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Element-KOFM Lv2 fix 18-11-2012 (Read 8088 times)

Started by BoyBoyz, August 01, 2012, 04:21:07 pm
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Re: Element-KOFM Lv2 fix 3-8-2012
#21  August 02, 2012, 07:53:09 pm
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3-8-2012:

AI improved slightly
Counter bug fixed.
Projectiles can hit him in counter state now
Counter success hits for a long distance
Adjusted damage of moves again
Made projectiles able to nullify other projectiles. The attr was all wrong previously
Fixed some other bugs I forgot (the mugen website was updating its database while I was typing.)

http://www.mediafire.com/?5gsem6412qcw4

Xan

Re: Element-KOFM Lv2 fix 3-8-2012
#22  August 02, 2012, 10:36:15 pm
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I tried out the update, and I'm liking the direction you're taking him. I like how you have to hold down the buttons to be invincible, but I still think there should be some sort of time limit on it. Also, it doesn't work when I hold down A+X. It only works when I hold down Z. I also like what you did with his backdash. I noticed you removed the infinite blockstring, but I can still knock off a quarter of their health while they're blocking. Maybe you could lower its guardstun just a tad more? I've noticed after this update, he falls through the floor a lot more than he used to. Luckily, he still comes back every time. I also noticed the lowered damage and poweradd values. Those certainly help him be a BIT less unfair. There is a difference between "boss" and "broken". Luckily, for the most part, you've managed to stray him away from broken. His level 2 and 3 supers still seem a bit overpowered, though. I honestly think that the level 3 supers should do just a bit over half health, like what the current level 2s do. Maybe the level 2s could do around 400 damage and the level 3 supers could do around 500? Also, I noticed that his taunt works. Nice touch, it is. It seems you updated his AI as well, it used the counter a few times. It also used the throw one white ball super instead of the throw 6 balls in a row super. I still think the standalone white ball should do less damage. I still do thing his F+X followup should just be X with neutral inputs. I'm still occasionally using the Orochi-styled projectiles when trying to launch them. Also, maybe you could implement a juggle limit on his QCF+X? That might help tone down his LOLINFINITE. Or maybe he could only hit with one in each combo. I've noticed some characters can't hit with the same move twice in one combo. Also, I don't think he should be able to hit an aerial opponent after a reset. If I remember correctly, if an opponent is hit with a reset, they're invulnerable until they hit the ground. I noticed this against enemies with no air guard. I launched them, reset them, and hit them with his Ranbu. That sort of thing just doesn't seem right. My biggest suggestion is some sort of damage scaling to prevent such easy kills. If he had damage scaling kind of like what Don Drago's characters have, his combos would be a bit more fair and less overpowering. But all else aside, if you want to fix more memorial characters, please, PLEASE fix his 2001-styled Krizalid! That's all for now, can't wait to see what you come up with next! :sugoi:
Edit: This is for the 8-2 update, LOL didn't see you updated him again, I'll post on that later.
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Re: Element-KOFM Lv2 fix 3-8-2012
New #23  August 03, 2012, 01:49:31 am
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Element-KOFM Lv2 UM_3-8-2012update4:

*1. Fixed fall through floor bug by using Element's own common1.cns (I dont see him falling through as much anymore... if you still see the bug let me know)
2. Removed some orange flames that werent true to source. Basically, moves that have blue projectiles usually have only blue flames. (I made an exception for FDF+punch)
3. Adjusted AI's usage of counter
4. Added new sound to super fireball's wallbounce
5. Tweaked some nothitbys
6. Removed the lv3 super backgrounds due to a bug.

hold a+x is unavailable. Only hold_z

Those who downloaded the update4 redownload... I forgot to turn the upload off so it was the wrong version

 
update5:

1. Shifted all orange flame explods to statedef -2/3, so that even if Element is hit out of his move, the flames will stay and not disappear.

2. AI tweaks

3. Fixed guardcancel into evade, since now evade move does not automatically launch you forward/backward, but just makes u invulnerable while u stand still.
   
4-8-2012:

1. Fixed silly mistake: I didn't add triggerall = p2movetype = H to all the orange flame explods, so they would appear even when hitting helpers.

2. Fixed projid clash, leading to blue flames appearing on tornado hit.
     

Sorry, another fix for AI performing a super in the air. Added statetype != A
     
Instead of only triggering when facing kyo/iori, Element's hidden intro (statedef 198) now randomly displays

Fixed some block-state issues for DFDF+c super.


18-11-2012:
1. Fixed AI bug (previously it wouldn't do much because var(50) was used for var(59)
2. Removed some red flames and added others to make them like original
3. Added KOFM lv2's small portrait
4. Added recovery roll (previously he would fall through the floor)

http://www.mediafire.com/?5gsem6412qcw4  -  my folder

http://www.mediafire.com/?x4wkhxcl13zxsmb - the file itself
Last Edit: November 18, 2012, 01:54:26 am by BoyBoyz