Author:Don Drago
Status:Online
WebSite:http://www.dondrago.generation-now.net/
MUGEN Version:WinMugen
ReleaseTime:2008.08.09
LastUpdated:2009.08.29
From:KOF98UM, 2002UM, MIX, 96 BOSS / 拳皇
Don Drago in 2009.08.29 updated KOF98UM, 2002UM, MIX, 96 BOSS / 拳皇's Leopold Goenitz 4-in-1


[08, 12, 2009] Goenitz got his updates, complete with all Drago Groove future updates AND more 3 modes. What changed:
[Groove] Fixed a MUGEN issue, that allows the opponent to get up almost instantly, making impossible to OTG properly (Wild Tengu knows about that)
[Groove] Added a bit of velocity when you dash and roll (BenimaruCollider knows about that)
[Groove] Added 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 – in KOF, the hitstun is the same as a weak punch and in RB is the same as the strong attack. I made that in between: a medium punch hitstun
[Groove] Added more 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 COMBOES
[Groove] REMOVED AI levels 5~8. Added a code that will make the chars shutdown if someone tries to set AI bellow 0 or above 4
[Char] Used RECOVER Fu Man to re-calculate the recover time for most moves
[Char] Added more 3 modes for Goenitz. Now we have:
98UM mode (select Goenitz using PUNCH buttons);
2002UM mode (select Goenitz using KICK buttons);
MIX mode (select Goenitz using PUNCH buttons, while holding START);
96 Boss mode (select Goenitz using KICK buttons, while holding START).[Char] Along the modes, new intros added:
98UM mode uses 96/98UM KOF voice and intro;
2002UM mode uses SVC/2002UM voice and intro;
MIX mode uses 96/98UM voice and SVC/2002UM intro;
96 Boss mode uses 96/98UM voice and an intro based on dialogs before facing him on KOF’96.[AI] Most of AI codes were redefined for a different gaming experience
[AI] AI now has more tricks for “grappler” patterns
[08, 01, 2009] Small AI revision on Ken, to make easy levels yet easier. The over aggressive AI setup is gone on easier levels, and so did the run & grab setup. And lowered the chances of Shoryuken/ Hypers on counter.












