Spoiler: Iori's Changelog (click to see content)
<v.13/08/2024>
- Fixed a bug that caused visual effects to pop up during an intro.
<v.10/08/2024>
- Target Combos are now easier to execute.
- Fixed a bug that caused throws to grant Power during Custom Combo.
- Ajusted some of the GetHit hurtboxes.
<v.13/04/2024>
- Tweaked AI to be a bit more consistent with combos.
- Changed the Slam Custom State on his EX 311 Shiki: Tsuma Kushi.
- Increased launch height on all versions of 104 Shiki: Nueuchi.
- Fixed a bug that caused Specific WinQuotes not to trigger against my Ryu.
<v.09/04/2024>
- Changed command file extension from .cmd to .st.
- Changed the extension of each mode state file (the ones containing state 5900) from .st to .cns.
- Crouch friction changed to 0.85.
- Lie down hurtbox is now larger for better compatibility with attacks that can hit OTG.
- Throw techs now preserve the original facing, even when done very late and the throwing character is switching sides.
- Replaced EX activation sound with the one from SFIII (previously, it was Demitri's fireball startup).
- Fixed error in projectile flag increment/decrement when projectile(s) are reflected.
- Fixed error in super projectiles that caused incorrect dampener interactions.
- Guard damage is now based on the damage the hit would do if not guarded, instead of dealing 7 damage in all situations.
- Fixed a bug that jailed opponents into getting thrown.
- Iori can now combo into Sanjingi no Ni and Ura 1029 Shiki Homura Hotogi.
<v.20/02/2024>
- Fixed issues on the WinQuotes.
- Fixed a bug that caused VFX reflection during EX Yami Barai.
- Fixed a bug that prevented Iori from transitioning into the attacking part of Kototsuki In against certain opponents.
- Fixed a bug that pushed Iori during the cinematic part of Yami Sogi.
- Improved AI.
- Added 5 palettes by XANDERAC.
- Added Hammer Throw compatibility for Blizzard by The_None.
<v.16/02/2024>
- Added 10 palettes by ProjectLykaon.
<v.30/11/2023>
- Fixed Throw limitations.
- Fixed SprPriority on some of Iori's grabs.
- Fixed a Simul Bug.
<v.07/08/2023>
- Adjusted Parry Hitboxes.
- Fixed a bug where Tsuchitsubaki canceled itself during Custom Combo.
<v.01/08/2023>
- Added a Special Intro against Orochi, based off King of Fighters 98: Unlimited Match.
- Added a bit of vulnerabity during the end of the Fall Recovery.
- Fixed felling animation for Orochi Iori.
<v.22/07/2023>
- Adjusted Parry Hitboxes.
- Adjusted hitboxes on all versions of Tsuma Kushi and Saku Tsuma Kushi.
- Adjusted frame data on Ya Otome and MAX Ya Otome.
- Adjusted cinematic on Normal Iori's MAX Ya Otome.
<v.21/07/2023>
- Extended hitbox on Standing Medium Punch.
- Adjusted Standing Parry Hitbox for Orochi Mode.
- Fixed a bug where the Aoi Hana (2nd) will come out without being pressed.
- Added Custom State to Koto Tsuki In to prevent Fall Recovery mid animation.
- Fixed juggle restriction of EX Koto Tsuki In (will now hit OTG easier).
- Reduced invincibility on Kuzukaze for Orochi Mode.
- Reduced invincibility on EX Kuzukaze for Normal/EX Mode.
- Added 1 extra frame of startup to all versions of Akegarasu.
- Tweaked launching values of all versions of Akegarasu.
- Added invincibility to the cinematic sequences on Iori's supers.
- Added Strength Variations to Ya Sakazuki.
- Fixed StateType on MAX Aoi Hanataba.
- Removed startup invincibility on Chi no Boso.
- Reduced range on Sanjingi no Ni.
- Added a range cap for Homura Hotogi.
- Tweaked visuals for Yatagarasu.
<v.01/07/2023>
- Added a new batch of palettes (Knuckles8864, MT7, PRØJECT.13).
- Removed shadows from fire visual effects.
- Added Super Finish Text to Claw's Saika.
- Ya Shiori no longer juggles from any attack; instead now launches for a juggle reset.
<v.22/06/2023>
- Fixed default colors on the Small Portrait.
- Decreased parry ratio in lower AI Levels.
- Fixed Kaoloon's Prediction animation. Implemented alternate animation for Orochi Iori.
- Adjusted hitboxes on Tsuma Kushi, Nuechi and Shogetsu to better match CvS2 standards.
- Adjusted launching values on Nueuchi and Shogetsu to make combos more consistent.
- Fixed a bug where characters would get hit multiple times by MAX Ura 108 Shiki: Ya Sakazuki.
<v.08/06/2023>
- AI no longer moves before Round Start.
- Added a Small Portrait by AlexSin for Orochi Iori.
- EX moves got minor visual updates.
- Some voice samples got their volume amplified.
- Added EnvShake to Hikiri Gine.
- Tsuma Kushi no longer whiffs against some characters.
- Yami Sogi got a new animation.
- Ya Shiori no longer goes into an invalid state that locks you out of your projectiles upon clashing with other projectiles.
- Hozuki's HitSound no longer gets cut by the grab sound.
- Yatagarasu's Visual Effects no longer has shadows and reflections.
- Added compatibility against Froz's Dictator.
- Fixed the direction of Iori's flames for the Dictator's Special Intro.
<v.31/05/2023>
- Total revamp/recode. Overhauled sprites, damage levels, animations, hitboxes, and coding. Now (mostly) uses frame data/velocities/timings from CvS2.
- Movesets for Normal, EX and Orochi modes entirely redesigned.
- Added brand new Claw mode based off his Flameless XIII appearance.
<v.15/08/2019>
- First release.
Spoiler: Ryu's Changelog (click to see content)
<v.13/08/2024>
- Changed sprites on the Special Intro vs Gouki to improved ones by AlexSin.
<v.10/08/2024>
- Added Special Intro compatibility with Evil Ryu by Victorys.
- Target Combos are now easier to execute.
- Fixed a bug that caused throws to grant Power during Custom Combo.
- Fixed a bug that caused Ryu to move after winning with Shun Goku Satsu.
<v.15/07/2024>
- Fixed a bug that caused Custom Combo Finish Text not to pop while killing with Projectiles.
<v.07/07/2024>
- Fixed a bug that caused Evil Ryu's Intro vs Gouki to load incorrectly.
- Fixed a bug that caused Wall Bounce to interact incorrectly against certain characters.
- Fixed a bug that caused Denjin Hadoken Visual Effects to not align with Ryu.
<v.30/06/2024>
- Fixed a bug that caused EX Tatsumaki Senpukyaku not to be affected by pushblock.
- Adjusted EX Tatsumaki Senpukyaku so it hits crouching opponents.
- Adjusted damage on Evil's Air Tatsumaki Senpukyaku.
- Adjusted the EnvShake on the final hit of EX Tatsumaki Senpukyaku.
- Fixed a bug that caused the Shun Goku Satsu Special WinQuote not to trigger.
- Added Special Intro vs Gouki by KarmaCharmeleon.
- Added 6 palettes by JtheSaltyy and 4 palettes by MCX.
<v.13/04/2024>
- Added Special Intro vs Gouken by KarmaCharmeleon.
- Small Portrait now uses the correct palette.
- Changed the Slam Custom State on Ryusokyaku.
- Various Super Moves now use the correct attr values.
- Fixed a bug that caused Specific WinQuotes not to trigger against my Ryu.
- Fixed a bug that caused Evil Ryu not to trigger his Special Intro vs Violent Ken without reloading the match.
- Evil Ryu's Classic Air Tatsumaki Senpukyaku now recovers into standing position instead of crouching position.
<v.09/04/2024>
- Added Evil Ryu mode.
- Changed command file extension from .cmd to .st.
- Changed the extension of each mode state file (the ones containing state 5900) from .st to .cns.
- Crouch friction changed to 0.85.
- Throw techs now preserve the original facing, even when done very late and the throwing character is switching sides.
- Replaced EX activation sound with the one from SFIII (previously, it was Demitri's fireball startup).
- Fixed error in projectile flag increment/decrement when projectile(s) are reflected.
- Fixed error in super projectiles that caused incorrect dampener interactions.
- Guard damage is now based on the damage the hit would do if not guarded, instead of dealing 7 damage in all situations.
- Fixed a bug that caused MAX Shinku Tatsumaki Senpukyaku to be unblockable under specific circumstances.
- Fixed a bug that jailed opponents into getting thrown.
- Added 14 palettes by JtheSaltyy, Kamui, and ProjectLykaon.
<v.20/02/2024>
- Fixed the position on the Big Portrait.
- Added Apple for You compatibility for B. B. Hood by Jmorphman.
- Added Hammer Throw compatibility for Blizzard by The_None.
- Added 15 palettes by Lurker and ProjectLykaon.
<v.16/02/2024>
- Implemented MT7's Color Separation.
- Inverted Big Portrait.
- Fixed issues with fireball clashes.
- Tweaked visuals on Shinku Tatsumaki Senpukyaku.
- Reworked Denjin Hadoken.
- Fixed typos on the ReadMe.
<v.31/11/2023>
- First release.
Spoiler: Gouki's Changelog (click to see content)
<v.10/08/2024>
- Added Special Intro compatibility with Evil Ryu by Victorys.
- Target Combos are now easier to execute.
- Fixed a bug that caused throws to grant Power during Custom Combo.
- Fixed a bug that caused Gouki to move after winning with Shun Goku Satsu.
- EX Gouki no longer uses Zankukyaku when controlled by the AI.
<v.15/07/2024>
- Fixed a bug that caused Custom Combo Finish Text not to pop while killing with Projectiles.
- Increased recovery on EX Air Tatsumaki Zankukyaku (EX mode) Landing animation.
<v.07/07/2024>
- Small Portrait now uses the correct palette.
- Added 1F to EX Tatsumaki Zankukyaku (EX mode) Landing animation.
- Kongo Shakka 2nd can now be Super Canceled.
- Fixed a bug that caused MAX Messatsu Gohado to whiff at specific distances.
- Fixed debug error on Kongo Kokuretsuzan.
- Gouki can no longer walk through the opponent after Shun Goku Satsu.
- Fixed CS errors on Magatsuki.
- Fixed a bug that caused the incorrect voice sample to trigger during Taunt (Shin mode).
- Fixed a bug that caused Gouki to disappear during Tenma Shuretto (Shin mode).
- Added 3 palettes by Lurker and 4 palettes by MT7.
<v.30/06/2024>
- First release.
Spoiler: Akira's Changelog (click to see content)
<v.10/08/2024>
- Target Combos are now easier to execute.
- Fixed a bug that caused throws to grant Power during Custom Combo.
- Fixed a bug that caused Akira to move after winning with Seijo no Tetsui.
<v.15/07/2024>
- Fixed a bug that caused Custom Combo Finish Text not to pop while killing with Kiko Kai.
<v.07/07/2024>
- Fixed a bug that caused Wall Bounce to interact incorrectly against certain characters.
<v.13/04/2024>
- Jumping Heavy Punch and Jumping Heavy Kick now spike the opponent for a hard knockdown during Air Combos.
- Fixed a bug that caused Specific WinQuotes not to trigger against my Ryu.
<v.09/04/2024>
- Changed command file extension from .cmd to .st.
- Crouch friction changed to 0.85.
- Throw techs now preserve the original facing, even when done very late and the throwing character is switching sides.
- Replaced EX activation sound with the one from SFIII (previously, it was Demitri's fireball startup).
- Fixed error in projectile flag increment/decrement when projectile(s) are reflected.
- Fixed error in super projectiles that caused incorrect dampener interactions.
- Guard damage is now based on the damage the hit would do if not guarded, instead of dealing 7 damage in all situations.
- Fixed a bug that jailed opponents into getting thrown.
<v.20/02/2024>
- Fixed an issue with the Intro on certain screen resolutions.
- Fixed a bug that caused Senshubu and Uranimon to not knock down airborne opponents.
- Changed the functionality on Crouching HP.
- Disabled camera tracking for Kurakusho's target.
- Reduced width on Kiko Kai.
- Increased hurtbox size on Kiko Kai.
- Reduced EX Kikokai startup by 2 frames.
- Fixed a bug that prevent Airborne Kiko Kai from being canceled during Custom Combo.
- Reduced recovery for EX Airborne Kiko Kai.
- Reworked the movement and frame data on all variants of Senshubu.
- Increased recovery on the MP and HP variants of Urarimon.
- Go Kiko Kai has a smaller scale to make the MAX variant look bigger (no changes in terms of hitboxes/hurtboxes).
- Go Kiko Kai skull visual effect now fades out during SuperPause.
- Nerfed the horizontal range of Haten Mueishu.
- Buffed Punch Zero Counter.
- Lie down hurtbox is now larger for better compatibility with attacks that can hit OTG.
- Improved AI.
- Added Apple for You compatibility for B. B. Hood by Jmorphman.
- Added Hammer Throw compatibility for Blizzard by The_None.
- Added 6 palettes by XANDERAC and 1 palette by KOFHERO77.
- Fixed errors on the ReadMe.
Spoiler: Ash's Changelog (click to see content)
<v.13/08/2024>
- Added Hit by Hammer Throw animations.
- Removed empty Midnight Bliss animation.
- Ash AI can no longer use Power Charge during Sans-Culottes.
- Fixed a bug that caused secondary effects to pop up during Evil Ash's Ventose.
Compatibility Patch for Aomura's Elisabeth and Fervicante's Elisabeth.
Q: How do I play Ash?
A: Much like Guile, Ash is a Sonic Boom/Flash Kick type of charge character. He has a great set of fireballs and traps that make the screen quite confusing to navigate, forcing mistakes that snowball into space and chip damage. Unlike Guile, his buttons are slow and stubby; couple that with his lack of meterless reversals and you've got a fairly weak character up close. As a trade-off, his damage output is off the charts, as confirming into his infamous install type super 'Sans-Culottes' leads to round ending combos.
Q: Does Ash have an alt mode based off Evil Ash from King of Fighters XIII?
A: He does! Select him by holding start during character select. Evil Ash is an obnoxious boss with even stronger zoning, unfair combos and actually good defense. In terms of 'power level' he is meant to be weaker than Shin Gouki and God Rugal, but stronger than Evil Ryu and Orochi Iori.
Q: Is the character entirely done?
A: The character is release ready! But it will be updated over time not only with bug fixes and balance adjustments, but also extra animations. This version has the entire core of the character finished, but there is always room for disrespectful Win Poses and spicy Special Intros.
Q: What is next?
A: Dudley. Expect him next month.