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Nep Heart

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Everything posted by Nep Heart

  1. Captain America edited by Mr. Giang - 1 IZ Yuuka Kazami by RicePigeon - 1
  2. Identified an error in Mio's Reinforce version of Shikigami Tamer failing to appear from the left side in MUGEN 1.1. Addressed that issue and updated the download link as of this post.
  3. Nep Heart

    Nep MUGEN

    Mio is now available.
  4. Requesting to add Mio Kouzuki by Nep Heart to the collection. https://1drv.ms/u/s!AvDqTmHZ37DihzHGYUqrWx83UMaI
  5. Mute, but still intact, Mio is ready to take center stage into the MUGEN world with costume shenanigans and her trusty sketchbook! A versatile stance character with two modes to switch between rushdown and zoning in the middle of battle, the little mute can be played by just about anyone. Get her in the link below. https://1drv.ms/u/s!AvDqTmHZ37DihzHGYUqrWx83UMaI
  6. Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance. all characters: - Corrected another cornerpush quirk. - Revised counter hit notification and Burst icon FXs. - Added recovery notification FX. - Added a juggle meter that appears under opponent whenever they are being juggled. - Fixed a bug in projectile reflectors for all characters who have one. - Corrected buffering on all half-circle commands for those that have it. - Corrected issue where Spell Bonuses failed against super/hyper armor. - Fixed aerial guard crush/counter hit custom hitstates. Sayaka: - Increased pushback and overall damage on Tempestoso. It also causes knockdown now. - Revised Sayaka's guard hitsound to standardize it with the rest of the cast.
  7. Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance. all characters: - Corrected another cornerpush quirk. - Revised counter hit notification and Burst icon FXs. - Added recovery notification FX. - Added a juggle meter that appears under opponent whenever they are being juggled. - Fixed a bug in projectile reflectors for all characters who have one. - Corrected buffering on all half-circle commands for those that have it. - Corrected issue where Spell Bonuses failed against super/hyper armor. - Fixed aerial guard crush/counter hit custom hitstates. Akyuu: - Tweaked Akyuu's juggle limiter to become more consistent. - Tweaked air throw and j.2z damage. - Fixed bug on Youma Bon x version's juggling. - Fixed dash attack bug that made it unblockable when initiated at point-blank range. - Added new attack; an alternative dash attack that wall bounces on hit.
  8. Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance. all characters: - Corrected another cornerpush quirk. - Revised counter hit notification and Burst icon FXs. - Added recovery notification FX. - Added a juggle meter that appears under opponent whenever they are being juggled. - Fixed a bug in projectile reflectors for all characters who have one. - Corrected buffering on all half-circle commands for those that have it. - Corrected issue where Spell Bonuses failed against super/hyper armor. - Fixed aerial guard crush/counter hit custom hitstates. Homura: - Corrected damage scaling bug on FN Minimi. - Revised sprites for Air Strike. - Revised dash attack to now hit low. - Revised Pipebomb; can now have up to three on the screen at once and can choose to detonate all pipebombs once there are three on the screen.
  9. Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance. Hotaru definitely benefits the most from this update as she got some needed buffs to let her keep up with the rest of cast... a few minor nerfs as well, but she's overall buffed. all characters: - Corrected another cornerpush quirk. - Revised counter hit notification and Burst icon FXs. - Added recovery notification FX. - Added a juggle meter that appears under opponent whenever they are being juggled. - Fixed a bug in projectile reflectors for all characters who have one. - Corrected buffering on all half-circle commands for those that have it. - Corrected issue where Spell Bonuses failed against super/hyper armor. - Fixed aerial guard crush/counter hit custom hitstates. Hotaru: - Fixed an egregious error in her Read Me. - T.O.P. Mode now grants a 25% movement increase on top of the other bonuses. - Corrected bug in 6x's auto-guard. - Shajou-Tai has slightly increased reach and half-second invulnerable start-up. - Significantly increased damage scaling on grounded throw. - Increased overall damage of Tenhakki-Shou to compensate for new cornerpush system. - Opponent now can choose to recover if Hotaru lands after hitting target with j.6z
  10. Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance. all characters: - Corrected another cornerpush quirk. - Revised counter hit notification and Burst icon FXs. - Added recovery notification FX. - Added a juggle meter that appears under opponent whenever they are being juggled. - Fixed a bug in projectile reflectors for all characters who have one. - Corrected buffering on all half-circle commands for those that have it. - Corrected issue where Spell Bonuses failed against super/hyper armor. - Fixed aerial guard crush/counter hit custom hitstates. Haruhi: - Reduced hitstun on all aerial normals.
  11. Last showcase video before I release Mio later this week.
  12. Nep Heart

    Nep MUGEN

    For once, I do a MUGEN 1.1 video.
  13. Beximus' characters like a decade before I actually got into MUGEN. However, ever since I have gotten into MUGEN and tried both his stuff and everyone else who uses his template (kenshiro99, ShinZankuro, etc), that's changed to an extreme 180 degree as they are some of my most hated type of MUGEN characters out there. I'd probably also include Toma and Kuri in the sense that I'm not really into them like I was when I watched videos featured them a while back because while I've always acknowledged them to be broken, my actual reason for them falling out of my favor is that they haven't aged very well.
  14. Nep Heart

    Nep MUGEN

    You want grappler? You get grappler.
  15. https://streamable.com/z4m7k Something actually different in terms of gameplay for once and probably unexpected, but this next project will be a slow, yet powerful and tanky grappler with chain grab combos. Heavily based on her counterpart from the source game, but with many liberties both to accommodate her to my own custom gameplay style and to introduce original ideas that can only be found in my own take on the Rumi Nanase doppelganger.
  16. Welcome, hope you enjoy your time with us. It's especially fun when you get into the coding aspect of the engine that opens up new perspectives that you'll probably find an enriching experience and we're here to help in that.
  17. https://streamable.com/33ian Doppel's actually a very fun grappler with straightforward controls... now, if only I can nail down the timing of her chain throws better.
  18. Showcasing Mio in battle for the first time.
  19. Nep Heart

    Nep MUGEN

    Enjoy some smol and mute action.
  20. This is something I've done while revising projectile reflectors in all my characters ever since Haruhi's release since I wasn't satisfied with what they worked previously. I'm frankly proud of this even if it's not perfect and is definitely a step above the generic variety. So, I feel like sharing it with people... credit would be nice for recognition for those who wish to use it. All this is for the entire projectile reflector helper itself. In statedef -2, you will be required to have an invisible projectile with no CLSNs summoned whenever the reflector is out so that the reflected helper projectile doesn't become unblockable as a result of the reflected projectile still technically being owned by the opponent, which would make it unblockable without this measure. Note: The main flaw for this reflector is that the reflected projectile will become invisible if the helper projectile in question uses an explod as an FX instead of its own animation, but that's not too common otherwise.
  21. Haruhi was a lot of work (and there are some things that need to be polished further in spite of her release status that will be fixed soon), so, I was sorta taking a small break from this project. Fret not, Mio's got some substantial progress with the inclusion of the Reinforce gimmick. Based heavily on the same exact mechanic from Eternal Fighter Zero, the specialized gauge right below the Mode Change icon indicates the amount of resource Mio can use to spend on Ex Specials. Ex Specials are basically enhanced versions of regular Specials with new properties and a hefty amount of i-frames on start-up. They replace the z version that are typically found in Specials for most of my previous characters and attempting to use them without Reinforce meter will give you the y version instead. However, a few of Mio's Specials do have a z version, but they have no Ex Special version as a result. Finally, the more Reinforce that Mio has, the slightly more her general mobility and frame data on Normals are enhanced. Unlike the source game the Reinforce gimmick is based on, you cannot Instant Charge mainly because I decided against it and would break Mio seeing otherwise seeing the mechanical diferences. Also, have a sample of a combo involving Mode Change shenanigans... yes, she can actually use Mode Change to cancel any normal that is not a grab on hit or block to give her extra safety or create neat combos as aforementioned. https://streamable.com/t9hkv Also, yes, that's a new Burst icon, everyone will receive it in a future update.
  22. Erika Wagner and Mika Returna don't even share the same family names, but they do work in the same organization however.
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