EL TIGRE NEGRO
Originally by Maximus_MamboJambo
Fixed by FailTroll
November 20th, 2009
Quick Fix of 11/26/2009:
-Fixed the alignment of his crouching HP, since it looked off.
-Likewise fixed the looping glitch in it. It was hard to replicate anyway, but
at least it's gone.
-I seem to have forgotten to add a CLSN2 to his hand in the same move. Added.
Updates of 11/26/2009:
-Nerfed his Tiger Claw, since it was kinda strong for a combo starter. Now does
1/2 the original damage.
-Made his HP and MK move him forward a little, since they had short reach.
-Made it so that he stops talking if he's hit. Likewise, made him stop laughing
if his intro was skipped.
-Adjusted the way his moves combo. Now they should combo a lot easier.
-Fixed the fade away of his Tiger Gem.
-Fixed the issue my projectiles had, since they were pushed away whenever they
hit.
-Added an ugly scaled effect on his Tiger Piledriver upon coming down, as well
as an explosion when they land.
-Fixed his super portrait helper, though you might've liked his older one
better.
-Re-aligned his Walking animations, using GCNMario's Guile as a guide.
QUICK FIX
Since I changed the helper's movetype to H, they'd pause during the supers, so
I did a batch replacement. They all work like they should, though I hope
nothing else was inadvertently changed.
Yeah the grab states were affected. Fixed now.
So was the Tigre Combo. Fixed.
Updates of 11/23/2009:
-Fixed his grabs. They look a lot better now.
-Made his Cr HP move forward a little.
-Made his Cr HK trip on both hits.
-Done some aesthetic gimmicks to his crouching HP and Comet Cooldown; when you
hold down during them, he will change to a crouching state, and if you're not,
he'll change to a standing state. This is to make it look less jerky if he
appeared to crouch but instead stood back up.
-I accidentally had the helpers movetype to A, which made opponents guard during
them. Then again, some people are allergic to dust!
How to Install:
Just drag and replace Tigre Negro's current files. Easy as that.
What's been done?
-Fixed his hitboxes entirely
-Fixed most of the 'Brazillian MvC' faults
-Made excessive use of helpers

-Made his Hyper Combo Finish BG work properly, IE play and silence the current
music; it will still activate if you KO the opponent then do a Super move
-Added Startup Time and Cooldown to the moves that needed it most
-Re-positioning of some sprites in the AIR, likewise some re-animating
-Made the afterimages work better
-Deactivated the AI
-Replaced his guard and hitstates since they were buggy
-Some other things not mentioned here
What hasn't been adressed?
-His MvC1 super spark is poorly ripped, but I won't bother since this is a
coding patch
-Some other things I may have forgotten
Why has this been done?
I remember seeing some videos with Tigre in them a while back and always wanted
to get him. As I got him, he was far from decent, which I hope this patch will
make him, but some people out there won't bother since he's an edit by MUGEN
Enemy #1 and he doesn't follow the glitchy - I mean 'perfect' gameplay of KoF
2000 or whatever is hot these days. Even if Chang's SDM sucks donkey balls.
Move list, since he didn't have a readme.
Specials
QCF P - Tiger Bazooka
Aptly named since he uses those sprites. A basic projectile, the stronger the
punch, the faster it travels.
QCF P - Tiger Comet (AIR ONLY)
A diagonal diving move. The stronger the punch, the faster he'll travel and
more hits will land.
QCB P - Fire Punch
I think that's what "Soco de Fogo" means. A moving punch that hits multiple
times, the stronger the punch, the farther he'll travel and the more hits will
land.
QCF K - Tiger Kick
Think of it as a EX KFPalm with less movement. The stronger the kick, the more
he will travel and the more it will hurt.
QCB K - Tiger Claw
Like the above, but is a launcher. Again, the stronger the kick, the more he
will travel.
FDF K - Tiger Somersault
Only the weak version will be able to hit ground-level foes. The stronger
versions are best used for fighting those Brazillian warehouse DBZ characters,
since they reach high.
F/B PK - Tiger Piledriver
A grapple, similar to Zangief's Atomic Buster. The stronger the punch and kick
button, the higher he will jump and the more damage he will deal upon landing.
Supers (LV1)
QCF PP - Tiger Bomb
He charges up power, then slams his hand down to create an explosion, whose
hitbox is a little longer than half the screen.
QCB PP - Black Tiger Combo
He leans back, then dashes a short distance. If it connects, he'll hit you 11
times, then the last he'll kick you across the screen.
Hypers (LV2)
QCF KK - Ruby of the Tiger
He charges up power, then unleashes a huge but slow moving orb that hits 4
times.
QCB KK - Tiger Rush
He leans back, then dashes quickly across the screen, hitting you for a maximum
of 12 times.
Credits
-CrazyKoopa, for helping me with scaled helpers
-Sunboy, from whom I modeled my afterimage code after
-XCB, from whom I learned the "AfterImageTime" trick
-Maximus_MamboJambo, for making Tigre and hopefully being cool with this patch
-GCNMario, from whom I sampled some of the throw coding, since he codes throws
nicely, save for their lol damage
-DarkCipherLucious and Vyn, from whom I learned how to make smoother combo
strings thanks to their Dark Ken
-Phantom.of.the.Server, from whom I sampled the fade code, as well as to how to
make my projectiles not bounce upon hitting someone
-Doburoku or whoever made Neco Arc Chaos G666, for the Melty Blood super
portrait.
-You for downloading
Thank you and happy Thanksgiving.