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Vorse_Raidier got a reaction from S7VEN in Annette edit by VR
According to Wikipedia, Annette comes from El Viento (エル・ヴィエント Eru Viento, from Spanish meaning "The Wind") is a platform game developed and published by Wolf Team for the Sega Genesis game console in 1991. The edits made by Vorse-Raidier addition to giving her an AI includes: A reduction in frames after casting water magic light and water magic heavy from 20 to 10, enabling normal attacks to combo and overhead kick now has combo potential with normal attacks, renamed specials and hyper attacks, inserted a safe fall and recovery mechanic, minor adjustment to the hit box of couching hard punch.
https://www.dropbox.com/s/svu8fpmxztk8lq4/Annette.zip?dl=0
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Vorse_Raidier reacted to Lillie's 音MADs in MUGEN Betting Sites (SaltyBet & SpriteClub) Collection Thread
This collection hosts various original characters, edits, and special stages created by community authors specifically for MUGEN betting websites, such as SaltyBet and SpriteClub.
All characters in this collection are showcased with the individual consent and permission of the authors involved with their creation.
It should also be noted that these characters were created with the intention of battling under AI vs AI conditions, and they may be very difficult to defeat by means of normal gameplay.
This collection will be updated over time with ongoing community releases, adding new authors who have volunteered to have their streamed content hosted on this thread accordingly.
Color Code
Green: This character is either an edit or an AI patched character.
Red: This character is very overpowered and frustrating to fight against, even for the standards of this collection.
Orange : This character is very loud.
When an author is entirely focusing on one of those labels, the author name will be marked with the selected color instead.
NOTE FROM ADMIN: I heavily recommend not supporting SaltyBet itself as the owner is scummy beyond belief go to SpriteClub instead.
CHARACTERS
BARCODE
BELOW273
BLAZEMANxd
BRERGRSART
DEOXGIGAS
GIGAPOWIER
GUMHOY
HELLOMYNAMEISAAA
HERTAINNENSPADE
JOR8A
Lillie's 音MADs
SFG
MOLOMOWCHOW (1.1 ONLY)
SPACEMOUSE
THETRUEANALYSIS/JAMPRESSED
TWISTEDSYNAPSE
WARUNOYARI
YENSI78
SPECIAL STAGES
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Vorse_Raidier got a reaction from Disins in Elemental Lopunny
https://streamable.com/445uw
https://www.dropbox.com/s/rktxfjry1vpswwe/PC Elemental Lopunny.zip?dl=0
I would like to thank Wicloud for fixing the palettes and Endercreeper for the base character.
This project took about 9 months to develop, adding in several new moves and mechanics while overhauling others.
Elemental Lopunny summons the elements of fire, frost or lighting to claim dominance on the battlefield. Use heavy punch and heavy kick to enter elemental shift then forward for fire, backward for ice and down for lightning. The current element is display in the upper corner of the screen as Mystic, Valor and Instinct respectively.
When in ice form, Lopunny will prefer to stay at range, relaying on summoning (up to three) snowflakes with quarter circle backward, medium punch to empower icy burst which summons an additional flake for every flake summoned by ice flake and air ice flake. These flakes gain farther utility via light kick or medium kick to send them hurling into her opponent. These moves require setup time and should her enemy be reluctant to wait, Lopunny has a number of deterrence measures from meeting them head with whirlpool to greeting them with a counter Icy hammer. You know, I’m NOT going to tell you how to play, have fun and enjoy.
Other Limits:
I try to keep this short, this character has been built for 1.1 although 1.0 can be used to a lesser A.I. (has something to do with ailevel not wanting to play nice with 1.0). There are plenty of combos that become harder to complete as the combo becomes longer, but be sure to save a hyper at the end for maximum damage output. There are a few things to keep in mind when comboing to avoid frustration.
You cannot use rest while in fire more
Fireball becomes combustion after setting your opponent on fire for instant damage at the removal of burn for that combo.
Snowflake summon is limited to 3 flakes not including the flakes from Icy wind or Ice pins.
Snowflakes summon can be launched using light or medium kick and will be lost if left idle or if Lopunny takes damage while in idle state
Thunder requires a set thunderune to use or a charge gain randomly while comboing your opponent.
Shockwave (lighting dash), ice flip kick, fire kick, and fire spin are limited to a combine total to 3 uses per combo.
Barriers such as Ice wall, reflect and the more offensive fire mine are all on the same cooldown and cannot be used while another is active.
Burning hi jump kick and anti-air punch are limited to 2 per combo.
Strong jumping hard punch has a bounce so long as the juggle combo is below 10 hits and not already used
launching kick loses effectiveness after a juggle combo above 5 hits
Heave Ho! Only works once per combo
Brutal swing losses combo bounce after a juggle combo of 10 hits or higher or already used
dynamic punch has hyper armor but the link into burning finger does not
submerge is hitable by any low attack
fire spin and whirlpool are immune to projectiles
burning targets (caused by fire special move the require charge or power) can be detonated via fireball key (conflagration)
;Elemental Mega punch can be used as a guard counter (requires 1000 power)
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Vorse_Raidier got a reaction from Lillie's 音MADs in Elemental Lopunny
https://streamable.com/445uw
https://www.dropbox.com/s/rktxfjry1vpswwe/PC Elemental Lopunny.zip?dl=0
I would like to thank Wicloud for fixing the palettes and Endercreeper for the base character.
This project took about 9 months to develop, adding in several new moves and mechanics while overhauling others.
Elemental Lopunny summons the elements of fire, frost or lighting to claim dominance on the battlefield. Use heavy punch and heavy kick to enter elemental shift then forward for fire, backward for ice and down for lightning. The current element is display in the upper corner of the screen as Mystic, Valor and Instinct respectively.
When in ice form, Lopunny will prefer to stay at range, relaying on summoning (up to three) snowflakes with quarter circle backward, medium punch to empower icy burst which summons an additional flake for every flake summoned by ice flake and air ice flake. These flakes gain farther utility via light kick or medium kick to send them hurling into her opponent. These moves require setup time and should her enemy be reluctant to wait, Lopunny has a number of deterrence measures from meeting them head with whirlpool to greeting them with a counter Icy hammer. You know, I’m NOT going to tell you how to play, have fun and enjoy.
Other Limits:
I try to keep this short, this character has been built for 1.1 although 1.0 can be used to a lesser A.I. (has something to do with ailevel not wanting to play nice with 1.0). There are plenty of combos that become harder to complete as the combo becomes longer, but be sure to save a hyper at the end for maximum damage output. There are a few things to keep in mind when comboing to avoid frustration.
You cannot use rest while in fire more
Fireball becomes combustion after setting your opponent on fire for instant damage at the removal of burn for that combo.
Snowflake summon is limited to 3 flakes not including the flakes from Icy wind or Ice pins.
Snowflakes summon can be launched using light or medium kick and will be lost if left idle or if Lopunny takes damage while in idle state
Thunder requires a set thunderune to use or a charge gain randomly while comboing your opponent.
Shockwave (lighting dash), ice flip kick, fire kick, and fire spin are limited to a combine total to 3 uses per combo.
Barriers such as Ice wall, reflect and the more offensive fire mine are all on the same cooldown and cannot be used while another is active.
Burning hi jump kick and anti-air punch are limited to 2 per combo.
Strong jumping hard punch has a bounce so long as the juggle combo is below 10 hits and not already used
launching kick loses effectiveness after a juggle combo above 5 hits
Heave Ho! Only works once per combo
Brutal swing losses combo bounce after a juggle combo of 10 hits or higher or already used
dynamic punch has hyper armor but the link into burning finger does not
submerge is hitable by any low attack
fire spin and whirlpool are immune to projectiles
burning targets (caused by fire special move the require charge or power) can be detonated via fireball key (conflagration)
;Elemental Mega punch can be used as a guard counter (requires 1000 power)
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Vorse_Raidier got a reaction from Kazagami in Elemental Lopunny
https://streamable.com/445uw
https://www.dropbox.com/s/rktxfjry1vpswwe/PC Elemental Lopunny.zip?dl=0
I would like to thank Wicloud for fixing the palettes and Endercreeper for the base character.
This project took about 9 months to develop, adding in several new moves and mechanics while overhauling others.
Elemental Lopunny summons the elements of fire, frost or lighting to claim dominance on the battlefield. Use heavy punch and heavy kick to enter elemental shift then forward for fire, backward for ice and down for lightning. The current element is display in the upper corner of the screen as Mystic, Valor and Instinct respectively.
When in ice form, Lopunny will prefer to stay at range, relaying on summoning (up to three) snowflakes with quarter circle backward, medium punch to empower icy burst which summons an additional flake for every flake summoned by ice flake and air ice flake. These flakes gain farther utility via light kick or medium kick to send them hurling into her opponent. These moves require setup time and should her enemy be reluctant to wait, Lopunny has a number of deterrence measures from meeting them head with whirlpool to greeting them with a counter Icy hammer. You know, I’m NOT going to tell you how to play, have fun and enjoy.
Other Limits:
I try to keep this short, this character has been built for 1.1 although 1.0 can be used to a lesser A.I. (has something to do with ailevel not wanting to play nice with 1.0). There are plenty of combos that become harder to complete as the combo becomes longer, but be sure to save a hyper at the end for maximum damage output. There are a few things to keep in mind when comboing to avoid frustration.
You cannot use rest while in fire more
Fireball becomes combustion after setting your opponent on fire for instant damage at the removal of burn for that combo.
Snowflake summon is limited to 3 flakes not including the flakes from Icy wind or Ice pins.
Snowflakes summon can be launched using light or medium kick and will be lost if left idle or if Lopunny takes damage while in idle state
Thunder requires a set thunderune to use or a charge gain randomly while comboing your opponent.
Shockwave (lighting dash), ice flip kick, fire kick, and fire spin are limited to a combine total to 3 uses per combo.
Barriers such as Ice wall, reflect and the more offensive fire mine are all on the same cooldown and cannot be used while another is active.
Burning hi jump kick and anti-air punch are limited to 2 per combo.
Strong jumping hard punch has a bounce so long as the juggle combo is below 10 hits and not already used
launching kick loses effectiveness after a juggle combo above 5 hits
Heave Ho! Only works once per combo
Brutal swing losses combo bounce after a juggle combo of 10 hits or higher or already used
dynamic punch has hyper armor but the link into burning finger does not
submerge is hitable by any low attack
fire spin and whirlpool are immune to projectiles
burning targets (caused by fire special move the require charge or power) can be detonated via fireball key (conflagration)
;Elemental Mega punch can be used as a guard counter (requires 1000 power)
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Vorse_Raidier got a reaction from IDGCaptainRussia in Elemental Lopunny
https://streamable.com/445uw
https://www.dropbox.com/s/rktxfjry1vpswwe/PC Elemental Lopunny.zip?dl=0
I would like to thank Wicloud for fixing the palettes and Endercreeper for the base character.
This project took about 9 months to develop, adding in several new moves and mechanics while overhauling others.
Elemental Lopunny summons the elements of fire, frost or lighting to claim dominance on the battlefield. Use heavy punch and heavy kick to enter elemental shift then forward for fire, backward for ice and down for lightning. The current element is display in the upper corner of the screen as Mystic, Valor and Instinct respectively.
When in ice form, Lopunny will prefer to stay at range, relaying on summoning (up to three) snowflakes with quarter circle backward, medium punch to empower icy burst which summons an additional flake for every flake summoned by ice flake and air ice flake. These flakes gain farther utility via light kick or medium kick to send them hurling into her opponent. These moves require setup time and should her enemy be reluctant to wait, Lopunny has a number of deterrence measures from meeting them head with whirlpool to greeting them with a counter Icy hammer. You know, I’m NOT going to tell you how to play, have fun and enjoy.
Other Limits:
I try to keep this short, this character has been built for 1.1 although 1.0 can be used to a lesser A.I. (has something to do with ailevel not wanting to play nice with 1.0). There are plenty of combos that become harder to complete as the combo becomes longer, but be sure to save a hyper at the end for maximum damage output. There are a few things to keep in mind when comboing to avoid frustration.
You cannot use rest while in fire more
Fireball becomes combustion after setting your opponent on fire for instant damage at the removal of burn for that combo.
Snowflake summon is limited to 3 flakes not including the flakes from Icy wind or Ice pins.
Snowflakes summon can be launched using light or medium kick and will be lost if left idle or if Lopunny takes damage while in idle state
Thunder requires a set thunderune to use or a charge gain randomly while comboing your opponent.
Shockwave (lighting dash), ice flip kick, fire kick, and fire spin are limited to a combine total to 3 uses per combo.
Barriers such as Ice wall, reflect and the more offensive fire mine are all on the same cooldown and cannot be used while another is active.
Burning hi jump kick and anti-air punch are limited to 2 per combo.
Strong jumping hard punch has a bounce so long as the juggle combo is below 10 hits and not already used
launching kick loses effectiveness after a juggle combo above 5 hits
Heave Ho! Only works once per combo
Brutal swing losses combo bounce after a juggle combo of 10 hits or higher or already used
dynamic punch has hyper armor but the link into burning finger does not
submerge is hitable by any low attack
fire spin and whirlpool are immune to projectiles
burning targets (caused by fire special move the require charge or power) can be detonated via fireball key (conflagration)
;Elemental Mega punch can be used as a guard counter (requires 1000 power)
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Vorse_Raidier got a reaction from gui0007 in Elemental Lopunny
https://streamable.com/445uw
https://www.dropbox.com/s/rktxfjry1vpswwe/PC Elemental Lopunny.zip?dl=0
I would like to thank Wicloud for fixing the palettes and Endercreeper for the base character.
This project took about 9 months to develop, adding in several new moves and mechanics while overhauling others.
Elemental Lopunny summons the elements of fire, frost or lighting to claim dominance on the battlefield. Use heavy punch and heavy kick to enter elemental shift then forward for fire, backward for ice and down for lightning. The current element is display in the upper corner of the screen as Mystic, Valor and Instinct respectively.
When in ice form, Lopunny will prefer to stay at range, relaying on summoning (up to three) snowflakes with quarter circle backward, medium punch to empower icy burst which summons an additional flake for every flake summoned by ice flake and air ice flake. These flakes gain farther utility via light kick or medium kick to send them hurling into her opponent. These moves require setup time and should her enemy be reluctant to wait, Lopunny has a number of deterrence measures from meeting them head with whirlpool to greeting them with a counter Icy hammer. You know, I’m NOT going to tell you how to play, have fun and enjoy.
Other Limits:
I try to keep this short, this character has been built for 1.1 although 1.0 can be used to a lesser A.I. (has something to do with ailevel not wanting to play nice with 1.0). There are plenty of combos that become harder to complete as the combo becomes longer, but be sure to save a hyper at the end for maximum damage output. There are a few things to keep in mind when comboing to avoid frustration.
You cannot use rest while in fire more
Fireball becomes combustion after setting your opponent on fire for instant damage at the removal of burn for that combo.
Snowflake summon is limited to 3 flakes not including the flakes from Icy wind or Ice pins.
Snowflakes summon can be launched using light or medium kick and will be lost if left idle or if Lopunny takes damage while in idle state
Thunder requires a set thunderune to use or a charge gain randomly while comboing your opponent.
Shockwave (lighting dash), ice flip kick, fire kick, and fire spin are limited to a combine total to 3 uses per combo.
Barriers such as Ice wall, reflect and the more offensive fire mine are all on the same cooldown and cannot be used while another is active.
Burning hi jump kick and anti-air punch are limited to 2 per combo.
Strong jumping hard punch has a bounce so long as the juggle combo is below 10 hits and not already used
launching kick loses effectiveness after a juggle combo above 5 hits
Heave Ho! Only works once per combo
Brutal swing losses combo bounce after a juggle combo of 10 hits or higher or already used
dynamic punch has hyper armor but the link into burning finger does not
submerge is hitable by any low attack
fire spin and whirlpool are immune to projectiles
burning targets (caused by fire special move the require charge or power) can be detonated via fireball key (conflagration)
;Elemental Mega punch can be used as a guard counter (requires 1000 power)
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Vorse_Raidier got a reaction from CoolAnimeHustler in Elemental Lopunny
https://streamable.com/445uw
https://www.dropbox.com/s/rktxfjry1vpswwe/PC Elemental Lopunny.zip?dl=0
I would like to thank Wicloud for fixing the palettes and Endercreeper for the base character.
This project took about 9 months to develop, adding in several new moves and mechanics while overhauling others.
Elemental Lopunny summons the elements of fire, frost or lighting to claim dominance on the battlefield. Use heavy punch and heavy kick to enter elemental shift then forward for fire, backward for ice and down for lightning. The current element is display in the upper corner of the screen as Mystic, Valor and Instinct respectively.
When in ice form, Lopunny will prefer to stay at range, relaying on summoning (up to three) snowflakes with quarter circle backward, medium punch to empower icy burst which summons an additional flake for every flake summoned by ice flake and air ice flake. These flakes gain farther utility via light kick or medium kick to send them hurling into her opponent. These moves require setup time and should her enemy be reluctant to wait, Lopunny has a number of deterrence measures from meeting them head with whirlpool to greeting them with a counter Icy hammer. You know, I’m NOT going to tell you how to play, have fun and enjoy.
Other Limits:
I try to keep this short, this character has been built for 1.1 although 1.0 can be used to a lesser A.I. (has something to do with ailevel not wanting to play nice with 1.0). There are plenty of combos that become harder to complete as the combo becomes longer, but be sure to save a hyper at the end for maximum damage output. There are a few things to keep in mind when comboing to avoid frustration.
You cannot use rest while in fire more
Fireball becomes combustion after setting your opponent on fire for instant damage at the removal of burn for that combo.
Snowflake summon is limited to 3 flakes not including the flakes from Icy wind or Ice pins.
Snowflakes summon can be launched using light or medium kick and will be lost if left idle or if Lopunny takes damage while in idle state
Thunder requires a set thunderune to use or a charge gain randomly while comboing your opponent.
Shockwave (lighting dash), ice flip kick, fire kick, and fire spin are limited to a combine total to 3 uses per combo.
Barriers such as Ice wall, reflect and the more offensive fire mine are all on the same cooldown and cannot be used while another is active.
Burning hi jump kick and anti-air punch are limited to 2 per combo.
Strong jumping hard punch has a bounce so long as the juggle combo is below 10 hits and not already used
launching kick loses effectiveness after a juggle combo above 5 hits
Heave Ho! Only works once per combo
Brutal swing losses combo bounce after a juggle combo of 10 hits or higher or already used
dynamic punch has hyper armor but the link into burning finger does not
submerge is hitable by any low attack
fire spin and whirlpool are immune to projectiles
burning targets (caused by fire special move the require charge or power) can be detonated via fireball key (conflagration)
;Elemental Mega punch can be used as a guard counter (requires 1000 power)
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Vorse_Raidier got a reaction from IDGCaptainRussia in Annette edit by VR
According to Wikipedia, Annette comes from El Viento (エル・ヴィエント Eru Viento, from Spanish meaning "The Wind") is a platform game developed and published by Wolf Team for the Sega Genesis game console in 1991. The edits made by Vorse-Raidier addition to giving her an AI includes: A reduction in frames after casting water magic light and water magic heavy from 20 to 10, enabling normal attacks to combo and overhead kick now has combo potential with normal attacks, renamed specials and hyper attacks, inserted a safe fall and recovery mechanic, minor adjustment to the hit box of couching hard punch.
https://www.dropbox.com/s/svu8fpmxztk8lq4/Annette.zip?dl=0
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Vorse_Raidier got a reaction from CoolAnimeHustler in Annette edit by VR
According to Wikipedia, Annette comes from El Viento (エル・ヴィエント Eru Viento, from Spanish meaning "The Wind") is a platform game developed and published by Wolf Team for the Sega Genesis game console in 1991. The edits made by Vorse-Raidier addition to giving her an AI includes: A reduction in frames after casting water magic light and water magic heavy from 20 to 10, enabling normal attacks to combo and overhead kick now has combo potential with normal attacks, renamed specials and hyper attacks, inserted a safe fall and recovery mechanic, minor adjustment to the hit box of couching hard punch.
https://www.dropbox.com/s/svu8fpmxztk8lq4/Annette.zip?dl=0
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Vorse_Raidier got a reaction from IDGCaptainRussia in Unbound Da-Ji
This character is for 1.1 Only
Full Name: Da-Ji
Species = Plant/Fairy
Former Origins: Classified
Current Origin: Emerald Groove, Hyperion
Age: Unknown due to Dimensional travel
Likes: The only thing on her mind right now besides kill marquess Victor Von Bueuz is food.
Dislikes: Fire
Short story; A few months after a Tournament held by one of Da-ji’s bosses, Demonlord Rosetta concluded, A large battalion of Imperial troops assaulted The Northeastern Groove. These troops proceeded to burn the forest and its inhabitants to the ground, escalating a dormant war between the residents of the forest (The Protectorate, The Sentinels and the Eye of the Magi) versus the Imperials (a massive large force of mostly humans). Da-ji among a numerous fairies and anthromorphs responded to the crisis in droves only to be caught in field cage that trapped them and the solders. This battle quickly turned into a feeding frenzy as the flamethower units were quickly dispatched and the remaining soldiers were helpless against the powers of the fairies. The loyal soldiers refused to back down, (there was nowhere to go) and they bought as much time as possible for the true assault. Southeast in Emerald Groove, a smaller Battalion lead by Marquess Victor Von Buenz laid waste to the sanctuary, burning Da-ji’s friends and stormed towards the elder tree Emerald Dragon (Ed). In hopes to reach Ed in time to save him, Da-Ji sacrificed her powers to bypass the field cage and entered Ed in ethereal form. Da-ji then offered her core to become a light fairy who would be permanently bound to the life of Ed to save him. Ed was honored be her sacrifice and combined both Da-ji’s power along with his. He said “The money will lead you to your targets! Now go! Show them the Ways of the Protectorate!” With that, he flung Da-Ji’s core into the riverbank carrying her far away from the carnage. In pitch darkness, Da-ji could hear the screams of Ed as a chainsaw blade cut past his trunk followed by laughter that once human then turned into fairy as Sentinels betrayed and preyed upon their Protectorate allies. Da-Ji woke up to her unbound form in a village without villagers. Her belly is swollen but still hungry for revenge. Da-ji’s number one target is Victor Von Buenz, and woe befall anyone in her way.
https://youtu.be/TycNvEZ3BSI
https://www.youtube.com/watch?v=ktHFAYX34zs&t=0s
https://www.youtube.com/watch?v=qxGSFIrGx9Q
https://www.dropbox.com/s/fcab05ai4jm9gch/Unbound Da-Ji.zip?dl=0
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Vorse_Raidier got a reaction from SSBKing65✯ in Unbound Da-Ji
This character is for 1.1 Only
Full Name: Da-Ji
Species = Plant/Fairy
Former Origins: Classified
Current Origin: Emerald Groove, Hyperion
Age: Unknown due to Dimensional travel
Likes: The only thing on her mind right now besides kill marquess Victor Von Bueuz is food.
Dislikes: Fire
Short story; A few months after a Tournament held by one of Da-ji’s bosses, Demonlord Rosetta concluded, A large battalion of Imperial troops assaulted The Northeastern Groove. These troops proceeded to burn the forest and its inhabitants to the ground, escalating a dormant war between the residents of the forest (The Protectorate, The Sentinels and the Eye of the Magi) versus the Imperials (a massive large force of mostly humans). Da-ji among a numerous fairies and anthromorphs responded to the crisis in droves only to be caught in field cage that trapped them and the solders. This battle quickly turned into a feeding frenzy as the flamethower units were quickly dispatched and the remaining soldiers were helpless against the powers of the fairies. The loyal soldiers refused to back down, (there was nowhere to go) and they bought as much time as possible for the true assault. Southeast in Emerald Groove, a smaller Battalion lead by Marquess Victor Von Buenz laid waste to the sanctuary, burning Da-ji’s friends and stormed towards the elder tree Emerald Dragon (Ed). In hopes to reach Ed in time to save him, Da-Ji sacrificed her powers to bypass the field cage and entered Ed in ethereal form. Da-ji then offered her core to become a light fairy who would be permanently bound to the life of Ed to save him. Ed was honored be her sacrifice and combined both Da-ji’s power along with his. He said “The money will lead you to your targets! Now go! Show them the Ways of the Protectorate!” With that, he flung Da-Ji’s core into the riverbank carrying her far away from the carnage. In pitch darkness, Da-ji could hear the screams of Ed as a chainsaw blade cut past his trunk followed by laughter that once human then turned into fairy as Sentinels betrayed and preyed upon their Protectorate allies. Da-Ji woke up to her unbound form in a village without villagers. Her belly is swollen but still hungry for revenge. Da-ji’s number one target is Victor Von Buenz, and woe befall anyone in her way.
https://youtu.be/TycNvEZ3BSI
https://www.youtube.com/watch?v=ktHFAYX34zs&t=0s
https://www.youtube.com/watch?v=qxGSFIrGx9Q
https://www.dropbox.com/s/fcab05ai4jm9gch/Unbound Da-Ji.zip?dl=0
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Vorse_Raidier got a reaction from aaaugh in Unbound Da-Ji
This character is for 1.1 Only
Full Name: Da-Ji
Species = Plant/Fairy
Former Origins: Classified
Current Origin: Emerald Groove, Hyperion
Age: Unknown due to Dimensional travel
Likes: The only thing on her mind right now besides kill marquess Victor Von Bueuz is food.
Dislikes: Fire
Short story; A few months after a Tournament held by one of Da-ji’s bosses, Demonlord Rosetta concluded, A large battalion of Imperial troops assaulted The Northeastern Groove. These troops proceeded to burn the forest and its inhabitants to the ground, escalating a dormant war between the residents of the forest (The Protectorate, The Sentinels and the Eye of the Magi) versus the Imperials (a massive large force of mostly humans). Da-ji among a numerous fairies and anthromorphs responded to the crisis in droves only to be caught in field cage that trapped them and the solders. This battle quickly turned into a feeding frenzy as the flamethower units were quickly dispatched and the remaining soldiers were helpless against the powers of the fairies. The loyal soldiers refused to back down, (there was nowhere to go) and they bought as much time as possible for the true assault. Southeast in Emerald Groove, a smaller Battalion lead by Marquess Victor Von Buenz laid waste to the sanctuary, burning Da-ji’s friends and stormed towards the elder tree Emerald Dragon (Ed). In hopes to reach Ed in time to save him, Da-Ji sacrificed her powers to bypass the field cage and entered Ed in ethereal form. Da-ji then offered her core to become a light fairy who would be permanently bound to the life of Ed to save him. Ed was honored be her sacrifice and combined both Da-ji’s power along with his. He said “The money will lead you to your targets! Now go! Show them the Ways of the Protectorate!” With that, he flung Da-Ji’s core into the riverbank carrying her far away from the carnage. In pitch darkness, Da-ji could hear the screams of Ed as a chainsaw blade cut past his trunk followed by laughter that once human then turned into fairy as Sentinels betrayed and preyed upon their Protectorate allies. Da-Ji woke up to her unbound form in a village without villagers. Her belly is swollen but still hungry for revenge. Da-ji’s number one target is Victor Von Buenz, and woe befall anyone in her way.
https://youtu.be/TycNvEZ3BSI
https://www.youtube.com/watch?v=ktHFAYX34zs&t=0s
https://www.youtube.com/watch?v=qxGSFIrGx9Q
https://www.dropbox.com/s/fcab05ai4jm9gch/Unbound Da-Ji.zip?dl=0
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Vorse_Raidier reacted to IDGCaptainRussia in Unbound Da-Ji
that's an interesting backstory for a very peculiar character. Makes me want to follow everything you'll be making from the first one!
Totally getting my thumbs up for this. Very original moveset and tough AI that knows how to use it. Love this, so much.
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Vorse_Raidier got a reaction from IDGCaptainRussia in Unbound Da-Ji
This character is for 1.1 Only
Full Name: Da-Ji
Species = Plant/Fairy
Former Origins: Classified
Current Origin: Emerald Groove, Hyperion
Age: Unknown due to Dimensional travel
Likes: The only thing on her mind right now besides kill marquess Victor Von Bueuz is food.
Dislikes: Fire
Short story; A few months after a Tournament held by one of Da-ji’s bosses, Demonlord Rosetta concluded, A large battalion of Imperial troops assaulted The Northeastern Groove. These troops proceeded to burn the forest and its inhabitants to the ground, escalating a dormant war between the residents of the forest (The Protectorate, The Sentinels and the Eye of the Magi) versus the Imperials (a massive large force of mostly humans). Da-ji among a numerous fairies and anthromorphs responded to the crisis in droves only to be caught in field cage that trapped them and the solders. This battle quickly turned into a feeding frenzy as the flamethower units were quickly dispatched and the remaining soldiers were helpless against the powers of the fairies. The loyal soldiers refused to back down, (there was nowhere to go) and they bought as much time as possible for the true assault. Southeast in Emerald Groove, a smaller Battalion lead by Marquess Victor Von Buenz laid waste to the sanctuary, burning Da-ji’s friends and stormed towards the elder tree Emerald Dragon (Ed). In hopes to reach Ed in time to save him, Da-Ji sacrificed her powers to bypass the field cage and entered Ed in ethereal form. Da-ji then offered her core to become a light fairy who would be permanently bound to the life of Ed to save him. Ed was honored be her sacrifice and combined both Da-ji’s power along with his. He said “The money will lead you to your targets! Now go! Show them the Ways of the Protectorate!” With that, he flung Da-Ji’s core into the riverbank carrying her far away from the carnage. In pitch darkness, Da-ji could hear the screams of Ed as a chainsaw blade cut past his trunk followed by laughter that once human then turned into fairy as Sentinels betrayed and preyed upon their Protectorate allies. Da-Ji woke up to her unbound form in a village without villagers. Her belly is swollen but still hungry for revenge. Da-ji’s number one target is Victor Von Buenz, and woe befall anyone in her way.
https://youtu.be/TycNvEZ3BSI
https://www.youtube.com/watch?v=ktHFAYX34zs&t=0s
https://www.youtube.com/watch?v=qxGSFIrGx9Q
https://www.dropbox.com/s/fcab05ai4jm9gch/Unbound Da-Ji.zip?dl=0
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Vorse_Raidier got a reaction from koshty in Unbound Da-Ji
This character is for 1.1 Only
Full Name: Da-Ji
Species = Plant/Fairy
Former Origins: Classified
Current Origin: Emerald Groove, Hyperion
Age: Unknown due to Dimensional travel
Likes: The only thing on her mind right now besides kill marquess Victor Von Bueuz is food.
Dislikes: Fire
Short story; A few months after a Tournament held by one of Da-ji’s bosses, Demonlord Rosetta concluded, A large battalion of Imperial troops assaulted The Northeastern Groove. These troops proceeded to burn the forest and its inhabitants to the ground, escalating a dormant war between the residents of the forest (The Protectorate, The Sentinels and the Eye of the Magi) versus the Imperials (a massive large force of mostly humans). Da-ji among a numerous fairies and anthromorphs responded to the crisis in droves only to be caught in field cage that trapped them and the solders. This battle quickly turned into a feeding frenzy as the flamethower units were quickly dispatched and the remaining soldiers were helpless against the powers of the fairies. The loyal soldiers refused to back down, (there was nowhere to go) and they bought as much time as possible for the true assault. Southeast in Emerald Groove, a smaller Battalion lead by Marquess Victor Von Buenz laid waste to the sanctuary, burning Da-ji’s friends and stormed towards the elder tree Emerald Dragon (Ed). In hopes to reach Ed in time to save him, Da-Ji sacrificed her powers to bypass the field cage and entered Ed in ethereal form. Da-ji then offered her core to become a light fairy who would be permanently bound to the life of Ed to save him. Ed was honored be her sacrifice and combined both Da-ji’s power along with his. He said “The money will lead you to your targets! Now go! Show them the Ways of the Protectorate!” With that, he flung Da-Ji’s core into the riverbank carrying her far away from the carnage. In pitch darkness, Da-ji could hear the screams of Ed as a chainsaw blade cut past his trunk followed by laughter that once human then turned into fairy as Sentinels betrayed and preyed upon their Protectorate allies. Da-Ji woke up to her unbound form in a village without villagers. Her belly is swollen but still hungry for revenge. Da-ji’s number one target is Victor Von Buenz, and woe befall anyone in her way.
https://youtu.be/TycNvEZ3BSI
https://www.youtube.com/watch?v=ktHFAYX34zs&t=0s
https://www.youtube.com/watch?v=qxGSFIrGx9Q
https://www.dropbox.com/s/fcab05ai4jm9gch/Unbound Da-Ji.zip?dl=0
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Vorse_Raidier got a reaction from IDGCaptainRussia in Da-Ji by Vorse Raidier
https://www.dropbox.com/s/0cahsan5fk4rmfw/Idle Bound Da-Ji.gif?dl=0
Updated Neo Da-Ji version (gets updates) 1.1
https://www.dropbox.com/s/ybwny77wjcb3xdx/Da-Ji.zip?dl=0
Reduced the null field duration but all attacks now sap the enemy's energy bar on hit while active.
null field grants hp reg at 3000 power and at 5000 power
Air combos are now a thing (the AI may or may not care)
Improved combo potential in exchange for less hp and def
Improved air grab
Improved FAC hyper
Changed heavy standing kick
projectiles will now properly cancel when hit with another projectile
AI upgraded
Hurt-boxes are now more consistent when Da-ji is hit
Health potion now sets Da-Ji hp to 30% when used rather than adding 25%
10/28/2018 changes for 1.1
Standing light kick now has 4 active frames instead of one.
Standing med and hard punch no longer infinite in the corner.
fixed missing collision box in standing med punch
limited crouching hard punch to hit only 3 times in corner
lower atk priority in vaporal edge long and short range
edited numerous hitboxes
-Air grab has 4 ticks of active hitbox time.
-Forwards and back roll now have collision boxes for throws.
Slider now has 20 frames of recover now
-Aerial dive kick special now has 16 frames of recover recovery time
Tyrant moon can no longer be looped into each other.
Vaporal edge now has the double startup frames, does not pull on guard, does self damage on guard.
Original Version Da-Ji version (as is) 1.1
https://www.dropbox.com/s/6ap4j742mi1kbri/Mugen_POTS_Da-Ji.zip?dl=0
Bound Da-Ji for 1.0 version
https://www.dropbox.com/s/z8ybf6ihgv0zufm/Bound 1.0.zip?dl=0
It took nearly a year to develop this version (A large part due to learning drawing, animation, rigging and designing). I'm happy to present to you, Honorbound Da-Ji, a dark fairy/plant hybrid with a badass AI to match. This merchant is not to trifled with as many would find themselves underneath her foot or if you're lucky (or unlucky) underneath something else .
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Vorse_Raidier got a reaction from aaaugh in Da-Ji by Vorse Raidier
https://www.dropbox.com/s/0cahsan5fk4rmfw/Idle Bound Da-Ji.gif?dl=0
Updated Neo Da-Ji version (gets updates) 1.1
https://www.dropbox.com/s/ybwny77wjcb3xdx/Da-Ji.zip?dl=0
Reduced the null field duration but all attacks now sap the enemy's energy bar on hit while active.
null field grants hp reg at 3000 power and at 5000 power
Air combos are now a thing (the AI may or may not care)
Improved combo potential in exchange for less hp and def
Improved air grab
Improved FAC hyper
Changed heavy standing kick
projectiles will now properly cancel when hit with another projectile
AI upgraded
Hurt-boxes are now more consistent when Da-ji is hit
Health potion now sets Da-Ji hp to 30% when used rather than adding 25%
10/28/2018 changes for 1.1
Standing light kick now has 4 active frames instead of one.
Standing med and hard punch no longer infinite in the corner.
fixed missing collision box in standing med punch
limited crouching hard punch to hit only 3 times in corner
lower atk priority in vaporal edge long and short range
edited numerous hitboxes
-Air grab has 4 ticks of active hitbox time.
-Forwards and back roll now have collision boxes for throws.
Slider now has 20 frames of recover now
-Aerial dive kick special now has 16 frames of recover recovery time
Tyrant moon can no longer be looped into each other.
Vaporal edge now has the double startup frames, does not pull on guard, does self damage on guard.
Original Version Da-Ji version (as is) 1.1
https://www.dropbox.com/s/6ap4j742mi1kbri/Mugen_POTS_Da-Ji.zip?dl=0
Bound Da-Ji for 1.0 version
https://www.dropbox.com/s/z8ybf6ihgv0zufm/Bound 1.0.zip?dl=0
It took nearly a year to develop this version (A large part due to learning drawing, animation, rigging and designing). I'm happy to present to you, Honorbound Da-Ji, a dark fairy/plant hybrid with a badass AI to match. This merchant is not to trifled with as many would find themselves underneath her foot or if you're lucky (or unlucky) underneath something else .
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Vorse_Raidier reacted to koshty in Mononoke Released
Mononoke made by Koshty (ay that's me)
She is a zoner character that summons demons
edits are welcome as long as you credit me
Download Link https://mega.nz/#!jE1lnQBQ!XdtMrfBmFmFRGz3e5p3z16rOc-_XUBSbP3IVgvXfJjg
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Vorse_Raidier reacted to Vorse_Raidier in Eliza By Divinewolf
Ai by Vorse_Raidier
This character is pretty dangerous at close range given her super throw; Genocide cutter isn't making it any easier.
https://www.dropbox.com/s/knopi68i6v3v1j5/DivineEliza.zip?dl=0
Will work with Mugen 1.1 and 1.0 WILL NOT WORK in Mugen beta.
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Vorse_Raidier reacted to Vorse_Raidier in Athena By DivineWolf
Ai made By Vorse Raidier
Note to Self: I am 150% done listening to the words Psycho Ball!!!
Other than that, this is an excellent AI edition balanced for Ai combat to human combat.
Will work in 1.1 should work in 1.0 WILL NOT WORK in Mugen beta
https://www.dropbox.com/s/vhh29o1n0z5zee2/DivineAthena.zip?dl=0
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Vorse_Raidier reacted to Vorse_Raidier in Da-Ji by Vorse Raidier
https://www.dropbox.com/s/0cahsan5fk4rmfw/Idle Bound Da-Ji.gif?dl=0
Updated Neo Da-Ji version (gets updates) 1.1
https://www.dropbox.com/s/ybwny77wjcb3xdx/Da-Ji.zip?dl=0
Reduced the null field duration but all attacks now sap the enemy's energy bar on hit while active.
null field grants hp reg at 3000 power and at 5000 power
Air combos are now a thing (the AI may or may not care)
Improved combo potential in exchange for less hp and def
Improved air grab
Improved FAC hyper
Changed heavy standing kick
projectiles will now properly cancel when hit with another projectile
AI upgraded
Hurt-boxes are now more consistent when Da-ji is hit
Health potion now sets Da-Ji hp to 30% when used rather than adding 25%
10/28/2018 changes for 1.1
Standing light kick now has 4 active frames instead of one.
Standing med and hard punch no longer infinite in the corner.
fixed missing collision box in standing med punch
limited crouching hard punch to hit only 3 times in corner
lower atk priority in vaporal edge long and short range
edited numerous hitboxes
-Air grab has 4 ticks of active hitbox time.
-Forwards and back roll now have collision boxes for throws.
Slider now has 20 frames of recover now
-Aerial dive kick special now has 16 frames of recover recovery time
Tyrant moon can no longer be looped into each other.
Vaporal edge now has the double startup frames, does not pull on guard, does self damage on guard.
Original Version Da-Ji version (as is) 1.1
https://www.dropbox.com/s/6ap4j742mi1kbri/Mugen_POTS_Da-Ji.zip?dl=0
Bound Da-Ji for 1.0 version
https://www.dropbox.com/s/z8ybf6ihgv0zufm/Bound 1.0.zip?dl=0
It took nearly a year to develop this version (A large part due to learning drawing, animation, rigging and designing). I'm happy to present to you, Honorbound Da-Ji, a dark fairy/plant hybrid with a badass AI to match. This merchant is not to trifled with as many would find themselves underneath her foot or if you're lucky (or unlucky) underneath something else .
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Vorse_Raidier reacted to Vorse_Raidier in Dormammu by Gladiacloud, Delusiontrim & Shinzankuro
Dormammu by Gladiacloud, Delusiontrim & Shinzankuro
Ai by Vorse_Raidier
https://www.dropbox.com/s/xvzt03baotjsocx/dormammu.zip?dl=0
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Vorse_Raidier reacted to Vorse_Raidier in Morrigan By DivineWolf
Morrigan By DivineWolf
Ai made By Vorse_Raidier
https://www.dropbox.com/s/3xxb6jxrvxwn4nk/DivineMorrigan.zip?dl=0