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Mr.Giang

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  1. Upvote
    Mr.Giang got a reaction from Edm7 in Scarecrow (Updated 7/1/2019)   
    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.
  2. Upvote
    Mr.Giang got a reaction from Edm7 in Dr.Strange (Update 12/11/2018)   
    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.
  3. Like
    Mr.Giang got a reaction from GVA in Guido Mista   
  4. Thank You
    Mr.Giang got a reaction from gui0007 in Weiss Schnee   
  5. Thank You
    Mr.Giang got a reaction from gui0007 in Yang Xiao Long   
  6. Thank You
    Mr.Giang got a reaction from gui0007 in Rohan Kishibe   
  7. Like
    Mr.Giang got a reaction from Kazagami in Rohan Kishibe   
  8. Thank You
    Mr.Giang got a reaction from gui0007 in Ragna the Bloodedge   
  9. Like
    Mr.Giang got a reaction from DXfactory in Jesuszilla is taking character commissions.   
    Slowpoke aside, knowing how good Jz is as a coder as well as a nigh perfectionist, 350$ is cheap af for the coding alone and you just simply don't understand how tiring it is to get things work just like source.
    Also , the only reason this offer is not taken because it is fake as Jz did not make this offer (his account was hacked and the hacker posted this offer to scam other people).
  10. Thank You
    Mr.Giang got a reaction from gui0007 in Blake Belladonna   
  11. Like
    Mr.Giang got a reaction from Kazagami in Green Arrow   
  12. Upvote
    Mr.Giang got a reaction from CoolAnimeHustler in Green Arrow   
  13. Like
    Mr.Giang got a reaction from gui0007 in Joker   
    For Joker's neutral special, he wields a gun. 
     
     
  14. Upvote
    Mr.Giang got a reaction from Ocean Man in End Game Thanos   
    “You should have aimed for the head.”
     
     
  15. Upvote
    Mr.Giang got a reaction from IDGCaptainRussia in End Game Thanos   
    “You should have aimed for the head.”
     
     
  16. Upvote
    Mr.Giang got a reaction from CoolAnimeHustler in End Game Iron Man   
    "Is that-"
    "Yep"
    "Are those-"
    "Yeah. Merry Christmas buddy"
     
     
     
  17. Upvote
    Mr.Giang got a reaction from deathlazer in Captain Marvel (Remastered)   
    Featuring:
    - MvCI voice.
    - 8-way air dash.
    - New hypers: Power Blaster, Strike Flurry and Stellar Strike.
    - New specials: Photon Absorber (loosely based on its MvCI version).
    - New variants of Photon Blast.
    - Advancing Guard.
    - More effects!
    - Usual mechanic improvements that I added in most of my works (damage dampen, better corner push, juggle system,...).
     
    And special thanks go to these guys: 
    Ultraroboninja & ZVitor for the based character.
    RicePigeon and Nep Heart for gameplay references as well as some based codes.
    Reuben Kee for some of the effects.
    SUPERFERNANDOXT for the hyper port. 
  18. Upvote
    Mr.Giang got a reaction from RobotMonkeyHead in Volunteer as a Judge here   
    Sound interesting. Sign me up!
  19. Upvote
    Mr.Giang got a reaction from Sete in Steel (1.0 Release)   
    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.
  20. Upvote
    Mr.Giang got a reaction from Sete in Crashman (Update 2/8/2019)   
    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 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.

    Normals:
    X - Weak
    Y - Medium
    Z - Strong
    f.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 - Dash
    B - Throw (can be teched by opponents)
    C - Launcher: can be jump-canceled into air-combo.
    a.C - Dive Drill

    Specials:
    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.
  21. Like
    Mr.Giang got a reaction from Macguyver in Punisher (Remastered)   
    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.
  22. Upvote
    Mr.Giang reacted to wicloud in Deadpool (Update 16/1/2019)   
    posted a video on him...and another bugged character...you may wanna watch it to help you patch it.
     
     
  23. Upvote
    Mr.Giang got a reaction from CoolAnimeHustler in Steel (1.0 Release)   
    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.
  24. Upvote
    Mr.Giang got a reaction from IDGCaptainRussia in Slenderman (Update 20/12/2018)   
    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.
  25. Upvote
    Mr.Giang got a reaction from CoolAnimeHustler in Colossus (Update 12/13/2018)   
    Not big of a deal but due to requests, I have released 1.0 version of this Colossus. Download link is in video desc.
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