Here we go! This is some sort of forum so I guess we learn how to make this work. :D
KOF 2002um Remade and updated with new characters and Boss Rush · By
Hinako has a bug where she cannot cancel into any crouching B or A while running. Also, the timing for crouching B cancelling into itself is too quick. It should be slower than the timing for crouch B to crouch A. Refer to KOF2k1.
Her grounded B&B staple of crouch B x2, df+A 2hit, hcf+B/D (or crouch B, crouch A, df+A 2hit, hcf+B/D) also doesn't seem to work. The inputs do not reliably buffer or feel too jank.
alfred throw issues are fixed
Mary's spin heel kick adjusted
Saisyu intro now works
Seth Hitboxes fixed
Seth Ai remade.
Gai AI remade.
Akuma raging demon issue fixed
Honda AI throw issue hot fixed
Fixed Chris flame taunt
Ryu's normals all combo like SF Apha 3
Fixed the name on Ryu's super
Gato damage rebalance. No more easy 95% combo
Quiero mencionar algo que no me gusta del juego y esto es sobre sagat comprendo que el personaje esta basado en su version svc pero sus potentes aca en latam se conocen como golpe fuerte+ patada fuerte son muy lentos y no sirven para jugar ya sea en neutral o el aéreo ya que son demasiado lentos y me refiero sobre todo cuando son en estado counter estos no sirven para jugar ya que demoran muchooooo incluso no se si es idea mía pero a veces debes de darte ventaja te la quitan así que yo eh optado por no usarlos
Minute: 44:40
Athena gets stuck in the air if you try to dodge before hitting the ground, it happened twice in the session.
Chonshu's Down+B can be performed infinitely, dealing 100% damage to the opponent. I don't have a video of that but I was able to do it with 3 different characters.
Blue Mary's backdrop real can only be done on the right side.
No problem :D I've not said it before, and it was a big fault of me, but your game is genial and gorgeous, really! I've tried make something similar in past and my final result was something that was a lot less then what you and your team had accomplished here! Congrats, I love your game, lol! If I could ask anything, I would like that it had a "versus screen" is it on the plans? Also, do you guys checked ikemen go? I dunno if it would be a better engine since its newer, but thats about it.
So, I don't know if it is a choice related of you guys team taste, BUT, I do prefer to battle with cpu thats using the original pallets (except when Im using it, of course). I've made a script in powershell that fix it in the characteres that its needed, are you interested? It puts the original pallet as the first one for all characters, also fix some character not having the original pallet on the LP button. And, besides that, I've made some aesthetic corrections, here are they:
- Raiden original color fix for continue screen (it shows him green, should show him blue) (sff fix)
- Vega (Claw) original color fix for continue screen (it shows him green, should show him blue) (sff fix)
- Sagat pallet intro\taunt (sff fix)
- Benimaru original pallet fix
- Billy original pallet fix (for his colors on kof2k3, black and yellow, like in the portrait)
- Chris Orochi original pallet fix
Oh, btw, your iori12 have a strange bug (probably a feature from the original character) some stages just loads weird backgrounds when using him (kof96 fatal fury; and kof 97 japan comes to my mind now), I improved his sff again btw. Wouldnt you guys consider to change it for the by Ikaruga? (http://ikrgmugen.web.fc2.com/kof02um.html) since it is already in kof2002um style I guess it would be simple to adapt it for the game.
Also, I've made two new pallets for king based on her kof2k pallets. The first one is more like her portrait in the game, using a dark red jacket, so I've configured it to be the original pallet.
And thats about it. I can send you all of it and you can see if you are interested on those changes and fixes =) thanks again by the awesome work of your team!!!!
https://discord.com/invite/9GBtVqC join the discord! we can be active about some of these ideas!
Saisyu -"thundering hammer" is not cancellabe.. Should be this way?
Vice - can't dodge roll while foward walking. Instead she does "monstrosity"
Tung - has at least one DM and one SDM that is not on his move list. The DM is like the "halo basher" but on the ground, and the SDM is a powerful version of the "power wave" or "power tsunami".. both impossible to be executed, at least by me, but which he uses when You fight him in arcade mode.
Tung - has at least one DM and one SDM that is not on his move list. The DM is like the "halo basher" but on the ground, and the SDM is a powerful version of the "power wave" or "power tsunami".. both impossible to be executed, at least by me, but which he uses when You fight him in arcade mode.
Vice - can't dodge roll while foward walking. Instead she does "monstrosity".
1. In version 31, there is an error in the color palette of K's intro during his battles against Kula, K9999, and others.
2. Orochi Leona's original color palette (leona10.act) is not on p1.
3. Chizuru and Maki's portraits and color palettes seem to be reversed. Chizuru's original portrait had bangs on the right side and a smile, and her original color palette had a darker shade of white, but now it's completely the opposite.
En esta versión 39 note varias cosas curiosas por así llamarlo primero el nuevo especial de orochi shermie te tira al suelo mientras que en el 2002 um solo te hace hacia el lado de echo esto como que no tiene mucho sentido ya que el especial se puede mantener apretando el botón rápidamente para golpear múltiples veces y segundo guile te puede arrinconar y pegar 4 sonic boom en la pared y hacerte rebotar de una forma tan asquerosa (me imagino que no me quizo seguir haciendolo solo por que se canso de hacerlo el cpu xD) tengo video de esto ultimo saludos
En dos peleas me paso que yo le respondía con especiales como hadoken y el personaje jefe se quedó pegada corriendo, en la imagen se puede apreciar que el personaje está corriendo para el otro lado ya que salte y luego hice la burla ademas al terminar la pelea jamas sale el mensaje de win y se queda ahí por siempre a no ser que salgas de la pelea y te impide avanzar
The Strong Punch version of Kula's Crow Bite has two hits, but the opponent falls out after the first hit, and can potentially punish it afterwards, especially if they were in the corner. The only ways to get the second hit to connect are to combo into it from certain launching hits (LP Diamond Breath, LK Ray Spin > Sit, or SK Ray Spin), hit the opponent while they're in the air, or force the first hit to whiff.
When ever i pick Ralph then Kensou for 2v2 simultaneous play the game goes black with an error... i copy pasted it
Error detected.
Need at least 1 trigger
Error parsing [State -3, 28: Landing Sound]
Error in [Statedef -3]
Error in kensou-2-3.cns:1587
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/kensou/kensou.def
Error loading p3
Clipboard tail:
Loading cns config.txt...OK
Loading cns ralf-2-3.cns...OK
Loading cmd state entry ralf.cmd...OK
Loading common states common1.cns...OK
Loading sff ralf.sff...OK
Loading anim ralf.air...OK
Loading snd ralf.snd...OK
Loading pals...(1,1)(1,2)(1,3)(1,4)(1,5)(1,6)OK
SFF v1.01 palette hack engaged.
32972 expressions (9303 on trigger lines)
Character ralf.def loaded OK
New char Ralf loaded into cache: (1/4 cached) Load time: 230.000ms
Loading character chars/kensou/kensou.def...
Loading info...OK
Loading cmd command set kensou.cmd...OK
Loading cns kensou-c.cns...OK
Loading cns kensou-n.cns...OK
Loading cns kensou-s.cns...OK
Loading cns kensou-h.cns...OK
Loading cns kensou-2-3.cns...Character kensou.def failed to load
Recién probé la versión 84 y es una de las que mas errores eh visto que tenga solo nombrare las que note al jugar unos 10 minutos por que estoy seguro que hay muchos mas #primero Syo no hace nada al introducir los comandos de su Super con puños #segundo Jhon no ejecuta su especial abajo+arriba y patada #tercero este mismo personaje mezcla con patada pero este ultimo golpe no conecta con nada no le veo utilidad
I hope you can correct the errors that I have explained in the video since they have been tried to apply in the version of the king of fighters final attack and they do not work due to lack of features and all this was tested in final attack and I demonstrate that it works in the 2002 version and is also capable of working in other games of the franchise in what appears in the video.
I bring the second video of evidence so that you can fix the errors, be clear that the most recent version was used and everything in the video requires reading the error according to the description and finally Leona orochi They just need to optimize their jump according to the video. Their running speed is perfect and Clark has more than one mistake, but I can't record them. (Let me know once it's fixed so I know )