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Custom KOF King Leo/Shin Shishioh Release (Read 7749 times)

Started by jay_ts, October 30, 2023, 05:32:41 pm
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Custom KOF King Leo/Shin Shishioh Release
#1  October 30, 2023, 05:32:41 pm
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After being introduced to the Kizuna Encounter series, I really ended up liking King Leo, especially his voice. He is also in NGBC, so I decided to use those sprites and adapt him to a KOF style. This is more faithful to Kizuna Encounter compared to NGBC as I think King Leo is much different in ways I don't like in that game.

Disclaimer: This is intended to be a boss character, so he will have extremely broken tools. However, should you somehow find things like easy infinites or TODs that require very little effort/move variety I can fix those since that's broken in a way I did not intend.

Download:
https://www.mediafire.com/file/2bmofoww1j5cw3p/jay_KOF-KingLeo.zip/file

EARTH CHOPPER
Re: Custom KOF King Leo/Shin Shishioh Release
#2  November 01, 2023, 06:46:14 pm
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Nice work again. Some stuff:

- He has no KO scream when killed with throws
- In Ikemen, the second hit misses KFM. Probably worth pointing out
- King's Armor preventing KO might be a bit too much, despite your disclaimer
- LK Nightmare Knocker grab part moves the camera a lot. Should disable movecamera for P2
- Landing LK Nightmare Knocker with your back against corner looks funny
- A lot of "has no helper 21474..." debug messages
- The rest is stuff I think I mentioned before. Most glaringly the system has really strong universal mechanics that are almost free to use (a BnB combo gives you the meter for them)
- After playing against him for a few minutes, light Beast Blow seems like his nastiest tool, heh. Just saying
- Don't think I ever said this before but I really like your palette work
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.
Re: Custom KOF King Leo/Shin Shishioh Release
#3  November 02, 2023, 09:22:33 pm
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- He has no KO scream when killed with throws
Fixed.

- In Ikemen, the second hit misses KFM. Probably worth pointing out
Second hit of what exactly? I checked Nightmare Knocker because it is 2 hits and you talked about it a bit so I assumed you meant that and it hits him fine. If you meant his lvl3 super which is also technically a 2 hitter, that also hits fine. I'm guessing the only other move you could mean aside from counter is his HK/EX Hunter Killer. Those also hit fine, even in ikemen for me. Maybe it is just a situational thing. Not to discredit this section of the feedback, I'm just curious as to what move exactly you were referring to.

- King's Armor preventing KO might be a bit too much, despite your disclaimer
I now have King's Armor not protect Leo from death, however he does take less damage from armor hits at a lower health (<25%) just to compensate.

- LK Nightmare Knocker grab part moves the camera a lot. Should disable movecamera for P2
- Landing LK Nightmare Knocker with your back against corner looks funny
The camera should be still during the grab and his posadds should be fixed to not be active when near the corner so it looks smoother when you're backed into the corner. LK Nightmare Knocker looks funny in motion because King Leo obviously doesn't have this variant in NGBC, only Kizuna. I really liked this variant though, and I tried reproducing it to the best of my ability. I think I'm satisfied with it,

- A lot of "has no helper 21474..." debug messages
Is this really an issue on Leo's end? I looked up all instances of "21474" to see if it was ever referenced as a trigger or helper, and I found nothing. The only instance of that number I found was the helper for the projectile detector, and it was only used in the pausemove and supermove time parameters, which will obviously not trigger that message. Even in game, I ran through several matches with player controlled and AI controlled Leo, and I never found that message. If you can let me know exactly when those messages pop up I can fix it, but I have never seen this appear on my end.

- The rest is stuff I think I mentioned before. Most glaringly the system has really strong universal mechanics that are almost free to use (a BnB combo gives you the meter for them)
I'll probably look into it but for King Leo specifically, I intentionally gave him way better meterbuild so that he was able to access all the mechanics at essentially all times without giving him infinite meter. I'll see how I can shift the balance of the mechanics when I release another KOF character. I think they're fine but it is the meter that I'll have to model to give the mechanics a more grounded foundation.

- After playing against him for a few minutes, light Beast Blow seems like his nastiest tool, heh. Just saying
Because it is his nastiest tool. Advancing half screen reach move that is +1 on block with crazy specialty meterbuild on hit. The AI spams it a lot because that's pretty much all he needs. It's also nerfed from Kizuna King Leo, where his Beast Blow is +7 on block, allowing for infinite blockstrings. I aint nerfing it cause I like it when he says dynamite and basically being able to be used whenever you feel like it.

- Don't think I ever said this before but I really like your palette work
Thanks, I try to make it visually appealing, I think I have a good sense of colors. Palettes 9-12 are attributed to someone else so part of that goes to them too, but for basically all of my characters I do palettes myself. It is a very fun process and I enjoy it a lot, and the results are usually satisfying once finished. If you can spot some particular patterns for some palettes I do in my characters I'll like... idk give you a cookie.
Re: Custom KOF King Leo/Shin Shishioh Release
New #4  November 03, 2023, 12:11:54 am
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- In Ikemen, the second hit misses KFM. Probably worth pointing out
Second hit of what exactly?
HK Hunter Killer. My bad. I think I left it out when rephrasing it.

Quote
- A lot of "has no helper 21474..." debug messages
Is this really an issue on Leo's end? I looked up all instances of "21474" to see if it was ever referenced as a trigger or helper, and I found nothing. The only instance of that number I found was the helper for the projectile detector, and it was only used in the pausemove and supermove time parameters, which will obviously not trigger that message. Even in game, I ran through several matches with player controlled and AI controlled Leo, and I never found that message. If you can let me know exactly when those messages pop up I can fix it, but I have never seen this appear on my end.



It seems to be related to projectile detection indeed.


EDIT: Found a couple more things:

- AI can use Exceed to break combos. Not sure if intentional
- Ending a round with King's Armor active will preserve the meter for the next round. Might happen with your other chars too
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: November 03, 2023, 04:50:39 pm by PotS