YesNoOk
avatar

Kairi from Street Fighter EX + edits 1st version (UPDATE 05/03/2013) (Read 99139 times)

Started by Mr.Karate JKA, November 15, 2012, 03:36:12 am
Share this topic:
Kairi from Street Fighter EX + edits 1st version (UPDATE 05/03/2013)
#1  November 15, 2012, 03:36:12 am
  • avatar
  • ****
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
KAIRI FROM STREET FIGHTER EX + EDITS BY MR.KARATE & GUSTAVO C. MORAES
CODES - Mr.KARATE
SPRITE EDITS - Gustavo.c.Searom

This is it! A lot of time has been passed but i finished the char! I wish you a olt of fun playing with him!!! I tried to make it most close as possible to the original and also i add some new features!

I know, this spritesheet does not so good, but here is the good news and the reason that this Kairi is called "Kairi 1st version": I did a comission with CVS the Abstract for a new spritesheet for kairi and he will start on these new sprites when he finish chibby Spiderman! So, you can expect awsome new sprites and finally a awesome version of Kairi on mugen!!!

>System moves:

- Roll foward
- roll back
- dodge
- atack dodge
- parryng (stand,crouch and aerial)
- Excell custom combo (spends 1 powerbar!)
- zero counter (spends 1 powerbar!)
- zero counter tatical scape (spends 1 powerbar!)
- Power charge
- run
- chain combo
- tech flip
- air recovery
- recovery roll
- EX moves (spends 500 of the powerbar).

>Special thanks:

- Orkut`s community MUGEN DOWNLOADS (MD) for all sugestions and support!!!
- Son son3000 from the custom combo help.THANKS A LOT MAN!!!
- Balthazar for all the help with stance sprites Shiki Hatsudou sprites and Moryu Kasen sprites!!!
- Basara Kun for the char Blizzard (He served to base for Kairi)! He gave me permission to use it.
- POTS, JMorphman and vyn for a lot of codes!!! Thanks guys, i learned a lot with you and your chars!
- .Hades for the small portrait;
- Froz for the Hyper portraits and Shinki Hatsudou`s hi res sprites!!!
- Shadow for the improved SND!
- Saikoro of r the big portrait!!!
- CAPCOM/Arika  for this awesome char!
- Elecbyte for this wonderful engine called MUGEN!
- And you, for download and play with this character!!!



Gameplay videos:





Kairi 1.5 (UPDATE 03/05/2013)

DL LINK: http://www.mediafire.com/?o5bhvxvdee34i45

NOTES:

 - See the read me file for more information and tips;
 - I dont have any place to host him, so if someone can help me i`ll apreciate.

FEEDBACKS ARE WELLCOME

Hope you like it and enjoy it!
Last Edit: May 04, 2013, 05:07:55 am by Mr.Karate JKA
Re: Kairi from Street Fighter EX + edits 1st version
#2  November 15, 2012, 03:41:02 am
  • ****
  • This big boy spitting out 250 rounds a minute!!!
    • USA
    • https://infiniteff.forumotion.com/t533-all-chars-by-rce-akir-jeanne-d-arc-released
Well I'll be......ITS ABOUT FREAKIN TIME!!!!  LOL!

I started to wonder were you even gonna still finish him.....lol Anyway thanks so much for taking to time to make a Kairi for mugen.

We needed one very badly. And based off of the vids so far. I must say im pretty much impressed! I hope to see more from you.

Edit : just found a bug with his SGS like move... It sorta lags a bit on the move once the hit sparks and stuff start coming in.....

Other than that, man dude this guy plays pretty well! I'm loving his gameplay alot! You really got alot of Kairi's moves done packed really well.  Keep it up dude!
Last Edit: November 15, 2012, 04:10:44 am by ~R@CE AKIR@~
Re: Kairi from Street Fighter EX + edits 1st version
#3  November 15, 2012, 04:27:04 am
  • avatar
  • ****
  • Lilly,Jbs Jr. are my world
    • USA
sweet, gonna give this a try , thanks for the work
Re: Kairi from Street Fighter EX + edits 1st version
#4  November 15, 2012, 04:31:03 am
  • ****
  • ◄ フェニックス・エンドソング►
    • Indonesia
Cool, been waiting a long time to try this out, thanks for the release
Re: Kairi from Street Fighter EX + edits 1st version
#5  November 15, 2012, 04:51:09 am
  • avatar
  • ****
this is such an honor to finally try this
thank you
Re: Kairi from Street Fighter EX + edits 1st version
#6  November 15, 2012, 04:56:25 am
  • avatar
  • ****
    • USA
-Debug Flood:



-Kairi's hair is cropped/cutout in his liedown sprite.

-Kair's Collision Boxes are weird. They need optimization, the ideal number are 3, max.



-Shouky Hatsudou rips off more than 600 HP, you really need to tone it down (around 450-510 would be nice)

-His LVL3 Supers are unbelievably stiff, you need add all the necessary commands to make to preform the move more "gamer friendly".
Look at s.gouki's SGS commands and compare them to kairi's SGS.

Speaking of Kairi's SGS, he tears off aprox. 800 from an average character. He also doesn't have the black background, intentional or not, it looks off, IMO. (Kairi simply holding the character while the target recieves the hits.)

I'll post more feedback once i find more.
Last Edit: November 15, 2012, 05:51:55 am by Froz
Re: Kairi from Street Fighter EX + edits 1st version
#7  November 15, 2012, 04:59:54 am
  • ***
  • The BadPixelMan
    • USA
OMFG KAIRI WAT!? Now all I need is Skullomania. You....you.....I....downloading.
Re: Kairi from Street Fighter EX + edits 1st version
#8  November 15, 2012, 05:31:49 am
  • avatar
  • **
I guess the patience paid off.  :)
Downloading this now!

After trying him out, here is some feedback:
- He can crouch while running. (Not sure if this is nitpicking or actual feedback).
- His liedown hitbox is too small. (Weird hitboxes overall listed above already.)
- His crouching light kick and crouching medium kick can hit some opponents while they lie down on the ground after knocking then down and probably juggle way too much in my opinion when cornering them

I will give more eventually if I have the time, overall it is quite good so far.
Last Edit: November 15, 2012, 06:13:34 am by Gogngos
Re: Kairi from Street Fighter EX + edits 1st version
#9  November 15, 2012, 05:46:36 am
  • ***
  • Creative Mastermind
    • Chile
    • barbwireproductions.wordpress.com
Great!! Finally, the wait is over!!

Downloading! :D
Re: Kairi from Street Fighter EX + edits 1st version
#10  November 15, 2012, 05:53:12 am
  • *****
    • USA
    • www.trinitymugen.net


-If his SGS move is preformed twice, no more helpers can be summoned. Which results in him throwing absolutely nothing. The kanji stuff technically stays, even if it appears it's gone graphically. Also, the "blast" helper slowly floats off the stage after hitting with the debug info turned on... What's up with that? Doesn't appear like your helpers are destroying themselves after they've served their purpose.

-Massive slowdown during any super that involves helper/projectiles. Especially the SGS move.

-Clsns need a lot of work.

-A lot of times HK/MK versions of Mauryou Kasen miss foes up close.

-HK version of Mauryou Kasen is not supposed to gain height as it's chained. This causes the other hits to miss the foe because of this. He should just go straight across. That's how it worked in SFEX, and while I'm not an accuracy buff in the least, this just makes the move unpractical the way you have it now.

-Pausetime for the final hit of Maki Hatsudou is WAY too long. He should just hit them down and be down with it.

-Shinki Hastudou Kai using Ibuki's or Chunli's FX doesn't look right IMO. Maybe you could, or get someone to hires/edit that Dao w/e guy's ariel fireball move from Breakers' Revenge. It'd be much more befitting imo for Kairi, since it was a giant orb/energy ball in the source. You can find the sprites for BR at IMT.

-Debug flood of course.

I'm pretty tired now, so that's all I have. I'll test him out some more later. It's a pretty solid release though. Nice work.
Last Edit: November 15, 2012, 05:58:15 am by DivineWolf
Re: Kairi from Street Fighter EX + edits 1st version
#11  November 15, 2012, 08:04:50 am
  • ****
  • Character Not Unlocked ~
    • Norway
    • Skype - crap-zapper
OMG O.O YES! I will try as soon as I get home! Thank You so much! :)
Previously known as;
Mugen-Ninja 2011-2014.
The Street Fighter 2014-2021.
Re: Kairi from Street Fighter EX + edits 1st version
#12  November 15, 2012, 12:16:22 pm
  • avatar
  • ****
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Divine, Gogngos and Froz

Thanks for the feedbacks! Soon i`ll be fixing this stuff! Please guys, continue testing him. This is the 1st version and i need to fix any bugs to the final version!
Last Edit: November 15, 2012, 12:19:26 pm by Mr.Karate JKA
Re: Kairi from Street Fighter EX + edits 1st version
#13  November 15, 2012, 07:27:49 pm
  • ***
thank you for the awesome char and the new upcomig spritesheet to boot, cheers to you!
Re: Kairi from Street Fighter EX + edits 1st version
#14  November 15, 2012, 08:07:34 pm
  • ***
  • Coming back tabun maybe
    • Brazil
* Jumping MK has 11 frames of startup and Jumping HK has only 6.

* The helpers, oh, the helpers. Please use proper destroyselfs in the helpers :bigcry:

* Remove this code

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

from his state 400. It allows him to hold fwd during the crouching jab, cancelling it and enabling him to walk in he opponent's direction and apply one more + LP, and other, and other, and other... Demo:

http://www.mediafire.com/download.php?zr9v8yri7f4jq2r

* Where are my supercancels like he does in SFEX series?

I mean, he can cancel + kick into + punch but not into + punch. Jinki Hatsudou (this is the name of his projectile in EX1), MaryuRekkou and Moryukasen don't seem to be supercancelable like in the Ex series.

* The triggers for supercancels in his cmd mention the states 1100 to 1199. Kairi doesn't have these states in any part of his cns.

* Shouki Hatsudou and Mekku Zangeki enable air recover for the opponent

* After knocking an opponent down you can hit the bouncing opponent with crouching LK or MK. These moves are air-recoverable as well. A CvS-like char shouldn't use the possiblity of air recover at all.

* His afterimages during Sairokyoshu / other supers must disappear if he gets hit during the attack. The same for his voices.

* You can make Weak MaryuRekou to cause 90 damage like the other versions. 45 is pretty bad.

* Parry an attack with while you're walking forward. The result:

http://www.mediafire.com/download.php?ehsaugdrzlhdgws

* Bug in Sairokyoshu. Kairi traded hits with the opponent during the jumping part of the move:

http://www.mediafire.com/download.php?v4kfz2uzc48jb23

* Make sure to press Ctrl+D and Ctrl+C in order to check the debug informations, clsns and helpers. It seem like you didn't use them properly during the development of the char.
Last Edit: November 15, 2012, 08:54:03 pm by Zzyzzyxx
Re: Kairi from Street Fighter EX + edits 1st version
#15  November 15, 2012, 08:15:38 pm
  • *
    • Venezuela
This great your character, to be honest looked a release of the cravings but I have only one problem, this in 1.0, you could make a version for Win Mugen??
Re: Kairi from Street Fighter EX + edits 1st version
#16  November 15, 2012, 08:27:35 pm
  • ****
  • Vae Victus!
    • USA
    • mugenguild.com/forum/topics/lord-kains-small-portraits-140580.0.html
Guichy move on, I moved on aswell, trust me its a much better engine, the character is sweet, I never had the chance to play SF EX. So I can't really tell a difference between this and the original, all I can say is this is a very solid character, thanks for the release!
"Given the choice; whether to rule a corrupt and failing empire or to challenge the Fates for another throw a better throw against one's destiny... what was a king to do?
Re: Kairi from Street Fighter EX + edits 1st version
#17  November 15, 2012, 08:41:59 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Most stuff was said already, so I'll just say this is a pretty nice first release, and good luck with the update.
Re: Kairi from Street Fighter EX + edits 1st version
#18  November 15, 2012, 09:21:08 pm
  • ****
    • Argentina
Finally you released it! :D Hmmm... sometimes the sparks doesn't show and I don't know why because it plays easy :freak:
Re: Kairi from Street Fighter EX + edits 1st version
#19  November 15, 2012, 09:29:18 pm
  • *****
  • Hick-spanic
  • the dawn away
    • Puerto Rico
Pretty solid first release though the problems people have pointed out do ruin the enjoyment.

Hoping for the update. Good luck on it.
might as well shill: https://twitter.com/FraudKrew
the streams are here: https://www.twitch.tv/robotboombox
Re: Kairi from Street Fighter EX + edits 1st version
#20  November 15, 2012, 10:30:23 pm
  • avatar
  • ****
  • Karate ni senshi nashi
    • Brazil
    • www.youtube.com/user/karate867
Well, here is the first bug report:

-Debug Flood:

-Kairi's hair is cropped/cutout in his liedown sprite.

-Kair's Collision Boxes are weird. They need optimization, the ideal number are 3, max.

-Shouky Hatsudou rips off more than 600 HP, you really need to tone it down (around 450-510 would be nice)

-His LVL3 Supers are unbelievably stiff, you need add all the necessary commands to make to preform the move more "gamer friendly".
Look at s.gouki's SGS commands and compare them to kairi's SGS.

Speaking of Kairi's SGS, he tears off aprox. 800 from an average character. He also doesn't have the black background, intentional or not, it looks off, IMO. (Kairi simply holding the character while the target recieves the hits.)

I'll post more feedback once i find more.


FROZ:

-Kairi's hair is cropped/cutout in his liedown sprite.

Sorry, but i cannot do nothing about this. I am just a coder not a spriter. The best solution is wait to the new SFF.

-Kair's Collision Boxes are weird. They need optimization, the ideal number are 3, max.

IN PROGRESS!

-Shouky Hatsudou rips off more than 600 HP, you really need to tone it down (around 450-510 would be nice)

Well, in the original game this supermove causes a lot of damage in the enemy. By the way, Kairi pay the price for do this movement losing energy, the flammes and the power charge. This super move only can be performed one time per round! Because these consequences i think this damage is a just damage!

-His LVL3 Supers are unbelievably stiff, you need add all the necessary commands to make to preform the move more "gamer friendly".
Look at s.gouki's SGS commands and compare them to kairi's SGS.

Well, see the example bellow:

Shin Gouki`s SGS command:

[Command]
name="sgs"
command=~x,x,F,a
time=45


Kairi`s SGS command:

[Command]
name="Kyouja Renbu SGS"
command= ~x, x, F, a, z
time=45

Shin Gouki`s SGS don not have the "Z" button ate the end of command because of this, easier than Kairi`s SGS.

About the other supermoves cmd all of they are FIXED!

- Speaking of Kairi's SGS, he tears off aprox. 800 from an average character. He also doesn't have the black background, intentional or not, it looks off, IMO. (Kairi simply holding the character while the target recieves the hits.)

About the damage, its the almost damage caused by POTS Gouki`s SGS. In the first SF EX Kairi did not have the black background on SGS. In SFEX II and III he have it. This special move without a black back ground i converted to a leve 2 supermove (Kyouja Renbu; Kairi hits the oponent and at the end perform a piercing punch!)


I guess the patience paid off.  :)
Downloading this now!

After trying him out, here is some feedback:
- He can crouch while running. (Not sure if this is nitpicking or actual feedback).
- His liedown hitbox is too small. (Weird hitboxes overall listed above already.)
- His crouching light kick and crouching medium kick can hit some opponents while they lie down on the ground after knocking then down and probably juggle way too much in my opinion when cornering them

I will give more eventually if I have the time, overall it is quite good so far.

GONGNOS

- He can crouch while running. (Not sure if this is nitpicking or actual feedback).

FIXED!

- His liedown hitbox is too small. (Weird hitboxes overall listed above already.)

FIXED!

- His crouching light kick and crouching medium kick can hit some opponents while they lie down on the ground after knocking then down and probably juggle way too much in my opinion when cornering them

FIXED!


-If his SGS move is preformed twice, no more helpers can be summoned. Which results in him throwing absolutely nothing. The kanji stuff technically stays, even if it appears it's gone graphically. Also, the "blast" helper slowly floats off the stage after hitting with the debug info turned on... What's up with that? Doesn't appear like your helpers are destroying themselves after they've served their purpose.

-Massive slowdown during any super that involves helper/projectiles. Especially the SGS move.

-Clsns need a lot of work.

-A lot of times HK/MK versions of Mauryou Kasen miss foes up close.

-HK version of Mauryou Kasen is not supposed to gain height as it's chained. This causes the other hits to miss the foe because of this. He should just go straight across. That's how it worked in SFEX, and while I'm not an accuracy buff in the least, this just makes the move unpractical the way you have it now.

-Pausetime for the final hit of Maki Hatsudou is WAY too long. He should just hit them down and be down with it.

-Shinki Hastudou Kai using Ibuki's or Chunli's FX doesn't look right IMO. Maybe you could, or get someone to hires/edit that Dao w/e guy's ariel fireball move from Breakers' Revenge. It'd be much more befitting imo for Kairi, since it was a giant orb/energy ball in the source. You can find the sprites for BR at IMT.

-Debug flood of course.

I'm pretty tired now, so that's all I have. I'll test him out some more later. It's a pretty solid release though. Nice work.

-If his SGS move is preformed twice, no more helpers can be summoned. Which results in him throwing absolutely nothing. The kanji stuff technically stays, even if it appears it's gone graphically. Also, the "blast" helper slowly floats off the stage after hitting with the debug info turned on... What's up with that? Doesn't appear like your helpers are destroying themselves after they've served their purpose.

FIXED!! Adjusted destryselfs. This blur efect is proposal to make an efect to kanjis desapear. Almost like the SFEX II

-Massive slowdown during any super that involves helper/projectiles. Especially the SGS move.

FIXED!

-Clsns need a lot of work.

IN PROGRESS!

-A lot of times HK/MK versions of Mauryou Kasen miss foes up close.

FIXED!

-HK version of Mauryou Kasen is not supposed to gain height as it's chained. This causes the other hits to miss the foe because of this. He should just go straight across. That's how it worked in SFEX, and while I'm not an accuracy buff in the least, this just makes the move unpractical the way you have it now.

FIXED!

-Pausetime for the final hit of Maki Hatsudou is WAY too long. He should just hit them down and be down with it.

FIXED!

-Shinki Hastudou Kai using Ibuki's or Chunli's FX doesn't look right IMO. Maybe you could, or get someone to hires/edit that Dao w/e guy's ariel fireball move from Breakers' Revenge. It'd be much more befitting imo for Kairi, since it was a giant orb/energy ball in the source. You can find the sprites for BR at IMT.

I did not found theese sprites in Dao Long. Can you show me this projectile???


     Posted: November 15, 2012, 10:34:05 pm
Thanks for all feed back and suport guys. One by one, i`ll fix all of these bugs and soon the udate will be ready.