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