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No Life King Alucard (Update 12/25/2018)


Mr.Giang

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Don't mind me, just reuploading my own stuffs.

 

Character demonstration:

 

 

Update: New Soul Release:


PzBMOvg.gif

 

Tag system:
Start - Partner assist
z+c - Tag in/Tag out
D,DF,F,z+c - Tag Team Hyper

Traits:
- Regenaration: Can regen 1HP per sec.
- Throw can steal opponents' power.
- Summon Familiars -  C -Summon 3 random familiars (Cop, Dandyman or Rinkle).

Normal:
X - Weak
Y - Medium
Z - Strong
Hold Z - Charged attack. Unblockable.
f.Z - Casull
A - Dash
B - Throw (can be teched)

Special:
Charge B,F, x/y/z - Hellhound (Alucard turns his arm into a hellhound. Can cancel into Dashshot with x/y version by pressing x/y/z)
F,DF,D,DB,B,x/y/z - Lifesteal (A command grab. Alucard dashes forward, steals opponents life. Fully invincible during active.)
F,D,DF,c or B,D,DB,c - Stalking Vampire (Alucard dashes forward or backward while being fully invincible)

Hyper:
B,DB,D,x/y/z - Immortal Vampire (LV1): Zero Counter move. Gradually heals Alucard for 100 HP while pushes opponents away.
D,DF,F,D,DF,F,x/y/z - Hellhand (LV1): Summon a Hellhand from underground at opponents' feet after a delay. Unblockable grab, can hit OTG. Can work as combo-ending or extended when time right with Checkmate.
D,DB,B,D,DB,B,x/y/z - Checkmate (LV1): Instantly fire a single, powerful headshot from Jackal. Can hit full screen. Work as a punishment attack when opponents were doing anything unsafe on screen.
B,F,B,F,x/y/z - Hound of Baskerville (LV1): Summon a Giant Hellhound. Can work as combo-ending for Hellhound.
D,DB,B,D,DB,B,x/y/z - Soul Release (LV3): Counter attack. When hit, Alucard will unlease his full power and push enemy away. During the next 108 seconds, Alucard's familiars will randomly appear to attack opponents.
Tag Team Hyper only: Bat Swarm and Bullet Storm.

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  • 1 month later...

This guy is a real mess. More updates will come to make him more playable but this is definitely good enough for now as I don't want to make too many dramatic changes.
New familiar changes: https://streamable.com/jz7k7
Recovery slide: https://streamable.com/mtwod
New Hellhound Z in action (failed combo though): https://streamable.com/xx6fb
More combo possibility for Alucard: https://streamable.com/n92ek
Update:
- HP reduced from 950 to 900.
- Updated with more polished effects (dash, Level 0 Form transition,...).
- Updated hitsparks, CLSN boxes and hitsounds.
- More unused files cleaning.
- Major frame datas changes as well as hittime, pausetime and other stuffs to make him at least more playable.
- Added a new command normal: Fatal Launch (f.Z) - A kick that launches opponents. Can be jump-canceled.
- Now can slide recovery after being knocked down.
- Recoded throw. Opponents no longer can use Burst System while being grabbed. Alucard ends with 1 Jackle shoot after a successful throw.
- Alucard's Familiars are no longer affected by damage dampen.
- Cop Familiar's damage reduced from 10 to 5.
- Rip Van Winkle now shoots 3 blue bullets that can slightly home opponents instead of an unblockable bullet.
- Dandyman now unleashes a barage of cards that will hits opponents instantly.
- Hellhand's input command changes to D,DB,B,D,DB,B + attack.
- Hound of Baskerville's input command changes to D,DF,F,D,DF,F + attack.
- Doggy now lasts 100f on screen before disappearing.
- Lifestealer's start up of all versions increased by 10f.
- Lifestealer's heal/damage increased from 5 to 7.
- Hellhound's input changes to D,DF,F + attack.
- Hellhound X/Y no longer can be canceled into Jackle shoot.
- Hellhound X/Y now uses timemod trigger.
- Hellhound X/Y's damage increased from 25/5 to 35/10.
- Hellhound X/Y's knockback increased.
- Hellhound Z now hits once.
- Hellhound Z now causes wall-bounce and can be dash-canceled, jump-canceled or cancel into Jackle (pressing Z).
- All air-attacks now can be chained.
- Casull and Jackle's shoot now has hurtboxes.
- Standing Casull now changes into Jackle.
- Standing Medium Attack is no longer chargable.
- Jump Medium's hurtbox increased.
- C.Medium hit vel increased.
- Jump Light now can chain into itself.
- Fixed cross-up glitches.
- Fixed underground juggle.
- Removed Checkmate hyper.
- Removed Ex-version of Hound of Baskerville.This guy is a real mess. More updates will come to make him more playable but this is definitely good enough for now as I don't want to make too many dramatic changes.
New familiar changes: https://streamable.com/jz7k7
Recovery slide: https://streamable.com/mtwod
New Hellhound Z in action (failed combo though): https://streamable.com/xx6fb
More combo possibility for Alucard: https://streamable.com/n92ek
Update:
- HP reduced from 950 to 900.
- Updated with more polished effects (dash, Level 0 Form transition,...).
- Updated hitsparks, CLSN boxes and hitsounds.
- More unused files cleaning.
- Major frame datas changes as well as hittime, pausetime and other stuffs to make him at least more playable.
- Added a new command normal: Fatal Launch (f.Z) - A kick that launches opponents. Can be jump-canceled.
- Now can slide recovery after being knocked down.
- Recoded throw. Opponents no longer can use Burst System while being grabbed. Alucard ends with 1 Jackle shoot after a successful throw.
- Alucard's Familiars are no longer affected by damage dampen.
- Cop Familiar's damage reduced from 10 to 5.
- Rip Van Winkle now shoots 3 blue bullets that can slightly home opponents instead of an unblockable bullet.
- Dandyman now unleashes a barage of cards that will hits opponents instantly.
- Hellhand's input command changes to D,DB,B,D,DB,B + attack.
- Hound of Baskerville's input command changes to D,DF,F,D,DF,F + attack.
- Doggy now lasts 100f on screen before disappearing.
- Lifestealer's start up of all versions increased by 10f.
- Lifestealer's heal/damage increased from 5 to 7.
- Hellhound's input changes to D,DF,F + attack.
- Hellhound X/Y no longer can be canceled into Jackle shoot.
- Hellhound X/Y now uses timemod trigger.
- Hellhound X/Y's damage increased from 25/5 to 35/10.
- Hellhound X/Y's knockback increased.
- Hellhound Z now hits once.
- Hellhound Z now causes wall-bounce and can be dash-canceled, jump-canceled or cancel into Jackle (pressing Z).
- All air-attacks now can be chained.
- Casull and Jackle's shoot now has hurtboxes.
- Standing Casull now changes into Jackle.
- Standing Medium Attack is no longer chargable.
- Jump Medium's hurtbox increased.
- C.Medium hit vel increased.
- Jump Light now can chain into itself.
- Fixed cross-up glitches.
- Fixed underground juggle.
- Removed Checkmate hyper.
- Removed Ex-version of Hound of Baskerville.

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