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Bruizerhands

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Everything posted by Bruizerhands

  1. New Updates. A bunch of new moves and bug fixes! https://youtu.be/JGyh1rkRFfI
  2. How would I request to have my link updated for Kitana? The current link requires an account. This is the proper link: https://www.mediafire.com/folder/zz1q4gjwjg0nj/Mugen+CHARS
  3. PREVIEW **Patch Notes** [Last updated: 02/04/2023] (Newest Patches @ the top & all new moves added to MOVE-LIST) Change Stand LP auto combo from executing Stand HP (x, x) to a new alternate Light Punch. Chains are still the same, but now the first part of combo acts like a double punch instead of forcing player into Stand HP from tapping LP again. Not only does this give her a faster move, but this also makes more sense and gives better control of the player and combos options. This helped with stiffness. Fixed Standing Normals not chaining into Back HK. Fixed Standing Normals not chaining into Square Wave. Added ability to do Edenian Twist from Fatal Blow Backflip Escape. Added a small amount of range to FWD Punch and startup is 1 tick faster. Fixed [B]Running LP[/B] not chaining into [B]Stand LP[/B] as it should. Buffed damage for Edenian Twist combo. Speed up Crouch HP by 1 tick. Added chains for Stand LP into Crouch LP/Crouch LK. Upgraded and removed some pointless explods from Fatal Blow’s tornado and removed unintended voice quotes. Turned down volume for footsteps. Tweaked Tardy Counters version.
  4. **Patch Notes** [Last updated: 02/04/2023] (Newest Patches @ the top & all new moves added to MOVE-LIST) Change Stand Light punch auto combo (x, x) from executing Standing HP to a new alternate light punch. Chains are still the same, but now the first part of combo acts like a double punch instead of forcing player into Standing HP when you tap (x, x). That use to give a stiff feeling when always transitioning into Stand HP for that combo. It now gives her a faster move, better poking mechanics, opens up more combos/control, and it just makes more sense. Reduced pushback on FWD Punch. Turned down volume for footsteps. In newer Slowmo versions, it was turned it down because it affected gameplay too much. I tweaked the effect some and amp it up, so feel free to give it another try! It always worked when you hear the loud boom, just didn't have it slow enough. Please let me know what you think about "Tardy Counter" (is what I'm calling it now)
  5. Thanx 4 ur feedback. I addressed your bugs in the latest update. Hopefully all, but I'm not expecting to be finished. Question: Where you playing simul mode when the super stopped enemy from being KO'd? If so, that is the after mentioned in the BUGs section and related to "Finish Him" state and not the super. I have a code that disables "Finish Him" while playing Simul. Please let me know if that was the case so I can work on it if need be.
  6. **Patch Notes** [Last updated: 02/03/2023] (Newest Patches @ the top & all new moves added to MOVE-LIST Finally figured out why A.I. was getting stuck in air. shout out to JJkooloaid for helping! I’m happy about this update and worked hard towards it! There are many fixes and polishing. My goal was to create smoother gameplay and fixed all the bugs, unintended combo chains, glitchy gameplay. This is a step in the right direction. Fixed inconsistent sprites for Teleport Punch, Square Wave, and Fan Toss Air. Only 1 sprite left to correct, which only affect “Windmill” move. Cleaned up some coding. Removed unintentional envshake from Stand HP and others. Upgraded Stand HP timings for smoother transitions into specials. Upgraded Pretty Kick animation/timings for smoother gameplay. Upgraded Rising Fan and Rising Fan 2 animations/timings for smoother gameplay; Reduced the time spent on the ground which changes the behavior of move for the better. Upgraded Windmill to smoother animation. New animation for Strong Doublekick and upgraded timings for smoother gameplay; Removed slow motion and move does not leave the ground anymore. Upgraded FWD Punchh to smoother animation/timings. Upgraded Low Backspin Punch animation w/ more recovery frames & smoother transition. Upgraded last hit of Edenian Twirl combo to smoother animation. Upgraded Back HK (roundhouse) to smoother animation/timings so it connects better. Assassin Air Strike animations are a bit faster with better timings. Fixed Hi Backspin not chaining into specials. Fixed unintended block sound effects. Fixed crusty fans in sprites. Fixed issue when Square Wave would phase through aerial enemies in hurt state. Fixed Collision & Hitboxes for several attacks so they wouldn’t have unintended priority. Fixed unintended hit sparks appearing for some attacks. Fixed unintentional power gain from super moves. Fix FWD Kick not triggering “Finish Him”. Fixed issue where second hits of super moves wouldn’t connect with short characters. Fix unintentional pushback on FWD Kick. Tweaked AI more. More sprite inconsistency fixes (98% done). Fixed instance when player gets stuck in air if hit during FWD Kick & Strong Doublekick. Fixed properties for Assassin Air Strike air throw. Animation can be done in air on command without touching enemy and can also now miss & be punished. Requirement for enemy’s velocity to be at zero has been removed. Also fixed issue when air throw would not finish if enemy was too low to the ground. After these changes, air throw is now easier to execute. Fixed issue when Hi Princess Parry would take priority over standing punches. New skin added. Fixed [B]FWD Punch[/B] only doing 10 damage and also fixed P2 animtype on hit for this move. Fixed issue where [B]Windmill[/B] would take priority during Edenian Twirl combo. Adjusted damage for counterattacks. Fixed issue where A.I. would get stuck in air due to taunting. Fixed [B]Crouch HP[/B] animation moving backwards. Fixed sprite inconsistency for [B]Fan Chops[/B], parts of [B]Square Wave[/B] & [B]Fan Toss Air[/B] (97% done w/ sprite fixes) BUGS: -If buttons are pressed during intro, control is gained for a quick moment. Still looking into this. Help is welcomed & appreciated! -If Fatality stance is triggered on enemy while in Simul mode while other enemies are still alive, then it will kill them and put them in the stance. Each character depends. Anyway, I have a code that disables fatalities for Simul mode if you need. -Sprite pallets swap on some moves, when you choose non-default skin. The default skin works fine. (99% done w/ this issue)
  7. I HAVE UPLOADED an update today via MediaFire. This is what I have worked on so far: Cleaned up some coding. Removed any ability to attack during intro. Upraded to smoother animations for Rising Fan and Rising Fan 2 & reduced the time spent on the ground to give a smoother transition which changes the behavior for the good. Upgraded Windmill to smoother animation. Upgraded Strong Doublekick animation for smoother transistion, removed slow motion, and also move does not leave the ground anymore. Upgraded Assassin Air Strike to a smoother animation. Upgraded Back HK (roundhouse) to smoother animation & so it connects better. Fixed Crouch HP animation moving backwards. Fixed unintentional chains for Windmill. Fixed Collision & Hitboxes for several attacks so they wouldn't have unintended priority. Fixed timings for various attack chains for smoother gameplay. Removed unintentional envshake from some attacks. Fixed unintended hit sparks appearing for some attacks. Fixed unintentional power gain from super moves. Fixed issue where second hits of super moves would'nt connect with short characters. Fix unintentional pushback on FWD Kick. Tweaked A.I. more. More sprite inconsistency fixes (98% done). Fixed instance when player gets stuck in air if hit during FWD Kick & Strong Doublekick. Fixed & upgraded properties for Assassin Air Strike air throw. Animation can be done in air on command without touching enemy and can also now miss & be punished. Requirement for enemy's velocity to be at zero has been removed. Also fixed issue when air throw would not finish if enemy was too low to the ground. After these changes, air throw is now easier to execute. Fixed issue when hi Princess Parry would take priority over standing punches. New skin added. Fixed FWD Punch only doing 10 damage and also fixed P2 animtype on hit for this move. Fixed issue where Windmill would take priority during Edenian Twirl combo. Adjusted damage for counterattacks. Fixed issue where A.I. would get stuck in air due to taunting. Fixed sprite inconsistency for Fan Chops, parts of Square Wave & Fan Toss Air. I am constantly fixing any AI bugs that cause character to get stuck in air. I have to watch AI matches and fix the moves as I find them since this doesn't happen in human controlled matches.
  8. Thank you, guys! I've been waiting for feedback & testers! Really appreciate it so we can mold her. The newest updates include fixes for most of the sprites (almost done). I already upgraded the fan sprites, so they are not "crusty" anymore. Lol, sorry its funny that I had to catch all this by myself and you're calling it out. I love it. I have been working on a lot of the bugs mentioned above as we speak, at least ones I'm able to catch myself. I have balanced and worked on all moves & hitboxes. A.I. should no longer get stuck in air nor should Kitana period. AI is still pretty aggressive. The Fan Lift tornado is the way the move works. If she is able to get it out in time, it will eat all projectiles until they stop coming. I can slow down start-up perhaps. Her Fan Toss is not supposed to interact with projectiles. She has many moves that do so, including Fan Lift & Sai Toss. I want her to be balanced. I have the envshake w/ the hitdefs like it should so maybe I will tone them down. I noticed in different versions of Mugen, they are more dramatic for some reason. There is no envshake on Strong Punch at all, but I see what you're talking about. Maybe there is an envshake hiding somewhere! Thank you 4 calling out the hitspark issues, they look CRAZY cause they ended being on persistent for some reason. If u don't see the humor on her voice lines, I'm so sorry. I will consider the short players as well. I am sorry about the stiffness/clunkiness you experience. Please show a video if you have the time & don't mind. I need to see it from another player's perspective. Me & my group of friends are literally the only one's giving myself feedback. THANK YOU SO MUCH!!!!!!!!!
  9. No, an account shouldn't be required, where are you located?
  10. I would reallly to know how to embed video into my post and comments. I have seen other posts doing this so its possible. I have tried BB code and its not working
  11. BRAND-NEW update to Kitana which was well needed. Really BALANCED, COMBO FOCUSED, QULALITY character w/ AGGRESSIVE AI. There are so many COMBO choices, more fan attacks, 20 signature SPECIALS/MOVES, 4 SUPERS incl. COMBO BREAKER && new BRUTAL FATAL BLOW. FATALATIES are here and they are easier to remember! Character is compatible w/ any MUGEN 1.1 and IKEMEN. Hands down, this is THE BEST Kitana. This is the Wildshark & Dampir version updated extensively by Bruizerhands. All FRAME DATA for signature moves are coded accurately as possible. AI has been reworked and Kitana is beast to beat! CHECK OUT MOVELIST & CHARACTER WALKTHROUGH VIDEO below: [Last updated: 01/29/2023] (All new moves added to move-list) **Patch Notes** Now 95% done with fixing the inconsistent sprites on custom palettes. There are only 10 skins now. A new skin was added which resembles more of an Edenian race. There are only a few moves that have the sprite inconsistency, but I will be working toward a fix. Fatalities have been re-enabled (causes K.O. glitches in simul mode). Added Afterimage effects to various attacks. SLOWMO version is nice & subtle, give it a try! Added Edenian Twirl new combo & new animation (~B + HP, ~B + y, HP). These attacks add more mix-up options. All parries can follow up w/ a combo. Added parry for low attacks. Added new animation for counterattack low which triggers after successful Princess Parry Low. Replaced old Hi parry attack animation that executes after successful Princess Parry High. Upgraded Assassin Air Strike w/ more hits! Added a few new sounds and removed unnecessary ones. Tweaked counter SLOWMO effects so it does not affect gameplay or slow down too much. Fixed instances when player gets stuck in air again. Sometimes the AI will still do this. Fixed Crouch HP chains not working. Corrected properties for throws & for various moves. Added high backspin fan attack (~B, HP) & low backspin fan attack (~DB, MP) and a few chains for them. Fix issue when player was able to do standing Fan Toss in air and get stuck. Added the ability to chain Fan Toss Air from Jump LK/MK. Fixed hit states that were keeping player in the air after being hit during certain moves. Added Global SLOWMO effects triggered when P1 counters from block stance (vice versa for P2) and while both players are attacking for a clash. Counters are signaled by a bass sound if hit soon enough. Normal version and SLOWMO version are included. Princess Parry Low triggers a new attack animation when successful. Added new move Princess Parry Hi (counter) that will counterattack aggressive foes (~B, x+y). Fix many blood explod locations. Fixed Fan Chops so it slides forward as it should. Stand MK Close now chains from Stand LK as it should. More AI fixes. Fixed unintended invulnerability on FATAL BLOW. Edenian Twist from Backflip Escape can be done at a later frame which makes it easier. Fix issue when FWD HK would cross over when enemy lying down. Backflip Escape grants extra hit when done from Foward HK. Fixed Pretty Kick props so all hits connect. Fix properties for all Assassination Strike throws so they are actually throws and animation changes if move misses. Fixed is with Square Wave having too much velocity an opponent has a better chance at defending it. Added Backwards Assassin Strike Throw && Assassin Air Strike (~F + y+b in air). Fix all issues w/ Throw 2 properties again and added zoom effects. Tweaked AI. Fixed many gameplay bugs. Fixed properties for throw 2 again. Gave Edenian Twist damage buff and also move is easier to do from Backflip Escape on hit. Fixed properties for Backflip Escape so that the distance is more consistent. Added corner-ground-push to appropriate moves. Fixed early timing chains on many attacks. Slowed down Foward MP. Jump HP now crosses over. New animation for running punch. Fixed issue when able to do Fatal Blow from air. Fixed issues with Assassin Strike grab. Created new P2state for Rising Fan so it does not WHIFF anymore. Fix projectile explods out of place. Fixed issue when forward throw can be cancelled. Added Brand NEW Forward Throw (done w/ ~F, y+b while close). Fixed issue when forward attacks took priority over throws. Fixed & upgraded all screen shake effects because converting to 1.1 caused a few bugs. Fixed various issues w/ unintended chains. Try it out! Fixed Block sound being too loud. Fixed issue Backflip Escape distance too far. Upgraded block animations w/ fans. Added new hit & guard sounds to all fan attacks. Fixed blood effects for various attacks. Fixed timing for Fan Toss after Rising Fan Hit 2. Added really nice Movelist for IKEMEN & JPG files as well located in "Movelist" folder. Fixed explod location for several attacks. Fixed an issue where Fan Toss Air would combo instead of Fan Toss. Slightly extended range for Square Wave. Fixed tornado animation for FATAL BLOW. Fixed issue when FATAL BLOW would phase through enemies. Fixed issue when Square Wave would phase through enemies. Added detailed MOVELIST for IKEMEN/or open "movelist.dat" w/ text editor for Mugen players. Converted/Updated everything to 1.1. Fixed issue when character crashes game. Fixed timing on Follow the Leader so it ends combo properly and slightly buffed damage. Fixed Backflip Escape from FATAL BLOW timing. Fixed Standing LK not executing when enemy airborne. BUGS: Sprite pallets swap on some moves, when you choose non-default skin. The default skin works fine. Help is welcomed ALTERNATE DOWNLOAD LINK (MediaFire): Modern Kitana 3.0 Mediafire Download Here Kitana is a highly trained fighter who wields steel fans. She is a master in the art of fighting and develops these skills throughout her life. While Kitana is the daughter of the rulers of Edenia, King Jerrod, and queen Sindel, she is also a lover of truth and eventually learns the truth. She was too young when Shao Kahn took over her homeworld and apparently did not remember it. She grew up as a loyal hitman for the one who destroyed her parents. [CHANGES]: A. OVERALL 1. Character balanced and reworked 2. Converted character from 4-button to 6-button 3. All Normals feature Chain Magic series from MVC 4. OROCHI TAG PATCHED 5. AI patched by Bruizerhands. Kitana is now a formidable opponent 6. Combo Scaling added to accommodate long combos 7. Several voices and character HD sound effects added and updated 8. SEVERAL COMBOS, CHAINS, & REBOUNDS ADDED 9. Combo scaling added 10. Added custom hit animation for Jump Heavy Punch attacks. Enemy plunges headfirst when airborne 11. Added air combo announcer 12. Character movelist added for IKEMEN or open "movelist.dat" file w/ text editor for Mugen players 13. Brand-New forward throw added B. SPECIALS 1. Square Wave special attack added 2. Rising Fan special attack added 3. Fan Chops, Rising Fan follow up special added 4. Pretty Kick special attack added 5. Backflip Escape special added 6. Strong Double Kick special attack added 7. Edenian Twist follow up from Windmill special attack added 8. Edenian Twist follow up from Catapult Kick special attack added 9. Fixed Fan Lift special attack animation so you can combo from it. Also nerfed the active time of tornado C. NORMALS (combo starters show **) 1. Stand Light Punch timings corrected ("x") 2. Old Stand HP assigned to "y" Stand MP normal attack ("y") 3. Stand Medium Punch normal overhead attack added ("~F + y") 4. Stand Heavy Punch normal attack added ("z") 5. Old Crouch HP assigned to "y" Crouch MP normal attack ("~D + y", or "y" while crouching) 6. Back Heavy Punch normal attack added (Windmill) ** ("D, DB, B, z) anit-projectile 7. Crouch Heavy Punch normal attack added ("~D + z" , or "z" while crouching) 8. Jump Heavy Punch normal attack added ("z" while in air) 9. Stand Light Kick close normal attack added ("a" when close) 10. Stand Medium Kick normal attack added ("b") 11. Stand Medium Kick close normal attack added ("~F + b" when close) 12. Old Stand MK assigned to "c" Stand HK normal attack ("c") 13. Stand Roundhouse Kick normal attack added ("~B + c") 14. Stand Heavy Kick normal overhead attack added ** ("~F + c") 15. Stand Heavy Kick combo ender add (Follow The Leader) ("~F + c" during stand MK close or Overhead Kick D. SUPERS (added zoom effects to all supers) 1. Super 1: (X-Ray 1) Changed the command to 2-button command for easier access ("D,F, b+y") Fixed the range and hitboxes. Now properly connects. Super now slides slightly forward to close gap between opponents. Buffed damage as it was very low for some reason. 2. Super 2: (X-Ray 2) Changed the command to 2-button command for easier access ("D,F, a+x") Fixed the range and hitboxes. Now properly connects 3. Super 3: (Fatal Blow) ("D,B, a+x") Added new Lvl 3 super. Toss 3 Fans to stun enemy. Will follow up with devastating combo when fan hits within Square Wave range. 4. COMBO BREAKER ADDED (Uses 1000 power) (c+z, while being hit by ground combos and some air combos) D. OTHER COMMAND CHANGES 1. Changed Sai Toss and Air Sai Toss to cause it makes sense ("D,B, y") 2. Changed command for fan attack to accommodate new ("~F + y") combos and match fan attack auto combo animation 3. Throw command replaced with modern command (~B or ~F + a+x) 4. Recovery command changed ("a+x" while falling) E. FATALITIES Commands: Brutality command = ~F, F, b Friendship command = ~F, F, c Babality command = ~F, F, z Animality" command = ~F, F, a BlackAxe" command = ~F, F, x Toasty command = ~F, F, y
  12. hey wassup...I was was wondering were you ever successful obtaining Valeri Flux SP for Mugen??? the download is encrypred
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