Mr.Giang

Editor
  • Content Count

    47
  • Joined

  • Last visited

Everything posted by Mr.Giang

  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. Who's That Pokemon? Special thanks to: Infinite for the base character. Unlimited Team, Shining, Empawk, Yunnin, thatguy, Loganir, Verz36, DANIEL LINHARES for extra spriteworks. or2=3 for the best Deadpool ever (nothing can ever replace Reisen Deadpool Inaba). tigree goods for the hyper cutscenes.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Update: - Fixed some problems with AIs. - Panic Port now can be normal-canceled by spending 1/5 Fear Meter. Normal canceling Panic Port briefly stops time. - Fixed a glitch which let Scarecrow have full Fear Bar in the next round. - Fear Bar now resets after match. - Tramautized now creates an explosion at opponents' location instead of above Scarecrow's head. - Fixed a glitch which makes Fear Status applied to opponents when Fear Gas hits helper-type projectiles. - Chemical Mayhem's recovery reduced by 5f. - Chemical Mayhem now creates 2 extra flame pillars. - Chemical Mayhem's damage reduced from 70 to 35. - Updated new hitsound for Spinning Fear. - Fear-Ferno now builds Fear Meter faster. - Reworked air velocity for air-combo. - 3rd hit of combo string's hittime increased to 25f. - 3rd hit of combo string's recovery increased by 7f. - Standing Medium's hittime increased to 20f. - Standing Medium's recovery increased by 3f. - Crouching Medium's hittime increased to 20f. - Crouching Medium now hits mid. - Standing Hard's pausetime increased to 15f. - Standing Hard no longer reset juggles. - Jump Hard now causes untechable knockdown after air-combo. Demonstration + Download: Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Guard Push - x+y/y+z/z+x while guarding. - Recovery Teleport. - Inner Fear: Scarecrow's character trait ability is a trait that has a fear meter, which can be charged up by successfully using certain moves. If the Fear Meter is completely charged up, Scarecrow has the ability to perform Tramautize. Normals: X - Weak: Can chain into itself 3 times. Y - Medium Z - Strong (can charge Fear Meter) b.Z (G) - Deep Agony: Scarecrow uses his flamethrower to attack opponents. This move isn't special or hyper cancelable. f.Z (G) - Fear Toxin: Scarecrow fires off a blast of gas from his hands. If move contacts, opponents will enter Fear Status. When they are in Fear Status, the crow hallucinations will appear and strike in front of Scarecrow. Cannot be used again when Fear Status is active. Can charge Fear Meter on hit. If Alucard or Batman is a partner, opponents will also hallucinate Bat Swarms. df.Z (G) - Another Experiment: Toss a glass of acid. The acid hits low. Can be used to create some unblockable set-ups. A - Dash: Can pass through opponents. B - Throw (can be teched by opponents): Scarecrow fires out a blast of Fear Toxin, making them hallucinated. When Alucard is an ally, the hallucination becomes real and deals extra damage. Can charge Fear Meter on hit. C - Tramautize (can only be used when Fear Meter is full): Create a full screen blast which sends a shockwave of energy that stuns the opponents. Specials: Panic-Port (D,U) (G): Scarecrow vanishes then reappears behind the opponent. Chemical Mayhem (D,DF,F,x/y/z) (GA): Throw a bottle of chemical sustains that explodes when it hits the ground. The bottle can't be destroyed. Can hit OTG. Can charge Fear Meter on hit. Attack strength varies upon how far the bottle can travel. Delusional Episodes (B,DB,D,DF,F,x/y/z) (GA): Throw a Gas Bomb with a high dose of Fear Toxin that can hallucinate opponents on hit. Can charge Fear Meter on hit. When Batman or Alucard is a partner, the hallucinating demons will be replaced by hallucinating bats, which charges Fear Meter more. Fear-Ferno (D,DB,B,x/y) (G): Scarecrow uses his fear powers, summoning spikes from the ground-up. Can deflect 1 destroyable projectile. Can charge Fear Meter on hit. When Slenderman is a partner, a hallucinating image of Slenderman will appear, increase the amount of Fear when the move hits. Spinning Fear (D,DB,B,z) (G): Scarecrow spins his scythe, attacking opponents. Can move during the spin. Can be jump-cancelable. Can charge Fear Meter on hit. Every 3rd spin will not be able to cancel into other attacks and briefly stun Scarecrow after recovery. Hypers: D,DB,B,D,DB,B,x/y/z - Soaring Crow (LV1) (GA): Jump forward and strike with his scythe. Hit high. Can charge Fear Meter on hit. D,DF,F,D,DF,F,x+y/y+z/z+x - Grip On Reality (LV3) (G): Scarecrow fires off a gigantic blast of mixed Fear Gas from his hands. End Fear Status on use. On hit, there will be 4 sequences, depended on Scarecrow's partner: - Dark Perception: Triggered when Batman/Slenderman/Alucard isn't UNO Tag Team partner or during Single mode. - Winged Avenger: Triggered when Batman is UNO Tag Team partner. - Vlad of Wallachia: Triggered when Alucard is UNO Tag Team partner. - Eldritch Ritual: Triggered when Slenderman is UNO Tag Team partner. All sequences won't kill opponents and Fear can be gained whenever the move hits. Tag Team Hyper: Tag Out: Horseman of the Apocalypse: Death. Tag In: Be Afraid. Special thanks to: DopeFiend, NinjaBrl, Mistah Jorge and armin_iuf for the based character. BlackCurl, ZET and The_None for the effects as well as the codes.
  9. 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.
  10. 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?
  11. 1.0 version of Fugo has been released. Download link can be found in video desc.
  12. 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.
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. Download + Demonstration (a bit outdated): Update: - Added a new hyper: Into the Shadow (D,DB,B,D,DB,B + attack) - Added an air version of Eldritch Spin (which behaves similar to dive kick). - Updated with a new damage dampen system that works better in both Simul and Single mode. - Removed more unused resources. - Fixed a glitch involving hitsparks. - Fixed crossing-up glitches. - Fixed a glitch which makes s.Medium can be chained from s.Hard. - Added missing guardspark and hitsound for c.Hard. - Fixed the glitch that made j.Light can be chained from j.Hard. - Fixed the glitch that doesn't allow opponents to tech in Simul mode. - Blood Sacrifice's kill threshold reduced from 200 to 100. - s.Hard's guard hittime reduced by 5f. - Launcher's guard hittime reduced by 4f. - One Page's start-up reduced by 6f. - One Page's recovery reduced by 8f. - One Page no longer disappears on hit. - Removed special dust of Paranormal Activity. - Removed power gain from Paranormal Activity. - Eldritch Whip's hittime increased to 30f. - 8-page Ritual's damage reduced from 250 to 210. - 8-page Ritual no longer can gain power on hit.
  21. Tag Team MUGEN is the best MUGEN. Also, I accepted the Skyline's challenge (Part 1):
  22. You think this Sagat is a mess? Wait to see 2 of those together.
  23. Urien went swimming. Character Demonstration + Download: Changelogs: - Basically a different character with different playstyle now. - Added a new intro. - Updated with hi-res hitsparks + effects. - Added A LOT OF Injustice 2 voice lines. - Reworked all hypers into 4 different hypers. - Reworked many specials. - Reworked combo system. - Added damage dampen system. - Now opponents can tech throw. - Added trait system: Manta Shield. - Now can perform Combo String. - Fixed a numerous sprite mispriority. - Torpedo Cannon now travels in an arc pattern instead of tracking opponents. - UNO Tag Team Supported. - And many things else that I don't remember (but the demonstration will definitely cover them all anyway). Special thanks to these awesome guys: LESSARD & Shining for the base character. RicePigeon & Nep Heart for gameplay inspirations, effects and codes. Walruslui for the Injustice 2 High-quality voice pack.
  24. New Hyper: https://streamable.com/wi70n Update: - Gamma Quake Rework: Inspired a little bit from MvCI. The hyper is now a LV3. Input changes to D,DF,F,D,DF,F + 2 attack buttons. - Old Gamma Quake is now a Tag Team-exclusive Hyper. - Gamma Crush's input changed to D,DF,F,D,DF,F + attack. - Improved and added extra sprites for Standing Weak, Medium, Hard. - Fixed cross-up related glitches. - Added extra effects to a successful throw. - Updated new air-combo system. - Updated with a new damage dampen system that works properly in both Single and Simul Mode. - Updated juggle system. - Now air-throw can be used during combo. - Hard knockdown from air-combo now lasts 40f. - j.Special now pushes opponents further. - Air Weak now can chain into itself (similar to UMvC3 version). - Codes and files clean up. - Normal no longer ignores hitpause. - Fixed a glitch which made Gamma Wave unable to count hit. - Removed hyper background. - Gamma Tsunami no longer has start-up invul. - Standing Medium's recovery reduced by 5f. - Gamma Tsunami's damage per pulse reduced from 80 to 50. Character Demonstration: Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Avalanche Leap: Taken from MvC: Infinity. By pressing in opposite direction of the nearby wall, Hulk will be able to leap away. - Guard Push - x+y/y+z/z+x while guarding. - Super Jump. - Recovery Roll. Normal: X - Weak Y - Medium: Has armor from frames 3-15. f.Y - Impact Punch (Can be charged): A new move from UMvC3. As it's special cancelable and armored, Hulk can use it to begin or continue his shenanigans. Hulk can hold the charge to trick foes into attacking, only for it to be absorbed by the armor. Another use for holding the charge is as a Kara cancel to Gamma Tornado. When fully charged, Impact Punch will force a wallbounce on hit. Z - Strong: Has super armor from frames 6-18, causes ground-bounce on hit. A - Dash B - Throw (can be teched by opponents) C - Launcher (G): Can be jump-canceled if move hits. C - Air Special (A): Cause ground-bounce on hit. If used during air-combo, this move will cause a 60-frame hard knockdown. Specials: Gamma Wave (Charge B,F,x/y/z) (G): Hulk pulls up chunks of the ground and flips them, creating a carpet of flying rock. The attack button hit determines the distance it will travel. This move can hit OTG. Gamma Charge (D,DF,F,x/y/z): Hulk dashes forward with great power while bracing himself. Z version causes hard-knock down. Has 1 stack of armor during charge. This attack can be performed either straight forward or as an anti-air. Hitting an attack button during the move will allow Hulk to do a followup charge (Gamma Charge two times in a row). The light version will dash forward again, medium version will dash into the air, and heavy version will dash backward. Gamma Tornado (F,DF,D,DB,B,x/y/z) (G): Hulk grabs his opponent by the head and swings them around before throwing them. X version has quick start-up with least damage. Y version has longest start-up with highest damage. Z version is an anti-air throw that can be comboed into. Hypers: B,F,B,F,x/y/z - Gamma Tsunami (LV1): Hulk picks up the ground beneath him and ruptures it, sending a wave of violent earth rushing towards the opponent. This attack does the most damage if the opponent is directly in front of Hulk and is as far away from the opposite side of the screen as possible. Can hit OTG. D,DF,F,D,DF,F,x/y/z - Gamma Crush (LV1): Hulk crouches down and then launches himself upward at an angle off-screen, then reappears clutching a burning meteor, bringing it down on the opponent. This Hyper Combo is at its most effective when used when the opponent is directly next to Hulk, as the initial first hit knocks them down or launches them upward slightly and leaves them open for the rest of the attack. D,DF,F,D,DF,F,x+y/y+z/x+z - Gamma Quake (LV3): https://streamable.com/wi70n Special thanks to: One Winged Angel & Unko man & REDHOT for the based character. Rei for UMvC3 Hulk's voice, sound effects and hyper portraits.
  25. Not big of a deal but due to requests, I have released 1.0 version of this Colossus. Download link is in video desc.