Mr.Giang

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About Mr.Giang

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  1. Character Demonstration + Download Link: Movelist: http://mugenguild.com/forum/topics/flash-update-1192019-184725.0.html Update: - Added Taunt. - Added hi-res guardsparks. - Added Slam effects. - Added Animated Cutscene to LV3 Hypers. - Added new damage dampen system. - Fixed some input bugs. - Fixed a glitch that makes throw unable to be teched in Simul mode. - Fixed a glitch that makes On Your Mark unable to play the right anim. - Increased walking speed. - All Light attack's pausetime changes to 8f. - All Hard and Medium attack's pausetime changes to 10f. - Removed jump's after image. - Jump Hard attack now always knocks down airborne opponents. - Sneak Attack no longer can be jump-cancelable or dash-cancelable. - Sneak Attack now causes wallbounce. - Now can perform Tag Delayed Hyper.
  2. Character Demonstration + Download: Special thanks to: RAHLONNIR for the based character. RicePigeon, Nep and Jmp for the effects and coding stuffs as well as gameplay references.
  3. Update: - AI no longer does stupid things like canceling Katana-rama or Shoryuken into itself (hopefully). - Jump Light now can canceled into itself (similar to UMvC3). - Shin Shoryuken's power cost increased to 1000. - Merc's Cut's active frames increased from 8 to 12. - Now can perform delayed hyper during Tag Mode. - Some nice additions that no one has known yet.
  4. This guy's CLSN boxes gave me nightmares. Featuring: - New Hypers. - New Specials. - Updated with hi-res effects. - Fixed A LOT of CLSN problems. No more hittable cape! - Improved guarding states for crossup detection. - Updated with a better corner push system. - Fixed crossing-up glitches. - Fixed underground juggles. - Normals no longer deal cheap damage on block. - Fixed all infinite juggling problems. - Many huge changes to make his playstyle actually have senses. - Launcher now cancels into Flying instead of Super Jump. - Flying duration no longer resets whenever Steel attacks. - Flying duration reduced from 700f to 400f. - Now has a proper damage dampen system. - Rivet Cannon's projectile now can be destroyed when hit by other projs. - Fixed Flying glitches. Special thanks to: Bizarro_Toro for the based character. kairuier, Nep Heart, Kamekaze, SeanAltly, DANIEL LINHARES and RicePigeon for the huge amount of coding works, effects as well as gameplay references.
  5. Update: - Fixed a glitch which makes hitsparks unable to display correctly. - Hitsounds and hitsparks now match correctly with the power of the attack. - Standing Hard's guard hittime reduced fy 6f. - Standing Hard's hittime increased to 26f. - All Light's pausetime reduced to 8f. - Crouching Medium's hittime increased by 6f. - Fixed a glitch that makes Goat Mama randomly freeze in the air. - Some minor changes to air-combo system. - Now can taunt in Single Mode. - Standing Heavy now always causes air-knockdown. - All Medium and Hard's pausetime changed to 10f. - Fixed a glitch that makes opponents unable to tech throw. - Update with a new damage dampen system. - Queen's Might now can hit OTG. - LV3 Scorching Seal's final hit damage reduced from 120 to 100. - Now can perform Delayed Hyper.
  6. Update:- Added Hyper Cutscene for LV3 Hyper (thanks to Tigergoods).- Fixed crossing-up glitches.- Updated with a new damage dampen system.- Fixed Fear-Ferno hitspark glitches.- Fear-Ferno now can hit OTG.- Fear-Ferno now causes untechable knock down.- Delusional Episodes's Gas Bomb now can explode when hit the wall.- Delusional Episodes's Illusions now follow opponents (useful against opponents with Burst mechanism).- Spinning Fear's damage reduced from 40 to 35 per hit.- Another Experiment now hits more frequently.- Successful throw now applies 50% damage proration.- Now can perform delayed hyper during Tag Mode.
  7. 1.0 version of Fugo has been released. Download link can be found in video desc.
  8. https://streamable.com/nxczl Dear Lord, this guy looks worse than I remembered. Update: - Updated with a proper damage dampen system. - Removed super jump. - Removed all those stupid screenflashes. They hurt my eyes. - Added falling sounds. - Update with new hitsparks and hitsounds. - Some CLSN boxes updates. - Fixed mis-placed hitsparks. - Changed position of head pos and mid pos. - Dashing now works properly. - Reworked wall bounce. - Reworked air-combo system. - Dark Knight Strike no longer has corner push. - Dark Knight Strike's guard pause increased to 10f. - Dark Knight Strike Landing now hits low. - Dark Knight Strike now causes ground bounce. - Crouching Medium no longer can hit OTG. - Wayne Tech's cooldown increased from 5 to 10 sec. - Fixed a glitch that makes Batarang X unable to count hit properly. - Batarang Y's damage increased from 60 to 90. - Batarang Y's cheap damage increased from 5 to 20. - All air Batarang's power gain reduced from 80 to 15. - Scatterbomb's start up reduced from 11 to 8. - Scatterbomb now causes fall. - Scatterbomb now has start-up invul. - Scatterbomb's physic changed. - Grapple Swing now causes fall. - Dark Knight Combo now can be canceled into Smoke Bomb during any instances. - Smoke Bomb now costs 500 power. - Standing Hard's damage reduced from 100 to 90.
  9. More info: http://mugenguild.com/forum/topics/koichi-hirose-update-122019-185209.0.html https://streamable.com/aepqq Update: - Adding zoom to level 3. - Fixed some input mis-priorities. - Fixed a bug that makes 3 Freeze unable to apply properly in MUGEN 1.0/1.1. - Updated with a new damage dampen system. - Now can tag out during Stand mode. - Now can use Delayed Tag Hyper.
  10. https://streamable.com/d4xx0 Update: - Updated with a new damage dampen system. - Fixed some input bugs. - Added some missing kanjis effects. - Stand now can be canceled into Hypers. - Now can tag out during Stand mode. - Now can perform delayed hyper during Tag Mode. - Tag-in Hyper is now Tandem. - Stylish Cancel now can be used during all normals. - Life, spring forth! now can hit OTG. - Muda Muda Muda (Stand ver) now binds target to Giorno. - Standing Heavy now can be chained into Hypers and Specials (similar to my recent edited Fugo). - Guard Cancel now costs 1000 power.
  11. https://streamable.com/0t0gl Update: - Now can perform delayed hyper during Tag Mode. - Added extra effects. - Added screenshake to air-throw. - Updated with hi-res hitsparks and hitsounds. - Fixed misplaced hitsparks during air-throw. - Fixed misplaced hyper dust. - Fixed CLSN boxes of Kryptonian Force. - Fixed the glitch that makes air-throw unable to work properly. - Girl of Steel's recovery increased by 14f. - If blocked or whiffed, Girl of Steel will only hit once. - Rising Sun Strike's Dive Kick now can hit OTG. - Kryptonian Force now has armor from start-up until the end of active frames. - No longer can gain control after using Air Heat Vision without being in flying mode. - Increased air-throw hitbox. - Forward dash no longer can cancel into itself. - Flying mode's input changes to 2 attack buttons. - Flying now can be canceled from normal. - Elbow Attack's input change to b.X. - j.Weak's start up reduced by 1f. - 3rd hit of auto-combo's start up reduced by 1f. - d.Hard now causes a sort knock down.
  12. More detail here: http://mugenguild.com/forum/topics/reimu-hakurei-update-12292018-184748.0.html Update: - The whole system (damage dampen, juggle,...) now works better in Simul mode (hopefully). - Reverted the damage nerf of Divine Arts "Omnidirectional Demon Binding Circle" and Fantasy Nature. - Ying-Yang Asuka'i is now a tag-team exclusive hyper. - Now can perform delayed hyper during Tag Mode. - Divine Arts "Omnidirectional Demon Binding Circle"'s input is now only D,DB,B,D,DB,B,x/y/z (old input is removed). - Input layout's reworked (no longer a charged base character): + Hakurei Amulet's input now changes into B,F,x/y/z. + Acesnsion Kick's input now changes into D,D,x/y/z. - Reimu now can only fire 1 Hakurei Amulet at the time.
  13. Oh boy, hopefully I didn't get rushty with JoJo's stuffs. It has been a while since my last JoJo remaster though. Character Demonstration + Download: So what are the differences? - ASB voice. - Updated with a proper juggle system as well as a better corner push system. - Many changes to hitboxes, hurtboxes, frame datas as well as move priorities that makes more senses in a normal fighting environment. - Added more hi-res and kanji effects. - Damage dampen system now works properly in both Simul and Single mode. - Now can auto turn during normal. - Stylist Cancel's power cost reduced from 1000 to 500. - Guard Cancel now costs 500 power. - Improved Guarding States for Crossup Detection. - Fixed crossing-up glitches. - Fixed underground juggles. - Fixed the glitch that makes Stand-related moves unable to count hits properly after Stylist Cancel. - Fixed the glitch that makes Fugo unable to perform the right attack after Style Cancel during non-Stand mode. - Fixed the glitch that makes damage dampen during Tandem get screwed up. - Fixed the glitch that makes Got You! unable to grab opponents properly in the corner. - Fixed the glitch that makes Got You! and Shit-for-Brain (Stand ver) skip a screen in large stages. - Fixed the glitch what makes Attack like an explosion... clone Fugo himself. - Air Homicidal Virus (Non-Stand) now can be used when Purple Haze is present. - Air Homicidal Virus (Stand ver) no longer costs power. - Air Homicidal Virus (Stand ver) is no longer unblockable. - Air Homicidal Virus now can hit OTG. - Infected Crow (Stand ver) no longer costs power. - Infected Crow (Stand ver) is no longer unblockable. - Got You! now can hit falling opponents. - Attack like an explosion... now can be blocked. - Attack like an explosion... debuff now can be purged by tagging out. - Maybe a tougher AI? I dunno. Special thanks to: Amarimono for the based character. Risotto for the AI Patch?
  14. This guy is a real mess. More updates will come to make him more playable but this is definitely good enough for now as I don't want to make too many dramatic changes. New familiar changes: https://streamable.com/jz7k7 Recovery slide: https://streamable.com/mtwod New Hellhound Z in action (failed combo though): https://streamable.com/xx6fb More combo possibility for Alucard: https://streamable.com/n92ek Update: - HP reduced from 950 to 900. - Updated with more polished effects (dash, Level 0 Form transition,...). - Updated hitsparks, CLSN boxes and hitsounds. - More unused files cleaning. - Major frame datas changes as well as hittime, pausetime and other stuffs to make him at least more playable. - Added a new command normal: Fatal Launch (f.Z) - A kick that launches opponents. Can be jump-canceled. - Now can slide recovery after being knocked down. - Recoded throw. Opponents no longer can use Burst System while being grabbed. Alucard ends with 1 Jackle shoot after a successful throw. - Alucard's Familiars are no longer affected by damage dampen. - Cop Familiar's damage reduced from 10 to 5. - Rip Van Winkle now shoots 3 blue bullets that can slightly home opponents instead of an unblockable bullet. - Dandyman now unleashes a barage of cards that will hits opponents instantly. - Hellhand's input command changes to D,DB,B,D,DB,B + attack. - Hound of Baskerville's input command changes to D,DF,F,D,DF,F + attack. - Doggy now lasts 100f on screen before disappearing. - Lifestealer's start up of all versions increased by 10f. - Lifestealer's heal/damage increased from 5 to 7. - Hellhound's input changes to D,DF,F + attack. - Hellhound X/Y no longer can be canceled into Jackle shoot. - Hellhound X/Y now uses timemod trigger. - Hellhound X/Y's damage increased from 25/5 to 35/10. - Hellhound X/Y's knockback increased. - Hellhound Z now hits once. - Hellhound Z now causes wall-bounce and can be dash-canceled, jump-canceled or cancel into Jackle (pressing Z). - All air-attacks now can be chained. - Casull and Jackle's shoot now has hurtboxes. - Standing Casull now changes into Jackle. - Standing Medium Attack is no longer chargable. - Jump Medium's hurtbox increased. - C.Medium hit vel increased. - Jump Light now can chain into itself. - Fixed cross-up glitches. - Fixed underground juggle. - Removed Checkmate hyper. - Removed Ex-version of Hound of Baskerville.This guy is a real mess. More updates will come to make him more playable but this is definitely good enough for now as I don't want to make too many dramatic changes. New familiar changes: https://streamable.com/jz7k7 Recovery slide: https://streamable.com/mtwod New Hellhound Z in action (failed combo though): https://streamable.com/xx6fb More combo possibility for Alucard: https://streamable.com/n92ek Update: - HP reduced from 950 to 900. - Updated with more polished effects (dash, Level 0 Form transition,...). - Updated hitsparks, CLSN boxes and hitsounds. - More unused files cleaning. - Major frame datas changes as well as hittime, pausetime and other stuffs to make him at least more playable. - Added a new command normal: Fatal Launch (f.Z) - A kick that launches opponents. Can be jump-canceled. - Now can slide recovery after being knocked down. - Recoded throw. Opponents no longer can use Burst System while being grabbed. Alucard ends with 1 Jackle shoot after a successful throw. - Alucard's Familiars are no longer affected by damage dampen. - Cop Familiar's damage reduced from 10 to 5. - Rip Van Winkle now shoots 3 blue bullets that can slightly home opponents instead of an unblockable bullet. - Dandyman now unleashes a barage of cards that will hits opponents instantly. - Hellhand's input command changes to D,DB,B,D,DB,B + attack. - Hound of Baskerville's input command changes to D,DF,F,D,DF,F + attack. - Doggy now lasts 100f on screen before disappearing. - Lifestealer's start up of all versions increased by 10f. - Lifestealer's heal/damage increased from 5 to 7. - Hellhound's input changes to D,DF,F + attack. - Hellhound X/Y no longer can be canceled into Jackle shoot. - Hellhound X/Y now uses timemod trigger. - Hellhound X/Y's damage increased from 25/5 to 35/10. - Hellhound X/Y's knockback increased. - Hellhound Z now hits once. - Hellhound Z now causes wall-bounce and can be dash-canceled, jump-canceled or cancel into Jackle (pressing Z). - All air-attacks now can be chained. - Casull and Jackle's shoot now has hurtboxes. - Standing Casull now changes into Jackle. - Standing Medium Attack is no longer chargable. - Jump Medium's hurtbox increased. - C.Medium hit vel increased. - Jump Light now can chain into itself. - Fixed cross-up glitches. - Fixed underground juggle. - Removed Checkmate hyper. - Removed Ex-version of Hound of Baskerville.
  15. You think this Sagat is a mess? Wait to see 2 of those together.