Don Drago ha aggiornato la sua versione di Ryu. Per chi non sa di che si tratta, Ryu Hoshi 4 in 1 è un personaggio con 4 modalità di gioco selezionabili:
1) Normal Ryu
2) Classic Ryu
3) Evil Ryu
4) Clone Evil Ryu
Per quanto riguarda gli aggiornamenti i cambiamenti sono questi (presi dal sito dell'autore):
1) Tatsumaki Sempuukyaku EX bugfix (4-button patch)
Potete scaricare la versione aggiornata presso il sito dell'autore:
http://dondrago.generation-now.net/
Aggiornamenti 21/08/09
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.
[AI] "Poking" type moves won't be used when the char is in block position.
[AI] Shun Gokusatsuwill be used in a more "human-like" fashion. Sometimes, AI will even use 2 weak punches before doing the move.
[Char] Used RECOVER Fu Man to re-calculate the recover time for most moves
[Char] Revised Sempuu Kyaku (f+MK, modes normal, evil & EX). Behaves a bit more like SVC counterpart.
[Char] You can't air block Cloned Evil Ryu Hadoukens, neither other Ryu versions' Shakunetsu Hadouken while close to him.
[AI] Most of AI codes were redefined for a different gaming experience
[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.
[AI] "Poking" type moves won't be used when the char is in block position.
[AI] Shun Gokusatsuwill be used in a more "human-like" fashion. Sometimes, AI will even use 2 weak punches before doing the move.
[Char] Used RECOVER Fu Man to re-calculate the recover time for most moves
[Char] Revised Sempuu Kyaku (f+MK, modes normal, evil & EX). Behaves a bit more like SVC counterpart.
[Char] You can't air block Cloned Evil Ryu Hadoukens, neither other Ryu versions' Shakunetsu Hadouken while close to him.
[AI] Most of AI codes were redefined for a different gaming experience
[AI] AI now has more tricks for "grappler" patterns

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