People, I will make some changes to Drago Groove, that include:
- Fixing a MUGEN issue, that allows the opponent to get up almost instantly, making impossible to OTG properly
- Adding a bit of velocity when you dash and roll
- Taking advantage of a code that I made earlier but applied only for DM/SDM moves: the life-based random. That code makes the char not use his best options right at the beggining of the fight, but the rate increases as he gets damage - almost progressive AI (discussed with some people already)
- REMOVING of levels 5~8 (discussed with some people already)
- Adding some more hitstun for aerial moves. That will make the chars go further away from their KOF counterparts. The idea is making something between KOF and RB (I'll make a by-tick count to reach the optimal number).
- Add more 1 or 2 tick tolerance for normal moves' cancels for looser comboability. That will make the chars go further away from their KOF counterparts. The idea is making something between KOF and RB. I don't intend to use the "anytime after hit cancel from RB, though" - we STILL need some criteria to make combos. since my chars are TACTICAL, not ZOMG COMBO HIM
- Using RECOVER Fu Man to re-calculate the recover time for most moves
- (Maybe) implement the OBLITERATION KO
- (Maybe) add a 2nd HSDM for some chars (Gouki/Akuma and Violent Ken are the strongest candidates)
As you all can see, that's a lot. But I can make that quite fast. What I'll need? BETA TESTERS. But beta testers that will actually test and report ASAP.
How to post?
Go to the feedback session. If it's char-related, post in the accordingly thread (i.e. Geese feedback posted on Geese's feedback thread). If it's Groove-related (like roll, dodge...) post it on Groove Feedback. If you have an AI suggestion post in AI feedback.
Guidelines stated... try it!
The files for download here already have the majority of the changes listed above. Missing mainly the AI re-coding. But it's good enough to test the new gameplay feeling.