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Hiram Yagami's Ryoko Izumo (Read 3809 times)

Started by Creamy_Goodness, August 05, 2009, 09:11:57 pm
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Hiram Yagami's Ryoko Izumo
New #1  August 05, 2009, 09:11:57 pm
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> About a year and a half ago, Hiram Yagami posted his version Ryoko Izumo from the World Heroes series. I pointed out some errors in his character, but he apparently never got around to fixing them. In fact, some of these were obvious errors that would make the character unfairly powerful, mainly staying at maximum energy at all times and not even needing energy to use supers. About a month ago, I got tired of waiting for Hiram to update Ryoko, so I took the liberty of doing it myself.

> Turned life down from 1100 to 1000
> Turned attack down from 110 to 100
> Turned defence down from 115 to 100
> Got rid of Ryoko's background cheering squad by commenting out Helper 6005.
> Cropped sprites 0, 0 and 5111, 4
> Guard cancel now costs half a stock (500 energy points)
> Ryoko now rises into the air while doing the Nagasi (1400)
> Increased forward velocity of medium diving attack (1610) from 6.5 to 8.
> Increased forward velocity of hard diving attack (1620) from 7 to 10.
> Disabled State 1820 because nothing referred to it.
> Attacks now give a reasonable amount of energy instead of causing the energy meter to fill up completely.
> Shin-Bosatsusho (1800) now does up to 150 points of damage instead of 295.
> Hien Hou Ou Kyaku (3000) now does a total of 150 points of damage instead of 355.
> Tenchi Haouken (3300) now does 180 points of damage instead of 294.
> Level 1 Izumo Dan (2000) now does 200 points of damage instead of 250.
> Level 2 Izumo Dan (2010) now does 350 points of damage instead of 520.
> Level 3 Izumo Dan (2020) now does 600 points of damage instead of 870.
> Buster Wolf (3700) now does 320 points of damage instead of 380.
> ShinRyuu Ken (3500) now does 280 initial points of damage instead of 250, plus 10 additional points per tap of HK.
> Otosi (3800) now does 450 points of damage instead of 428.
> The three versions of the Bosatsusho (1000, 1010, 1020) now do up to 20, 40, and 60 points of damage instead of 60, 80 and 96.
> Short range version of Kou Ken (1030) now does 40 points of damage instead of 91, and long range version does 50 points of damage instead of 100.
> Hao Shou Ko Ken (13500) is now considered an EX move and costs half an energy stock (500 energy points)
> Hao Shou Ko Ken (13500) now does 100 points of damage instead of 170.
> Transposed button commands for the Light and Hard versions of the Ryuzansho (12000, 12010, 12020), which were in the wrong order.
> Adjusted heights of the Ryuzanshos (12000, 12010, 12020) by changing their VelSet values from -6.5, -8.5, and -6.5 to -2, -8, and -12.
> Transposed hit sounds  for the Light and Hard versions of the Ryuzansho (12000, 12010, 12020), which were in the wrong order.
> The three versions of the Ryuzansho (12000, 12010, 12020) now do 40, 60, and 80 points of damage instead of 90, 120 and 40.
> Medium Ryuzansho (12010) now only hits once instead of twice.
> Close Kick Crunch (1100, 1110, 1120) is now performed by entering QCB + K instead of HCB + K
> Lowered the height of medium Close Kick Crunch (1110) by changing the VelSet Y value from -10 to -8.
> All three versions of the Close Kick Crunch (1100, 1110, 1120) now do 60 points of damage instead of 85, 95 and 105.
> All three versions of the Lariat Drop (1200, 1202, 1204) have been consolidated into one version.
> Lariat Drop (1200) is now performed by entering QCF + K instead of HCF + K
> Lariat Drop (1200) now does 70 points of damage instead of 130.
> Prevented Lariat Drop (1200) from sending opponents deep into the ground by eliminating last bounce (1222), and skipping ahead to the opponent's Lie Down state (5110).
> Super Shoulder Throw (1300) now does 90 points of damage instead of 155.
> Tomoe Dan (1700) is now considered an EX move and costs half an energy stock (500 energy points).
> Tomoe Dan (1700) now does 140 points of damage instead of 175.
> Adjusted TargetBind values of beginning of  Tomoe Hia to prevent opponent from plunging deep into the ground.
> Removed explosion from impact of Tomoe Hia, and switched to less dramatic sound sample.
> Tomoe Hia (1900) is now considered an EX move and costs half an energy stock (500 energy points).
> Tomoe Hia (1900) now does 140 points of damage instead of 200. 
> Raioh Ken (13200) now does 30 points of damage instead of 75.
> Mahamatsu (1830) now does up to 60 points of damage instead of 135.
> Hiro-hiro (2300) now does 50 points of damage instead of 80.
> Ryoko no longer sends opponent flying after back breaker (800).
> Prevented Ippon Seionage (850) from sending opponents deep into the ground upon landing by changing Animation 871's sprite from 5031, 50 to 5030, 30. Changed PosAdd Y from -10 to 20 to stop opponent from teleporting upwards.
> Prevented Tomoe Nage (900) from sending opponents deep into the ground upon landing by pointing to Animation 871 instead of 921. Changed PosAdd Y from -10 to 20 to stop opponent from teleporting upwards.
> Added a PosSet to knee lift (260) to prevent Ryoko from going below ground level when landing.
> Knee smash (245) now activates at a distance of 10 pixels or closer to opponent instead of 28.
> Reduced ground.velocity of crouching light punch (400) from -7 to -5 to make it easier to combo.
> Reduced ground.velocity of crouching medium punch (410) from -6 to -2 to make second blow more likely to hit.
> Sped up crouching light kick animation (430) by reducing its sprite's ticks from 2, 5, 3 to 2, 4, 2.
> Reduced ground.velocity of crouching light kick animation (430) from -6 to -5 to make it easier to combo.
> Added CLSN1 boxes to the second frame or areal medium kick (640).
> Adjusted damage values for standard attacks.

> Link - http://creamyg.hugelaser.com/Games/MUGEN/Characters/Edits/Ryoko_Izumo(v3.00_CGX01).zip

> Enjoy :)

> EDIT - I had just taken these screenshots when I saw that Cybaster had beaten me to it, but I'm going to post them anyway...












= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Last Edit: October 25, 2009, 06:11:08 pm by Creamy_Goodness
Re: Hiram Yagami's Ryoko Izumo
#2  August 05, 2009, 09:35:24 pm
  • c' mon
Hiram Yagami soon raise its chars updated
kof 2K2UM style will be:

Ryoko Izumo
Hanzou
Fuma
Neo Geegus
Neo Dio
Zeus

The problem is that we will complete this when Zeus
Re: Hiram Yagami's Ryoko Izumo
#3  August 05, 2009, 09:41:14 pm
  • ******
  • Si monumentum requires, circumspice
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I dunno what you said, honestly.
Re: Hiram Yagami's Ryoko Izumo
#4  August 05, 2009, 09:42:34 pm
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I beleive it was;

"Hiram Yagami will soon release his updated characters, in KOF 2002 style."

And then the characters.
 
Re: Hiram Yagami's Ryoko Izumo
#5  August 05, 2009, 09:55:21 pm
  • ******
  • Si monumentum requires, circumspice
    • USA
    • Skype - TheToxicAvenger666

  • Online
Much better, I have some difficulties with Engrish sometimes.
Re: Hiram Yagami's Ryoko Izumo
#6  August 05, 2009, 09:58:16 pm
  • ******
  • I'm a fuffy.
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pics or it didn't happen
Re: Hiram Yagami's Ryoko Izumo
#7  August 05, 2009, 10:16:47 pm
  • ******
  • Limited time to use Infinite power !
    • France
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ARE YOU OKAY !?
Re: Hiram Yagami's Ryoko Izumo
#8  August 05, 2009, 10:17:52 pm
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    • baragon.webs.com/
Once I got her open, she was fine.

IT WAS A PAIN IN THE ASS INSTALLING HER, THOUGH.

..Cough I'm lazy, drag-dropping is hard work for me.