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Latest News:
- [09, 15, 2010]
Geesehad
an update (I hope this is the last one, since I need to move on to the
other chars): after playing more KOF2002UM, I found out that not only
the "delay throw bug" doesn't apply to Nightmare Geese's Ura Kumo
Gakushi In, but there is no way to combo into it AT ALL. Also, it's too
hard to connect any comboable normal move out of it when out of the
corners. Changed my version to respect that, which means: no more
long combos with double throws.
- [09, 13, 2010]
Geese
had
updates: fix on Reppuken hand energy (Nightmare & EX modes),
NeoWave Reppuken velocities and motion, and redesigned command Shinkuu
Nage.
- [09, 12, 2010]
Geese had updates, regardig timing and distance of some moves. AI had a small revision as well.
- [09, 07, 2010]
Geese & Gouki had updates:
- Geese (NeoWave mode):
- Raising Storm SDM removed
- Raising Storm HSDM demoted to SDM
- New HSDM: AOF2 Deadly Rave
- Gouki:
- Bug reported at Mugen-Infantry, where palettes 1~3 don't accept exclusive normal mode, fixed
- Required sprites for Blue Mary's throws added (compatible with KoopaKoot's Blue Mary WIP)
- [08, 30, 2010]
Geese and Gouki
had critical bug fixes. I suggest a re-download.
- [08, 28, 2010]
Geese
re-released. There's too much to tell. Besides all gameplay
modes (HC1,
HC2 and Drago Groove), I can say that the char is a completely
different one. Gouki
had updates as well, namely bug fixes.
- [07, 25, 2010] Gouki's
updates continue:
- More combos were compared to SVC to make SVC Shin Mode
closer to the source game
- Small AI revamp
- Various fixes
- [07, 23, 2010] Gouki
updated:
- SvC Shin Gouki's Tatsumaki Zankuukyaku velocities
calculated in a way that approaches SvC, that means, Gou Shoryuken
juggle only possible at the corner
- Gou Shoryuken and Messatsu Gou Shoryuu on X-mode have a
slightly different animation
- All the 3-hit Gou Shoryuken versions cause the same damage
- [07, 18, 2010] Gouki
re-re-re-re-released, with various tweaks, besides new gameplay modes
besides Drago Groove:
- New Hardcore Mode 1:
- Without MAX activated, only few moves are Super
Cancelable.
- With MAX activated, any normal/special move is
cancelable.
- With MAX activated, there's no cancel penalty for Super
Cancels
- With MAX activated, damage dampenerlocks at 70%, like
KOF 2002/2002UM
- No Dream Cancels
- No dodge
- No power charge
- No Capcom Recovery Roll
- New Hardcore Mode 2:
- HSDM acts as LDM, that means, can be done anytime
- Only few moves are Super Cancelable.
- SDMs/LDM cost just 2 powerbars
- No MAX
- No dodge
- No power charge
- No Capcom Recovery Roll
- Drago Groove:
- Power Attack levels changed:
- Lv 1: doesn't break guard, counter wire attack
- Lv 2: doesn't break guard, critical wire attack
- Lv 3: breaks guard, critical wire attack
- Lv 4: breaks guard, causes collapse
- Gouki:
- New X-mode, implements X-Men Children of The
Atom & SF4 stuff
- New throws, SF4-inspired
- Various gameplay changes.
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