I've never played any recent Tekkens but this looks very cool. I am using the nightly build from 2 days ago, however, and the nightly module doesn't work. I downloaded the build again just to make sure. My build was able to run the 0.99 version though.
You know how in modern Tekken the camera will zoom in on the characters if they attack each other under the right conditions? That looks cool so I ported it to Ikemen as a simple module.
It is starting to look a bit better but something about it still looks a bit off. Some people have told me it's the motion blur and I get the feeling a lot of the reasons why I feel the animations look so bad is because they designed it with it in mind rather than without it. It is some quite heavy stylization and it is going to be quite a while before it comes out, so I still want to give them some time to work on it. Hopefully they'll put out a survey so I can give them my thoughts. Maybe they'll pay me for it.
Anyway, lore. Isnt it kinda funny that he uses the power chop takuma used in kof XIII here and takuma himself used his kyokugen kohou in some later games? I think it is. Not really noticing anything different from garou 1 outside of the new moves. He hasnt really made any playable appearances since then, mostly just cameos.
Asuka 120% EXALLENT. Nothing is known about this one so far.
Vanguard Princess R. This is being demoed at EVO Japan and is notably being handled by FK Digital (Chaos Code) and Border Violation Taisei (Angels of Battle)
EDIT - They got the Chaos Code sequel, now titled Nemesis Experiment.
EDIT 2 - Rage of the Dragons W. Has balance changes and an arranged soundtrack by the original composer.
Spoiler, click to toggle visibilty
Don't expect any of these to get ported. From what I've heard, it sounds like exA-Arcadia is very keen on keeping their stuff exclusive to arcades.
Re: How to make opponent bounce after hitting with jump (neutral) like in MK9?
Hello, how you are? You must create a Custom Hit State that makes your opponent bounce. You must use TargetState for this. Use "trigger1 = MoveHit = 1 && NumTarget" in you TargetState. We recommend one State for Hit Pause and the rest for the bounce action. See your Mugen's common1.cns to do this. Common1.cns is usually in the Data folder of your Mugen.