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Custom KOF Akuma Release (Read 11328 times)

Started by jay_ts, July 22, 2023, 03:25:42 am
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Custom KOF Akuma Release
#1  July 22, 2023, 03:25:42 am
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I wanted Soy Sauce to make a custom Akuma but I decided I'd try and tackle that myself. He has all the usuals you'd expect from Akuma: Very high damage, flashy combos, and very low health, with my KOF system mechanics to bolster it all.

I hope you enjoy, this will probably be the last of my new KOF characters for now. I know it's just 2 but that's just how I'm feeling right now. As per usual I'll try to respond to feedback as quickly as I can.

Download Here:
https://www.mediafire.com/file/a84l396vjmpvcor/jay_KOF-Akuma.zip/file
Last Edit: July 22, 2023, 05:55:23 am by jay_ts
Re: Custom KOF Akuma Release
#2  July 22, 2023, 10:59:02 am
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This Akuma is a lot of fun. Stuff:

- Many of his normals are very unsafe on hit. This only stuck out to me because one of them is the overhead
- Zugai Hasatsu doesn't become cancellable when comboed into. Not sure if intentional. Might as well keep it slow and overhead in that case
- I think KOF would allow air fireball during a back dash (hello Foobs)
- Tenma Kujinkyaku command feels awkward. Why limit it to DF? Because it can be done from a vertical jump?
- EX Shoryuken works with the HP+HK shortcut (Z) but not with both buttons themselves
- I'd use PP for EX Shoryuken and HP+HK for the teleport instead
- Misogi dust might look cool without transparency if you remove the darkest shades
- Tatsumaki looks too vulnerable in the lower leg, hurtbox-wise
- The K followup to Hyakki Shu is actually called Hyakki Goujin
- Most throws lack corner width
- He can't cancel lights into command normals. I just noticed Sagat can't either so it's probably intentional
- Normals don't air reset P2
- All tatsu launch heights feel like too much
- I like the air tatsu differences between A and B
- For some reason if you tiger knee hard air tatsu just right he won't do the glide version
- Cancelling into EX tatsu feels very inconsistent between corner and middle of screen
- Dizzy animation has a missing frame
- He has a lot of health for Akuma
- He can only ever get the special bar full if he parries at least twice or so during the round. Seems intentional but worth confirming
- He can juggle after antiair normals
- Juggles might be too generous. I can do HP xx light tatsu, light tatsu, EX tatsu, light DP, light DP, EX DP
- The special bar screen position could be configurable
- Shun Goku Satsu should cancel any normal
- He can be hit right before the freeze in SGS
- The AI can have more than one active fireball
- The kanji should not flip on the right side of the screen
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: July 22, 2023, 11:15:25 am by PotS
Re: Custom KOF Akuma Release
#3  July 22, 2023, 09:59:59 pm
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- Many of his normals are very unsafe on hit. This only stuck out to me because one of them is the overhead
I think overheads should be minus, but yea it was -6 on hit and should now be 0 on hit, -2 on block. In regards to his other normals, being minus incentivizes either smart use of said normals, or to cancel them into a special. To compensate, his lights are really plus outside of st.LK. cr.LP is +6, cr.LK is +4, and st.LP is +7. Those are much more plus than the standard KOF jab/shorts. It incentivizes also to do run pressure since Akuma has a fast run speed.
- Zugai Hasatsu doesn't become cancellable when comboed into. Not sure if intentional. Might as well keep it slow and overhead in that case
It was intentional to not make it special cancellable but I forgot to make it EX and super cancellable. Should be the case now.
- I think KOF would allow air fireball during a back dash (hello Foobs)
Me personally that would be a little dumb considering the applicability, since it would basically be like doing it off of a short hop. It'll be especially dangerous if you're cornered. I dunno, I just feel like it's best to not add that in my opinion.
- Tenma Kujinkyaku command feels awkward. Why limit it to DF? Because it can be done from a vertical jump?
Yes. In SvC, Akuma can only do it from a forward jump, but I decided to make it also possible from a neutral jump, but the downforward is what "fixed" it I guess.
- I'd use PP for EX Shoryuken and HP+HK for the teleport instead
In my opinion I like EX shoryuken being a much more powerful EX move compared to the others, so giving it a unique command will more or less push that. It's like SF4 omega, where each character has a more powerful EX move that costs more meter. In this case, it costs the same meter but there's less opportunities to land it outside of combos and anti-airs.
- He can't cancel lights into command normals. I just noticed Sagat can't either so it's probably intentional
I'm not a fan of it personally, but I did add a *slight* cancel window towards the end of their animations.
- Cancelling into EX tatsu feels very inconsistent between corner and middle of screen
You're not supposed to combo into EX tatsu from normals, rather from normal tatsu (i did not make this obvious so that's on my part)
here are some combos that use EX tatsu appropriately:
https://streamable.com/rfr4dq
https://streamable.com/iqt0zv
- He can only ever get the special bar full if he parries at least twice or so during the round. Seems intentional but worth confirming
It incentivizes you to parry more. Although I did slightly increase the meter you get from parrying but the intention is the same.
- Juggles might be too generous. I can do HP xx light tatsu, light tatsu, EX tatsu, light DP, light DP, EX DP
I added some juggle limiters to tatsus, but I still allow double DPs since those are cool.
- Normals don't air reset P2
This is intentional (after hitting EX tatsu) because you can combo into Demon Flip throw after it and I think it looks awesome. I'll just keep it like this just from my own preference.
- The special bar screen position could be configurable
Added a config file to both Akuma and Sagat with this option, although it's the only option. There could be more but I don't feel like adding more.
- EX Shoryuken works with the HP+HK shortcut (Z) but not with both buttons themselves
- Tatsumaki looks too vulnerable in the lower leg, hurtbox-wise
- Misogi dust might look cool without transparency if you remove the darkest shades
- The K followup to Hyakki Shu is actually called Hyakki Goujin
- Most throws lack corner width
- All tatsu launch heights feel like too much
- If you tiger knee the B version of air tatsu just right, he won't do the glide version
- He can juggle after antiair normals
- He has a lot of health for Akuma
- Dizzy animation has a missing frame
- Shun Goku Satsu should cancel any normal
- He can be hit right before the freeze in SGS
- The AI can have more than one active fireball
- The kanji should not flip on the right side of the screen
All of these are fixed
Re: Custom KOF Akuma Release
#4  August 03, 2023, 11:05:31 am
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Added a short combo video for better understanding of combo structure.
Re: Custom KOF Akuma Release
#5  August 04, 2023, 03:55:17 am
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This was extremely helpful and thanks for sharing it, as well as the one for your Sagat. I always love watching your combo videos too. I absolutely suck at doing most of them myself, but it's extremely entertaining to watch all the crazy sh*t you can pull off with your characters.
Re: Custom KOF Akuma Release
#6  August 11, 2023, 07:48:55 pm
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This was extremely helpful and thanks for sharing it, as well as the one for your Sagat. I always love watching your combo videos too. I absolutely suck at doing most of them myself, but it's extremely entertaining to watch all the crazy sh*t you can pull off with your characters.
Thanks. You should try them out too, they're really satisfying to pull off in my opinion.