More intros fixed
Intro video has returned
Testing bosses for crashes
Mai's wall attack will stay at normal speed when player 2 is not on the edge of the screen, away from her. However, she will now go slightly faster if player 2 is at the edge of the screen. This is one of the few changes to 2k2um characters we fixed for this version. Because you have no control over this move when it happens, it makes sense to try to correct the issue for the long screen format.
Clark's close hard punch now always hits twice
Ryo's short jump fixed
Mai's pushback on moves fixed.
Leona fireball is now faster like 2k2um
Leona can now do moves while her earing is on the ground.
Please join the develop Discord https://discord.gg/9GBtVqC
We are keeping to 2002um as much as possible. The bosses moves are to powerful even we balance them out. We can lower the damage and slow them down. But most moves will still hit across the screen in 2 - 3 frames in some cases. Some are to fast to play against. Some have 10 moves. These characters are normally banned from all normal play. Please enjoy fighting them in Boss Rush 1 on 1 arcade :)
Renegade version is for everyone who wants a mugen version and not a strict snk version of the game. It is broken, has many errors, and is pure insanity. We do not update this version because updating 2 versions is to much and our original game is our main focus. Renegade is only for mugen fans that love broken gameplay.
"will the short attacks or cancellations like in 2002" I don't know what this means. Close-up attacks, possibly? We follow guides that tell us what attacks can be used to start a combo if this is what you mean. Not every move combos but I am sure we missed some.
We have attack mode and defence mode. Attack mode will let any normal attack cancel into a special move. This also allows more juggles and 1 free super. Defence mode provides healing, less damage while in a combo, and 1 free super.
Why not max mode? We still may do max mode. However, the community does not want it. So we tried to do something new instead. The response is very positive.
Thank you for trying the game! Let us know if you make any videos on it. We love to watch!
John forward attack now combos.
Fixed some background elements.
Ai now dodge less and blocks more on higher levels.
Syo move list has been updated to show some of his mechanics
John down-up attack was removed because it looked bad and was given a anti-air ducking punch.
Kyo's combos are now more lose like the rest of the cast.
Syo has new counter super
Syo D,DF,F, p now reverted back to the fan fav version
Characters can now be on the bridge in the start of the KOF 96 stage and then jump into the water during non special intros.
29 strikers added to Ryu. We will remove them soon, but you can test the strikers for now.
Fixed some names not working.
Hugo win pose fixed.
Amanda has a better charge attack now that hits the right way.
On some SNK games, they had many curse words in the English win comments. Removed most cussing due to complaints. End music still has cussing as it is the original song, and we will not change it.
Hugo resize was added. All issues with him should be fixed. Possible Andre and Bao issues still.
Many new intros with other characters
Ai now jumps backward. I know this is a shock to some of you, but now it feels even more like a real player.
Ryo now has working win poses now.
Updated perfect message with the retro file sound.
Some of John's moves were retimed.
Orochi Leona transformation now loses 50% of her life and gains speed
On hit Akuma chain combos readded
New Sagat air CD (finally!)
Thanks!
We took leg bomber out since it was so close to his other attack and included it into his super. We have no plans to add in the older versions of characters. We are focused on 2k2um. The other new outfits like Takuma's were something SNK would do at times with characters so we did that for fun.
I updated Miu with some better animations and brought her 2 fireball moves back. Other tweaks.
Tweaking Dan. This is a problem character. Dan historically is a bad character. I looked up guides and he has very little info on him. One guide literally said "I don't play him," Another guide said "Unplayable" Watching combos, he just combos off of his mid attacks. So we made the forward punch have less pushback in a combo. This is a very rare thing in KOF because most of the pushback for every character is the same. The question is would KOF let this happen? The answer is "it is possible" This gives Dan a small amount of combos. But even this seems to be to much for Dan. For now, we will leave this in and then see what everyone says.
Hitting someone in the air from the ground will now knock them back the correct distance
Some more stage fixes
10,000 DOWNLOADS!!!
Big boss update! Some bosses' problems were fixed and reported.
We created the DARKSOULS of KOF boss rush
All the bosses that needed better AI now have it.
All bosses only do what they can do in the real games. No crazy shit as far as we know. Bosses act mostly like their real counterparts unless the boss was very weak "Mukai 2003" and we made them do some extra combos based on their moves. We also re-adjusted some damage, life, and defense. It made things a little easier on you. Please keep in mind it is hard to make a boss ai because some of you can kill it easily whereas some of you may see it as impossible. The goal is to have something you can play offline by yourself as a challenge and hopefully help you sharpen your skills for the real 2k2um or any other fighting game.
However some of you want to beat it live on stream.
For this update, we disabled test keys. We know some of you want to stream the boss challenge next week, so this will help your playthrough be pure.
GOOD LUCK!!!
Some major updates most of you won't notice. All normal hits are updated.
When you hit someone in the air, they will auto-recover if it is a normal hit. This was an issue for some attacks.
No more light punching someone three times in the air. Cheaters! All CD attacks are rewritten. Once this is done, we will give them a new system.
Normal attacks no longer require corner pushes to hit someone in the air. After some testing, we may also have to use some special attacks this way.
Super and Dream animations finished for testing
John is mostly finished and is for testing. Feel free to give feedback on his moves and offer new ideas!
fixed the issue of Shingo countering someone and locking them into the air
Fixed Akuma doing instant kill
Xiangfei counter moves can be done easier.
12 characters movelists updated for missing moves and wrong motions
John Crawly rework is the first project to finish. The sprites we had are being touched up.
The new Super Cancel animation is made and being tested. Out of almost 9000 downloads, nobody has said to remove Dream Cancel. So looks like it stays and that animation will be added.
Nobody has asked for an accurate powerbar system. However, we may add this in since team mode is so popular. In team mode, as you lose, your maximum amount of power bars for supers goes up. This is one of KOF main comeback mechanics.
We are adding a system that will knock players across the screen from a CD knockdown attack. This will be in a mode, or possibly used in something else. We are making all CD attacks the same state number so we can fix issues faster.
We considered Tag mode but nobody is asking for it. Everyone is playing 3 v 3.
We considered MAX mode, however... There is an overwhelming number of comments saying to not add it. I also think that if we add MAX mode, we now start stepping on the official game style. And I am not sure how I feel about that. Sure I want it to be exact but that may be a bit too close. If there are more requests for it, we will add it.