Kazuya Mishima (PotS/DW Style)Spoiler, click to toggle visibiltyhttps://drive.google.com/file/d/11RQEgIa4I2Der9e-3BF-8pGJgeskuU9w/view?usp=sharingHuge thanks to ReddBrink for the original beta version.Dan Hibiki (PotS/Jmorphman Style)Spoiler, click to toggle visibiltyhttps://drive.google.com/file/d/1Ml94D4998mxsQN8PMoV6h1Kh9PaXLdmN/view?usp=sharingTo Do (Abridged, more in Readme):- Color Seperation. (Accepting volunteers)- Improve Hitboxes and Animations.- More Special Intros (Maybe Sakura and Blanka).Reiji Oyama (PotS/Jmorphman Style)Spoiler, click to toggle visibiltyhttps://drive.google.com/file/d/11uoPT9Wevtf96MK5MPii0ETyisAHRgFR/view?usp=sharingKnown Issues: - Various Gekishouhadouha issues in Custom Combo. - Ryuenshou can spawn more flames than usual on a KO'd target. - Flames Particles can appear outside of when they're supposed to during Ryu Kishou Enzan.Orochi (PotS/Jmorphman Style) [Beta Version]https://drive.google.com/file/d/1bQK57vdfcmXsUfIJ6CL33lYbE1NzBmcr/view?usp=sharingWhat's Done: - 1 Intro. - 2 Win Poses. - System Mechanics Done. - All KOF Specials and Supers added. - Functional AI. - Most of the Essential Animations done.To Do: - Missing Sprites for Crouch Turning and his Sidestep Attack. - Finish Animations (e.g. Cheap KO and Guard Crush) - Throws - Hi-Res FX - More/Missing FX and Sounds - Multi-Colored Hitsparks - A Crouch Utsushi Iwai - Have Marokare Light flip when facing left. - A 2nd Level 1/2 Super - Super Finish Text - Responding to Feedback - Mizuchi Mode? - Remove King Leftovers - Whatever I missed.Alternatively, you can find them here: https://sites.google.com/view/ragingrowen/homeAs per usual, don't hesitate to drop some bugs, nitpicks or suggestions.
I also realize that the comments about Kazuya probably should have been posted here, I forgot that he wasn't in your usual edits thread
drewski90 said, October 03, 2020, 05:10:11 AMkazuya's sprite disappears during the intro when using turns modeThat's likely a result of Chu's original Kazuya sprites.
Kazuya upgraded to Beta 3. Redownload.You'll notice that some target combos don't combo (as in can be blocked at one point), and this is mostly how they were in SFxT from my experience, with the exclusion of Flash Punch Combo and Demon Slayer for example for viability purposes.
Did anyone make an Ai for this character The School girls Karin, Sakura, and Ingrid vs Jin, Kazuya, and Heihachi is a fun tag match.
Updated to Version 1.0 and out of Beta.Note the AI only does a select few moves. I know AIs aren't important but I wanted something better than nothin'.Enjoy the rest of the season of giving, buddies.
it seems as though none of his alpha counter moves make contact along with forward light kick. im not sure if forward light kick is meant to be an overhead but if not then i think he might not have one at all.
Glad you finish him bro. Oh and you fixed the Sidestep punch already.Some feedback- If the opponent blocks Devil Beam, got stunned and you ain't hit the opponent until back to normal state. (tested the 1.0 version, don't know if this happend on 1.1 :v)
【MFG】gui0007 said, December 30, 2020, 12:44:23 AMSome feedback- If the opponent blocks Devil Beam, got stunned and you ain't hit the opponent until back to normal state. (tested the 1.0 version, don't know if this happend on 1.1 :v)Thanks sonny. Fixed in v1.1.1. Redownload.
Quick feedback:-The first hit of Acute Pain, the 2nd hit of Slaughter Hook and Roundhouse has no envshake on the hit.-Slaughter Hook has no strong ground shockwave when the opponent bounces the ground.-Slaughter Hook, Slaughter High Kick and Devastator doesn't push Kazuya forward, causing it not to connect if the opponent was hit slightly farther.Will post more later.
RagingRowen said, December 28, 2020, 08:57:09 PMUpdated to Version 1.0 and out of Beta.Note the AI only does a select few moves. I know AIs aren't important but I wanted something better than nothin'.Enjoy the rest of the season of giving, buddies.Will you consider updating the AI down the line? Both his and Sol's.
Kazuya updated to v1.2 with fixes among other things like buffs and a mostly improved (but still incomplete) AI.
Why does EX Wind god fist have the slightly purple FX? Only Electric Wind God Fist had it to show that you pulled it off just like in SFXT.EDIT: some other things i came across just playing around with him.-Is E.W.G.F Disabled? i can not for the life of me pull it off. Either i go into demon god fist or just the regular wind god fist.-It feels really odd to super cancel from Mist Step. Especially from trying to wave dash into say, Spinning demon. Instead i get Lightning Uppercut. i would remove super cancels from Mist Step.Overall its a nice update to him. i'll post more if i find anything else.
ReddBrink said, January 05, 2021, 01:26:02 AMWhy does EX Wind god fist have the slightly purple FX? Only Electric Wind God Fist had it to show that you pulled it off just like in SFXT.It's got the purple FX just because it felt it would make it look especially powerful when paired with the EX flash compared to the normal version and to make it seem like a 'free' EWGF (in the sense there's no timing involved). I don't have much more for a response.
Continued from last feedback as I posted that one really late where I lived and on the updated version:-He could use some more voice clips on his taunt and when he transforms during Devil Beam.-The Glorius Demon God Fist doesn't always knock the opponent down like the Soul Thrust (If this is intentional, remove envshake on the version that doesn't).-The opponent has quick recovery and gets back up right after getting hit by EX Demon God Fist.-The hitspark and guard spark of the last hit of Demon Slayer is misaligned.-Agony Spear has too knockback and sometimes the last hit will not always connect.-Rampaging Demon doesn't string together with 3 hits as it's possible to block the last hit due to the knockback. -Left Splits Kick should be a (F, c) command instead as it does more damage than his standing WK.That should be all of it.
Sorry I'm late, but following on the Redd feedback (becuase I missed the edit):1. I'll up the timing by a couple of frames. I don't want it to be easy-peasy though.2. It's because I use D,DF,F x2 commands for the supers and I didn't want to be too outlandish and use KOF super commands like D,DF,F,D,DB,B. I might do a config for that in the future.For Solid's stuff:1. I mostly slacked on the voice clips. Later, maybe.2. I'll see.3. For now, I'll increase the time before its allowed to it's safer for Kazuya.4. I'll tweak it.5. I might just make the start-up faster for something.6. That's what the move was like in SFxT.7. That's how it was laid out in SFxT.Anyways, Kazuya updated to v1.3 with most of these issues attended to.
I don't know where to post it, but I fainally tried your last Kazuya.I really like the result.From my level, I can only point some animation flaws or sprites needing some work.But it's not your fault.I think it can be a very poilshed character!