Mr.Giang

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  1. Taking down DarkFlare's team (Part 1): It's a freaking mess, that damn Ky never gives me some down time to come up with a solid gameplan, Reimu being a charge-based character ain't help at all and Venom is useless other than being an assist (poor guy doesn't have a lot of defensive and comeback mechanism against rush-downers while that Ky keeps recovered from Venom's Launcher way too early, screwing his main bread n' butter). The only possible way to deal with this is to fight dirty, rush them in the face, keep using Venom Fang assist (and forget about even using him as a char) to keep up the pressure so Reimu can have enough time to charge her specials. AIs are too hard and unfair, there are no other ways.
  2. Space Pirates's challenge (Part 2) 2 down, 5 to go.
  3. Is it just me or half-circle motion is so hard to perform now? I have no problem with doing it with your previous work yet Tenshi's Beams of Non-Perception is just so hard to perform.
  4. Skyline's challenge (Part 2): Also, Space Pirates's challenge (Part 1): Those are quite challenging and fun though.
  5. Tag Team MUGEN is the best MUGEN. Also, I accepted the Skyline's challenge (Part 1):
  6. This one is my edit of Rice's Reimu (GR, having some elements from IZ as well). I think you might want to include it here (might want to link it to my video to since I update her and change the download link to the newest version a lot).
  7. The only Toriel you need to put all other Toriels in shame. This is it guys. Toriel has been one of my most requested characters to edit (aside from Martian Manhunter). I have picked her up to work and dropped this project so many times (as I literally don’t have motivations to work on her). Only until recently, Deltarune comes and I just love the game. So of course, I gotta decide to do something to celebrate Toby Fox’s new game. Character Demonstration + Download Link: Changelogs: - Added 7 new hypers. - Added 4 new specials. - Sans is now an assist. - Removed EX System. - No longer can cancel normal attacks or guard into roll. - Fixed a glitch makes fireball-related move unable to count combo properly. - Damage dampen's added. - Supported UNO Tag System. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Bad Time - (C): Calling Sans as an assist attack. Normals: X - Weak. Y - Medium Z – Hard A - Roll B - Throw (can be teched by opponents) Specials: Old Lady’s Flame (D,DF,F,x/y/z) (G): Shoot 2 small fireballs with random spread. The fireball’s speed and recovery is depended on the strength of the button. Flare Star (D,DF,F,x/y/z) (A): Shoot 1 fireball while in mid air while push Toriel back a little. X version will shoot the fireball down forward while Y and Z version will shoot the fireball straight forward. Dreemurr’s Flame (D,DB,B, z) (G): Summon a flame pillar in front of Toriel that can launch opponents. Can be jump-canceled. Fire Helix (D,DB,B,x) (G): Summon streams of fireball which hover mid air for a few seconds. If Dreemurr’s Flame is used nearby, the streams of fireball will become Old Lady’s Flame and fly toward opponents. Burning Heartache (D,DB,B,y) (G): Summon a huge fireball which will slowly travel forward for a few seconds before disappearing. If Dreemurr’s Flame is used nearby, the fireball will be destroyed, releasing 4 smaller fireballs which can track opponents. Blazing Love (B,DB,D,x/y/z) (G): Zero counter move. Cost 500 power. Toriel engulfs herself in flame, pushing opponents away. Hypers: D,DF,F,D,DF,F,x/y/x - Toriel looks through you (LV1) (G): Toriel performs a slide attack that hits low. If move connects, 2 follow ups will trigger, depended on the left amount of powers Toriel has: - Paw Sweep (Trigger when Toriel has less than 2000 power left): Toriel performs a Shoryuken attack and ends with a Flare Star. - Queen’s Heat (Trigger when Toriel has more than 2000 power left): Toriel creates a powerful flame pillar after the slide, heavily damages opponents and launches them away. D,DF,F,D,DF,F,x/y/x - Toriel prepares a magical attack (LV1) (A): Toriel shoots down a wave of Flare Stars. Not affected by damage dampen. D,DB,B,D,DB,B,x/y/x - Toriel blocks the way! (LV1) (G): Counter attack. Cost 500 power per use, when the counter is successful, another 500 power will be spent. If move connects, 2 follow ups will trigger, depended on the left amount of HP Toriel has: - Deltarune Seal (Trigger when Toriel has more than 450 HP): Toriel rushes forward, seals the opponents then blows them up. - ♥ FIGHT (Trigger when Toriel has less than 450 HP): Frisk appears and slices opponents. If opponents have less than 200 HP after the attack, the screen will be blacked out while Frisk deals the final strikes, instantly kills them with the last hit. D,DB,B,D,DB,B,x+y/y+z/z+x - Knows best for you (LV3) (G): Has start-up invul. The video will show the rest. Not affected by damage dampen. Tag Team Hyper: Tag In: Flaming Strikes Tag Out: Mass Flare Star Special thanks to: MEGA_X for the based character. RicePigeon, Seravy for the extra effects as well as the codes of many of those moves.
  8. Click here to get the compatible Red Hood. Character Demonstration: Changelogs: - Injustice 2 voice. - Reworked so his gameplay can be more similiar to Injustice 2 version. - Reworked Bat Swarm (old Bat Swarm is glitchy and usually only hit opponents a few hits then knocks them down, making the rest of the bats missed. Now replaced with Zet's Batman's Flash Bomb Strike). - Reworked Grappling Hook (now Batman is invulnerable if countered, the counter hitbox now covers entire Batman instead of only infront of him, animation now changes into Zet's Batman's Grappling Hook which looks better in my opinion). - Removed hyper background as they are resource-costly. - Removed announcer. - Mix-up/Cross-up detection's improved. - Added special LV3 Hyper Portrait. - Fixes a glitch that sometimes makes Bat Swarm cost full power bar. - Double-jump's added. - Parry's added. - Evading roll's added. - Frame data's changed. - Now has the trait system from Injustice 2. - Damage-dampen system's added. - Special interaction with ZVitor's Jason Todd (unreleased). - UNO-tag team's supported. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Wayne Tech: Summoning Bats (C): Batman summons mechanical bats from the sky and they can be used to attack opponents when needed without Batman performing any animations by pressing C again. Has 6-second cooldown. Batman can't tag-out if the bats are on the screen. - Combo Sting: Inspired by Injustice 2's combo system, Batman now can perform auto-combo by pressing X up to 3 times. Can cancel into medium or hard attacks. - Wall Jump: can jump against a wall by pressing the opposite button. - Super Jump. - Double Jump. - Recovery Roll. - Parry. Normal: X - Weak Y - Medium Z - Strong f.Y - Overhead Attack. Hit high. b.Z - Cape Counter: Inspired by the same move from Injustice 2, Batman will counter the next high melee attack with a flash bomb, which leave opponents open to attack. Dash + Z: Dash Kick. Hit high and cause wallbounce. f.A or b.A - Roll B - Throw (can be teched by opponents) D.U: Super jump x+y/y+z/z+x while guarding: Guard Push Hold Fwd/Back while knocked down: Recovery Roll Specials: Batarang (B,F,x/y/z) (Air-usable): Batman throws Batarangs forward. X version throws 2 Batarangs, Y version throws Explosive Batarang and Z version throws Electric Batarang. Bat Grapple (D,DF,F,x/y): Shoot a grapple into enemies. X version pulls Batman into opponents and kicks them, causing wallbounce state to them while Y version pulls opponents toward Batman and launches them. Y version can be jump-cancelled into air-combo. Grapple Swing (D,DF,F,z) (Air-usable): Batman swings away with his grapple. Can cancelled into air-combo if the timing is right. Strike from Above (D,D,x/y/z): Batman grapples away and attacks from above. Hit high. Can cancelled from successful throw. Landing position is decided by buttons. Scattered Bombs (D,DB,B,x/y/z) (Air only): An attack from Injustice 2, Batman scattered bat bombs in front of him. If used during air-combo, cause opponents 60-frame untechable knock down. Dark Knight Combo (D,DB,B,x/y/z): Batman attacks opponents with his martial skills. Can combo 6 times. X/Y version's last hit deals more damage, not safe on block and can be cancelled into Strike from Above if hit. Z version's last hit deals less damage, safe and block and can be cancelled into Batarang. Opponents can act brieftly between the 5th hit and the last hit if he/she isn't in hit state, making this move unsafe on block. Hypers: B,F,B,F,x/y/z - Bat Swarm (LV1): Batman throws a flash bomb while calling his bats to confuse opponents then strikes with a powerful kick. Deal non-scale damage and hit full screen. D,DB,B,D,DB,B,x/y/z - Grappling Hook (LV1): Counter Hyper. Upon hit Batman launches opponents into the sky while grappling away then grab the airborne opponents only to finish them with a Strike from Above. Can be thrown. D,DB,B,D,DB,B,x+y/y+z/x+z - Dark Knight (LV3): Blind opponents with a smoke bomb, Batman performs a series of actions and ends with a Batmobile into their faces. The Batmobile is unblockable but if the bomb is blocked, Batman will not call the Batmobile. F,DF,D,DB,B,F,DF,D,DB,B,x+y/y+z/x+z - Bat Revenge (LV3): Unblockable grab. If hit connects, Batman fills the enemy with his pain and suffer while retelling his origin story and beat the hell out of them without killing them because he is Batman. Has start-up invul. Tag Team Hyper: Tag-out: Bat Swarm Tag-in: Dark Knight
  9. Don't mind me, just reuploading my old stuffs. Character Demonstration: Differences between the original Doctor Strange and this one: - MvCI voice. - Reworked moveset. - Removed many unnecessary specials. - Major input changed. - Now can air-combo properly. - Flying. - Reworked so his gameplay can be more similiar to MVC3 version. - Reworked Spell of Vishanti (old Spell of Vishanti gives Doctor Strange random spells effects and they are all either useless/broken, not fun to play with/agaisnt) - Reworked Spell Shock into MvC3 Seven Rings of Raggadorr. - Removed hyper background as they are too ugly and yet resource-costly. - Air-dash's added. - Some animations changed. - Updated Dormammu's sprites. - Damage-dampen system. - UNO-tag team's supported. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Recovery Teleport. - Guard-push. - Super Jump. - Air-dash. - Flying. Normal: X - Weak Y - Medium Z - Strong f.Z - Impact Palm: Cause crumble state to opponents when movehit. Can be used to push Eye of Agamotto. b.Z - Illusion: Counter move. Doctor Strange will teleport behind opponents if they attacks him with melee attacks. A - Dash B - Throw (can be teched by opponents) C - Launcher: hold Up to super jump if launcher hits. Reality Crystal (Air C): Cause an 60-frame untechable knockout to opponents during air-combo. D.U: Super jump x+y/y+z/z+x while guarding: Guard Push Hold Fwd/Back while knocked down: Recovery Teleport Specials: Flying (D,DB,B,c) Bolts of Balthakk (x+y/y+z/x+z) (G): Attack opponents with 2 unscaling beam strike. Can whiff against small characters. Daggers of Denak (D,DF,F,x/y) (GA): Summon Dagger of Denak to attack opponents at their current position. X version can summon 1 dagger while Y version will summon 3. Y Daggers will disappear if Dr.Strange is hit. Eyes of Agamotto (D,DF,F,z) (GA): Summon Eyes of Agamotto. The eye can be pushed and homed to opponents by Impact Palm. Can only summon 1 eye at a time. Mystic Sword (F,DF,F,x/y/z) (G): Strike opponents with Magic Swords. X version is a close ranged, multi-hit attack and Y/Z ver sends a sword toward. Teleport (B,DB,B,x/y/z) (GA): X/Y/Z version teleports Dr.Strange in front of/behind/above opponents. Hypers: D,DF,F,D,DF,F,x/y/z - Spell of Vishanti (LV1): Doctor Strange quickly summons a giant column projectile from the ground beneath the opponent. Can hit OTG. D,DB,B,D,DB,B,x/y/z - Seven Rings of Raggadorr (LV1): Counter Hyper. Upon hit Strange fires a large beam of energy that will completely nullify the opponent projectile and hit them. Once the beam is activated, Strange will remain invincible for the entire animation, making it completely safe should the beam miss. Can be thrown. x,x,F,y,z - Into the Unknown (LV3): The classic Shun Goku Satsu. Dr.Strange dashes forward and if move contacts, send opponents into many dimensions only for them to be attacked by many mystical characters from Marvel. Unblockable grab and Dr.Strange is invulnerable during the active frame.
  10. You are not only one. SOTN Alucard in Fighting Style when?
  11. Don't mind me, just reuploading my own stuffs. Character demonstration: Update: New Soul Release: Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Regenaration: Can regen 1HP per sec. - Throw can steal opponents' power. - Summon Familiars - C -Summon 3 random familiars (Cop, Dandyman or Rinkle). Normal: X - Weak Y - Medium Z - Strong Hold Z - Charged attack. Unblockable. f.Z - Casull A - Dash B - Throw (can be teched) Special: Charge B,F, x/y/z - Hellhound (Alucard turns his arm into a hellhound. Can cancel into Dashshot with x/y version by pressing x/y/z) F,DF,D,DB,B,x/y/z - Lifesteal (A command grab. Alucard dashes forward, steals opponents life. Fully invincible during active.) F,D,DF,c or B,D,DB,c - Stalking Vampire (Alucard dashes forward or backward while being fully invincible) Hyper: B,DB,D,x/y/z - Immortal Vampire (LV1): Zero Counter move. Gradually heals Alucard for 100 HP while pushes opponents away. D,DF,F,D,DF,F,x/y/z - Hellhand (LV1): Summon a Hellhand from underground at opponents' feet after a delay. Unblockable grab, can hit OTG. Can work as combo-ending or extended when time right with Checkmate. D,DB,B,D,DB,B,x/y/z - Checkmate (LV1): Instantly fire a single, powerful headshot from Jackal. Can hit full screen. Work as a punishment attack when opponents were doing anything unsafe on screen. B,F,B,F,x/y/z - Hound of Baskerville (LV1): Summon a Giant Hellhound. Can work as combo-ending for Hellhound. D,DB,B,D,DB,B,x/y/z - Soul Release (LV3): Counter attack. When hit, Alucard will unlease his full power and push enemy away. During the next 108 seconds, Alucard's familiars will randomly appear to attack opponents. Tag Team Hyper only: Bat Swarm and Bullet Storm.
  12. While I agree with you, I think it's still better to note this issue than to ignore it completely. However, this thread is still one of the most valuable MUGEN tutorials IMO.
  13. On a side note, your damage dampen code doesn't really work on Simul Mode as it uses enemynear trigger, which makes fvar(10) always resets to 1, results in no damage dampen at all (which happens in all of your Touhou characters I can think of). The only way I think that can make it somehow work in Simul Mode: [State -2, Log the first target's PlayerID] type = varSet triggerall = numtarget triggerall = target,IsHelper = 0 ;Do not trigger for Helpers trigger1 = !(PlayerIDExist(var(55)) && PlayerIDExist(var(57))) ;no logged IDs trigger2 = PlayerIDExist(var(55)) ;one has been logged trigger2 = target,ID != var(55) ;it's not me trigger3 = PlayerIDExist(var(57)) ;one has been logged trigger3 = target,ID != var(57) ;it's not me var(55) = target,ID ignorehitpause = 1 [State -2, Log the second target's PlayerID] type = varSet triggerall = numtarget triggerall = target,IsHelper = 0 ;Do not trigger for Helpers trigger1 = PlayerIDExist(var(55)) ;one has been logged trigger1 = target,ID != var(55) ;it's not me trigger2 = PlayerIDExist(var(57)) ;one has been logged trigger2 = target,ID != var(57) ;it's not me var(57) = target,ID ignorehitpause = 1 [State -2, Reset var when the opponent recovers] type = Varset triggerall = numtarget && (var(55) || var(57)) trigger1 = PlayerIDExist(var(55)) trigger1 = target,ID = var(55) trigger1 = PlayerID(var(55)),movetype!=H trigger2 = PlayerIDExist(var(57)) trigger2 = target,ID = var(57) trigger2 = PlayerID(var(57)),movetype!=H fvar(10) = 1 [State -2, Reset var if no enemy] type = Varset trigger1 = !numtarget fvar(10) = 1 Even so, that will not work if the first attack is from a helper.
  14. Download Link: http://www.mediafire.com/file/l2kcp902vtd235h/Cyborg.rar Differences between the ZVitor's Cyborg and this one:- Reworked moveset so his gameplay can be more similiar to Injustice 2 version.- Mix-up/Cross-up detection's improved.- Frame data's changed.- Added Beast Boy as a helper.- Now has the trait system from Injustice: God Among Us.- Damage-dampen system's added.- Special interaction with TEAM CVG's Robin as partner.- Extra voice line.- Rocket Barrage now can home opponents and is a level 3 Hyper.- Remove 1 unnecessary hyper.- Backdash is now a teleport.- Now can use grapple mid-air like a back air-dash.- UNO-tag team's supported.Tag system:Start - Partner assistz+c - Tag in/Tag outD,DF,F,z+c - Tag Team HyperTraits:- Repair Circuit - C Based on Injustice's trait, Cyborg's character trait is the ability to regenerate health. The longer the button is held, the more health Cyborg regenerates. The heath/power ratio is 1/3.- Combo Sting: Inspired by Injustice 2's combo system, Cyborg now can perform auto-combo by pressing X up to 3 times while standing.- BFF: Pressing Start to call Beast Boy into the battle. Require at least 1000 power but only cost 500.- Titans Together: When Robin is a partner and 3000 power is available, performing Cyber Shock command will activate "Titans! Go!".- x+y/y+z/z+x while guarding: Guard PushNormal:X - WeakY - MediumZ - Strongf.Z - Cyber Drill. Can be cancelled into Sonic Disruptor if move hits by pressing Z.A - Dash/Teleport/GrappleB - Throw (can be teched by opponents)Specials:Nova Blaster (B,F,x/y/z): A move from Injustice 2, Cyborg blasts a beam through his arm cannon and shocks opponents. Can turn off opponents' Stands if they are turned on.Sonic Disruptor (D,DF,F,x/y): Another move from Injustice 2, Cyborg blasts opponents away with a huge, powerful sonic wave. Cause wallbounce on hit.Target Acquired (D,D,x/y/z): Inspired of Injustice 2's Target Acquired, Cyborg shoot 2 heat tracking missiles that can home at opponents. Can hit OTG.Power Claw (D,DB,B,x/y/z): Based on Injustice 2's Power Fist, Cyborg turns his arm into a claw and launches opponents into the air. If move hits, Cyborg will super jump and perform a Drone Kick, cause groundbouce if the kick contacts.Techno Tackle (B,DB,D,DF,F,x/y/z): Based on Injustice 2's move with same name, Cyborg jumps toward opponents after a delay and shocks them with electricity if move hits. Must be blocked hig. Has no start-up frames during combo.Hypers:D,DF,F,D,DF,F,x/y/z (LV1) - Cyber Shock: Overcharge himself with electricity. Has start-up invul and can hit OTG. Replace with "Titans! Go!" if Robin is a partner and 3000 power is available.D,DB,B,D,DB,B,x/y/z (LV1) - Anti-Air Cannon: Morph into a cannon and fire.D,DF,F,D,DF,F,x+y/y+z/z+x (LV3) - Rocket Barrage: Cyborg jumps into the air and unleashes a barrage of rockets that can track opponents. Can hit OTG.D,DF,F,D,DF,F,x/y/z (LV3) - Titans! Go!: After Cyborg uses his power claw to launch enemies, the Titans arrives and assists him, buying time for him to turn into a bomb and explode. Has start-up invul. Cyborg doesn't take damage when he explodes.Tag Team Hyper: Cyber ShockTag Team Assist: Photon Shot