<+++++ Yungmie by Manson.Rees +++++>
<===== 07/07/2024 =====>
* Beta released.
<===== 07/10/2024 =====>
* Changed Standing Aura Smash by offsetting the animation instead of using Pos Y Sctrl in state;
* Included command normals in the movelist (READ ME.txt);
* Included better description on to how execute Triangle Jump (READ ME.txt);
* Triangle Jump can also be executed on front corner;
* Fixed some small issues in Standing Command Normal (s. 6LP);
* Fixed some small velocity issues in all Standing and Crouching Normal moves;
* Fixed (cl)s. HK triggers regarding the move range;
* Fixed High Jump AfterImages;
* A TargetBind was added as a guard/fail safe in HSDM kick combo state;
* Back dash now allow Air Special/Super moves to be executed.
<===== 07/12/2024 =====>
* Included CHANGE LOG.txt file in character folder;
* Added a small forward momentum in Fire Binta (as suggested by P.o.t.S) only when pressing forward right at the start of animation;
* Fixed the issue about Special/Super moves being executed inputing the buttons before the motions during hit pause;
* Fixed Aura Smash being too safe on block;
* Fixed Standing Command Move described as D + LP instead of F + LP (READ ME.txt);
* Added some more descriptions about Triangle Jump and Kakato Otoshi (READ ME.txt);
* Hotfix: Fixed a small issue in Triangle Jump command caused after updating the input system.
<===== 07/14/2024 =====>
* Yungmie's HSDM have a name now! It's already available in the movelist (READ ME.txt);
* Added more descriptions about the Configuration File (config.txt) in the Read Me (READ ME.txt);
* Added some animations that follows the Optional Animation Standards (
https://mugenguild.com/forum/topics/optional-animation-standards-138791.0.html) as such as: Collapse (5955), Hit by Hon-Fu's Kaoloon's Prediction (5980), Hit by Hinata's Itadaki Scoop (333666777) and all the Character Trait Identifiers By Messatsu that I could use;
* Added more Victory Quotes;
* Edited some properties of Standing Command Normal (s. 6LP);
* Edited some properties of Aura Smash;
* Edited Nerichagi command to be done with a kick (Karnov's Revenge), instead of a punch (Suiko Enbu: Fuun Saiki);
* Flying Kick can only hit one time per combo now. Successive attempts will completely miss the target;
* Hotfix: Edited some more properties of Standing Command Normal (s. 6LP): Width and a misaligned hit spark;
* Hotfix: Hit by Hon-Fu's Kaoloon's Prediction compatibility is now self contained in the new StateNo 5980 (ST/stuff.st). This change was made to add a little more of fail proof for that interation;
* Hotfix: Fixed EX Aura Smash 2nd hit spark position.
<===== 07/21/2024 =====>
* Fixed a bug in Triangle Jump;
* Fixed a debug warning about AI Learning System truncating a float value into a integer variable;
* Edited Animations 200 and 250 (st. LP and st. LK, respectively) as suggested by P.o.t.S;
* Edited some offsets, velocities and hit/hurt boxes of Aura Smash;
* Aura Smash is Super Cancelable now;
* Fixed a bug of Light Nerichagi hitting 2 times if blocked;
* Edited some velocities and timings of non-ex versions of Nerichagi to be more accurate to Karnov's Revenge;
* Added some invincibility frames in all variations of Nerichagi to also be more accurate to Karnov's Revenge;
* Edited invincibility frames on all supers' startup (it was 1 tick longer than it was supposed to be);
* Added a new intro.
<===== 07/23/2024 =====>
* Fixed a custom state bug involving chars that do not have the Anim 5035;
* Fixed a small VictoryQuote bug when win animation is skipped by the player;
* Fixed a visual bug in Power Charge;
* Modified some timings of MAX Flying Kick's last kick;
* Added invincibility in Triangle Jump while clinging on the wall;
* Added Guard Cancel Frontstep from SNK vs Capcom in the configurations file (config.txt);
* Added command list and descriptions of universal mechanics in the read me file (READ ME.txt).
<===== 07/30/2024 =====>
* Edited EX Aura Smash to only kill on the last hit;
* Updated the system responsible for projectile (Aura Smash) supercancelation;
* Added more Victory Quotes;
* Added Blowback Attack in AI rotines;
* Adjusted some AI combos + some refactoring code;
* Made proper use of Inktrebuchet's AI Detect (Helper) Projectile System;
* Yungmie now snaps her fingers while Power Charging (
);
* Hotfix: Fixed some errors in the .air file.
<===== 07/31/2024 =====>
* All Yungmie moves cannot be blocked on air anymore;
* Light Nerichagi change in 07/21/2024 is rolled back. Light Nerichagi can hit 2 time if blocked now;
* Fixed MAX Air Kick Barrage horizontal velocity issue;
* Both versions of Air Kick Barrage, and Taeh-Kwon-Do Prowess must be blocked while standing.
<===== 08/04/2024 =====>
* Added Attack Cancel Forward Roll in Emergency Evade description in the read me file (README.txt);
* Tweaked EX Nerichagi/Foot Rush custom state hurt box;
* Fixed Emergency Evade turning into a Attack Cancel Forward Roll even without landing a normal move;
* Fixed Attack Cancel Forward Roll been able to be executed backwards;
* Fixed a issue with SuperCancel FX showing when it was not supposed to;
* Fixed a enemy facing issue with Fire Binta in the corner.
<===== 08/06/2024 =====>
* Fixed Command Moves to give the standard points of power;
* Added MAX Mode (mix between KoF 2002 and SvC versions)[WIP!].
<===== 08/09/2024 =====>
* Added the option to set a MAX Mode shortcut button to the configuration file (config.txt);
* Changed MAX Mode bars position;
* MAX Mode can now be activated when dashing forward as well when landing Standing Blowback Attack;
* Fixed a bug when using Fire Binta in MAX Mode;
* Fixed EX specials, Guard Cancel Frontstep, Attack Cancel Forward, Guard Cancel Emergency Evade and Guard Cancel Blowback Counter not being able to be executed in MAX mode if the power bar was less than the normally required;
* Changed the Super Commands Buffer (ST/Common/buffering.cms) to a smaller value, with the intention of making it easier to cancel specials into other specials in MAX Mode.
<===== 09/13/2024 =====>
* Various small code changes/fixes/refactoring;
* Edited going-down Nerichagi to be a overhead;
* Updated Yungmie's AI to combo with her Light Normals a little better when she's close to her opponent;
* Updated Yungmie's AI to use more the mechanic of Just Defended;
* Counter and Super/DreamCancel texts, and MAX Mode Bars position values adjusted to Sh1nRa358's positioning method (
https://mugenguild.com/forum/msg.2560827).
She has a config file that allows enabling or disabling some mechanics.
She also has color separation and some palettes.
Her moveset is from Karnov's Revenge, with some moves from Fighter's History: Mizoguchi Kiki Ippatsu!! and Suiko Enbu Fuun Saiki (some of her EX moves is based on the special moves from this game).
Any suggestions, palettes and/or bugtesting would be greatly welcome.
Thank you for your time!