Using jin's Kyo as a base, I am in the process of making a 3-mode Kyo based on his appearances in the Ash Saga games (2003, XI, XIII).
The system will be a mix of XI and XIII -(Guard Cancel) Roll -(Guard Cancel) CD/E -EX Moves -Drive/Super/Dream Cancels: 1/2 HD Meter -Hyper Drive Mode: Full HD Meter -MAX Cancels: (EX-)DM->Neo-MAX in HD Mode -Generation Move? (My signature OHKO that takes all your Super and Drive Meter when you're getting your ass handed to you). -Considering a Break Shot-type starter as a way to link it to meter usage. -You can only do it once per opponent. -If the attack misses, gets blocked, or you don't finish the sequence, you cannot use DM or higher-level attacks or enter HD Mode for the rest of the round. -eg: Geese's Deadly Rave-While blocking, do HCB,F+E, then A,A,B,B,C,C,D,D,QCB+E. If you do not complete the QCB+E motion, your Super Bar will remain at zero and you will still build HD Meter and be able to do Drive Cancels, but not be able to enter Hyper Drive Mode for the rest of the round. -Maybe more stuff at a later date.
Movelists will be fairly faithful to the source games (with the obvious exception of adding EX Moves to the 2003 and XI modes). The Hikigane and Oniyaki follow-ups will use Drive Meter to make things fair (as they are also standalone Specials).
I'm also in the process of Hi-Rezzing his explods and creating my own XIII-style cancel messages.
UPDATES 2/4/2012: -EX Hikigane added -99 B version when standing -Autoguard -Aragami Drive Cancels into 99 B version in XI Mode -Konokizu Drive Cancels into cancelled 99 D version in XI Mode (lower, faster hop) -EX Yami Barai added -Same as XIII Kyo (faster, stronger, knockdown) -EX Kai added -Same as XIII (EX) Kyo -Juggles higher than D version -XIII-Style Damage in XIII Mode -XIII NESTS-Style Damage in 2k3/XI Mode -Can juggle connect with Orochinagi/EX-Orochinagi without using the brief delay trick
Here's a video demonstrating some of the graphical updates I have made, as well as some of the features described above:
No end date as yet, but when I'm done I plan on doing the same with Kusanagi, EX-Kyo, and MI-Kyo.
PS: Does anyone know where I can get some decent wall-bounce code?
swatMUGEN Jobber
Number of posts : 86 Age : 40 Localización : Soap Lake, WA Registration date : 2008-04-13
Update 2/17/2012: Kototsuki You added (EX version soon)
swatMUGEN Jobber
Number of posts : 86 Age : 40 Localización : Soap Lake, WA Registration date : 2008-04-13
Subject: Re: Ash Saga Kyo Kusanagi Sat Feb 18, 2012 5:52 pm
swatMUGEN wrote:
Update 2/17/2012: Kototsuki You added (EX version soon)
-Also added EX Kototsuki and EX Oboroguruma. -Tweaked velocities on Kai so 2nd hit misses in combos but EX hits in combos, just like here -Tweaked juggle points and velocities on Kai and Oboroguruma to allow the A->EX Oboro juggle. -There is an issue with the EX Kototsuki that lets you break moves with it when comboing into it (the throw does not execute).
swatMUGEN Jobber
Number of posts : 86 Age : 40 Localización : Soap Lake, WA Registration date : 2008-04-13
-Tweaked velocities on D-version Kai as it hit some characters in combo. -Added (EX) Kuuchuu Orochinagi - ported from ikaruga's Kyo -Added XIII-style Orochinagi (faster, no charge).
swatMUGEN Jobber
Number of posts : 86 Age : 40 Localización : Soap Lake, WA Registration date : 2008-04-13