Jump to content

Homura Akemi by Nep Heart


Nep Heart

Recommended Posts

 


homura1.png
homura2.png
homura3.png
homura4.png
homura5.png

 

 

 The disillusioned magical girl of time is here to battle for her best friend at all costs, Homura Akemi is finally complete and ready for your MUGEN. Turns out this character was relatively easier to do compared to the complexity that was Akyuu and my first attempt that was Sayaka. As before, she operates under the same base gameplay mechanics as my previous characters, however, she focuses heavily on zoning and keepaway unlike the the other two.

 

 Get here here: https://1drv.ms/u/s!AvDqTmHZ37DihnFereY4N0FvYRfx

 

 On a side note, Sayaka Miki and Hieda no Akyuu have been updated.

 

Link to comment
Share on other sites

  • 2 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 Homura's updates...

 

- Buffed Airstrike; reduced start-up and increased damage.
- Improved aesthetics.
- Fixed bug that made certain bullet based projectiles unblockable at point blank range.

 

 The updates for everyone including Homura...

 

- 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.

Link to comment
Share on other sites

  • 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.

 

Homura:

 

- Corrected damage scaling bug on FN Minimi.
- Revised sprites for Air Strike.
- Revised dash attack to now hit low.
- Revised Pipebomb; can now have up to three on the screen at once and can choose to detonate all pipebombs once there are three on the screen.

Link to comment
Share on other sites

  • 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.

Link to comment
Share on other sites

  • 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.

 

Homura:

 

- Overall increased damage for many moves with damage scaling compensated.
- Time Stop Special revamped, making it a more practical move now.
- Corrected offset for most bullets so as to hit more consistently, especially at the corner.
- Aerial Mark XIX Desert Eagle now has a hitbox on gun itself.

Link to comment
Share on other sites

 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.

Link to comment
Share on other sites

  • 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.

 

Homura Akemi:

- Fixed a few custom state bugs.
- Increased power gain on all moves.
- A few specials and Artillery Strike have increased damage.
- Spatial Movement can now be cancelled on hit or block with any normal sans dash attack, opening up new options for Homura.

Link to comment
Share on other sites

  • 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.

 

Homura Akemi:

- Stinger z version's homing missile now explodes instead of vanishes after 10 seconds of not hitting anything.
- Fixed error where Time Stop Special still required 5000 power to activate in spite of being only 3000 power.
- Artillery Strike calls in less missiles, damage per missile increased to compensate.
- Revamped Air Strike; it is now a single nuclear bomb whose full screen damage is based on opponent's distance from detonation point.

Link to comment
Share on other sites

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.

 

anYV4Oj.png
B97ii3F.png

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...