Jump to content

Nep Heart

Creator
  • Posts

    748
  • Joined

  • Last visited

Everything posted by Nep Heart

  1. The sleeper runner makes her debut dash into the MUGEN world with her quick, yet straightforward playstyle welcoming to both beginner and veteran players alike! The timing is just right as she was made during the endpoint of Winter season, she'll surely chill your roster with her simple gameplay. Get her down below right here. https://1drv.ms/u/s!AvDqTmHZ37Dih121xaQyA9Wv6QiT
  2. 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. Doppel Nanase: - Fixed Maiden Finger bug that made it fail against super armor. - Fixed Reinforce version of Maiden Rush's failure to KO opponents. - Fixed backward walking animation.
  3. 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. Mio Kouzuki: - Fixed a few custom state bugs. - All variants of Red Hood when used in the air forces aerial untechable knockdown even if the hitstun from a prior aerial attack would be too low otherwise to accommodate the new hitstun decay system.
  4. 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. Haruhi Suzumiya: - Fixed a few custom state bugs. - j.2y has overall more lag with start-up and landing's increased frames. Also has a height restriction now. - SOS Rise (version z) captures airborne targets more reliably now. - Fixed SOS Variety bug that made it fail against super armor. - SOS Live damage reduced from 37.5% total life to 36% total life. - SOS Live now is a multi-hit move. - Many specials have increased damage.
  5. 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. Hotaru Futaba: - Adjusted many attack and hit velocities and pausetimes for more consistency. - Decreased cornerpush influence slightly. - Increased additional hitstun time incurred by hits canceled into T.O.P. mode activation to accomodate for introduction of hitstun decay. - Increased damage for all versions of Hakki-Shou. - Fixed Shinjou-Tai bug that made it fail against super armor. - Slight damage increase on Soushou-Tenrenge and Yulhana-Tensho.
  6. 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.
  7. 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. Hieda no Akyuu: - Fixed a few custom state bugs. - Guard Crush damage now scales with Record Levels, doing more at higher levels to compensate for the 66% lowered rate. - j.z has slightly increased hit velocities for easier jump cancel follow-ups. - Fixed hitdef bug on 6z dash attack. - Gumonji damage increased (albeit, still pitiful). - Enlarged several hitboxes for better combo connections. - Youma Bon books have enlarged hurtboxes, making them a little easier to destroy with projectiles and disjoints now.
  8. 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. Sayaka Miki: - Fixed a few custom state bugs. - Adjusted velocities for even more consistency. - Grandioso and Oratorio have increased damage.
  9. https://streamable.com/5d2m3 Some MUGEN veterans may recognize this from somewhere. This'll do more than what you'll see in the video as Mai is planned to have status effects that will differentiate her from other versions of the same character in MUGEN.
  10. Showing off more of my Nayuki WIP and the return of a magical veteran.
  11. One more showcase video of Nayuki before she's released next week.
  12. https://streamable.com/fomw0
  13. No amount of training and experience will prepare the Huntresses for... a sleepy runner?
  14. First match-up showcase for Nayuki now live.
  15. https://streamable.com/axq55 With Nayuki being near complete, I've decided to get a head start on the next Kanon girl and the first sword user in a while since my very first character. With long reaching swordplay and a ghostly assist "Hope" in conjunction to form an oppressive lockdown game, I'll be working on Mai Kawasumi. Not posting too much for this opening post so I can have the ability to actually have more to post as I progress. On a side note, this will be the last EFZ that I'll be doing for a while.
  16. Been mentioning this at the servers I go to for a week or so now, but I've been planning to revise my current juggle system for a while now. It'll be timer based juggle system and hitstun/guardstun decay will be implemented for all character updates when Nayuki is released. Here is a demonstration of the mechanic revisions (note how after the hitstun falls to 75%, the aerial combo became invalid?). https://streamable.com/6dvsc
  17. Since I was finally able to get her source game quotes translated, I have implemented Nayuki's win screen proper now. https://streamable.com/vufls While still Nayuki related, I will be working with a new super finisher FX that will be applied to all characters in their next update. https://streamable.com/hc28r
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. It takes a some practice to get the timing down, but they should be easier to do than the source game since I made them more lenient in comparison. Key is the moment you see the animation where she lifts up the opponent, enter the command immediately.
×
×
  • Create New...