This is an update to Saisyu, which adds some required stuff and fixes a lot of bugs, click on read more to see what's new. ;D
Get him on the downloads section.
(http://i32.photobucket.com/albums/d45/vans1belmont/Saisyu7.png)
(http://i32.photobucket.com/albums/d45/vans1belmont/Saisyu8.png)
(http://i32.photobucket.com/albums/d45/vans1belmont/Saisyu9.png)
(http://i32.photobucket.com/albums/d45/vans1belmont/Saisyu10.png)
Added:
- Counter Knockdown
- Roll / Evasion Roll / Counter Roll
- SDM Spark
- Short Jump / Long Short Jump
- Accurate KOF Running System
Fixed / Solved:
- If you hold down while jumping you can't attack
- Big portrait is to small
- His projectile passes through another character's projectile
- When a fire attack hits, the explosion sparks that appear on the opponent follow the opponent, which is weird (bindtime = -1 ?).
- Orochinagi DM does 2 hits? (Fixed??)
- Missing the no-crouch-during-run when running and holding diagonnal down+forward.
- That flame staying there if he gets hit charging it
- Damage values for the DM orochi nagi and SDM version are flipped.
- Running state duration is at least ~9 ticks even when forward is released at the beginning of the state
- Stop running, start crouching, start jumping and landing vel x should be 0
- Back dash landing animation is weird (physics)
- Bad animtype and/or ground.type for the most of Saisyu basic crouching and jumping moves
- Can't grab when holding back
- DM effects anim problem
- Wrong CD hitsound?
- Standing C hit twice even when opponent is in the air (juggle)
- Wrong long jump sound effect?
- Weird priorities for your basic moves (they don't follow OrochiKOF97 standards)
Enjoy!