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Mr.Giang

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  1. 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.
  2. 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?
  3. 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.
  4. You think this Sagat is a mess? Wait to see 2 of those together.
  5. 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.
  6. 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.
  7. 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.
  8. Not big of a deal but due to requests, I have released 1.0 version of this Colossus. Download link is in video desc.
  9. 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.
  10. Update: - Now use a new damage dampen system that works better in Simul and Single mode. - Colossus is now fully invincible during a succeeded X-Throw. - A miracle you will be able to find out tonight.
  11. And no, you can't combo Deadpool to death like that. I cheat with F2. Character Demonstration + Download: Update: - Downgrade from MUGEN 1.1 to 1.0. - Updated new guardsparks. - Now use a modified RicePigeon's damage dampen system. - Dash no longer can cancel into itself. - Wall Jump's Bomb now launches opponents higher. - Added Wall Bounce effects. - Throw now hits once. - Fixed crossing-up glitches. - Crime and Punishment's start up invul frames reduced to 10f. - Hopefully fixed a glitch which made opponents wake up as well as made Jason miss a few hits during Murderous Vigilante (too lazy to recode the whole thing). - Murderous Vigilante (Motorbike Version) travels faster. - Murderous Vigilante (Motorbike Version) now hit multiple time and resets damage dampen on the first hit. - Extreme Measures now can really force opponents on the ground. - Batmobile during Extreme Measures now drags opponents and hits multiple times. - s.Weak's damage changed to 20, 30, 70. - s.Weak's power gain/give reduced to 20/10, 30/15, 70/35. - Launcher's guard hittime reduced to 10f. - s.Hard's hittime increased to 25f. - s.Hard now pushes opponents further away. - c.Medium's recovery reduced by 6f. - Wall Bounce Kick now causes opponents to fly away faster. - Wall Bounce Kick now hits mid and air-blockable. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Going Ballistic - Jason Todd rolls forward, gaining some invul frames. Has great cross-up potential. Does not provide invul during few last seconds. Jason isn't throw invul during this time. During the roll, Jason Todd can cancel it into 3 different options: + Gotham Gunner - X: Quickly get up and shoot opponents with his gun. + Vendetta Kick - Y: Quickly perform a flash kick. Has start-up invul. Unsafe on block. + Poison Dart - Z: Quickly get up and throw 3 poison darts that neutralize opponents when hit. - Guard Push - x+y/y+z/z+x while guarding. - Combo Sting: Inspired by Injustice 2's combo system, Red Hood now can perform auto-combo by pressing X up to 3 times. Can cancel into medium or hard attacks. - Super Jump. - Recovery Roll. - Parry. Normal: X - Weak - Can combo into itself 3 times. Last hit can be jump-cancelled. Y - Medium Z - Strong f.Y - Gutted Knife f.Z - Wall Bounce Kick: Taken from Injustice 2, causes wallbounce on hit. b.Z - Wall Jump: Jump and hang on the behind wall. When release Z button, Jason will jump over a large distance, drop a grenade on opponents if they are below him. Can make a great cross-up when used with tag-assist. A - Dash B - Throw (can be teched by opponents) D.U: Super jump Hold Fwd/Back while knocked down: Recovery Roll Specials: Air Akimbo Blaze (D,DB,B,x/y/z) (Air only): Taken from Injustice 2 move. Red Hood shoots his opponent three times with his pistols. Can be used during the leap of Wall Jump. Akimbo Blaze (D,DB,B,x/y/z): Red Hood shoots the opponent with his pistols. + X version: Red Hood stands and shoots straight. Can whiff against small opponents. + Y version: Red Hood shoots at 45 degree angle. Can cancel into Vendetta Kick if hit the target by pressing Y. + Z version: Red Hood crouches down and shoots straight. Hypers: D,DF,F,D,DF,F,x/y/z - Murderous Vigilante (LV1): Rush forward and tackle opponents. If the tackle hits, Red Hood will perform a series of combo to attack opponents. During the combo, pressing "x,x,F,y,z" to call Talia as an assist. If used near the motorbike, Jason Todd will run over opponents with it. D,DB,B,D,DB,B,x/y/z - Extreme Measures (LV1): Red Hood does a flip into a helicopter he calls and go rampage. Can hit OTG. Has special interaction when Batman is an UNO tag-partner. D,DF,F,D,DF,F,x+y/y+z/x+z - Under the Hood (LV3): "You think you are having a bad day? Let me tell you a story...". Blockable. Has start-up invul. Tag Team Hyper: Extreme Measures Tag Assist: Akimbo Blaze
  12. Changelogs: - Improved control. - Reworked air-combo system. Air-combo has never been smoother than this. - Spells of Vishanti rework: Visually update. Now the pillar always starts on the ground. - Now use modified RicePigeon's damage dampen system that works better in Simul and Single Mode. - Added new dash effects. - Added dash effects to air-dash. - Ground backdash now has 5f invul. - Added hard knockdown effects during the end of air-combo. - Fixed crossing-up glitches. - Fixed throw effect mis-positioning. - Clean up the .sff file. - Update hitsounds for Eyes of Agamotto and Bolts of Balthakk. - Hitsparks update. - Mystic Sword X's damage increased from 20 to 30 per hit. - Mystic Sword X's recovery reduced by 10f. - Spell of Vishanti's recovery increased by 5f. - Fixed some explod glitches with Teleport. - S. Weak's recovery increased by 3f (no longer can perform infi-combo in corner). - S. Weak's ground hittime reduced by 4f. - S. Medium's hittime increased by 4f. - S. Medium's damage increased by 10. - S. Hard's hittime and slidetime increased by 10f. - C. Medium's hittime increased to 20f. - C. Medium's recovery reduced by 5f. - Reduced priority of C.Medium. - Fixed a glitch which made Dr.Strange jump before Launcher hits. - Normal attacks no longer ignore hitpause. - Remove Hyper Portrait 'cause it looks bad.
  13. I like Smash Ultimate’s Zelda. She looks so adorable. Character Demonstration + Download Link: Changelogs: - Added 1 new hyper based on his Ultimate’s Final Smash: Hyrule’s Champion. - Added sword flashes to normal attacks that is similar to Breath of the Wind and Super Smash Bros. Ultimate’s sword flashes. - Added Parry. - Added trait system: Hyrule’s Blessing. - Major frame datas change. - 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: - Hyrule’s Blessing: Link can perform magic- imbued special moves by inputting the special move commands, ends with C button. The magic-imbued moves can be canceled from either normals or specials and can be canceled into hypers. Cost 500 power per use. + Sword Beams (C): Fire 3 Sword Beams forward. + Gale Boomerang (D,DF,F,c): Throw a Gale Boomerang that can damage and juggle opponents. Can hit OTG. + Magical Sword Spin (D,DB,B,c): A stronger version of Sword Spin with last hit causing wallbounce to opponents. Ground version has start-up invul, launches Link up and can hit OTG. Air version propels Link a small distance. - Parrying. - Advancing Guard (x+y/y+z/z+x) Normals: X - Weak Y – Medium: Can chain into itself twice. f.Y – Megaton Hammer: Hit overhead. Cause groundbounce on hit. d.Y (A) – Sword Downward Thrust: His famous aerial from Zelda II where he takes his sword and keeps it aimed downward. Z – Hero's Bow: Shoot an arrow forward which is affected by gravity. Can be charged. Once fully-charged, shoot a Light Arrow that travels straight forward, causes wallbounce when hit. The Light Arrow can pass through other projectiles. Link can dash-cancel whenever the Light Arrow hit. b.Z – Bomb: Link throws a bomb forward that can explode when hit or after 5 seconds after it hits the ground. The explosion can damage both Link and opponents. d.Z – Sword Thrust: Link strikes his sword forward. Hit mid. A – Evading Roll B - Hookshot (can be teched by opponents) Specials: Rapid Stab (x/y/z 5 times) (G): Rapidly attack opponents. Boomerang (D,DF,F,x/y/z) (G): Link throws a Boomerang. Deals fair knockback, Travelling angle's depended on the pressed button. Only one Boomerang can be on the field at a time. Z version’s Boomerang will not return to Link. Spin Attack (D,DB,B,x/y/z) (GA): Link spins with his striking swords. Strength, start-up and recover depend on the strength of the pressed button. Hypers: D,DB,B,D,DB,B,x/y/z – Gale Spinning Technique (LV1) (A): A stronger version of Spin Attack. Link stays in place during the duration. D,DB,B,D,DB,B,x/y/z – Deku Nuts (LV1) (G): Has invul start-up. Link throws a Deku Nut forward, which can freeze opponents once it hit the ground while Link dashes forward and slashes them. Has no damage dampen. D,DB,B,D,DB,B,x+y/y+z/z+x – Hyrule’s Champion (LV3) (G): Inspired by Link’s Final Smash from Smash Ultimate. Has start-up invul. Link dashes forward, stabs opponents and ends the combo with a powerful Light Arrow. D,DF,F,D,DF,F,x+y/y+z/z+x – Triforce Slash (LV3) (G): Taken from Link’s Final Smash from previous Smash game. Has huge range. When activated, the Triforce on the back of Link's hand glows, and if hits an opponent, it traps them as Link repeatedly slashes with his Sword. Tag Team Hyper: Gale Spinning Technique Tag Assist: Hero's Bow: Fires 3 arrows instead of 1. Special thanks to: EMW & MIRCOmor for the based character. MYTHOS for based codes of some moves.
  14. Update:- Updated CLSN boxes for get-hit anims.- Fixed a glitch that allows crouching Hard Attack to chain into crouching Medium attack.- Crashman now plays voice sounds less frequently.- Throw range decreased.- Fixed a glitch which made Crashman lose hurtboxes during throw start-up.- Successful throw animation length increased.- Launcher and Crouching Hard's guard pushback increased. - Crouching Hard's hittime increased to 18f.- Added SFX to indicate hard knockdown after air-combo. Character Demonstration + Download Link:The differences between IMT's Crashman and this Crashman:- Updated with high-res effects (hitsparks, explosions, guard-push effects,...).- Added new portrait, new anims and new sprites.- Added 3 new hypers: Crash Drill (from Robot Master Mayhem), Hat Hards and R Destruction Order (inspired from Rockman Megamix Manga).- Added a new special (Air Strike), inspired from Crashman's attack patern from Rockman 4: Minus Infinity.- Added special BGM when fighting against Rockman.- Crash Missle now can be destroyed instead of just passing through projectiles.- Crash Missles no longer can be used when there are another Crash Missles on the stage.- Crash Bomber no longer always forces opponents in guarding state.- Crash Bomber now can be destroyed instead of just passing through projectiles (still deals damage when destroyed).- Crash Bomber's explosion (any variations) now can hit OTG.- Now can guard-push mid-air.- Replaced Hyper Portrait with Zooming Effect.- Throw now can be teched.- Throw animation now looks better.- Fixed numerous bugs with Recovery Roll. Now can perform Recovery Roll by holding F or B.- Removed the glitched bomb during throw.- Removed chip damage on normal.- Twisted frame datas of many moves.- Fixed many glitches involved with get-hit, dizzy and recovery anims.- Fixed glitches involved with projectiles not being counted during combos due to glitches related to DestroySelf.- Damage dampen system's added.- Removed 2 old hypers (Drill Hyper and Homing Missle) as they aren't themed with Crashman (they are also anticlimactic and I'm not a big fan of that).- Removed Drill Uppercut because Shoryuken is too mainstream.- Updated A.I.- Supported UNO Tag System.Tag system:Start - Partner assistz+c - Tag in/Tag outD,DF,F,z+c - Tag Team HyperTraits:- Super Jump.- Guard Push - x+y/y+z/z+x while guarding.- Recovery Roll.Normals:X - WeakY - MediumZ - Strongf.Z (G) - Crash Bomber: Shoots a grappling bomb that sticks in walls or the opponent and explodes after a few seconds. The explosion can hit OTG.f.Z (A) - Drill Strike: Crashman uses his drill to attack while moving forward for a few frames. Hit multiple times. A - DashB - Throw (can be teched by opponents)C - Launcher: can be jump-canceled into air-combo.a.C - Dive DrillSpecials:Crash Missiles (D,DF,F,x/y/z) (GA): Shoot 2 missiles from Crashman's shoulder that flies forward. First missile causes techable knock down. Air-usable. Missile's speed and pushback are depended on the strength of buttons.Air Strike (D,DB,B,x/y/z) (GA): Crashman quickly jumps then shoots 3 Crash Bombers. The jumping pattern and facing is depended on strength of pressed buttons:- X version: Jump backward, face forward.- Y version: Jump forward, face forward.- Z version: Jump forward, face backward.Air-usable. Air-version always faces forward.Hypers:D,DB,B,D,DB,B,x/y/z - Hard Hats (LV1) (G): Slam the ground to summon 2 assisting Metools. Metools can attack by shooting 3 small bullets everytime they show up. Metools can be taken down in 1 hit but they cannot be harmed when they hide under their helmets. During tag-team mode, Crashman cannot tag-out or call assists if there are Metools alive on the stage. Can't summon more Metools if the previous ones are still alive. The initial slam causes soft knock down. No Metools will be summoned if Crashman is hit before the slam is finished.D,DF,F,D,DF,F,x/y/x - Crashbomber Barage (LV1) (A): Shooting a barrage of Crash Bombers into opponents. The explosion can hit OTG.D,DF,F,D,DF,F,x/y/x - Crash Drill (LV1) (G): Taken from Megaman Robot Master Mayhem, Crashman dashes off-screen then returns with a huge drill. Can hit OTG. Has invin during entire start-up and active frames.D,DF,F,D,DF,F,x+y/y+z/z+x - R Destruction Order (LV3) (G): Based on a similiar attack Crashman used during the fight against Rockman in Rockman Megamix Manga. If hit, Crashman will perform a series of attacks that leave a Crash Bomber on opponents each strike, which will be detonated at once after the final strike. Has start-up invin.Special thanks:O Ilusionista and laspacho for the based character.DivineWolf for the code of R Destruction Order.RicePigeon for all the basic codes as well as effects.Me for literally doing nothing other than put the best of the best into this character.
  15. Damn it Rice, fix your forums mate. Fixed.
  16. 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.
  17. Update: - Fixed the damn glitch that keeps making Nova Blaster's hitsparks disappeared. - Now has velocity change during air-combo with Power Claw. - Power Claw now no longer can chain into itself. - Power Claw no longer has start-up invin. - Sonic Disruptor's attribute is now SP. - Sonic Disruptor now deals 10 chip damage. - Sonic Disruptor's guard hittime reduced to 10f. - Cyber Kick follow up now can always hit opponents. - Techno Tackle now has recovery (I was high as hell when I didn't do this). - Techno Tackle's speed reduced. - Standing Hard's guard hittime reduced to 5f.
  18. “Commie motherf*****r!” - Juggernaunt Character Demonstration: Changelogs (compared to the normal MvC2 Colossus): - Added 4 new hypers. - Added new intro. - Added special interaction when Deadpool is a tag-team partner. - Giant Swing’s input changed to half-circle motion. - Giant Swing is now an special unblockable command grab. - Now has an overhead attack. - Added armor to some normal moves. - Can grab OTG opponents. - 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: - Man of Steel: Some of Colossus’s normal attack has armor. - Recovery Roll. - Super Jump. - Advancing Guard (x+y/y+z/z+x) Normals: X - Weak b.X – Steel Elbow: Has armor from from frame 4 to 8. Y – Medium: Can chain into itself twice. f.Y – Steel Knuckle: Hit overhead. Has armor from frame 9 to 19. Z – Hard: Can be charged for more damage. Also has armor once button is released. A - Dash B - Throw (can be teched by opponents): Can grab OTG opponents. C (G)– Steel Kick: Launch opponents on hit. Can be super jump canceled. Has 4 frame start up armor. C (A) – Iron Force: Cause knockdown to aerial opponents. f.C (A) - Proletariat Posedown. Specials: Giant Swing (F,DF,D,DB,B,x/y/z) (GA): A special command grab. Colossus rushes forward, arm extended. If it connects, Colossus swings his opponent around by his legs, creating a giant whirlwind as he rises into the air, then violently tosses the opponent across the screen. Mashing attacking buttons and directional buttons to increase damage done. Button’s strength determines range and start-up. Power Tackle (D,DF,F,x/y/z) (GA): Colossus glows and rushes shoulder-first into his opponent. Has armor after frame 8. Button’s strength determines dashing pattern. Can hit OTG. The attack can be canceled any time by pressing C. Hypers: D,DF,F,D,DF,F,x/y/z – Rasputin Charge (LV1) (G): Colossus runs forward, plows everything on his way. Has armor from start-up until the every last attack. F,DF,D,DB,B,F,DF,D,DB,B,x/y/z - (LV1) Proletariat Spin (G): A hyper unblockable command grab. Colossus rushes forward, arm extended. If move contacts, Colossus will swing opponents. Mashing attacking buttons and directional buttons to increase damage done. Has zero start-up. F,DF,D,DB,B,F,DF,D,DB,B,x+y/z+y/z+x – X-Slam (LV1) (G): A hyper unblockable command grab. Has zero start up. Colossus grabs opponents and slams them into the ground. There will be 2 consequences that can trigger: - Soviet Mutant: Trigger when Deadpool isn’t a tag-team partner/Single Mode/Turn Mode. Colossus spins opponents, launches them with a kick, super jump to grab them and slam them into the ground. - Wade, is that you?: Trigger when Deadpool is a tag-team partner and still alive. After the slam, Colossus performs Power Dive hyper from MVC2 while Deadpool strikes from above, stabbing opponents then teleports away when Colossus dives into them. Deal slightly more damage than Soviet Mutant. Tag Team Hyper: Tag In: Super Armor: Enters a state of Super Armor. While in this form most attacks will not make him stagger. Tag Out: Power Dive: Colossus jumps up in the air and does a head dive towards the opponent. By pressing an attack button while Colossus is jumping, he will dive faster. Special thanks to: DL for the based character (your works are amazing). ZVitor for the extra sprites. tigree goods for the animated cutscene. Infinite for making Deadpool.
  19. No rhyme 's intended, obiviously. Boys, that's sure fun as hell to read.
  20. A small rework to make playing Airman more enjoyable as well as more Airman-ish. Character Demonstration + Download Link: Changelogs: - Removed weapon system. Air Man =/= Rockman. - Added a new intro. - Added new voice pack. - Air Shooter now behaves similar how it works in Megaman 2. - Added 2 new hypers. - Added trait skill: Blow Away. - Added 2 new specials: Air Tornadoes and Blowing Wind. - Updated with hi-res hitsparks and effects. - Added special BGM when fighting against Rockman. - 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: - Blow Away - (D,DF,F,c) Blow opponents and any Air Tornadoes or Air Shooter’s whirlwinds away. Air Tornadoes can deal damages while being blown away. Has 6-second cooldown. Normals: X - Weak. Y - Medium Z – Hard f.Z – Air Shooter (GA): Shoot 3 small whirlwinds that spread out and rise upward that deals damage and pushes opponents away. A - Dash B - Throw (can be teched by opponents) C (G) – Launcher (can be jump-canceled) C (A) – Air Kick: cause hard knock down when used during air-combo. Specials: Air Tornadoes (D,DF,F,x/y/z) (G): Shoot 6 small whirlwinds that last 10 seconds in a randomized pattern. The whirlwinds can’t be destroyed or damage opponents by themselves. When being enhanced by Airman’s special moves, the whirlwinds can deal damage and cause untechable knockdown. Can have 6 max whirlwinds available on the stage. Blowing Wind (D,DF,F,x/y/z) (G): Create a tornado that can damage, push opponents into mid air while pushing any whirlwinds into the air. The tornado’s location is depended on the strength of the button. Cause techable knockdown. Can hit OTG. Tornado Helix (D,DB,B,x/y/z) (GA): Summon 2 tornadoes on the ground that move around Airman’s location. Has 7 frame non-throw invul start-up when using on the ground. Can hit OTG, destroy projectiles and push whirlwinds into the air. Disappear when Airman is hit. Hypers: D,DF,F,D,DF,F,x/y/z – Wind Zone (LV1) (G): Create a giant pillar of winds that can push whirlwinds into the air and damage opponents. Can hit OTG. The tornado’s location is depended on the strength of the button. D,DB,B,D,DB,B,x/y/z - Wind Surfing (LV1) (G): Counter attack. Cost 500 power per use, when the counter is successful, another 500 power will be spent. If move connects, Air Man will propel himself forward with a huge tornado, damaging opponents and blowing away all whirlwinds on the stage. D,DB,B,D,DB,B,x+y/y+z/z+x - The Undefeatable Airman (LV3) (GA): Has start-up invul. The video will show the rest. Not affected by damage dampen. Tag Team Hyper: Egotistic Wind Special thanks to: MIT (Laspacho, DarkCipherLucius, Magma Dragoon, O Illu,..) for the based character. IsakStopmotion for the new voice pack. RicePigeon, Seravy and Kohaku for the extra effects as well as the codes of many of those moves.
  21. New update: Changelogs: - Added new tag hyper: Fang of Klyntar (credits to MGMURROW's Venom).- Added drooling effects (credits to MGMURROW's Venom as well, you rock man).- Added screenshake for launcher.- s.Hard now can chain into Venom Predate.- Venom Barrel's damage increased from 20 to 30.- Fixed a glitch which made Venom super jump earlier than intended during combo.- Venom Barrel now causes untechable knockdown. Character Demonstration + Download Link (1.1 version): Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Super Jump. - Guard Push - x+y/y+z/z+x while guarding. - Recovery Roll. - Web Swing. Normals: X - Weak Y - Medium Z - Strong f.Z (G) - Venom Predate: Taken from MvCI. Has good range, causes crumble state if hit. If hit when opponents are mid-air, cause wall bounce instead. A - Dash/Web Swing (A) B - Throw (can be teched by opponents) C - Launcher: can be jump-canceled into air-combo. Specials: Venom Fang (D,DF,F,x/y/z) (GA): Venom's symbiote hops forward in a low arc as a big blob face. P strength varies upon the distance of the jump. Venom Rush (D,D,x/y/z) (G): Venom summons the symbiote to attack from far parts of the screen. P strength varies upon how far the symbiote attacks. Web Throw (F,DF,D,DB,B,x/y/z) (G): Venom throws out a web from his wrist and when it connects, he slams the opponent twice on the ground then swings them to the other side of the screen. P strength varies upon how up the web will shoot. Venom Barrel (D,DB,B,x/y/z) (A): Inspired from MvCI, Venom surrounds himself in symbiotes that can damage opponents. Last hit causes wall-bounce state. P strength varies upon how Venom will move during the attack. Hypers: D,DB,B,D,DB,B,x/y/z - Venom Web (LV1) (GA): Venom jumps to the middle of the screen and shoots out a large web that cataches full-screen. Once it connects, Venom rushes down with a barrage of normals and ends it with a Venom Fang. D,DF,F,D,DF,F,x/y/x - Death Bite (LV1) (G): Venom does an extended version of his Venom Rush which can land the opponent to the other side of the screen. Can hit OTG. D,DF,F,D,DF,F,x+y/y+z/z+x - Venom Death Grip (LV3) (G): Original move. This is an anti-air command grab with invincible start-up. If move hits, Venom will inject opponents with symbiotes, neutralize them then rip them in half. Special thanks to: DarkLuigi for the best Venom on MUGEN. MGMURROW for the counter effects + codes. REDHOT for his MvC2 Venom as references. S.Y for the new hyper.
  22. 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.
  23. Space Pirates's challenge (Part 2) 2 down, 5 to go.
  24. 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.
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