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BoyBoyz

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Posts posted by BoyBoyz

  1. Two problems

    - DBDB, x+y neomax, the flame at the 2nd frame is misaligned.  To correct this, I suggest making the transition between frame 2 and 3 faster so that the flame misposition cannot be noticed. Correspondingly, frame 1 pausetime can be longer to compensate.

    - the same neomax, the flames follow kyo as he walks after the neomax ends. Most likely due to bind time.

  2. The English movie itself was terrible, I even tried getting a japanese version, just so it could be tolerable. The English music sucked, totally uninspired, nowhere near as good as the tv series tracks, both jap/eng. The English lines delivered lackluster all together. Back at MMV, I said the same thing to a few years back. It was the reason why I didn't want to do Broly for mugen. I couldn't appreciate him because of the Funimation version. AAAARRRGGGHHHHH!!!!!! X(      

      Though I started liking him again after I saw him in DragonBallMultiverse fan comic.

                                                    BTW I love your character! Inspiring, and I practice against him every day XD

    thanks lol. Glad that it can be inspiring. Good luck in ur future creations!

    yes it might be the stage. If broly wasnt getting hit by anything when he did the move, nothing shd turn purple. Check again when u have the time. Thanks!

  3. zahco.png
    2wrnp14.png

    https://www.mediafire.com/?t4og6hi35imxaxn   -   7mb file

    This plays as if he came out from the anime.  He has all the anime moves except for flying cross cutter, as there are no sprites for it.  Thanks to Dragonrod for the awesome sprites!  
    Next ups are piedmon/pukumon/zeedmillenniummon update.

    Notes:
    He has lots of voices, particularly one which plays after he stands idle for some time.
    He has 2 sets of intro voices, 2 KO voices, 2 taunt voices, and other voices all from the anime.
    Like KingEtemon, his normal attacks do 1 guard damage.  As such, I decided to let the guardsparks be the same as the hitsparks.
    Normal moves (buttons z, b and c) generate 10/20/20 power each, Using the other moves require 50 power each.

    Movelist (all moves have air versions):
    Button x = bullet hammer 1 (blockable)
    Button y = bullet hammer 2 (unblockable)
    Button z = string shot (unblockable)
    Button a = Spiral Nose (unblockable)
    Button b = knockup dash (air version knocks down)
    Button c = Sliding Trip, blocked low (air version is just a normal light kick)

    Known Bugs:
    Bullet Hammer 1's hitsparks could be faulty.

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