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Sayaka Miki by Nep Heart


Nep Heart

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(both links are the same videos on different accounts)

 

 After working on this character for nearly half a year (with a few months of delay due to PC problems in the interim), I finally release my first MUGEN creation using Otz-Kai's version as a resource basis. While her gameplay takes some inspiration from various fighting games such as Marvel vs Capcom, Melty Blood, Guilty Gear and King of Fighters, she is otherwise completely custom. Have fun!

 

https://1drv.ms/u/s!AvDqTmHZ37DihlJFdprY-GA5Bma6

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  • 3 months later...

 Decided to make early updates for all characters this time instead of waiting until I release my next character, so, have fun with that, everyone.

 

Here's Sayaka's updates...

 

- J.2y completely overhauled with far more utility to allow Sayaka to bounce off non-lying opponents and be able to chain off non-command aerials. To compensate, it now does less damage and scales damage slightly more.
- Improved aesthetics.
- J.2z's knockdown hit after ground bounce is used up is now a hard knockdown, allowing Sayaka more follow-up options (such as making more use of Melodia and Aria)
- Corner pushback on all aerial normals increased.
- Air dash speed slightly increased, but its travel distance slightly reduced to compensate.
- Reduced overall guard crush damage potential.
- the x version of Forzando has damage revised based on Sayaka's current life; less life = more damage.

 

The updates for everyone including Sayaka...

 

- Fixed wall bounce animations, hurtboxes and a bug that was found in them.
- Fixed ground bounce animations and hurtboxes.
- Fixed custom tripping animations and hurtboxes.
- Revised projectile reflectors for characters who have one.
- Added Gold Burst and Bursting now uses up all juggle points on hit.
- Revised ground teching to be similar to Melty Blood's.
- Revised lv3/lv5 super aesthetics.
- Tweaked all damage scaling.

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  • 1 month later...

 Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance.

 

all characters:

 

- Corrected another cornerpush quirk.
- Revised counter hit notification and Burst icon FXs. 
- Added recovery notification FX.
- Added a juggle meter that appears under opponent whenever they are being juggled.
- Fixed a bug in projectile reflectors for all characters who have one.
- Corrected buffering on all half-circle commands for those that have it.
- Corrected issue where Spell Bonuses failed against super/hyper armor.
- Fixed aerial guard crush/counter hit custom hitstates.

 

Sayaka:

 

- Increased pushback and overall damage on Tempestoso. It also causes knockdown now.
- Revised Sayaka's guard hitsound to standardize it with the rest of the cast.

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  • 3 weeks later...

 It's that time again with Doppel Nanase being ready for release in a week or two. All characters are updated in advance.

 

All Characters:

 

- Tweaked guard crush system for more consistency.
- Updated burst buffering for more consistency.
- Tweaked cornerpushing and guard velocities for more consistency.
- Tweaked current lv3/v5 FX to make them flow better.

 

Sayaka Miki:

 

- Heavily revamped Allegro to make her more in line with the rest of the cast's Unique Abilities.
- New Super: https://streamable.com/pyh1d

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  • 3 weeks later...

All Characters:

- New mechanic; guard cancel dash.
- Burst can now recharge faster while the character is taking damage.
- Various sound improvements.
- Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers.
- Repositioned juggle meter to account for more convenient viewing during corner juggles.
- Tweaked cornerpush on all characters for slightly more leniency and more consistency.
- Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained.
- Fixed super jump bug that gave control too soon.

 

Sayaka Miki:

- Damage increase on most normals with damage scaling compensated.
- Tweaked all versions of Squartatore to be harder to escape the actual hits, but also made to be ground techable now.

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 Very quick update since there was an annoying bug I accidentally left behind while updating the burst system.

 

- Corrected a bug where burst couldn't be used until you get hit after the start of a round.

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  • 3 weeks later...

Seeing as how Nayuki is going to be released some time this week, you know the drill...

 

All Characters:

- Revamped juggle system; instead of being based on move count like before, it's based on a timer now.
- Introduced hitstun decay system.
- Increased damage on all normals and uniformed damage scaling across everyone to be 30% minimum to accommodate the new juggle system.
- More moves are made untechable to accommodate the new juggle system. In addition, grounded normals that force targets to stand now cause soft knockdown now.
- Hitstun increased to various extents for all normals and special to accommodate for introduction of hitstun decay.
- Burst now comes with a meter below the icon that tells the player its recharge status as well as a cross-out that will appear over said icon whenever the character is in hitstates that they cannot burst out of.
- Guard Crush damage reduced by 33% across all characters except for Akyuu, whose is reduced by 66%.
- Fixed counter hit and spell bonus bugs.
- Adjusted cornerpush to occur only on hit.
- Fixed bug that caused Gold Burst to be read too late.
- Revised super finish aesthetics.
- Debug now allows player to have a "cheat sheet" to view juggle timer, hitstun decay and damage scaling.

 

Sayaka Miki:

- Fixed a few custom state bugs.
- Adjusted velocities for even more consistency.
- Grandioso and Oratorio have increased damage.

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  • 1 month later...

All Characters:

- Overhauled every characters' read me text file.
- Command for guard cancel counter has been changed to F+x+y.
- Fixed burst bug that forced it even without input.
- Fixed bugs for post-battle states.
- Improved/fixed more sound aesthetics.
- More normals are made incapable of jump canceling on block.
- Tweaked custom knockdown to prevent alternative get-up options from ceasing their function.
- Juggle timer reduced from 9 seconds down to 4 seconds. Juggle timer restoration with each hit and super pause are increased proportionately to compensate.
- Revised Counter Hit from doing 100% bonus damage down to 25% bonus damage, however, damage scaling is mitigated by 25% for starting combos off a counter hit.
- Mechanics are now divided into different tiers in terms of how commonly shared they are; Universal Abilities for mechanics in which all characters share, Series Abilities for mechanics in which only characters from a corresponding series share and Unique Abilities in which only that specific character has.
- Introduced Guts.
- Everyone's down.bounce.yaccel value has been practically doubled, emulating knockdowns closer to that of EFZ.
- To compensate for introduction of Guts and juggle timer being lowered, all normals and most supers have their damage increased and damage scaling slightly increased and minimum damage scaling decreased.

 

Puella Magi Characters:

- Introduced Magia Shield.
- Introduced Soul Gem.

 

Sayaka Miki:

- Moved Allegro count HUD at bottom portion of screen.
- Lowered damage for air throw, but now ignores damage scaling.

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Quick update to correct a system mechanic as well as a Series Ability flaw.

 

- Guts works correctly on first hit of being combo'd.
- Fixed Magia Shield Bug.

 

An example of what it looks like in action when properly working. Yes, that's the same exact combo.

 

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