Big Green Posted November 7, 2015 Share Posted November 7, 2015 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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MorbidJoe Posted November 7, 2015 Share Posted November 7, 2015 love that character wish she was in cvs spriteing oh well very nice character though might download Link to comment Share on other sites More sharing options...
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