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BoyBoyz

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  1. Upvote
    BoyBoyz got a reaction from lucabel in Edit of the Best Broly - 20 June 2015   
    https://www.youtube.com/watch?v=sBmFL7nXcvc&feature=youtu.be
     
    Here, the new and last move for Broly (DFDF+c, one hit kill).  His signature move made almost exactly like in the anime.  The sound in the video lags, but it isn't the case in mugen.
     
    Will continue to improve this move if necessary.  Am open to suggestions.
  2. Upvote
    BoyBoyz got a reaction from Krypto 'SAM' saiyaN in Aizen Sousuke (Bleach) - 17 July 2015   
    Pls redownload the .cns patch. There was a bug with the new AI that made him do some moves (which he should not do) in the air.
  3. Upvote
    BoyBoyz got a reaction from Krypto 'SAM' saiyaN in Edit of the Best Broly - 20 June 2015   
    Update 2 of 09/06/2015 contains 1 new move (DF+b in air), tweaks to 2 other moves (DB+y and DB+a), and lots of other rebalances, nothitby adjustments, clsn adjustments, AI adjustments (using the new moves), fixes, etc.  This should almost be the final version.
  4. Upvote
    BoyBoyz got a reaction from Krypto 'SAM' saiyaN in Edit of the Best Broly - 20 June 2015   
    I think after resizing, cliff's broly seems very pixellated with rough edges... My version's original author is ‚í‚É‚í‚É.  See this thread: http://mugenguild.com/forum/topics/broly-updated-%E3%82%8F%E3%81%AB%E3%82%8F%E3%81%AB-12012013-140283.0.html.  I think the smoothed version looks better, but thats just my opinion. 
     
    Good thing to note is that cliff's broly has english voice.
     
    I have updated broly again to have improved clsns and 1 new combo move (DF+a).  His shield can now be activated in the air too.
  5. Upvote
    BoyBoyz got a reaction from lucabel in Edit of the Best Broly - 20 June 2015   
    I think after resizing, cliff's broly seems very pixellated with rough edges... My version's original author is ‚í‚É‚í‚É.  See this thread: http://mugenguild.com/forum/topics/broly-updated-%E3%82%8F%E3%81%AB%E3%82%8F%E3%81%AB-12012013-140283.0.html.  I think the smoothed version looks better, but thats just my opinion. 
     
    Good thing to note is that cliff's broly has english voice.
     
    I have updated broly again to have improved clsns and 1 new combo move (DF+a).  His shield can now be activated in the air too.
  6. Upvote
    BoyBoyz got a reaction from Krypto 'SAM' saiyaN in Edit of the Best Broly - 20 June 2015   
    Didn't realise the original author updated this broly in 2013. I have updated broly with his updates. Added some new features like the ability to turn the superpower (D,D,D, y) on and off, etc, new teleports and moves while running, winquotes, ai tweaks, n many more.
  7. Upvote
    BoyBoyz got a reaction from Dan in Edit of the Best Broly - 20 June 2015   
    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
  8. Upvote
    BoyBoyz got a reaction from Krypto 'SAM' saiyaN in Edit of the Best Broly - 20 June 2015   
    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
  9. Upvote
    BoyBoyz got a reaction from Lord Batros in Eye of Typhoon Final Boss Form 1   
    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/
  10. Upvote
    BoyBoyz got a reaction from Ex✭Cᴀʜᴍ in Eye of Typhoon Final Boss Form 1   
    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/
  11. Upvote
    BoyBoyz got a reaction from dashdogfizz in Aizen Sousuke (Bleach) - 17 July 2015   
    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
  12. Upvote
    BoyBoyz got a reaction from Hellzone in Aizen Sousuke (Bleach) - 17 July 2015   
    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
  13. Upvote
    BoyBoyz got a reaction from Krypto 'SAM' saiyaN in Aizen Sousuke (Bleach) - 17 July 2015   
    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
  14. Upvote
    BoyBoyz got a reaction from Werewood in Boss Saiki XIII updated 26 Apr 2014   
    https://www.mediafire.com/?4jnnhavdz16cdwm  - updated 22mb file: Boss Saiki XIII_26-4-2014u.rar https://www.mediafire.com/folder/5gsem6412qcw4/Mugen  -  folder.   He has localcoord 260. Playable in mugen 1.0 and 1.1b.   So KOF XIII got released on steam and the practice mode, coupled with accurate timings by animget, allowed much more improvement for this charismatic BEAST of a boss. I removed all his custom moves to reduce file size and lag. You will feel the difference in play style, especially for his counter move (DB+ kick). These are most of the Changes:   1. Face portrait smaller so it doesn't jut out of the edges on fighting screen. 2. Removed all custom moves (and their sounds) except 2: normal saiki's neomax and dark ash's full screen DM, so less bulky file size and lag. 3. Added increased attack/defence for boss mode (hold start + any button to select). Boss mode flames changed a little.  4. All move timings synchronized with the ticks in animget shots. As such a lot of changes have been made. 5. Added correct guard evade sound, adjusted fade in/out of evade. Evade can now be spammed infinitely, like in original. 6. Added a pause for p1 during reversaldef of counter. The reversaldef also starts 1 animelem earlier. This is extremely important to saiki's playstyle and was missed out previously. 7. Counter and after-punching followup hit's red clsn reduced vastly. It does not hit across the entire screen now. 8. Added missing sprites and fixed some wrong animations (eg breathing, turning, punching, and more). 9. Added some missing guard.cornerpush.veloffs. 10. Air fireball handswipe has full-body projectile shield. 11. Corrected some voices/sounds and their timings. 12. Fixed a bug where STUN word appeared on helper (helper could be dizzed bug). 13. Added missing hit-ground-sound during stunned sequence. 14. Forward fireball's handswipe pausetimes and other stuff tweaked. 15. Added/ removed winquotes according to the steam version. 16. Totally reworked super darkening's flame pillar positions and p2 get hit velocity. 17. Reworked neomax. 18. Removed screenbound command for dark web. 19. Fixed bug with super armor when p1 died. 20. Removed the background flash of KOFXIII when enemy died, as the coding is buggy in mugen 1.1b. 21. Fixed bugs with pausemovetime and supermovetime. 22. Removed blue clsn on stone helper. 23. Added playerpush commands to be safe 24. Other stuff I forgot 25. AND... beefed up AI!   What's left: 1. Complete black flame animation (boss mode). Till now, no one has been able to rip the proper flames!!! I have the cheat table for KOF XIII Steam Edition that lets you play as flaming saiki, if anyone is interested to rip the sprites.   Bugs: 1. simul/turns mode is buggy! Dark web/hitspark appears on random p2 instead of the enemy that is hit 2. The BGpalfx fade to color 0 (in grab moves) has a bug with enemy moves that slow time. 3. Flame mode has some bugs with pausemovetimes, where the flame will still be on the hand for a short period before being removed at the next animelem.   Custom changes: 1. Super counter does more damage 2. Counters can counter all throws and the counter followup hits no matter where p2 is on the screen. 3. Cannot jump 4. A few custom nothitby frames (eg. forward fireball's handswipe 1-2 extra nothitby frames.) 5. During super darkening, Saiki could be thrown in KOF XIII. I made him fully invulnerable.
  15. Upvote
    BoyBoyz got a reaction from Ex✭Cᴀʜᴍ in Boss Saiki XIII updated 26 Apr 2014   
    https://www.mediafire.com/?4jnnhavdz16cdwm  - updated 22mb file: Boss Saiki XIII_26-4-2014u.rar https://www.mediafire.com/folder/5gsem6412qcw4/Mugen  -  folder.   He has localcoord 260. Playable in mugen 1.0 and 1.1b.   So KOF XIII got released on steam and the practice mode, coupled with accurate timings by animget, allowed much more improvement for this charismatic BEAST of a boss. I removed all his custom moves to reduce file size and lag. You will feel the difference in play style, especially for his counter move (DB+ kick). These are most of the Changes:   1. Face portrait smaller so it doesn't jut out of the edges on fighting screen. 2. Removed all custom moves (and their sounds) except 2: normal saiki's neomax and dark ash's full screen DM, so less bulky file size and lag. 3. Added increased attack/defence for boss mode (hold start + any button to select). Boss mode flames changed a little.  4. All move timings synchronized with the ticks in animget shots. As such a lot of changes have been made. 5. Added correct guard evade sound, adjusted fade in/out of evade. Evade can now be spammed infinitely, like in original. 6. Added a pause for p1 during reversaldef of counter. The reversaldef also starts 1 animelem earlier. This is extremely important to saiki's playstyle and was missed out previously. 7. Counter and after-punching followup hit's red clsn reduced vastly. It does not hit across the entire screen now. 8. Added missing sprites and fixed some wrong animations (eg breathing, turning, punching, and more). 9. Added some missing guard.cornerpush.veloffs. 10. Air fireball handswipe has full-body projectile shield. 11. Corrected some voices/sounds and their timings. 12. Fixed a bug where STUN word appeared on helper (helper could be dizzed bug). 13. Added missing hit-ground-sound during stunned sequence. 14. Forward fireball's handswipe pausetimes and other stuff tweaked. 15. Added/ removed winquotes according to the steam version. 16. Totally reworked super darkening's flame pillar positions and p2 get hit velocity. 17. Reworked neomax. 18. Removed screenbound command for dark web. 19. Fixed bug with super armor when p1 died. 20. Removed the background flash of KOFXIII when enemy died, as the coding is buggy in mugen 1.1b. 21. Fixed bugs with pausemovetime and supermovetime. 22. Removed blue clsn on stone helper. 23. Added playerpush commands to be safe 24. Other stuff I forgot 25. AND... beefed up AI!   What's left: 1. Complete black flame animation (boss mode). Till now, no one has been able to rip the proper flames!!! I have the cheat table for KOF XIII Steam Edition that lets you play as flaming saiki, if anyone is interested to rip the sprites.   Bugs: 1. simul/turns mode is buggy! Dark web/hitspark appears on random p2 instead of the enemy that is hit 2. The BGpalfx fade to color 0 (in grab moves) has a bug with enemy moves that slow time. 3. Flame mode has some bugs with pausemovetimes, where the flame will still be on the hand for a short period before being removed at the next animelem.   Custom changes: 1. Super counter does more damage 2. Counters can counter all throws and the counter followup hits no matter where p2 is on the screen. 3. Cannot jump 4. A few custom nothitby frames (eg. forward fireball's handswipe 1-2 extra nothitby frames.) 5. During super darkening, Saiki could be thrown in KOF XIII. I made him fully invulnerable.
  16. Upvote
    BoyBoyz got a reaction from NotAGoodName in Boss Saiki XIII updated 26 Apr 2014   
    https://www.mediafire.com/?4jnnhavdz16cdwm  - updated 22mb file: Boss Saiki XIII_26-4-2014u.rar https://www.mediafire.com/folder/5gsem6412qcw4/Mugen  -  folder.   He has localcoord 260. Playable in mugen 1.0 and 1.1b.   So KOF XIII got released on steam and the practice mode, coupled with accurate timings by animget, allowed much more improvement for this charismatic BEAST of a boss. I removed all his custom moves to reduce file size and lag. You will feel the difference in play style, especially for his counter move (DB+ kick). These are most of the Changes:   1. Face portrait smaller so it doesn't jut out of the edges on fighting screen. 2. Removed all custom moves (and their sounds) except 2: normal saiki's neomax and dark ash's full screen DM, so less bulky file size and lag. 3. Added increased attack/defence for boss mode (hold start + any button to select). Boss mode flames changed a little.  4. All move timings synchronized with the ticks in animget shots. As such a lot of changes have been made. 5. Added correct guard evade sound, adjusted fade in/out of evade. Evade can now be spammed infinitely, like in original. 6. Added a pause for p1 during reversaldef of counter. The reversaldef also starts 1 animelem earlier. This is extremely important to saiki's playstyle and was missed out previously. 7. Counter and after-punching followup hit's red clsn reduced vastly. It does not hit across the entire screen now. 8. Added missing sprites and fixed some wrong animations (eg breathing, turning, punching, and more). 9. Added some missing guard.cornerpush.veloffs. 10. Air fireball handswipe has full-body projectile shield. 11. Corrected some voices/sounds and their timings. 12. Fixed a bug where STUN word appeared on helper (helper could be dizzed bug). 13. Added missing hit-ground-sound during stunned sequence. 14. Forward fireball's handswipe pausetimes and other stuff tweaked. 15. Added/ removed winquotes according to the steam version. 16. Totally reworked super darkening's flame pillar positions and p2 get hit velocity. 17. Reworked neomax. 18. Removed screenbound command for dark web. 19. Fixed bug with super armor when p1 died. 20. Removed the background flash of KOFXIII when enemy died, as the coding is buggy in mugen 1.1b. 21. Fixed bugs with pausemovetime and supermovetime. 22. Removed blue clsn on stone helper. 23. Added playerpush commands to be safe 24. Other stuff I forgot 25. AND... beefed up AI!   What's left: 1. Complete black flame animation (boss mode). Till now, no one has been able to rip the proper flames!!! I have the cheat table for KOF XIII Steam Edition that lets you play as flaming saiki, if anyone is interested to rip the sprites.   Bugs: 1. simul/turns mode is buggy! Dark web/hitspark appears on random p2 instead of the enemy that is hit 2. The BGpalfx fade to color 0 (in grab moves) has a bug with enemy moves that slow time. 3. Flame mode has some bugs with pausemovetimes, where the flame will still be on the hand for a short period before being removed at the next animelem.   Custom changes: 1. Super counter does more damage 2. Counters can counter all throws and the counter followup hits no matter where p2 is on the screen. 3. Cannot jump 4. A few custom nothitby frames (eg. forward fireball's handswipe 1-2 extra nothitby frames.) 5. During super darkening, Saiki could be thrown in KOF XIII. I made him fully invulnerable.
  17. Upvote
    BoyBoyz got a reaction from Kashif in Terry XIII by k6666orochi   
    Preliminary judgments: 1. Rising tackle starting hits and hits during EX version have no hitspark 2. Burn knuckle has no hitsound 3. Neomax's voice starts abit early 4. Buster Wolf has no "rock you" voice in the beginning. 5. Buster Wolf's explod on his hand (not the 2nd big explosion) has some pausetime issues after hitting enemy. 6. Hitsparks are aligned badly. 7. Lots of moves have no hitspark. Overall, still the best terry XIII out there so far
  18. Upvote
    BoyBoyz got a reaction from KoFXIIIMugen in Terry XIII by k6666orochi   
    As suggested, I have made a patch for him. Only things not fixed are the gethit voices.

    1. All hitsounds, hitsparks, guardsparks implemented and corrected
    2. Busterwolf and neomax startup voices fixed
    3. Added another FX to Busterwolf (the flames behind Terry as he dashes forward).
    4. Fixed the pausemovetime for Terry's hand explod during Busterwolf
    5. Totally reworked crackshoot's number of hits for ground/air enemies, timing, and distance travelled.
    6. Fixed rising tackle's bugs
    7. Fixed the Throws
    8. Changed F+x move's velset to posadds
    9. Fixed A+B evade roll timing and velset
    10. Removed the flashing fx from C+D counter
    11. Fixed EX power wave's speed and pausetime and power wave 2's projectile range
    12. Fixed C+D range, timing, and posadd.
    13. Fixed some bugs with burn knuckle.
    14. Fixed neomax's number of hits to 3 instead of 2
    15. Fixed move sounds and other wrong hitsounds.
    16. Rising tackle was exceedingly tough to perform (charge D, U +x/y), and my keyboard is working perfectly fine. I changed it to FDF +x/y. You can change it back if you want..
    17. Some other stuffs...

    http://www.mediafire.com/?jg9p32jb8bp02sh - file only
    http://www.mediafire.../?5gsem6412qcw4 - folder
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