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Konata Izumi from Lucky Fighter 2


Magical Klara

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This Konata is from an obscure doujin game called Lucky Fighter 2.  She's a shotoclone, but I tried to add some new moves and quirks to make her gameplay more interesting.  I hope you like her.  Take care, everyone.
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https://skydrive.live.com/redir?resid=98D1A3AB5B3D87A2%21212

 

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I uploaded a video of her to Dailymotion, too, if you're interested.

 

http://www.dailymotion.com/video/k1zh0lLwItvREO4Yp4j

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* Corner infinite combo: A > B > A > A, repeat. The Yuki Nagato attack of her cosplay combo has a frame advantage of 4 on hit, and her Standing / Crouching A takes 4 frames to be activated, making it an 1-frame link.
 
* Knock opponent down with Posted Image + A, then perform Posted Image + A again while the opponent is downed. You'll see each kick removing opponent's life without hitting him.
 
* The bug in which her custom state moves deal unreliable damage against opponents with tweaked defense values (life=100 and defence=1000, for example) wasn't solved.
 
* Error messages during the guard cancel move ("Player Konata(56) has no root").

 

* 1 power gauge, over 50% damage: The cosplay combo and the supermove return her attack power to 100% regardless of how much damage was dampened by previous hits. This shouldn't happen.

 

http://www.mediafire.com/download/oi2ocbqbpv0vovd/konata535.wmv

 

* Standing and crouching hitsparks are misaligned.

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* Corner infinite combo: A > B > A > A, repeat. The Yuki Nagato attack of her cosplay combo has a frame advantage of 4 on hit, and her Standing / Crouching A takes 4 frames to be activated, making it an 1-frame link.

 

* Knock opponent down with Posted Image + A, then perform Posted Image + A again while the opponent is downed. You'll see each kick removing opponent's life without hitting him.

 

* The bug in which her custom state moves deal unreliable damage against opponents with tweaked defense values (life=100 and defence=1000, for example) wasn't solved.

 

* Error messages during the guard cancel move ("Player Konata(56) has no root").

 

* 1 power gauge, over 50% damage: The cosplay combo and the supermove return her attack power to 100% regardless of how much damage was dampened by previous hits. This shouldn't happen.

 

http://www.mediafire.com/download/oi2ocbqbpv0vovd/konata535.wmv

 

* Standing and crouching hitsparks are misaligned.

 

Thank you for the feedback.  I would've missed those problems if you didn't catch them.  I'm giving up on trying to find the formula for tweaked life and defense values.

 

http://www.sendspace.com/file/cuhq5v

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Hey, this is great. Any plan on making another character from Lucky Fighter? I was hoping for a Kagami that's not a "just-another-sakuya-clone"  :=D:

 

Thank you so much, Ryoucchi!  Posted Image

 

I didn't have any definite plans for making another char from Lucky Fighter 2.  If possible, I'd first like to get Lucky Star Vs. Ika Musume, so I can get sprites of Sanae Nagatsuki.  I don't understand why, but, in LF2, Kagami fights like Geese Howard.

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I promise I won't bother you much, I'm actually finding her a solid and easily approachable char. And this is the exact reason why any minor flaws end up becoming more glaring than they should.

 


 

* I tried as much as I could to solve the problem of the fall.damage bug of her throw without success. Even changing the approach from fall.damage in the state 800 to lifeadd in the state 821 was unsuccessful.

 

Solving the problem would involve trying to use target(const.data.defence) in the formula, and Mugen has a bug in which, for example, 599/10 gives one result and 599/10.0 gives another. And transforming an integer  const into a float value isn't possible, making the code unreliable.

 

I believe you should change the time when opponent should receive damage.

 

Instead of being where he hits the floor, try something that can be triggered during her state 810, using the Targetlifeadd formula. With this you won't need to depend of relying in opponent's maxlife for the formula (the const defence should be used instead, not the const life).

 


 

* Dark Konata's Posted Image + B deals whooping 144 damage, plus the possibility of adding an air tatsu as a follow-up. Every anti-air from Dark Konata has the possiblity of dealing 244 damage(214 is far more common, but, still, 214 is the damage of a super in a special move), not to mention those elusive juggles. Here, they become overpowered:

 

http://www.mediafire.com/download/da1i9bjpkm4f95u/darkkonata.wmv

 

The same [Otaku upper > tatsu] chain from dark Konata deals 45 block damage. Try to decrease the guard damage of her air tatsu when it's used as a follow-up.

 


 

* Minor bug: Final Otaku Punch sends opponent to a wrong statetype. Doesn't affect gameplay but you can find a way of making the super hitting reliably while avoiding this bug.

 



 

No more major problems were detected so far. Putting these bugs aside she's solid and fun to use in every other aspect.

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I'm actually finding her a solid and easily approachable char.

 

That's great to hear!  Thank you for all your help, friend.  Posted Image

 

I tried to fix the problems with her damage values being too high, and I made it so that her throw inflicts damage only at the moment she throws the opponent.  I hope I didn't break anything else.

 

http://www.sendspace.com/file/ulwumv

http://www.sendspace.com/file/23jdpy

 

 

* Minor bug: Final Otaku Punch sends opponent to a wrong statetype. Doesn't affect gameplay but you can find a way of making the super hitting reliably while avoiding this bug.

 

I thought I fixed that.  It was the wrong statetype in the gethit state that she puts the enemy in, so I changed it from S to A.

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You fixed it but you ended up creating another problem:

 

* now Final Otaku Punch whiffs the 5th hit against KFM and other thin chars. Just make so that the 4th hit doesn't force any x velocity to the opponent like the first 3 first ones and say goodbye to her major problems.

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You fixed it but you ended up creating another problem:

 

* now Final Otaku Punch whiffs the 5th hit against KFM and other thin chars. Just make so that the 4th hit doesn't force any x velocity to the opponent like the first 3 first ones and say goodbye to her major problems.

 

I also spotted another problem.  The fourth hit misses Cyberdoll May completely, so it probably misses other small characters as well.  I think both problems fixed now.

Posted Image

 

http://www.sendspace.com/file/23jdpy

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  • 2 weeks later...

I edited the guard.ctrltimes in her Cosplay Combo, because you couldn't alternate between high and low guard stances when blocking it.  I also added sparkle effects to when the gems spawn from hitting Konata's opponent.  The old beta is still available in case I broke anything, but I hope this new beta is an improvement, at least.

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EDIT:  SkyDrive is garbage all of a sudden, so I uploaded the archive to SendSpace, instead.  Here it is:

 

http://www.sendspace.com/file/p1ghqk

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  • 1 month later...

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