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Hieda no Akyuu by Nep Heart


Nep Heart

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 The Chronicler of Gensokyo arrives as my second MUGEN creation, Hieda no Akyuu makes her arrival under the same custom gameplay base as Sayaka before her did and use sprites and sounds from neneco's version. She actually took only the fraction of the time it took to create Sayaka in spite of her more complex gimmick she works under, but I suppose all that experience from my prior creation that I can use as a template helped in that regard. Hope you enjoy her as much as I do.

 

 Get her here: https://1drv.ms/u/s!AvDqTmHZ37Dihldh03_t_dLhmO7h

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  • 1 month later...

So I've been putting this off for a while, now that I finally had to time to take a look, I noticed a few issues with the first 15 minutes of testing;

 

- Landing sound plays multiple times with a 1f pause inbetween, both from neutral jump & back dash. Seems to happen randomly.
- F+Z has lower body invinciblity on certain frames. Intentional?
- Normals seem to have more cornerpush than their actual hitvels. ie: 5z->5z.
- (IKEMEN exclusive): damage from 3rd hit of Miare Missile ignored.
- Gumonji can be whiff cancelled from her Normals. Intentional?
- Corner infinite: 2x -> 2y -> repeat
- Suggestion: Add a visual indicator for Record points, so you have an idea of how far you are from a level up.
- Request of the Year Y version does nearly half of its damage as chip damage (80 vs 44).
- Seems odd that Miare Setsugetsuka does more than both Miare Cannon and Made Into History despite requiring lv 1 where the latter required lv 2 and lv 3. Also latter is a command grab, the damage feels underwhelming, especially when the aforementioned Miare Setsugetsuka still does more.
- Youma Bon Z ver should disappear is Akyuu is hit, imo.
- Youma Bon Y ver can be used repeatedly in the corner to keep an opponent in freeze/hitstun indefinitely.
- Suzunaan Rental, if used as an OTG, whiffs after the first hit until the opponent can recover.
- Fall.defence_up is set to 50, which can mess up certain OTG combos with other characters.
- Holding Up after an aerial Gumonji causes Akyuu to perform a slow fall until Up is let go, which isn't mentioned anywhere in the readme, nor is she able to do this in any other instance. Intentional or bug?

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8 hours ago, Ricepigeon said:

- Landing sound plays multiple times with a 1f pause inbetween, both from neutral jump & back dash. Seems to happen randomly.
- F+Z has lower body invinciblity on certain frames. Intentional?
- Normals seem to have more cornerpush than their actual hitvels. ie: 5z->5z.
- (IKEMEN exclusive): damage from 3rd hit of Miare Missile ignored.
- Gumonji can be whiff cancelled from her Normals. Intentional?
- Corner infinite: 2x -> 2y -> repeat
- Suggestion: Add a visual indicator for Record points, so you have an idea of how far you are from a level up.
- Request of the Year Y version does nearly half of its damage as chip damage (80 vs 44).
- Seems odd that Miare Setsugetsuka does more than both Miare Cannon and Made Into History despite requiring lv 1 where the latter required lv 2 and lv 3. Also latter is a command grab, the damage feels underwhelming, especially when the aforementioned Miare Setsugetsuka still does more.
- Youma Bon Z ver should disappear is Akyuu is hit, imo.
- Youma Bon Y ver can be used repeatedly in the corner to keep an opponent in freeze/hitstun indefinitely.
- Suzunaan Rental, if used as an OTG, whiffs after the first hit until the opponent can recover.
- Fall.defence_up is set to 50, which can mess up certain OTG combos with other characters.
- Holding Up after an aerial Gumonji causes Akyuu to perform a slow fall until Up is let go, which isn't mentioned anywhere in the readme, nor is she able to do this in any other instance. Intentional or bug?

 

1. Just checked. I think I forgot to turn persistent off for that.

2. That is intentional, yes.

3. I may be misremembering, but I think the original intention was to prevent overly long standing juggles at the corner. May have made it too high, so, I'll need to lower it.

4. I don't use IKEMEN, so, I wouldn't even know why that happens there. I mostly use 1.0 and 1.1 to test my stuff. In that case, what would you theorize (just for the record, all versions of Miare Missile are helper based)?

5. No, I may have messed up a trigger on that. It should only be canceled from normals if they make contact with the opponent.

6. I'm going to need to reduce the hittime on that by a few frames.

7. That's something I'm likely considering installing for a future update

8. I'll have to cut the guard damage in half most likely if it's still too high even at lower levels.

9. I mostly did it on the logic that Miare Setsugetsuka does damage to Akyuu if she whiffs and crashes into a wall. That, and Made into History is an unblockable that hits both grounded and aerial opponents. May have to buff Miare Cannon however if it's not as safe on block as it seems.

10. I might just consider making it so that it vanishes when Akyuu is hit on lower levels (maybe like anything before record level 2) so as to give further incentive to level up then.

11. I swear I had the hitstun lowered in an update after finding the infinite myself. I guess it's probably still an infinite, but stricter to do if that is that case. Going to have to lower the hittime on that too.

12. Okay, that's me forgetting to put fall.recover = 0. Not sure why I overlooked that, but that's at least an easy fix. 

13. I just left it alone because I saw no purpose in messing with it (not even sure why MUGEN invented this though). Speaking of which, asides from custom stating, would you have other suggestions of bypassing fall.defence_up during combos since I've always struggled to find a way around it when testing combos.

14. That is most likely a bug, it's likely a wrong state change in this case.

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  • 1 month 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 Hieda no Akyuu's updates...

 

- Fixed 2y issue where it would pass through opponents at point blank.
- Increased air dash travel distance slightly.

 

The updates for everyone including Hidea no Akyuu...

 

- 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.

 

Akyuu:

 

- Tweaked Akyuu's juggle limiter to become more consistent.
- Tweaked air throw and j.2z damage.
- Fixed bug on Youma Bon x version's juggling.
- Fixed dash attack bug that made it unblockable when initiated at point-blank range.
- Added new attack; an alternative dash attack that wall bounces on hit.

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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.

 

Hieda no Akyuu:

- Most normals have their damage output increased.

 

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.

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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.

 

Hieda no Akyuu:

 

- Tweaked pausetimes on several normals.

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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.

 

Hieda no Akyuu:

- Fixed a few custom state bugs.
- Guard Crush damage now scales with Record Levels, doing more at higher levels to compensate for the 66% lowered rate.
- j.z has slightly increased hit velocities for easier jump cancel follow-ups.
- Fixed hitdef bug on 6z dash attack.
- Gumonji damage increased (albeit, still pitiful).
- Enlarged several hitboxes for better combo connections.
- Youma Bon books have enlarged hurtboxes, making them a little easier to destroy with projectiles and disjoints now.

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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.

 

Touhou Characters:

- Introduced Brave Guard
- Introduced Spell Mode.

 

Hieda no Akyuu: 

- Reduced restoration of juggle timer with each normal and special hitting.
- Miare Cannon can no longer be negated with deliberate anti-projectile attacks unless Akyuu is hit.
- Miare Cannon has increased damage scaling.
- Miare Bomb can no longer be affected by reflectors, if at least not most of them.

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

 

- Guts works correctly on first hit of being combo'd.
- Fixed Brave Guard bug.

 

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

 

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