INFINITE IORI
+6
yaret
Rainsin
Snakebyte
xenocid
XRagingxDemonX
Infinite
10 posters
Page 1 of 2
Page 1 of 2 • 1, 2
Re: INFINITE IORI
in the Vid around 1:02 that reminds me of MVC2 Sabretooth's version of beserker barrage (whatever his was called) Bah! Ha! Ha! HA! I'd pick him just to hear that XD He also has Beserker Barrage O.o
Anyways, aside from putting similar looking moves together, Nice Update, one of the few that his moves altered from previous alpha release. I think.
Btw... What did Strider Hiryu do to you?? You gotta find a better way to beat him than to take him to a different game and have him stand still
Anyways, aside from putting similar looking moves together, Nice Update, one of the few that his moves altered from previous alpha release. I think.
Btw... What did Strider Hiryu do to you?? You gotta find a better way to beat him than to take him to a different game and have him stand still
XRagingxDemonX- User
- Posts : 203
Join date : 2011-11-29
Age : 31
Location : The Sun's Core
Re: INFINITE IORI
1)Homurahotogi is unblockable
2)Althoug enemy is in flame, he can recover after Oni Yaki
3)His launcher D+HP don't hit crouching enemy except Benimaru, Cody, Daimon, Feilong, Hinata, T.hawk, Terry.
4)Neu-Uchi & Akegarasux2 are too random with wall bounce cause they depend from distance between you and wall. The secound depend too the number of hit before.
Maybe no tested enough
2)Althoug enemy is in flame, he can recover after Oni Yaki
3)His launcher D+HP don't hit crouching enemy except Benimaru, Cody, Daimon, Feilong, Hinata, T.hawk, Terry.
4)Neu-Uchi & Akegarasux2 are too random with wall bounce cause they depend from distance between you and wall. The secound depend too the number of hit before.
Maybe no tested enough
xenocid- User
- Posts : 202
Join date : 2011-11-23
Re: INFINITE IORI
xenocid wrote:1)Homurahotogi is unblockable
fixed
2)Althoug enemy is in flame, he can recover after Oni Yaki
fixed
3)His launcher D+HP don't hit crouching enemy except Benimaru, Cody, Daimon, Feilong, Hinata, T.hawk, Terry.
fixed
4)Neu-Uchi & Akegarasux2 are too random with wall bounce cause they depend from distance between you and wall. The secound depend too the number of hit before.
Maybe no tested enough
It is the normal wall bounce you just can't keep juggling it.
Re: INFINITE IORI
1)If you do Ya Sakazuki when enemy is lying on floor, he gets up in dizzy state but you can't hit him. You can hit enemy during this state after Ash used Yamibarai on enemy lying on floor.
2) In debug mode i see this:
warning: player IORI YAGMI (56) in state 1128: change to invalid action 5061
warning: player IORI YAGMI (57) in state 1128: change to invalid action 5061
EDIT
In orochi mode, his launcher D+HP don't hit crouching enemy except Benimaru, Cody, Daimon, Feilong, Hinata, T.hawk, Terry.
2) In debug mode i see this:
warning: player IORI YAGMI (56) in state 1128: change to invalid action 5061
warning: player IORI YAGMI (57) in state 1128: change to invalid action 5061
EDIT
In orochi mode, his launcher D+HP don't hit crouching enemy except Benimaru, Cody, Daimon, Feilong, Hinata, T.hawk, Terry.
xenocid- User
- Posts : 202
Join date : 2011-11-23
Re: INFINITE IORI
xenocid wrote:
2) In debug mode i see this:
warning: player IORI YAGMI (56) in state 1128: change to invalid action 5061
warning: player IORI YAGMI (57) in state 1128: change to invalid action 5061
who were you fighting against when this happened?
Re: INFINITE IORI
Infinite wrote:xenocid wrote:
2) In debug mode i see this:
warning: player IORI YAGMI (56) in state 1128: change to invalid action 5061
warning: player IORI YAGMI (57) in state 1128: change to invalid action 5061
who were you fighting against when this happened?
I don't remember. I'm going to camp Iori to see when it appears
EDIT
Tested on Alex, Daimon, King, Iori, chunli and just appeared with Alex.
(56) appears for player 1
(57) appears for player 2
Durin match against Alex, i've got this:
warning: player Alex (56) in state 712: change to invalid state 712(from state 120)
xenocid- User
- Posts : 202
Join date : 2011-11-23
Re: INFINITE IORI
xenocid wrote:1)If you do Ya Sakazuki when enemy is lying on floor, he gets up in dizzy state but you can't hit him. You can hit enemy during this state after Ash used Yamibarai on enemy lying on floor.
fixed
2) In debug mode i see this:
warning: player IORI YAGMI (56) in state 1128: change to invalid action 5061
warning: player IORI YAGMI (57) in state 1128: change to invalid action 5061
That's was caused by the old wall bounce that I used to have in older characters let me know who you were playing against and I'll update them.
fixed
In orochi mode, his launcher D+HP don't hit crouching enemy except Benimaru, Cody, Daimon, Feilong, Hinata, T.hawk, Terry.
Re: INFINITE IORI
xenocid wrote:
Tested on Alex, Daimon, King, Iori, chunli and just appeared with Alex.
(56) appears for player 1
(57) appears for player 2
Durin match against Alex, i've got this:
warning: player Alex (56) in state 712: change to invalid state 712(from state 120)
I will fix Alex in a minute
Re: INFINITE IORI
I tested(watch mode) on your chars in alphabetic until Feilong. No have error until he goes to mode orochi against cody. I've got this:
warning: player iori yagami (56) in state 5000: changed to invalid action 15051
warning: player iori yagami (56) in state 5020: changed to invalid action 15051
I retest with Ash with iori directly in orochi mode and got error.
Enemy stay in flammes after parry Oni Yaki
warning: player iori yagami (56) in state 5000: changed to invalid action 15051
warning: player iori yagami (56) in state 5020: changed to invalid action 15051
I retest with Ash with iori directly in orochi mode and got error.
Enemy stay in flammes after parry Oni Yaki
xenocid- User
- Posts : 202
Join date : 2011-11-23
Re: INFINITE IORI
xenocid wrote:I tested(watch mode) on your chars in alphabetic until Feilong. No have error until he goes to mode orochi against cody. I've got this:
warning: player iori yagami (56) in state 5000: changed to invalid action 15051
warning: player iori yagami (56) in state 5020: changed to invalid action 15051
I retest with Ash with iori directly in orochi mode and got error.
Enemy stay in flammes after parry Oni Yaki
fixed
Re: INFINITE IORI
Idk how it happened and I can't seem to duplicate it b/c i wasn't watching everything that was going on.
XRagingxDemonX- User
- Posts : 203
Join date : 2011-11-29
Age : 31
Location : The Sun's Core
Re: INFINITE IORI
XRagingxDemonX wrote:Idk how it happened and I can't seem to duplicate it b/c i wasn't watching everything that was going on.
Yeah, I would have to know why that happened to fix it because it could be a bug in one of the other characters custom states, but I'll keep a eye on it.
Re: INFINITE IORI
In orochi mode, his F,D,DF+KK don't catch Andy if he does Sho shouryuudan
xenocid- User
- Posts : 202
Join date : 2011-11-23
Re: INFINITE IORI
xenocid wrote:In orochi mode, his F,D,DF+KK don't catch Andy if he does Sho shouryuudan
fixed
Re: INFINITE IORI
The timing's messed up on Kuzukaze. If you want to perform it, you have to do the motions and then WAIT before hitting K. If not, Kototsuki In comes out instead.
Actually, it's the same for Yami Barai/Oniyaki, Aoi Hana/Oni Karai, and Neu Uchi/Akegarasu as well. If you've just walked forward and waited a second, you can't do a Yami Barai no matter what. The wait's way too long. Don't think I've noticed this with any of your other characters.
EDIT: I went into the CMD and cut everything that was time=15 to 12 and everything that was time=25 to 18. Seems mostly fixed. Not sure if that's your preferred fix, just letting you know.
EDIT: Saku Tsumagushi causes him to fall back to where he started the move, not from where he grabbed the opponent. If he's not next to the opponent, he falls back down diagonally. Looks kinda odd.
EDIT: Would be nice if you could list the differences in Orochi Mode in the readme too. As far as I can tell, QCB+KK, QCF+PP, and both level 2s are different. Anything else?
Oh, and because I was commenting while testing and didn't actually get to express an opinion: Aside from everything posted here, great. Love the design. Feels like a couple of things I liked about the alpha version are gone, but I don't remember it well enough to be sure. Regardless, I DEFINITELY remember the old f,d,df+PP, and love how you fixed it up, as well as all the stuff that WASN'T there. Going into my roster right now.
Actually, it's the same for Yami Barai/Oniyaki, Aoi Hana/Oni Karai, and Neu Uchi/Akegarasu as well. If you've just walked forward and waited a second, you can't do a Yami Barai no matter what. The wait's way too long. Don't think I've noticed this with any of your other characters.
EDIT: I went into the CMD and cut everything that was time=15 to 12 and everything that was time=25 to 18. Seems mostly fixed. Not sure if that's your preferred fix, just letting you know.
EDIT: Saku Tsumagushi causes him to fall back to where he started the move, not from where he grabbed the opponent. If he's not next to the opponent, he falls back down diagonally. Looks kinda odd.
EDIT: Would be nice if you could list the differences in Orochi Mode in the readme too. As far as I can tell, QCB+KK, QCF+PP, and both level 2s are different. Anything else?
Oh, and because I was commenting while testing and didn't actually get to express an opinion: Aside from everything posted here, great. Love the design. Feels like a couple of things I liked about the alpha version are gone, but I don't remember it well enough to be sure. Regardless, I DEFINITELY remember the old f,d,df+PP, and love how you fixed it up, as well as all the stuff that WASN'T there. Going into my roster right now.
Snakebyte- New User
- Posts : 30
Join date : 2012-06-09
Re: INFINITE IORI
Snakebyte wrote:The timing's messed up on Kuzukaze. If you want to perform it, you have to do the motions and then WAIT before hitting K. If not, Kototsuki In comes out instead.
Actually, it's the same for Yami Barai/Oniyaki, Aoi Hana/Oni Karai, and Neu Uchi/Akegarasu as well. If you've just walked forward and waited a second, you can't do a Yami Barai no matter what. The wait's way too long. Don't think I've noticed this with any of your other characters.
EDIT: I went into the CMD and cut everything that was time=15 to 12 and everything that was time=25 to 18. Seems mostly fixed. Not sure if that's your preferred fix, just letting you know.
EDIT: Saku Tsumagushi causes him to fall back to where he started the move, not from where he grabbed the opponent. If he's not next to the opponent, he falls back down diagonally. Looks kinda odd.
EDIT: Would be nice if you could list the differences in Orochi Mode in the readme too. As far as I can tell, QCB+KK, QCF+PP, and both level 2s are different. Anything else?
Oh, and because I was commenting while testing and didn't actually get to express an opinion: Aside from everything posted here, great. Love the design. Feels like a couple of things I liked about the alpha version are gone, but I don't remember it well enough to be sure. Regardless, I DEFINITELY remember the old f,d,df+PP, and love how you fixed it up, as well as all the stuff that WASN'T there. Going into my roster right now.
I haven't had any problems with the commands, those are normal move times used. Are you using a keyboard? I'm trying to understand what you are saying about the Saku Tsumagushi. My bad I thought I had the orochi moves listed in his read me but it looks like I forgot.
Re: INFINITE IORI
Alright, no problem. I'll just tweak it on my own version then.
If I get time later, I'll put up a video for Saku Tsumagushi (I mean the normal version of that move, not the Orochi one). I don't know how to explain better. After the move, Iori's supposed to drop straight down, but he moves away from the opponent instead depending on how close he was to the opponent when he started the move.
If I get time later, I'll put up a video for Saku Tsumagushi (I mean the normal version of that move, not the Orochi one). I don't know how to explain better. After the move, Iori's supposed to drop straight down, but he moves away from the opponent instead depending on how close he was to the opponent when he started the move.
Snakebyte- New User
- Posts : 30
Join date : 2012-06-09
Re: INFINITE IORI
Sorry for double-posting, but here's a video
It works right the first three times, but not the last two. It happens whenever Iori's far from the opponent, but the opponent is not in a corner. He falls away, instead of straight down, see?
It works right the first three times, but not the last two. It happens whenever Iori's far from the opponent, but the opponent is not in a corner. He falls away, instead of straight down, see?
Snakebyte- New User
- Posts : 30
Join date : 2012-06-09
Re: INFINITE IORI
Snakebyte wrote:
It works right the first three times, but not the last two. It happens whenever Iori's far from the opponent, but the opponent is not in a corner. He falls away, instead of straight down, see?
I see what you are saying. I will fix in a sec.
Re: INFINITE IORI
Snakebyte wrote:
It works right the first three times, but not the last two. It happens whenever Iori's far from the opponent, but the opponent is not in a corner. He falls away, instead of straight down, see?
fixed
Re: INFINITE IORI
hitting him during his lvl3 hypers, his after images stay until he recovers. it might be with his others too, can't tell. it just happened few times, but ik it happens all the time with his lvl3. mainly the QCF+pk one.
XRagingxDemonX- User
- Posts : 203
Join date : 2011-11-29
Age : 31
Location : The Sun's Core
:p
Im new, This has nothing to do with your badass character up their ^ But, All i have to say is that in the list of best creator's your more than worthy worth mentioning in any conversation. keep up the good work.
Rainsin- Posts : 1
Join date : 2012-10-19
Re: INFINITE IORI
This char is the best I ever seen before, You could update him with the new palete of king of fighter VIII
it'll be great
it'll be great
yaret- New User
- Posts : 42
Join date : 2013-12-16
Page 1 of 2 • 1, 2
Page 1 of 2
Permissions in this forum:
You cannot reply to topics in this forum