Nep Heart

Hieda no Akyuu by 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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 Huge goof-up on my part that I'm surprised that I overlooked for so long. Forgot to give Akyuu's dizzy animation a hurtbox. It's not rectified, the upload link has been now updated.

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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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 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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