Posted by kenmasters2812 in SILENT STORM EX/TETSU YATOGI (SNK/KOF) (Started by All-Star Platinum March 14, 2020, 04:16:49 AM
I'm not going to give up on Strider, I have a few Ideas that might make him work!
EDIT Update on Strider
I have made some adjustments for strider yesterday that I think makes him way more balanced for this project! I removed ouroboros and leigon super and have adjusted his chain combo damage. More changes will be made soon!
Do you need new stages or Screenpack stuff? Currently it's just the MFJ screenpack.For new stages, of course yes I need. But it needs to be matched with other stages on game.
For screenpack, maybe it will be for next update for HD version of game.
Currently I am still focusing on adding ex move on all characters. It is really time consuming.
Some characters have ex move already. You can check it on my Google drive. But as reminder, that's not the final version. So it can be changed.
Ok, I updated Robert's AI so he doesn't do the Power Charge problem and etc.
He's still Hit or Miss though, at least when I tested him against Jmm's Ryo.
[State -1, Power Charge]
type = ChangeState
value = 730
triggerAll = AILevel && NumEnemy
trigger1 = RoundState = 2 && StateType != A
trigger1 = Power < const(data.power) && !var(20)
trigger1 = ctrl && Power < const(data.power) && Power < PowerMax && !var(20)
trigger1 = !InGuardDist && P2BodyDist x >= 160 && Random < (50 * (AILevel ** 2 / 64.0))
Hi, Shiyo Kakuge. I'm happy you continue to tweak your TAG system patch on mugen. I noticed that you solved the bug of the sprite of change that did not appear at the time of the previous version change.
I personally did not like some things in the new update (02.01.2019). The punctuation system disappeared, something innovative of version 25.07.2017. I am in favor of this system to return, because we can observe in real time the score made by the character. This leaves the games more dynamic.
The Dizzy system in battle that is linked to 5300 animation also disappeared. I am in favor of him to come back too, because in sequential combos it is interesting that the char simulate dizziness. Taking as much kicking and lifting as if nothing had happened is strange. This innovation that came up in the previous version should also remain in my opinion.
Thanks for your effort.