Don Drago ha aggiornato la sua versione di Takuma. Per chi non sa di che si tratta, Takuma Sakazaki 4 in 1 è un personaggio con 4 modalità di gioco selezionabili più una bonus:
1) Takuma in versione King of Fighters 2002
2) Takuma in versione King of Fighters 2001
3) Mr. Karate
4) Honki ni Natta Mr. Karate / Serious Mr. Karate
secret --- Classic Takuma
Per quanto riguarda gli aggiornamenti i cambiamenti sono questi (presi dal sito dell'autore):
Quote
[Groove] Fixed a MUGEN issue, that allows the opponent to get up almost instantly, making impossible to OTG properly (Wild Tengu knows about that)
[Groove] Added a bit of velocity when you dash and roll (BenimaruCollider knows about that)
[Groove] Added some more hitstun for aerial moves. That will make the chars go further away from their KOF counterparts. The idea is making something between KOF and RB - in KOF, the hitstun is the same as a weak punch and in RB is the same as the strong attack. I made that in between: a medium punch hitstun
[Groove] Added more 2 tick tolerance for normal moves' cancels for looser comboability. That will make the chars go further away from their KOF counterparts. The idea is making something between KOF and RB. I don't intend to use the "anytime after hit cancel from RB", though - we STILL need some criteria to make combos. since my chars are TACTICAL, not ZOMG COMBOES
[Groove] REMOVED AI levels 5~8. Added a code that will make the chars shutdown if someone tries to set AI bellow 0 or above 4
[Groove] Command buffer finally is bugless when fighting against some chars, but now it won't recognize moves done when not facing the opponent - remeber that now you'll need to perform the move to the side YOUR char is facing, and not to the side your opponent is anymore.
[Groove] Developed an unique code (already checked some "acclaimed" chars like "ZOMG RALF BY VANS") that emulates a bit better KOF's autoguard. Main differences regarding other autoguards:
Like KOF, when you block a special move with an autoguard move, you'll loose some life.
Like KOF, you may be guard crushed during autoguard moves.
[AI] "Poking" type moves won't be used when the char is in block position.
[Char] Used RECOVER Fu Man to re-calculate the recover time for most moves
[Char] Revised the charging system for Hien Shippu Kyaku, with a "special trick", you may combo his crouched punches into his f+MP into Hien Shippu Kyaku. AI (on harder levels) will do it as well.
[Char] After an extensive checking, I discovered that, even 02 Hien Shippu Kyaku looking like an aerial move, it's in fact a ground move, and you can be grabbed during it. Implemented
[Char] Now all invisible projectiles are actual projectiles, with projectiles' properties.
[Char] Serious Takuma's invisible projectiles have the same priority as a normal projectile.
[AI] Most of AI codes were redefined for a different gaming experience
[AI] Developed a new counter-moves code, even better than the older one - now you'll HATE Takuma's Mouko Burai Gan and Kosatsu Jin
[AI] AI now has more tricks for "grappler" patterns
[Groove] Added a bit of velocity when you dash and roll (BenimaruCollider knows about that)
[Groove] Added some more hitstun for aerial moves. That will make the chars go further away from their KOF counterparts. The idea is making something between KOF and RB - in KOF, the hitstun is the same as a weak punch and in RB is the same as the strong attack. I made that in between: a medium punch hitstun
[Groove] Added more 2 tick tolerance for normal moves' cancels for looser comboability. That will make the chars go further away from their KOF counterparts. The idea is making something between KOF and RB. I don't intend to use the "anytime after hit cancel from RB", though - we STILL need some criteria to make combos. since my chars are TACTICAL, not ZOMG COMBOES
[Groove] REMOVED AI levels 5~8. Added a code that will make the chars shutdown if someone tries to set AI bellow 0 or above 4
[Groove] Command buffer finally is bugless when fighting against some chars, but now it won't recognize moves done when not facing the opponent - remeber that now you'll need to perform the move to the side YOUR char is facing, and not to the side your opponent is anymore.
[Groove] Developed an unique code (already checked some "acclaimed" chars like "ZOMG RALF BY VANS") that emulates a bit better KOF's autoguard. Main differences regarding other autoguards:
Like KOF, when you block a special move with an autoguard move, you'll loose some life.
Like KOF, you may be guard crushed during autoguard moves.
[AI] "Poking" type moves won't be used when the char is in block position.
[Char] Used RECOVER Fu Man to re-calculate the recover time for most moves
[Char] Revised the charging system for Hien Shippu Kyaku, with a "special trick", you may combo his crouched punches into his f+MP into Hien Shippu Kyaku. AI (on harder levels) will do it as well.
[Char] After an extensive checking, I discovered that, even 02 Hien Shippu Kyaku looking like an aerial move, it's in fact a ground move, and you can be grabbed during it. Implemented
[Char] Now all invisible projectiles are actual projectiles, with projectiles' properties.
[Char] Serious Takuma's invisible projectiles have the same priority as a normal projectile.
[AI] Most of AI codes were redefined for a different gaming experience
[AI] Developed a new counter-moves code, even better than the older one - now you'll HATE Takuma's Mouko Burai Gan and Kosatsu Jin
[AI] AI now has more tricks for "grappler" patterns
Potete scaricare la versione aggiornata presso il sito dell'autore:
http://dondrago.generation-now.net/

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