Forgot your password?
Ricepigeon, May 2, 2013
I know progress on Mima has been rather quiet, so allow me to make up for that. So far Normals and Specials are complete, thus starting with her most notable spellcard: Ritual Sign "Orreries Sun".
Well, if you wanted to get real technical it's actually Marisa's spellcard, but Mima was the first to use them back when the spellcard rules didn't exist and everything was unnamed, plus we all know Marisa likes copying other people's shit and making them flashy, so whatever... So rather than basing Orreries Sun off of its incarnation in Soku like I originally intended, it behaves like a melee attack as long as it's active up to six hits. Alternatively, performing the spellcard again while its already active will instead fire it like a projectile. You can even do both if you time it right.
Star Sign "Escape Velocity". If Mima is not already in Flight Mode when performing the spellcard, she will enter Flight Mode at the very end if the first hit is successful. It also has a bit of startup invincibility, so it can be used as a reversal if timed properly. It's lacking FX at the moment, but the basic skeleton and functionality of the attack is there.
So for those of you who remember the really old Mima I made over 6 years ago, you might remember Twilight Spark. Basically we went from this:
Had to have Twilight Spark somewhere in there now... Don't worry, it's not unblockable, fullscreen, or a projectile anymore.
You might also remember Flare Star, which did variable damage based on how much meter P2 had when used. It still has variable damage, except now the damage is dependent on how long the attack is delayed for instead of P2's meter. If you delay it for the maximum amount of time, it becomes possible for Mima to recover before the attack ends, even if the opponent blocks. Might be good for wakeup games. Oh, and it still retains its tracking property from the old Mima as well.
Twilight Spark does less damage than a fully-charged Flare Star.
Its that time again
So time to get a head start on the next two big WIPs planned.
And yes, feel free to take this as confirmation that Suika is planned right after Mamizou.
You're making Suika FOR REAL?!?! AAAAAAHHHH!!!!
Youkai Tsurube Transformation. A delayed projectile. Like most of Mamizou's other Specials, it requires Mamizou to have at least one leaf. Those familiar with Persona 4 Arena should be familiar with this mechanic. Mamizou can throw out to apply pressure, but hitting the bucket causes her to lose one of her leaves. An alternate version of the Special will cause Mamizou to simply drop the bucket in place, much like the skill's alternate version in Hopeless Masquerade did.
Or, in other words:
Spectre -Dense-. Unlike the source version, there's no projectile portion to this attack, but does have good range and priority, and leaves the opponent at enough frame advantage to confirm with a grab. The HP version is slow to start up, but travels further than the LP version and knocks down, allowing Suika to get an opponent into a corner. The MP version is best used as an anti-air due to its large vertical hitbox, but has no invulnerable frames, so it can't be used as a reversal.
Suika's command grab; Kidnapping Oni. Like in Soku, the LP and MP versions have a suction effect to extend its effective range at the expense of damage and recovery frames if the throw whiffs. The HP version has no suction, but deals the most damage and has the shortest animation duration if it whiffs.
This is your bestest creation ever! Seeing your progress like this is really inspiring! AWESOME JOB!
Foot Bellows; a charge attack that must be blocked low and hits OTG. Perhaps best used for tacking on extra damage after a command grab, or even just popping opponents up to leave them at the mercy of her Spellcards, but that's a story for another time.
Gather Sign "Throwing Mt Tokagushi". Like Reimu's "Fantasy Nature", the properties of this move changes depending on its spacing; if used up close, it becomes an unblockable command grab, while if used from a distance, it becomes a projectile attack. Like Kidnapping Oni, the grab version of this move can be followed up with Foot Bellows for some extra damage.
You need to be a member in order to leave a comment
Sign up for a new account in our community. It's easy!
Already have an account? Sign in here.