YesNoOk
avatar

Synn 1.02c from D&D: SoM (+ other characters patched) (Read 21064 times)

Started by Doggiedoo, December 29, 2008, 11:55:06 am
Share this topic:
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#41  January 16, 2009, 07:09:28 am
  • **
  • So Zetta slow!
Whoa, great character. Very nice boss, though the wind gust pushing you to the death fires could be weakened slightly. Other than that, great work.
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#42  January 19, 2009, 05:06:23 pm
  • ******
  • Does this looks like the face of mercy?
Yeah when Synn is preparing to roast you from above is very hard to escape from the it.

Found something. When I'm using Vans Iori I can only hit Synn once and then he becomes invincible (haven't tried with other Vans characters because I'm lazy).
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#43  January 19, 2009, 06:35:42 pm
  • ***
  • Candy Princess
    • www.youtube.com/user/LaMissFa1ry
I wouldn't reduce the pull on her middle fire, though. Right now it's about perfect in terms of difficulty to avoid, IMO.
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#44  January 20, 2009, 02:25:33 am
  • avatar
  • **
Is the invincibility permanent, and does it happen only after certain attacks?  She does gain brief invincibility after certain types of hits (mostly projectiles) due to some stuff under the hood, but it should last no more than a split second. It also triggers in training mode once for each time her life refills, as a side-effect. Haven't been able to replicate the bug so far on my end, but I'm using an old version of his Iori until Trinity Mugen is back up.
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
#45  January 20, 2009, 04:09:03 am
  • ******
  • Does this looks like the face of mercy?
The problem happens with all recnetly updated/released characters by Vans. After receiving the first hit (deosn't matter what the hit is) Synn will become invulnerable to any of their attacks for the rest of the match.
Re: Synn 1.02c from D&D: SoM (+ other characters patched)
New #46  January 20, 2009, 06:28:07 am
  • avatar
  • **
Looks like an incompatibility with their take on the KoF juggle system. From what I can observe, once any airborne opponent is hit with a non-juggling attack, they cannot be hit again until they've landed even if they recover and/or counterattack in mid-air. This is a problem with Synn/Red Dragon, because they never go into a Standing state unless they've been staggered. In Simul mode, Van's characters' partner is able to hit Synn/Red even after Van's characters cannot (unless the partner is also using that juggle system).

A workaround for this would be for Synn/Red to always be considered Standing (even when their heads are high off the ground), but this will confuse other characters into attempting ground-based throws even when it's clearly impossible. The other option would be for the KoF juggle system to be updated, making exceptions for characters that can regain control/parry/counterattack after being hit out of the air (which, IIRC, doesn't happen in KoF).

I'll look for other options on my end, but it's prolly best not to pit these characters against each other for the time being.


tl;dr version: gameplay mechanics not compatible, use other characters against Synn. Problem may not be completely fixable on my end without side effects.
Last Edit: January 20, 2009, 11:49:00 am by Doggiedoo