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Re: KOF Ken Masters by Soy Sauce Released (& All Charcters Updated)

 July 09, 2020, 07:32:37 PM View in topic context
avatar  Posted by AldenT  in KOF Ken Masters by Soy Sauce Released (& All Charcters Updated) (Started by Soy Sauce July 09, 2020, 05:24:52 PM
 Board: Your Releases, older Mugen

Thank you for another great release! This Ken is quite solid, but I did notice a few bugs.
- Aerial EX Hadoken plays the regular SVC Hadoken voice, regardless of voice settings.
- Aerial EX Hadoken is always available regardless of setting. Is this intended?

Still testing Yamazaki. His new moves are fun and I like the new sprites for the Guillotine DM.
    

Re: Soy Sauce Releases Yamazaki and updates all his other chars.

 January 03, 2020, 11:14:20 PM View in topic context
avatar  Posted by AldenT  in Soy Sauce Releases Yamazaki and updates all his other chars. (Started by Mem January 16, 2019, 06:17:03 PM
 Board: Found Releases

Kim and Geese updates are awesome! If you check their settings files, you can enable some extra moves for Geese and EX mode for Kim. It's also a bit late to report this in particular, but Mr. Karate lost one of his moves and it was given to Takuma instead.
    

Re: Capcom Shoto-Bonanza

 December 28, 2019, 08:22:57 AM View in topic context
avatar  Posted by AldenT  in Capcom Shoto-Bonanza (Started by swipergod June 05, 2016, 03:20:04 AM
 Board: King of Fighters E

Diagonal hurricane kick reminds me of the heavy one from SF5, which goes high and hits quite a few times up close. Seen here at [5:12]
Spoiler, click to toggle visibilty
 

I'm not sure if removing the hurricane kick would be a good idea for Gouki, considering his juggling hurricane kick has been a part of his gameplay for so long. Suppose it's gotta go, maybe it could be air-only? Some specials in KOFE have been like that before.
    

Re: King of Fighters E blog

 December 26, 2019, 10:32:45 PM View in topic context
avatar  Posted by AldenT  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 AM
 Board: King of Fighters E

It shouldn't be too hard if Gouki (Akuma?) gets a moveset built around his more unique moves. As in, the teleport, the demon flip, the air fireball, that sort of thing. I played the old Gouki that was in KOFE and he was pretty different from the newer Ryu, so I'm sure Swipergod already knows what to do. :)
    

Re: KOFE 2019 Feedback and Glitches

 October 23, 2019, 08:24:24 AM View in topic context
avatar  Posted by AldenT  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 PM
 Board: King of Fighters E

The funny thing about this is that Terry's far HK in KOF98 also suffers the same problem as this. Maybe in Terry's case might be actually intentional since it have a pretty good range for a far HK so it might be smart to leave it as it is for Chun but it's your guys call

I didn't know that happened with Terry in KoF 98, but I don't think it's intentional. I just tested Terry's far HK in KoFE and it hits just fine up close. It still has good range too, so why should Chun-Li's attack miss in that particular situation?
    

Re: KOFE 2019 Feedback and Glitches

 October 15, 2019, 01:37:53 AM View in topic context
avatar  Posted by AldenT  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 PM
 Board: King of Fighters E

Chun-Li's far strong punch is really good in this game. But when the opponent moves in as she does it, it misses completely because of its hitbox.

    

Re: KOFE 2019 Feedback and Glitches

 June 07, 2019, 12:11:04 AM View in topic context
avatar  Posted by AldenT  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 PM
 Board: King of Fighters E

So glad this game has a simple combo system and not the insanely long combos from later KoF games! For that matter, I'm glad the latest version actually came out, I wasn't sure if that was gonna happen.

Found this 100% Ralf corner combo that's pretty easy to pull off, though. Ralf recovers way too fast after the Mounted Vulcan Punch.
    

Re: KOFE 0.95 Feedback and Bug Reporting

 April 10, 2012, 12:27:37 AM View in topic context
avatar  Posted by AldenT  in KOFE 0.95 Feedback and Bug Reporting (Started by swipergod April 07, 2012, 09:32:56 PM
 Board: King of Fighters E


 Good to see that, I know those Mr. Karate things may not be too hard to fix and this is all likely to be saved for the 1.0 version, but it's still nice to see the improvement. Speaking of which, I found a few more things:

 - Goro can't do a light kick while moving forward (surely the same case as Mr. Karate's)
 - Krauser's SDM misses some of its final hits (the rapid punches) in the corner, allowing the enemy to block the geyser and punish him even when the rest of the move works.

 And this is more general stuff, but I think you can smoothen half-circles by adding $ to one of the downward directions, if not just replace all of them with $D.  I honestly found [F, $D, B] much easier to input than the raw [F, D, B] motions for grab supers, but then I'm playing this on a keyboard and I don't know if KoFE is designed with joysticks in mind or something like that.
    

Re: KOFE 0.95 Feedback and Bug Reporting

 April 09, 2012, 06:07:17 PM View in topic context
avatar  Posted by AldenT  in KOFE 0.95 Feedback and Bug Reporting (Started by swipergod April 07, 2012, 09:32:56 PM
 Board: King of Fighters E

 Found a few things with Mr. Karate:
 - Can't do a strong kick while walking forward.
 - Strong Hien Shippukyaku juggles into itself about 3 times.

 I'll definitely see if I can find more with other characters, though. This project has come a long way and I just can't help but feel great about that.