EF-12: Your polygon MUGEN dreams comes true

http://www.youtube.com/watch?v=vnuqiNcve88
Someone said I had good execution on skype…

Edit I should note this is a small stage radius of 10.

You play one handed?
Nice technique.

I can, but I’m no Xiaohai.
Edit - I usually play with both hands if you look at the video I posted yesterday.

>A Japanese developer communicating with us here.

Japanese gamer is uncooperative. I love U.S.A. !

Also I notice that you could control the characters while in a neutral jump.
Not sure if this is a bug, but not many fighters do that.

Small foward/back move in a jump is system, not bug.

Melty Blood has that, but I can’t think of many other games that do. Doesn’t matter as long as you can turn it off.

Despite the language barrier i’ll probably mess with character files tomorrow.

*Insert Feint Cancel Anakaris video here.

>jedpossum

I’m sorry of my poor English.

One other possibility that you say is

1.Both character use slide upper (8/2+punch) at the same time
2.Both character hit by counter and fly into air
3.Character in the air with damage but his motion change to idle move and you can control.

If that I know this problem (and not sure reason…).

Thanks.

will i be able to import my characters from 3D custom girl

EF-12 Character Creation

yNinja motionheader revised (Jump kick).

http://l.bitcasa.com/awQkRonv

Download and overwrite Excel file in yNinja/mth folder.

Bug: You can control into air(Known problem)
http://www.youtube.com/watch?v=26KojzxvX2E&feature=youtu.be

This bug happen when fly move (e.g. slide upper) hit by double counter.

Onogu, you’re the best!

Not finding any other problems with yNinja/Kurama. So I say it’s safe to add the jump fixes to the other characters that are 3D movement.
As for that bug I did not know of it.

Will I be able to import my 3ds Max models that are already rigged into this? Because we could have Transformers G1 fighting game lickity split if that is possible.

Softimage is supported, but I’m not seeing any mention of 3ds Max. You could import through blender then export with the scripts on the main site. Which then you use fool viewer for a second conversion.

Sadly, I don’t know Blender or ever have worked with fool viewer.

I will play with it when the engrish version becomes available.

This character create 3DS max first and export by FBX to Softimage Modtool, and export by .dae to EF-12
(You need set shader on Modtool)

note: You can get modtool at DESURA.com

Thank you jed! I already add jump fix to other characters. It will release next patch.