I'm sure not all people have this character. Some are perhaps using it as a bargaining chip, which is kinda selfish. So here it is, original Element-KOFM Lv2 UM by Zelgadis/Delerius:18-11-2012:1. Fixed AI bug (previously it wouldn't do much because var(50) was used for var(59)2. Removed some red flames and added others to make them like original3. Added KOFM lv2's small portrait4. Added recovery roll (previously he would fall through the floor)http://www.mediafire.com/?5gsem6412qcw4 - my folderhttp://www.mediafire.com/download.php?955nlksq12c3o4i - the file itself4-8-2012update2:1. Fixed silly mistake: I didn't add triggerall = p2movetype = H to all the orange flame explods, so they would appear even when hitting helpers.2. Fixed projid clash, leading to blue flames appearing on tornado hit.3. another fix for AI performing a super in the air. Added statetype != A4. Instead of only triggering when facing kyo/iori, Element's hidden intro (statedef 198) now randomly displays5. Fixed some block-state issues for DFDF+c super.--------------------------------------------------------------------------------------------------------------------------1. Added orange flames2. Added counter move D,DF,F,c and voices for it3. Added invulnerable move (Opirius's idea) where u press z and enter into invul mode. Pressing forward or backwards during that state makes you evade forward/backwrd4. DF+y is now a knockdown instead of up5. Fixed DF+x's freezing enemy in the air bug6. Fixed a few pausetimes and bugs7. Changed the portrait8. Adjusted life to 2000 (from 5000) and attack to 100 (from 120)9. Increased jump height to -10 from -8.9There are perhaps 1 or 2 sprites missing, but I can't do anything about that. He has no crouching moves, but can crouch and crouch-guardAvailable for Winmugen and Mugen 1.0
BoyBoyz said, August 01, 2012, 05:19:01 pmOh I didn't adjust the movement speed. It came like this!Yikes.Anyway I noticed this Super Background bug whenever he misses with his D,F,D,B,c attack, Did it with two different characters to double check:
Excellent bug find. 2-8-2012:1. Fixed DFDB,c's background bug2. Fixed flames appearing during p2guardhttp://www.mediafire.com/?5gsem6412qcw4
This is also (probably) a bit of a nitpick, but shouldn't the one hit kill attack he has when he loses be done in the second round instead of after the first?
Hm, an interesting fix you've uploaded here. I honestly think you'd be a good candidate for pretty much revamping this char and maybe some other memorial characters (by that I mostly mean the 2001-style Krizalid with the coat ). Lowering some of his damage, making him overall a bit more fair of a character. I also recommend you change the command for the counter move to something like DD+A/B or something. I changed it to that after testing him a bit, since using a shortcut key for a normal attack seems off; he is a 4-button character, after all. I was also thinking that maybe you could remove the sideswitch because the sprites for that seem really sloppy. I'll try to keep testing your patches for KOF and KOFM chars and see what I can find. Best o' luck to ya in your future endeavors, Boyboyz!
oh no, that skill occurs only when he is defeated in the first round. It's hard to forget such a pain in the *** move hahahaC.A.N, such mushy compliments are blush-worthy. Thanks!
BoyBoyz said, August 01, 2012, 06:09:07 pmoh no, that skill occurs only when he is defeated in the first round. It's hard to forget such a pain in the *** move hahahaAh. I see.
Heh, I try to be supportive. I've been playtesting Element a bit more and when I press A+X, he becomes invincible until I press a direction to dodge. The enemy also goes through him when he's in invincible-dodging mode. Maybe you could remove that transition and just give him the standard rolling system? Also, it seems kind of odd that F+X cancels into itself when it hits the enemy, but when I whiff it, it chains into a followup hit. It also leads to an easy infinite of looping into itself endlessly. This one might be a bit nitpicky, but it seems odd that all of his basics are punches. Is that intentional? Also, if he really is going to be KOF styled, his kick throw should throw the enemy behind him. Maybe you could also remove the wall bounce on his throw? It seems needlessly powerful for him to smack them off screen only for them to hit the wall. Usually wall bounces/wire attacks are there to start/extend combos. Sadly, this throw does neither. The enemy also makes the wall bounce noise when they hit the ground, perhaps you could remove that? If you decide to just plain revamp him, you could hit me up for ideas. I'm pretty much a leecher, but I always have ideas. It's kind of a shame that Zelgadis has such great ideas (the 2001-styled Krizalid, hint hint), but the end results are usually just lukewarm, never truly amazing. On a side note, I fixed the teleporting issue on Magaki, have you tested him any more?
First of all, another beefy update:1. removed some unnecessary iori sprites, and removed FDBF,punch (iori's grab which isn't sprited properly)*2. removed the sound in statedef 336 where enemy hits the ground when being thrown3. Added more versatility to his invulnerable state (press z). Now you can crouch or jump out of it. You can forward jump too, but you need to press forward and up together else he will just evade forward.*4. Fixed F,x's infinite combo.5. Removed F,a's command, because there was no sprite for it and a bug would occur if u performed the move.6. Removed his jumping C+D palfx and removed the burning sound too.7. Added ignorehitpause = 1 to some moves to fix the flames not appearing on time.**For those who are wondering what does DBDF,punch do, it sets up a full-screen helper that nullifies any projectile anywhere on the screen for a certain amount of time.You can still roll by pressing F/B, a+b. The transition is just a fancy thing which matches the cutscenes of KOFM that show element invulnerable to all of gustab's slashes. The throws are true to source, so can't be helped.Sidetracking, yes, I've tested Magaki and he plays fine. There's a Mukai bug that occurs with blocking Magaki's DF,y fireball (when it comes behind the enemy). You will notice an extra Mukai sprite pop out. Don't know what's wrong.--9MB, I find it funny that your nick is related to the filesize of Element. I'm sorry I don't get your point though... You mean to ask why is this in the edits section?http://www.mediafire.com/?5gsem6412qcw4
update2:1. Fixed counter's duration where he pauses in his pose. This is important because the wall-bounce flames require the state to be active.2. Made DFDF,x+y into DFDF,x/y*3. DFDF,z now makes element throw the big white ball directly.4. Added an explod on the ground for his winpose statedef/anim 181.5. Fixed some flame positions for DB+punchI realise there are some AI only moves... maybe I'll figure em out soon. No more updates for today :xBtw, it's cute to see Element vs Element. When one dies it becomes a ping-pong game of luck to see who really dies in the first round.http://www.mediafire.com/?5gsem6412qcw4 - if you're not sure whether u got the latest one, pls redownload.
I've been playtesting him some more and I'm honestly impressed. You fixed the easy infinite, but you missed a couple. One is a very easy blockstring. Just do QCF+X on a guarding enemy constantly. They won't escape. If I knew how to post screenshots, I'd post one because I've got one of this happening. Seriously, could you lower the guardstun his attacks inflict? Same sort of this for hitting the enemy with QCF+X. I easily juggled KFM infinitely in the corner. Maybe you could make it not launch them if they're in the air? Once again, if I knew how to post screenshots, I would, since I have a screenshot of this as well. Pressing start causes his stance to reset. I'm thinking this is because he has a taunt, but the start command was redirected to the wrong state. Also, you said QCFX2+X+Y makes him just throw the big white ball, but I didn't find that. The command for it was QCFX2+Z. I like having shortcuts, but could you at least double check the CMD file before you say things like that? I had to make that command myself. Also, seriously consider mapping the counter to a different command and one of the four main buttons. I really don't like using shortcut keys for a main attack. It just bugs me is all. I tried changing it to D,D+A/B but it didn't work. Some input priority issues or something. They weren't as easy to figure out as Magaki's, so I'm not bothering right now. Another thing, maybe you should make the input for the followup on his F+X just be X with no input. I've found myself accidentally doing his Orochi-styled projectile while trying to launch them for LOLEASYINFINITE. I saw Element fight himself a few times, along with some other bosses. Try pitting him against your Boss Igniz patch, Igniz just rolls right through the 1 hit kill and throws him. It happened every time for me. Speaking of his one hit kill, maybe you could remove the false KO message? It seems out of place, especially since I'm using BrokenMugen's lifebars. I was honestly worried about the invincibility before rolls because it doesn't seem to end. If you were playing a timed match, 1 hit=INSTANT WIN if you abuse the invincibility. Also, I've noticed that bug with Magaki's blocked fireball, but not just against Mukai; I think Don Drago's Takuma also has that happen. Until I get more feedback for ya, I hope you take some of this into consideration! Edit: His powergain is through the roof a simple QCF+X into QCF+Y combo gives him a full 1000 points.Edit 2: Could you also maybe remove the special intros with dialogue? I can't read it, and it's pretty much pointless outside of source.Edit 3: Is the standalone white ball throw supposed to be more damaging than the throw five balls then white ball?Edit 4: His QCB+A/B seems like it does too much damage.Edit 5: When I put him up against your Igniz Boss edit, he occasionally fell through the floor. He always came back, but still. Could you look into that?
I gotta go so I'll reply to some things first. Element from the original game does have that much damage (in fact he has more life but I cut it down), and his power gain is that high as well.Sorry about the 'z'. Will make a fix for that laterI'll look into all those issues when I get back. THanks for the feedback!
Any time! Also, check your PM's. I've finally come to a conclusion on the "is it Cyanide's or is it Gonzo's Mukai" issue.
update3:1. Fixed taunt move and added a voice for it (press start)2. Fixed DF+x's long guardpausetime to disable permanent comboing when enemy is guarding.3. Changed voice for counter move to activate only on reversal success.4. Fixed the pausetime for F,x combo so that Element won't 'go through' the enemy to the other side.5. Made counter fully invulnerable to all projectiles, BUT HE CAN BE THROWN.6. Evade is now revamped to activate only when z button is HELD. When u release it, he can be hit. I want this move included; it makes him boss-like.*7. Fixed overlap of anim = 70008. Throwing the super fireball on its own is now performed by DFDF,y. Doing the full combo version is DFDF,x.9. Added kill=0 to first hit of DB,kick, and reduced the damage.10. Adjusted all poweradds to be lesser.11. Removed afterimages for evade, and tweaked their anims to make them look nicer.12. The voice played when evading is set to random/555 so it doesn't always play (sounds annoying).13. Added p2stateno != 1028 for some triggeralls so that flames don't appear when they shouldn't14. Removed an out of place purple explosion at the end of DB,kick15. Lowered the damage of level 1 supers to about 260 from 520.The counter command is easier to perform if it's D,DF,F. This is because you most likely want to counter while you're guarding, and D,D doesn't allow a smooth transition from that.I checked the .DEF. It says "Gonzo" is the creator, but Cyanide could have just taken Gonzo's foundation and remodelled his own version. Doesn't matter anyway.http://www.mediafire.com/?5gsem6412qcw4
I couldn't find Element on your Mediafire page. Have you uploaded him? Also, Cyanide's Mukai's DEF file had Cyanide as author. I'll get you some feedback when he's uploaded.