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Ryoko Izumo by Creamy Goodness updated (06/11/15)


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The creator left a pretty big update log:


> Standing back chop (210) now does 30 points of damage instead of 25.
> Standing front chop (215) now does 25 points of damage instead of 30.
> AnimType of second hit of standing uppercut (220) is now Hard instead of Medium.
> AnimType of standing downward chop (225) is now Hard instead of Medium.
> AnimType of standing knee kick (230) is now Light instead of Medium.
> Standing knee smash (245) can now be comboed into spinning heel kick (255).
> AnimType of high roundhouse kick (250) is now Hard instead of Medium.
> ground.type of high roundhouse kick (250) is now High instead of Low.
> Flying knee smash (260) now does 40 points of damage instead of 20.
> Crouching medium back chop (410) now does 20 points of damage instead of 15.
> Crouching hard palm thrust (420) now does 30 points of damage instead of 40.
> Set AnimType of crouching medium ground kick (440) to Medium.
> Added one tick to all frames of forward roll animation (460).
> Rolling palm thrust (460) now does 60 points of damage instead of 50.
> Rolling ground kick (470) now does 55 points of damage instead of 45.
> Two handed push (710) now does 50 points of damage instead of 90.
> Hard side flying kick (750) now does 50 points of damage instead of 90.
> Back breaker (800) now does 60 points of damage instead of 75.
> Back breaker (800) now can be trigger from 10 pixels away from opponent instead of 3.
> Ippon Seionage (850) now does 75 points of damage instead of 60.
> Ippon Seionage (850) now can be trigger from 10 pixels away from opponent instead of 13.
> Tomoe Nage (900) now does 75 points of damage instead of 60.
> Tomoe Nage (900) now can be trigger from 5 pixels away from opponent instead of 3.
> Heaven Toss (950) now does 100 points of damage instead of 90.
> Changed pausetime of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 0, 0 in order to prevent opponent from bouncing away from attack.
> Changed ground.velocity of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 4, -3 in order to prevent opponent from bouncing away from attack.
> Changed air.velocity of all hits of all three versions of Bosatsusho (1000, 1010, 1020), except for the last hit to 1, 0 in order to prevent opponent from bouncing away from attack.
> Quick Bosatsusho (1000) now does 6 damage per hit instead of 5, totaling up to 24 damage instead of 20.
> Medium Bosatsusho (1010) now does 7 damage per hit instead of 5, totaling up to 56 damage instead of 40.
> Hard Bosatsusho (1020) now does 7 damage per hit instead of 5, totaling up to 84 damage instead of 60.
> Subtracted five ticks to the fifth frame of Kou Ken wind up animation (1030).
> Lariat Drop (1200) now once again does 130 points of damage instead of 70.
> (QCB, F + (x, y, or z)) will now trigger Shoulder Throw (1300) instead of (HCF + (x, y, or z)).
> Super Shoulder Throw (1300) can now be entered in 20 ticks instead of 15.
> Super Shoulder Throw (1300) now does 120 points of damage instead of 140.
> Nagasi (1400) now does 100 points of damage instead of 110.
> Ippon Seionage reversal slam (1500) now does 140 points of damage instead of 110.
> Quick Hien Ken (1600) now does 40 points of damage instead of 74.
> Medium Hien Ken (1610) now does 60 points of damage instead of 79.
> Hard Hien Ken (1620) now does 80 points of damage instead of 84.
> Increased forward velocity of hard Hien Ken (1620) from 10 to 12.
> Disabled Tomoe Dan (1700).
> (QCB, F + (x+y, x+z, or y+z)) will now trigger Tomoe Hia (1900) instead of (HCB, F + (x, y, or z)).
> Added one tick to all frames of Hao Shou Ko Ken wind up animation (13500).
> Commented out NotHitBy state controller of Hao Shou Ko Ken (13500), making it possible to interrupt the attack.
> Activated CLSN Standard of CLSN2 box of first frame of Hao Shou Ko Ken's fireball throwing animation (13502).
> (HCF + (x, y, or z)) will now trigger Hao Shou Ko Ken (13500) instead of (F, HCF + (x, y, or z)).
> The command for Hao Shou Ko Ken (13500) can now be entered in 20 ticks instead of 30. 
> Shin-Bosatsusho super (1800) now does up to 240 points of damage instead of 150.
> Level 1 Izumo Dan super (2000) now does 150 points of damage instead of 200.
> The command for all three versions of Izumo Dan super (2000, 2010, 2020) can now be entered in 30 ticks instead of 20. 
> Changed Pause state controller of Hien Hou Ou Kyaku super (3000) to SuperPause, making it possible to interrupt the attack.
> Hien Hou Ou Kyaku super (3000) now does a total of 200 points of damage instead of 150.
> Tenchi Haouken super (3300) now does 200 points of damage instead of 180.
> Changed Pause state controller of ShinRyuu Ken super (3500) to SuperPause, making it possible to interrupt the attack.
> Added four ticks to the first frame of ShinRyuu Ken super (3500).
> ShinRyuu Ken super (3500) now does full damage without the need to jam on "c".
> Changed air.velocity of all hits of ShinRyuu Ken super (3500) to 1, -5 in order to prevent opponent from bouncing away from attack.
> ShinRyuu Ken super (3500) now does up to 540 points of damage.
> Changed Pause state controller of Buster Wolf super (3700) to SuperPause, making it possible to interrupt the attack.
> Buster Wolf super (3700) now does up to 400 points of damage instead of 320.
> Otosi super (3800) now does 500 points of damage instead of 450.
> Ryoko's AI now has a 5% chance of using Shin-Bosatsusho super (1800) when 30 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 5% chance of using Level 1 Izumo Dan super (2000) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 50% chance of using Level 2 Izumo Dan super (2010) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 90% chance of using Level 3 Izumo Dan super (2020) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 5% chance of using Hien Hou Ou Kyaku super (3000) when between 50 and 200 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 5% chance of using Tenchi Haouken super (3300) when 30 pixels away from the opponent or closer.
> Ryoko's AI now has a 50% chance of using ShinRyuu Ken super (3500) when 20 pixels away from the opponent or closer.
> Ryoko's AI now has a 50% chance of using Buster Wolf super (3700) when between 100 and 150 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 50% chance of using Otosi super (3800) when 40 pixels away from the opponent or closer.
> Ryoko's AI now has a 30% chance of using Tomoe Hia (1900) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Hao Shou Ko Ken (13500) when 200 pixels away from the opponent or further.
> Ryoko's AI now has a 20% chance of using any version of Bosatsusho (1000, 1010, 1020) when 30 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Kou Ken (1030) when between 40 and 60 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 60% chance of using Quick Close Kick Crunch (1100) when 30 pixels away from the opponent or closer, and opponent is airborne and 60 pixels above Ryoko or higher.
> Ryoko's AI now has a 30% chance of using Medium Close Kick Crunch (1110) when between 30 and 60 pixels away from the opponent.
> Ryoko's AI now has a 30% chance of using Hard Close Kick Crunch (1120) when 60 pixels away from the opponent or further, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Lariat Drop (1200) when between 150 and 200 pixels away from the opponent.
> Ryoko's AI now has a 60% chance of using Super Shoulder Throw (1300) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Nagasi (1400) when 40 pixels away from the opponent or closer.
> Ryoko's AI now has a 90% chance of using Ippon Seionage reversal slam (1500) when 30 pixels away from the opponent or closer, and both Ryoko and opponent are crouching.
> Ryoko's AI now has a 60% chance of using Quick Ryuzansho (12000) when 20 pixels away from the opponent or closer, and opponent is airborne.
> Ryoko's AI now has a 60% chance of using Medium Ryuzansho (12010) between 20 and 40 pixels away from the opponent, and opponent is airborne.
> Ryoko's AI now has a 60% chance of using Hard Ryuzansho (12020) between 40 and 60 pixels away from the opponent, and opponent is airborne.
> Ryoko's AI now has a 30% chance of using Raioh Ken (13200) when 30 pixels away from the opponent or closer while airborne.
> Ryoko's AI now has a 30% chance of using standing downward chop (225) when 30 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using flying knee smash (260) when 40 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using rolling palm thrust (460) when between 150 and 200 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using rolling ground kick (470) when between 150 and 200 pixels away from the opponent, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using back breaker (800) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Ippon Seionage (850) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 30% chance of using Tomoe Nage (900) when 10 pixels away from the opponent or closer, and opponent is on the ground.
> Ryoko's AI now has a 90% chance of using Heaven Toss (950) when 10 pixels away from the opponent or closer, and both Ryoko and opponent are airborne.
> Swapped Palettes 3 and 9.
> Swapped Palettes 5 and 12.
> Swapped Palettes 6 and 8.

 

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