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BoyBoyz

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Everything posted by BoyBoyz

  1. The AI isn't that spectacular, like the sprites lol. But it is great to play as.
  2. You may or may not be familiar with this obscure broly made by ‚í‚É‚í‚É, but he is IMO one of the best brolys around in terms of completeness (not just mere flashiness like Hyper Broly). He has 99% of broly's signature moves, done to accuracy. The only move he does not have is the AOE move where he sprays fireballs in all directions. For this edit, I added 1 new move (DB+x), shown in the picture above, and tweaked some moves (notably, press c to activate shield now instead of just as a counter) and fixed some bugs. This broly is worth re-posting in case some people don't have him. http://www.mediafire.com/download/a8d5g1swqh7gt80/ Movelist: DF+x (can do 3 times in a row) DF+x in air (diagonally down fireball) DB+x (unblockable. Has autoguard at start) DF+y (costs 500 mana) DF+z (counters physical hits only. Can negate but not counter projectiles) DB+a (has autoguard at start) DF+a (air stomp) DB+y (if last hit of the combo connects, broly will launch a fireball blast. The fireball tracks the enemy and will turn backward if needed.) DF+b (unblockable forward fireball) DF+b in air (unblockable explosion pillar) DB+b (unblockable grab) press c (activates shield, which lasts for a while. While active, cannot use special/super moves. Can press c to deactivate.) B or F + y (teleport. Can additionally teleport up, diagonally back/forward, by pressing direction + y after normal hits connect) DFDF+x DFDF+y DBDB+b (will knock down with low damage when guarded) DBF+y (counter all moves. If he counters a projectile, he will continue walking and will grab. Else if no counter, he wont grab anything). DBDF+z (unblockable. Note that if you miss the dash, he will turn around and fire lots of projectiles at enemy.) DFDF+c (unblockable, one hit KO) DDD+y (can deactivate and activate again. Drains mana while active, and cannot use special/super moves. While active, allows you to chain combo from any normal move) F+a or x, or b while running forward. UF+x or a while running forward
  3. Yea, at first was a 'she', then evolve into a guy. Seems to be a trend where feminine guys/transexuals become ultra strong bosses.
  4. Some time ago I released Mahesvara Form 2, as seen on the right in the pic. This release, the one on the left, is the first form of the final boss of The Eye of Typhoon. I made it some time ago but had no time to finish it properly. Even now, the get hit falling states and win pose animations are not 100% accurate to source in terms of timing, but I thought I'd release this anyway. All 'her' moves are single buttons. She has no attack while jumping. There's no need for a movelist. For mugen 1.0 and 1.1b. http://www.mediafire.com/download/io9jlf3pz7dy20l/
  5. Sorry fixed a bug with the new rikujokoro (DF+b)
  6. Updated the two moves shown in the pics below with new graphics and slightly different mechanics. Nerfed the AI's spamming of raikoho and invulnerable kyokasuigetsu (evades whenever u get hit). Same link as in first post.
  7. Fixed enemy's selfstate when affected by Tosen striker, added a new afterimage for his DBDB,z super, randomized recovery (5120) voice. Link in first post.
  8. Thanks! Thank the anime for making such an awesome character haha
  9. Fixed a lack of self-state bug with the new Kaname striker.
  10. Updated 21 Feb 2015. Sorry about the small errors... I kinda released before checking thoroughly. For mugen 1.0 and 1.1. Movelist in the character folder. Ripped him purely from screenshots, hence some things like hair and the band around his body may not be consistent across all sprites. But, not noticeable in game unless you go and look closely lol. Yes, he does not have many voice effects. It's like that in the game. http://www.mediafire.com/download/e124a2xb3gsqns3/Mahesvara.rar - Character File 1.6mb https://www.mediafire.com/folder/5gsem6412qcw4 - My folder These are custom and not true to source: 1. Give/get power not true to source, as he has no super in the source game. 2. Individual fists in the fist move can be cancelled by projectiles, but I did not implement that as it is too hard to rip the sprites. 3. Raise monster move, each monster can be destroyed on projectile hit. Did not do this, as too hard to rip each individual monster sprite. 4. Reflection disc's reflected projectiles cannot hit enemies, but my version can. 5. He has 2 moves (buttons c and z) that are custom - a throw and a full-screen super. Probable bugs: 1. bindtoparent/root issues? 2. destroyself issues? 3. ignorehitpause/pausemovetime/supermovetime issues? I hope to make the form 1, and sub-boss for this game, as I go along.
  11. Updated with Tosen Kaname striker (D,DF,F,c) added!
  12. I know right! Well, the chibi sprites suited his moves the best :(
  13. Thanks! There was some problem with the link earlier but it's fixed.
  14. He is now for mugen 1.0 also! I just converted him so pls let me know if there's any bugs for this conversion.. Link in first post.
  15. Well, if the character is awesome in the anime/game, I'll make it. Ive always been a fan of the troll god Aizen... so here he is hahaha.
  16. For Mugen 1.0 & 1.1! File size 56mb - because everything about him is in there. Has localcoord in the .def file Movelist is in folder. Tosen Kaname striker added! Bug fixes + new graphics for 2 moves shown above! Aizen fans or not, enjoy the most awesome Aizen for mugen! https://m.youtube.com/watch?v=Idnz9Oe1pEw http://www.mediafire.com/download/mcc748w966zrkj2
  17. excellent.. now i can throw my edited nests kyo away. :)
  18. I just tested his Dark Ash and wow, I gotta admit it feels more complete than mine, even though there are some inaccuracies: 1. EX flame (DB + 2p/2k) hits once only when enemy is in air 2. normal/super/ex uppercuts have more nothitbys. you can test them by using them to avoid projectiles and see when dark ash get shit. 3. jumping should have no dust sfx 4. hop back/evade/ uppercut/crouch hard kick/super fireball travelling distances are too much 5. I think he just used palfx colour = 0 instead of using the original dark ash sprites, as some sprites have different colours from the others. 6. standing hard kick can be blocked at medium level too 7. Quite a few guardsparks are wrong 8. the flames during normal dash should be bound to p1's hands, else they continue moving forward when he hits an enemy. 9. A sprite toward the ending of EX Dash is wrong; Dark Ash actually faces the wrong way when he is recovering from the move. 10. For the flame move (DB + any button), the flame's disappearing sound is wrong. 11. Certain pausetimes are wrong. 12. Super Dash has no 'seal' move. I love his configuration for the super fireball and zoom-in for the full-screen super, as well as the super dash! I might try to fix the inaccuracies on his Dark ash!
  19. Lol xD He does make some very neat additions though, like hyperdrive and how the palfx changes colour with time as hyperdrive ends. Also, as mentioned, the zoom effect during supers are cool! Love how there is a proper athena XIII now.
  20. wow... his athena and kim are pretty good!! Damn, his Boss saiki's portraits are better than mine, but the character isn't very accurate..
  21. A lot of small details just aren't there yet. But as the author said, still Beta, so, looking good indeed! Hope it can outdo K666's HonoIori in time :) There is a pretty ok K' from KOF XIII out there.
  22. Yes I'm very sure. He has flash kick as special, EX, super, and EX Super moves. I have KOF XIII Steam and arcade versions and have played dark ash a million times in order to make this character accurate to every detail. Ok I'm exaggerating about the million xD
  23. xD. On another note, he's been updated :O Fixed KO sound not triggering on certain occasions, a missed out sound, and a clsn that enables easier comboing.
  24. xD sorry about that bro don't know how to fix it :(
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