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Subject: SF3 Makoto by NHK updated by GNSK 2017-10-06 May 27th 2017, 12:36 pm
SF3 Makoto by NHK updated by GNSK 2017-10-06 :
in case servimg not working for you...:
=> SF3 Makoto was mugenized by NHK long time ago, and now GNSK is taking it and trying to make it more "source accurate". This is GNSK v9.1 (2017-10-06) MUGEN note :
Google Translated from Japanese to English...:
Change point
■ New !! · If you opponent opponent, do not invert the command · When crouching, to stop the speed without being affected by the walking speed · Increase knockback distance when guarding gust of EX · Slightly early completion of rigorous end of arabesque
System · Change the name of the character folder · Def file name Do not overwrite the truth of NHK's production · Add winning message Please change the language to Japanese with the main setting of mugen.cfg · On-off switch with reverse root value is installed It can be set with m-2.cns · Maintenance of stun value It can be set with m - 2.cns so that it can be individually set for each character · Equipped with ON OFF switch for down time uniformization It can be set with m-2.cns · Improved startup condition of system direction It can be set with m - 2.cns · Original color introduction Start button + Use with B button
Basic operation · Adjust character size xscale = 0.9 yscale = 1.05 Adjust character extrusion judgment Slightly enlarged in the horizontal direction and slightly shrunk in the vertical direction · Adjusted attacked judgment in standing state Delete judgment of palm part · Judgment of foot part slightly expanded · Reduce crouching motion crackdown judgment · Crouching Motion extrusion judgment (Thrown judgment) is enlarged by 4 dots forward - Fixed a bug delayed by 1F when jumping or walking from squatting or squatting transition motion · Adapt ahead input to front and back dashes · Overall frame of front dash to 39F Rigid 10F 11F to jump · Guard · Can be canceled by various attacks 30F Eye move forward and backward · Back and forth dash · Can be canceled by squatting · Walk from front dash · front dash · after dash · reproduce specifications that can not be canceled by squatting · When you dash forward, turn around as soon as your opponent is behind · When attacking by canceling rigidity of the front dash, turn around as if the opponent is behind Adjustment of attacked judgment of forward and backward motion Delete hit judgment of palm part - Fixed a bug that could not be guarded immediately after the previous dash Adjust the moving speed of the rear dash for each frame · Rigid dash stiffness can be moved from 13F to 13F · Adjust extrusion judgment (thrown judgment) in air · Reduce the gap of jump landing 3F → 2F · It is impossible to guard after jumping landing rigidity 2F after air attack · Adjustment of Jump / High Jump Motion Attack judgment Delete foot judgment of foot during foot time Expand up judgment at landing · Long travel distance of previous jump · Flight jump flight time from 34F to 35F · Long jump travel distance longer · Increase frame until air jump in high jump 4F → 6F · Adapt ahead input to high jump · Reduce command input time for high jump 10F → 9F · High trajectory of high jump high · Flight duration of vertical high jump from 38F to 37F · Flight duration of front and back high jump from 38F to 36F · Long jump travel distance longer · Short moving distance of rear high jump · Add a high jump cancellation special move technique · After entering the SA command and directly entering the lever in the jump element, you can push the button for only a moment and you can activate the skill while eliminating the judgment · Cancel Add High Jump Cancel Flower · Rampage Tosa Wave Cancel 4th Case When you jump high, you can cancel that CHJ and SA can be issued · Jump, so that the sound of kicking the ground at the time of high jump sounds after each air transition frame - Fixed a problem that turned backward behavior after landing, which was reverse guard when attacks can be piled up from the back as it gets up. · Immediately after getting up, do not turn around if the opponent's X coordinate is the same position at the edge of the screen · Change completely invincible time immediately after getting up from 3F to 1F · Change throwing invincible time after getting up from 12F to 6F · Reproduce invincible specifications for returning Adjust so that neither party can throw throw Throwing invincible in the following 4 scenes 1. Immediately after getting up from the state 6F 2. Immediately after returning from sliding motion, 6F 3. Immediately after the guard rigidity was solved 6F 4. Immediately after the technique got hit in the air and landed on the ground without going down, 6F · Improve descriptions of undefeated return If your skill hits in the air in your opponent and puts an attack before landing, disable return invincible · Adjustment of down time Delete specifications that will rise instantly when pressing the button to 20F uniformly during downtime · Adjust description of equalization of downtime Fixed bug that raised motion was displayed when KO was given to specific character - Fixed a bug that became impossible to guard when bottom attacks were overlapped on landing from the air - Fixed a bug that keeps floating in the air as it is when attack of a specific character is received in the air - Fixed a bug that attacks of specific characters hit extra in the air - Fixed a bug in which part of the done motion was not displayed · Fixed bad guard stiffness was wrong · Fixed a bug that the knockback distance was getting longer by standing in guard stiffness and switching squatting alternately. · When a lower attack is overlapped on landing from the air, if the other party is behind, the guard direction obeys the direction of the opponent's character instead of following the direction of the character's own direction · Adjust hit stop time when blocking is established · Blocking can not be entered without going through neutral · If you insert the lever in one direction after entering blocking, that BL input will be invalidated · Blocking Sealing time setting Each BL has the following four kinds so that the next BL can not be input unless a certain period of time elapses before BL input becomes possible after each input, and the sealing time is independent of each other ing 1. Before ground BL → 23F 2. above the ground BL → 23F 3. Aerial BL → 20F 4. Earth-to-air BL → 18F · Delete invincible time that was at the time of establishment of blocking · If the blocking technique was a multi-step hit, so that BL can be made continuously · The input direction of blocking does not follow the direction of your character but obeys the direction to the opponent's character · Ground blocking may be entered in the air · Aerial blocking must be entered in the air · If you leave the lever in the middle after blocking input in the air, the BL acceptance time is reduced · Immediately after entering the aerial blocking, BL in the same direction can not be input on the ground - Fixed a problem that the ground skill could be canceled after air blocking was established, and floating as it is in the air · The guard blocking reception time is changed from 2F to 3F · Add Quick Standing · From the moment the reception time of the quick standing was down to 5F · If you enter Quick Standing, input disabled for 7F until QS input is accepted again · Stun time recovery time (stun timer) is a technique attribute hit at stan time + randomly determined Details below · Normal skill 90F 110F 130F 150F either · Normal throw 120F 140F 160F 180F either · Command throw · Striking system SA 120F 160F 200F 240F either · Special Moves 150F 170F 190F 210F either · Throwing system SA * Absolutely nothing 150F 190F 230F 270F - The recovery time (stun timer) at the time of stunning is subtracted by time - 1 F every 22 F * accurately, although the stun timer has a difference between every 20 F to 24 F for each character, it is unreproduced · Stun time recovery time (stun timer) can be reduced by revitalization Details are below · Input to either direction of lever 2868 is -2 F so the 1379 direction input becomes -4 F · Punch button x · y · z On either input, -1 F · Kick button a · b · c Press two buttons simultaneously to input -1 F · Resetting reverse root value · Resetting establishment condition of lucky KO - Fixed a bug that the gauge effect sound beyond necessity when the gauge is always MAX in training mode etc. - Fixed a bug that the gauge effect sound beyond necessity while triggering Taneda Tenshi attack type in training mode etc. · When mugen body setting, screen ratio is 4: 3, bug that the SA gauge at the time of choice of median line five step collision was solved was corrected · Fixed a bug where the SA gauge at the time of selection of all the SAs was out when the screen ratio was 4: 3 in mugen main body setting. · Fixed a problem that IKEMEN allegedly branded
■ All attacks · Adjust attack judgment of all techniques - Fixed a bug that sometimes the judgment of the crouching counter is illegal as updating attack judgment of every technique every frame · Adjust damage of all techniques (original value × 0.87) · Reproduce guard scraping damage of all techniques · Adjust all combinations of combo correction Calculation formulas · Add SA gauge increment correction for all techniques Reduce increase in SA gauge at combo Since detailed material was not found, the calculation formula for correction is not accurate · Adjustment of stun value correction of all techniques Increase increase amount of stun gauge at combo Since detailed material was not found, the calculation formula of correction is not accurate · Set the hit level (Priority) of all the techniques Hissatsu Throwing (7) ≧ Normal Throwing (7)> SA (6)> Mortal Armor · Great Attack (5)> Medium Attack (4)> Small Attack · Leap Attack 3) · Adjust distance (AttackDist) at which all opponent's guards take guard motion - Fixed a bug that the opponent did not go down in the air when a specific mortal work · SA became cumbersome at the time of hit · All SAs can be canceled from all blow - ups · Add squat counters to all skills · If the other party hits a middle attack when guarding the crouch, the crouch counter is not adapted and only the extension of the slip is applied · Reproduce hit & guard stiff time difference of all techniques · Repeated hit & guard stiff time difference of all techniques continued · Adjust SA gauge increment at hit / guard of all techniques · When all skills swing, SA gauge increases as attack determination of each technique occurs · When you hit all the techniques (weak normal attack, SA other than), so that the opponent's power gauge increases · Set reduction value for all techniques · Set the pursuit allowable time for all techniques - When the opponent jumps in the air or jumps in the air, reset the reduction value and the pursuit possible time · Reset the reduction value and pursuit allowable time if the opponent is in the air above 60F since the chase pursuit time becomes 0 for some reason - Fixed a bug that the attack judgment disappears when the real attack hits the opponent in the air, and furthermore the skill which can not pursue in the air is superimposed when the opponent lands on the ground · Change priority of command SA (Large> Medium> Small)> Special Move (Large P> Large K> Medium P> Medium K> Small P> Small K)> HJ> PA> Throw> Leap> Normal Technique Including inserting technique) Large> Medium> Small> Fixed in order of jump · Special Moves · EX Special Moves · SA commands to accept buttons to release input · Special Moves · EX Special Moves · Release SA Buttons Change Priority of Input Strong> Medium> Weak · The command input grace time of SA is uniformly set to 15 F · Special mortem · EX command moveting the command input time to uniform 10F · Normal skill · Throw · Leap · PA · Prior input to high jump adaptation Prior input acceptance time to 2F · Deathblow Technique · EX Special Moves · Prior input acceptance time of SA command to 4F · Special Moves · EX Special Moves · SA Buttons Simultaneous Press or Suspend Buttons 1F Extension Grace Time · Throwing · Leap · PA buttons simultaneous pushing time 2F ※ Mugen command specification allowed up to 3F - Fixed a bug that commands are not accepted if there is no gauge when you enter a Special Move by pressing buttons simultaneously. · When canceling normal technique and issuing EX Special Moving Skill or SA, fixing the problem that button simultaneous release input is not applied · Add empty cancellation Take out ordinary skills