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'best' Igniz? - 10-4-2012 (Read 6577 times)

Started by BoyBoyz, April 04, 2012, 11:34:01 pm
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Re: 'best' Igniz?
#21  April 05, 2012, 03:42:00 am
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This is probably from being used to seeing much cleaner CLSN but I'm having a hard time believing all those CLSN boxes are accurate.
I need to check the source KOF2001 on seeing if Igniz did have slower normals than Gonzo's Igniz has.

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Re: 'best' Igniz?
#22  April 05, 2012, 03:51:38 am
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the thing with Gonzo's Igniz is that despite being good it feels a tad bit floaty and weird compared to what I remember Igniz being like. I assume the whip clsn is the adjustments made for it to hit up close.
Re: 'best' Igniz?
#23  April 05, 2012, 04:08:08 am
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Honestly, never had that feeling problem even when playing as him now. It's been a long time since I used Mame cheats to play Igniz in source KOF2k1 so I probably don't remember. Then again, maybe he WAS this floaty and weird in 2k1 and was tightened up for 2k2UM.(Which honestly wouldn't surprise me given the state of SNK at the time and some of the odd decisions made for it[Like the Active fighter/Striker/Super bar relationship]).


And those CLSN go far beyond making the loveable one's whip hit upclose.

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Re: 'best' Igniz?
#24  April 05, 2012, 04:22:52 am
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Best Igniz? OrochiKoF97's, of course.

Re: 'best' Igniz?
#25  April 05, 2012, 02:09:47 pm
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Thanks for the feedback. Yes, my main aim was to correct the gameplay by adding combos and making the sounds and timings more accurate. For example, for the HSDM, where igniz dashes to the enemy and slams him to the wall, the ending of the move where there's the huge explosion does not have any hit sound. ALL ignizs out there have hitsounds for that. Moreover, the middle of the move, where he slams the enemy with a huge blast, has the hitsound occur much later, if u check the source.

This is the same for his 2nd super, which has only 2 hitsounds at animelem 2 and 5 instead of 4 hitsounds. Moreover, the hitsounds were wrong as well, and should have been 1000,1 in the sound file instead of some other sound. There was something wrong if this super hit once only; in KOF2001, even if it hit once, the enemy would be hit twice, and fall down. This means that I should add numhits = 2 to aimelem 2 and 5 respectively, and fall = 1 to both.

Igniz's first super, where he sends pillars of blue light across the screen, has been messed up by so many authors. Some have it travel across the screen too fast, some have the pillars too far apart... this chinese edit came closest to the source (I believe Gonzo's one traveled too fast too, I forgot), so I decided to use it. However, it still contained hitsounds for the pillars hitting the enemy, which is inaccurate.

Another example is that the normal hits and punches have only one red clsn, at the last animelem. Gonzo's had two, and were too 'long', which made the punches hit earlier and further than they should have. The uppercut also did not hit 7 times when igniz was on the ground. His C+D move hit at the wrong animelems as well, and was more sluggish than KOF2001's.

His punches and kicks came out too fast also, so I modified that too, not to mention the incorrect knockback velocities and guard cornerpushoffs. The hard punch of Gonzo's igniz was a kof2k2um punch, but it looked kinda ugly... So i modified it back to kof2001's hard punch, which is incidentally exactly the same as the light punch, only more damage.

Also, the A+B evade backwards should travel further, as I've corrected

Regarding combos, igniz should be able to cancel the 9th hit of his uppercut (or the 3rd animelem of stateno 1062) into ANY special/super move. Gonzo's igniz missed out some potential combos. Moreover, Gonzo's igniz, as some of you have noticed, had a juggle limit on the standing strong whip. Perhaps this is a KOF2k2UM thing, but as far as  KOF2001 is concerned, you could chain infintely.

My corrections are thus aimed at reproducing kof2001 igniz's gameplay, not kof2k2UM's, sorry if it doesn't fit to the latter's demands. And yes, the damage and defense are scaled to the chinese author's liking because it is a boss-igniz edit after all. As far as I'm concerned, those values are easy to edit to your liking in the main cns file. I hope the gameplay suffices for what I failed to do.  I couldn't edit all the super sparks or whatever to KOF2001 style as well, given the limited time I had.

Gonzo's igniz was awesome. The best out there in terms of accuracy if you don't consider other flashy edits. With my 2 cents worth of work, I hope that anything lacking has been amended
Last Edit: April 05, 2012, 02:37:03 pm by BoyBoyz
Re: 'best' Igniz?
#26  April 05, 2012, 09:27:59 pm
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Actually if you hold start and select Gonzo's igniz with any button besides Z, you'll get 2k1 accurate mode with whip juggle IIRC.
Re: 'best' Igniz?
#27  April 06, 2012, 12:04:01 am
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You do and Igniz gains back his whip infinite.
He also borrows the supers from his boss friends lackeys for his own use.

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Re: 'best' Igniz?
#28  April 06, 2012, 02:47:17 am
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However this edit has a small jump, a KOF system namesake...which Gonzo was missing. lol. But do you think you could do an alternative patch for those who just want Gonzo's Vanilla Igniz with better animations? http://deathunlimited.web.fc2.com/DL.htm if you're interested, for the latest version of Igniz, 2008 I believe.
Last Edit: April 06, 2012, 03:55:56 am by Killer Kong
Re: 'best' Igniz?
#29  April 06, 2012, 11:41:31 am
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Yea Im aware that Gonzo's igniz gave more combos when pressing start and selecting the boss mode. However, it still missed out 2 combos and all the other mistakes > <

Erm I'm not sure if I have the time to fix that...
Re: 'best' Igniz?
#30  April 06, 2012, 05:35:00 pm
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if you don't it's alright. If that's the case I'll upload a fix patch for this Igniz that fixes his health recovery(lol you forgot about it) and his defence, as well as nerfs his Attack a bit(you can change it easily in Statedef -3 it explains how.)
Re: 'best' Igniz?
New #31  April 10, 2012, 09:28:23 am
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10-4-2012:

Important combo update:

1. Added combo from Strong uppercut into weak uppercut, vice versa

2. Added combo from uppercuts into whips, vice versa

3. Changed Uppercut landing combo timeframe from animelem 3-4 to animelem 3-5. This makes it easier.
Last Edit: April 10, 2012, 04:35:03 pm by BoyBoyz