Don Drago ha aggiornato la sua versione di Goenitz (21/04/2009).
I cambiamenti sono questi (presi dal sito dell'autore):
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Goenitz got his updates, complete with all Drago Groove future updates AND more 3 modes. What changed:
[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
[Char] Used RECOVER Fu Man to re-calculate the recover time for most moves
[Char] Added more 3 modes for Goenitz. Now we have:
- 98UM mode (select Goenitz using PUNCH buttons);
- 2002UM mode (select Goenitz using KICK buttons);
- MIX mode (select Goenitz using PUNCH buttons, while holding START);
- 96 Boss mode (select Goenitz using KICK buttons, while holding START).
[Char] Along the modes, new intros added:
- 98UM mode uses 96/98UM KOF voice and intro;
- 2002UM mode uses SVC/2002UM voice and intro;
- MIX mode uses 96/98UM voice and SVC/2002UM intro;
- 96 Boss mode uses 96/98UM voice and an intro based on dialogs before facing him on KOF'96.
[AI] Most of AI codes were redefined for a different gaming experience
[AI] AI now has more tricks for "grappler" patterns
[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
[Char] Used RECOVER Fu Man to re-calculate the recover time for most moves
[Char] Added more 3 modes for Goenitz. Now we have:
- 98UM mode (select Goenitz using PUNCH buttons);
- 2002UM mode (select Goenitz using KICK buttons);
- MIX mode (select Goenitz using PUNCH buttons, while holding START);
- 96 Boss mode (select Goenitz using KICK buttons, while holding START).
[Char] Along the modes, new intros added:
- 98UM mode uses 96/98UM KOF voice and intro;
- 2002UM mode uses SVC/2002UM voice and intro;
- MIX mode uses 96/98UM voice and SVC/2002UM intro;
- 96 Boss mode uses 96/98UM voice and an intro based on dialogs before facing him on KOF'96.
[AI] Most of AI codes were redefined for a different gaming experience
[AI] AI now has more tricks for "grappler" patterns
Potete scaricare la versione aggiornata presso il sito dell'autore:
http://dondrago.generation-now.net/
MightyKombat (conosciuto anche come Vans) ha fatto un nuovo soundpack per questo personaggio e potete scaricarlo presso 4shared o sendspace:
http://www.4shared.com/file/108479564/f334...reSNDfiles.html
http://www.sendspace.com/file/tlz99l
Aggiornamenti del 21/08/09
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[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.
[AI] "Poking" type moves won't be used when the char is in block position.
[AI] "Poking" type moves won't be used when the char is in block position.

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