his qcf+k just stands, shouldn't it move after one kick
fourth, his qcb+k goes too fast, it needs a slow down on this

and that's all i could tell you

Cybaster

It's kinda hard to give feedback for this character, since every single thing seems to be in beta state, and most of the feedback is obvious stuff which I hope you'll be fixing : the missing sounds, bad colors on portraits, slow vels for jumps, moon vels for dash back, missing FX during specials, etc.

Eterna1flame

Quote from: Cybaster on April 28, 2012, 04:58:06 PM
It's kinda hard to give feedback for this character, since every single thing seems to be in beta state, and most of the feedback is obvious stuff which I hope you'll be fixing : the missing sounds, bad colors on portraits, slow vels for jumps, moon vels for dash back, missing FX during specials, etc.
Agreed there, there's a lot that needs adjusting that needs to be done to this Kyo. I really want an EX Kyo, so even though it's obvious I'll probably put up feedback on this char later (don't have time at the moment). Gotta help the process along for it.

mk42932

Quote from: drewski90 on April 28, 2012, 04:10:03 PM
i tested your nest kyo and it didn't seem to go well :( so here's some feedback:

first of all, his portrait and icon have mixed colors, shouldn't it have white skin on kyo
second, his dodge roll and pushback attack buttons act as ex moves for some reason
third, his qcf+k just stands, shouldn't it move after one kick
fourth, his qcb+k goes too fast, it needs a slow down on this

and that's all i could tell you
This character is done by xXLusterXx. I just shared him and he is still working on him and i will share the updates ASAP

mk42932

Quote from: Eterna1flame on April 28, 2012, 06:51:07 PM
Quote from: Cybaster on April 28, 2012, 04:58:06 PM
It's kinda hard to give feedback for this character, since every single thing seems to be in beta state, and most of the feedback is obvious stuff which I hope you'll be fixing : the missing sounds, bad colors on portraits, slow vels for jumps, moon vels for dash back, missing FX during specials, etc.
Agreed there, there's a lot that needs adjusting that needs to be done to this Kyo. I really want an EX Kyo, so even though it's obvious I'll probably put up feedback on this char later (don't have time at the moment). Gotta help the process along for it.
thanks for feedback
and Eterna1flame i will wait for your feedback.....i gave link of this thread to author of this char and he will definitely read this thread and update nest kyo. 8)


Eterna1flame

#6
Quote from: mk42932 on April 29, 2012, 06:04:49 AM
thanks for feedback
and Eterna1flame i will wait for your feedback.....i gave link of this thread to author of this char and he will definitely read this thread and update nest kyo. 8)
Gotcha, time to get cracking with that feedback then:
(I appologize in advance for how long it might become)

- Kyo's jump  and falling animations he inflicts on enemies for starters is rather floaty. His back dash also seems to go a tad too far. Not to mention that he cannot Jump over a character that is of similar height as himself unless it is a running jump.

- Lacking sound effects for a number of sound effects, though it can be safe to assume that he will add it later. There's also a mistake in the sounds used for the aragami shiki (d, df, f +x), where he says a line that's only said if the combo is left incomplete. Just to clarify, it's the line "ame ze!" said with the second part of the shiki that was incorrectly placed. Here's the arragement of Kyo's dialog depending on what move is used: (gonna just sound them out as best I can, don't really know the proper spelling of his lines)

Bori ga

if incomplete --> ame ze!

if followed by d, df, f + x --> Hokusuto

    then followed by x--> ze! (higher pitched, as there are two versions of Kyo saying this line)

    then followed by y--> ze (lower pitched a bit more drawn out)

if followed by f, df, d, db, b +x then x--> akidaze!

- Some of the effects used were not in the original game, such as the FX for the EX Orochinagi. Cyblaster made mentions of lack of FX in some areas too, such as the running jump and the grab FX.

Cyblaster already mentioned these points, but I figured I'll list it down along with all the other stuff to make it slightly easier to read. Also I will divide the issues into different sections from here on just to keep things in order a bit:

-------------------------------------------------------------------------------------------

General
- There seems to be a combo cap on this Kyo. After this point no move can hit the opponent in the air. I can understand why it was placed, but according to the XIII system, the limit was only based on how well you can keep the opponent in the air. The moves that hit the opponent back up in the air does not force them up as high. It's kind of hard to explain, so it's probably better to look at a combo vid for reference or give Ahuron's Kyo XIII a go.

- stun time seems to be lacking with the Geshiki: Naraku Otoshi (jump then d + y). It should last a bit longer. Due to the floatiness of Kyo's jump and the slower animation of the y punch once you've landed, the usefulness is also cut down since it is suppose to be an opening for most of Kyo's combos

- Geshiki: Goufu You (f + b) should be entered as f + a, and it should be able to follow up from y as soon as the y punch lands. It also should be able to combo to any of Kyo's specials

- 88 Shiki (df + b) should not be able to trip over the opponent

- the d + a should be able to combo into d + x then to Geshiki: Goufu You

- Preforming the EX versions of the attacks should be done with the two punch buttons or the two kick buttons + the direction combination together. It is a bit awkward to use c and z to preform these instead (though that might be just me)

114 Shiki: Aragami & 115 Shiki: Dokugami

- Kyo's general speed when it comes to the aragami (d, df, f + x) and Dokugami shiki (d, df, f + y) doesn't have a transition time between each hit. What I mean by that is the animation can be cut short by the next move that follows in the combo.

- the combinations of the aragami shiki is a tad off, as the finish for the aragami shiki is completed by using z and c instead of x and a. His Yabosabi shiki followup (aragami, then d, df, f + z then d, df, f + x) should be entered as f, df, d, db, b +x then x. Maybe this was done to make it slightly easier to enter for testing purposes, but this should be fixed to match the original version of any Kyo that could use this move.

- speaking of the Yabosabi followup, when using the EX aragami then using the Yabosabi followup, the last punch does not connect. This is probably related to the combo cap placed on this Kyo which I addressed earlier.

- the c finish of the aragami shiki doesn't go as far as it should. If the move is preformed, Kyo should cover a bit more distance. Also it should send the opponent away faster when the kick connects, since it seems the floaty issue is playing a bit of a part here.

- the finish of Dokugami, like mentioned earlier, is suppose to make Kyo go up in the air a bit. Then goes a little bit higher than that when you use Oniyaki followup (f, df, f + x/y <- this is suppose to be the command, but I'll talk about the Oniyaki later).

75 Shiki: Kai

- The kai shiki (d, df, f + a/b/c) and the finish of the strong aragami shiki (d, df, f + y) are stuck on the ground when Kyo should go up in the air a bit with them.

- still on the kai shiki, the way it hits enemies in the air is a tad off. Just to restate what I mentioned before, the falling state Kyo inflicts on the enemy is floaty. The height as well is a problem, especially when comparing it to the original source or the very-close-to-source Ahuron Kyo XIII.

  • Generally, the horizontal distance the enemy travels when hit by any version is too short. The R.E.D. kick (b, bd, b + a/b/c) suffers from a similar issue, but I'll get into that later
  • the strong version is too fast; there should be slower in its execution, otherwise there would be no point in having the EX version.
  • the weak version of the special should hit the opponent off the ground, but not enough to follow up with anything. This version is mainly for assisting in juggling, more so in Ahuron's version than the original though
  • the EX version of the special sends the opponent way to high up. The height of the EX version should be the same as the strong version. Only difference is speed

- Also the input of kai is a bit off. It is suppose to be d, df, f + k, k. Essentially we need to press kick twice to preform each kick.

R.E.D. Kick
- first off, all versions of the R.E.D. kick (b, db, b + a/b) doesn't travel horizontally enough.

- the EX version of this special has homing attributes, and is suppose to home into the opponents position at the point of entering the special.

212 Shiki: Kototsuki You
- the input of this move (currently d, db, b + x/z) should be f, df, d, db, b + a/b/ab. Again, for players who have used Kyo a lot will find this change a bit confusing.

- The EX of this move is meant to be a standing grab move instead of a forward elbow (at least from what I remember). Though that does seem a bit more useful at times and actually gives EX kyo a bit more variety. This aspect doesn't need to be changed, but I'll check the source on this move though.

100 Shiki: Oniyaki
- The preforming of this move is awkward and actually I haven't figured out how to use it as yet. It just pops up eventually after repeated tries.

Saishuu Kessen Ougi : Mu Shiki
- the Mu Shiki (d, df, f x2 + x/y) Once the opponent is hit by the pillar of fire during the move, they are stuck where they are, even in the air. If the opponent is hit mid air by the pillar of fire, they should just be hit back.

- the animation I think should be a bit faster, though I'll need to check the source first (away from home atm)

Ura 108 Shiki : Orochinagi
- Orochinagi (d, db, b, db, d, df, f + x/z) should be preformable mid air.

- The EX version doesn't use the correct FX (though that's a visual nit pick) and cannot be charged (which it is suppose to when on the ground). While talking about proper FX, when charging the normal orochinagi, sometimes the flame can disappear.

- When using orochinagi near an opponent, it should not hit the opponent during startup. The older versions of Kyo could do that, but the XIII iteration is not able to do this.

Saishuu Kessen Hi-ougi : Totsuka
- To be honest, I can't seem to preform it. It isn't the command it is suppose to be that's for sure.

------------------------------------------------------------

Anyways, That's all I got for the meantime (Need to sleep as I got things to do tomorrow). I'll add more to this list when I can and if I spot anything else.

mk42932


Eterna1flame

#8
Quote from: mk42932 on April 29, 2012, 11:05:04 AM
thx
Anytime  ;D Now then, now that I've woken up earlier than intended, I can now list down a few more issues I remember from testing:
*N.B: this is based on his commands, not the original Kyo's*

General
- His crouching animation after a few seconds resets to him standing up and crouching again.

- He can build up his super bar by punching thin air (and can do it relatively quickly too) which he should not be able to do. At the very least, not that efficiently

- When grabbed in a certain way (this instance happened with Marilyn Sue by Mikita), Kyo changes to another pallet for a split second. It looked like a color separation pallet, but I'm not too sure.

- Since the name has XIII, I'm assuming the goal is to have the HD system. The beta does lack this and any form of cancels, which is essential for a good number of combos and to gauge when you can use the NEOMAX. I still am unable to use it despite having read how to do the command, so I'm guessing it's a similar issue like with oniyaki.

- Kyo's blowback attack (z) also suffers from too much floatyness when it hits an opponent. It also hits the opponent too high up, which only makes the issue more pronounced.

- for some reason you can combo from the b button (which you really couldn't do unless using the HD mode followup).

Combos
*N.B. keep in mind these combos might not be possible in the original game, but these do show the combo cap and the no transition animation issues. But the d + a, d + y is correct as it is a combo starter in the original and also that all these moves should be able to hit an opponent mid air*

- When comboing an opponent against the corner from d + a, d + y, then Dokugami, the first punch misses if entered too quickly. It's the issue with no transition between each punch, as each animation should be completed before the next one follows up.

- When comboing an opponent against the corner from d + a, d + y, aragami with Nanase finish (a/b), orochinagi; orochinagi loses its background FX where the screen goes dark blue for a few seconds.

- When comboing an opponent against the corner from d + a, d + y, aragami with Nanase finish, EX aragami-nanase finish; The second punch and the kick finish during EX aragami-nanase finish. Same problem if its EX aragami then another EX aragami-nanase. The longest combo I can do with the juggling is with the same input but the last is EX aragami-dokugami finish (although the oniyaki followup doesn't connect)

114 Shiki: Aragami
- The overhead elbow finish (d, df, f + x x2, z) should be able to hit a crouching enemy. So should the second part of the yanosabi followup (d, df, f + x, d, df, f + z)

- Speaking of the yanosabi followup, this should show the animation of Kyo doing the second punch of the normal combo as a transition to the yanosabi followup (of course, the transition is a bit faster and no flame FX on it). Also to correct myself, the yanosabi followup from the EX aragami can land, just the input has to be relatively fast.

- Still on the yanosabi followup, it should be comboable from the kai shiki. As it is right now, the overhead elbow completely misses and the opponent falls to the ground. Probably the hitbox isn't as high/big as it should be.

- It also seems to be lacking a super armor during the first punch. Kyo should be able to take almost any normal attack during the startup of his first punch. This should also apply to his Oniyaki Shiki (but again, I can't seem to trigger it when I want to)

- Aragami should be able to juggle an opponent. In combo vids, this is used quite a bit.

- to go a bit further into the no transitions problem, if done fast enough the middle punch can be skipped altogether.

- Both the kick and high elbow finish both miss crouching enemies. Now the high elbow is meant to count as a high attack, while the kick is mid. The opponent must block the kick, even when crouching.

115 Shiki: Dokugami
- When preforming the oniyaki finish with the dokugami, Kyo can preform an air punch immediately after that. Kyo needs to land on the ground to complete the animation, though this may be partially because the normal dokugami doesn't make Kyo go up in the air with the third hit.

100 Shiki: Oniyaki
- just checked the command for it, and it is exactly the same as the source. So from that I can tell that it's rather unresponsive or the input time is too short. Rarely does it ever come out, and whenever it does, it's only by accident after doing the aragami repeatedly.

- After finally being able to trigger the EX oniyaki, Kyo goes up too high as it was suppose to be the same height as the normal oniyaki. The only difference is that EX oniyaki repeats the fire spin and should hit a lot more per spin.

R.E.D. Kick
- The EX version is too fast. According to the original version, it should be only a bit faster than the other versions and have homing. Forgot to mention this point earlier, but I did need to get my sleep  :P

- When hitting an opponent to the ground mid air, the falling animation again is rather slow.

212 Shiki: Kototsuki You
- The distances should vary depending on whether you use a or b for this move. The weaker version should only travel about 3/4 the screen distance, while the stronger version travels about a full screen (these are based on Ahuron's Kyo, but Im pretty sure they are about the same)

- It should be able to combo from the kai shiki, but as is it can only catch the opponent when hit by the blowback move when cornered.

- the EX version should do a bit more damage than the normal version

- Because of its slow grabbing animation, it can easily be canceled to a aragami or any super.

75 Shiki: Kai
- scratch what I said earlier, it is correct  to a degree, as you are able to follow up from the weak Kai shiki.

Saishuu Kessen Ougi : Mu Shiki
- After the move is complete, Kyo's position is reset to before he preformed the move instead of where he actually finished

- The punch here travels too short a distance. At the very least Kyo should travel past the fire pillar when using the punch

- it cannot hit anyone that's crouching, or at the very least the opponent doesn't need to block it. Any version of this move in the KOF series can hit crouching enemies and they have to block it otherwise suffer damage.

Ura 108 Shiki : Orochinagi
- I forgot to mention how to trigger the invisible charging flame. When charging with the y button, if you hold down x in the middle of the charge then let go of y, the flame will disappear. Normally I don't think you can switch buttons during charging

- EX Orochinagi shouldn't use 3 bars, it should be 2 bars only. It should also be faster than the normal orochinagi. Actually the normal orochinagi should have the stall time that the EX orochinagi has.

- It seems to suffer from a smal hitbox issue. The hitbox should be as the flames emitted from this special.

---------------------------
To help to understand all these better, I'll put here a few combo vids on EX Kyo so it's easier to get the picture:
http://www.youtube.com/watch?v=lIBPCoU3NGE
http://www.youtube.com/watch?v=mn2B4kQaNHs

For reference on most of the general stuff along with the kai shiki and orochinagi (both ground and air), best to look at Ahuron's Kyo. Just remember that EX kyo is not  able to combo from 88 Shiki (df + b) but instead from Goufu You (f + b)

Anyways, that's all I got so far. Will be testing more later.

mk42932

UPDATE by author
Fixed-portraits
-Fixed various movements
Fixed-q commands to be more faithful to the original (except for some q me were impossible to do with the keyboard)
-Balanced the amount of energy gained by using special q against air
-Added Super Cancel, Cancel Max, Counter, Dizzy state and Guard Cancel
-Added missing sounds (I think they are all)
-Added EFFECTS explosion when it hits an opponent with a fire attack
-Fixed all bugs (I think) mentioned in eterna1flame feedback (ie, the flame disappears when loading Orochinagy)

link: http://www.mediafire.com/?j842u38o043d2nd

BoyBoyz

#10
A good update, though some moves are still too fast and/or cannot connect or combo properly, and some hitsounds still abit weird.

The D,DB,B, a/b should be changed to F,DF,D,DB,B, a/b, if not it clashes with RED Kick (B,D,DB, a/b)

It seems you cannot walk forward and execute the C+D move at the same time. You need to stop walking then execute it. This needs to be fixed

Things seem to be falling in place now - let's hope the next update will make him better!

iema

Where's my country, Taiwan's flag?

mk42932


iema

Where's my country, Taiwan's flag?

mk42932


Eterna1flame

#15
Quote from: mk42932 on May 09, 2012, 01:54:13 PM
UPDATE by author
Fixed-portraits
-Fixed various movements
Fixed-q commands to be more faithful to the original (except for some q me were impossible to do with the keyboard)
-Balanced the amount of energy gained by using special q against air
-Added Super Cancel, Cancel Max, Counter, Dizzy state and Guard Cancel
-Added missing sounds (I think they are all)
-Added EFFECTS explosion when it hits an opponent with a fire attack
-Fixed all bugs (I think) mentioned in eterna1flame feedback (ie, the flame disappears when loading Orochinagy)

link: http://www.mediafire.com/?j842u38o043d2nd

Glad to hear that the feedback was of use. I'll be sure to playtest later and give more feedback if necessary.

EDIT:
Did more testing, so here's what I got:

+ He certainly has had a number of positive changes to his usage, particularly his movelist. Oniyaki certainly works a lot better, and the Kai shiki along with Oniyaki have the heights about correctly placed (Gonna cross check it with the source). The EXs are also correctly implemented from what I can tell.

- Though the animations aren't as fast as before, they are still too fast in comparison to the source.

- Horizontally, the Kai shiki (d, df, f) doesn't travel far enough. The heavy version especially should start with Kyo moving forward slightly before executing the attack.

- The heavy punch (y) and the crouching heavy punch (which was correct before the update) should be able to chain to any of Kyo's specials, like Kyo's Goufu You (forward + a). Kinda odd that he can combo from a heavy punch to Dokugami but not with anything else. You did say you were going to address the combos issue, so I thought to bring up that point.

- Mu Shiki still suffers from the issue that its punch doesn't travel that far from where the fire pillar starts. Kyo's punch should reach past the fire pillar

- there's a bit of an overlaping issue on the Aragami followups (Konokizu [d,df,f +x] and Yanosabi [which should be f, df, d, db, b + x] particularly)

- For whatever reason, the R.E.D kick is missing. I'm entering it based on the source, and it was easy enough to enter before this update. Though it might be as BoyBoyz mentioned and that there's a terrible overlap  with that move and the Kototsuki Yo (d, db, b, a/b)

- His back dash is too short now. Just need to adjust the distance he travels and slow down the animations overall a bit more and that should fix a good number of things asides from this.

- His NEOMAX is done with x+y, when it should be a+b. Though that's a slight command difference that can be easily changed.

- Speaking of the NEOMAX, it should be able to travel a screen's length, instead of just a few meters from the starting point.

- The NEOMAX should also (though more a nitpicky detail) stop all the music during the move. It makes it very epic when all the music stops during the move, especially when you finish off the opponent with it.

------------
That's all I got for now. Will work on a more detailed feedback if I run into any other problems. But do keep up the good work