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Nep Heart

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  1. Thank You
    Nep Heart reacted to Kazagami in GravesDisease JourneyToBecomeTheMUGENMaster   
    not only an immediate ban is fair, it's justified at this point.
     
     
    @xmugenfreeforall
     
    don't take it personally, but i'd rather not have you waste everyone's time here with al this nonsense you keep on spouting. now that you've been given plenty of time to reflect on whether or not you should take a break from this unhealthy obsession of yours, i do hope you use it wisely. see you in 15 years :)
  2. Upvote
    Nep Heart got a reaction from Ori-Ori in Eri Hasumi WIP (new gameplay style)   
    A new decade come a new year, which comes a new start on a new play style that I have been planning out since late last year on a more grounded base battle system loosely inspired by various SNK games including The King of Fighters in particular. It will be dubbed "Generation 2" and Eri Hasumi will be the first character to be in this style. With that said, the previous gameplay style for prior characters I've been releasing for the last year and a half will be dubbed as "Generation 1," which has not ceased for as I still plan to do more characters in that style, but I wanted to try something new for once.
     


     
    https://streamable.com/i74da
     
     The main emphasis on this one will be the Style that can be chosen at the start of a match; Power and Speed. Power Style sacrifices movement speed and combo options for more damage per attack. Speed Style has superior mobility options with more combo and blockstring options, but requires longer combos to catch up with Power Style's damage output. This basically changes the way a character will be played quite a bit in spite of the moveset remaining the same between Styles.
     
     If this takes off and is well-received, I may do more characters in Generation 2 gameplay.
  3. Like
    Nep Heart reacted to Watcher of MUGEN in A Watcher's Video Thread   
    Here it is. My 900th video.
     
  4. Upvote
    Nep Heart got a reaction from gui0007 in Nep MUGEN Releases: Taiga Released   
    No problem, guys, glad that you're all having fun with this one.
     
     Also, because it's only come to my attention that there is a minor flaw in the math of my cornerpush system, so, I need to make a quick update for everyone to address this even if it doesn't occur often in gamaeplay.
     
    - Corrected minor flaw in cornerpush calculations that sometimes would cause it to not work properly on the left corner of the screen.
  5. Upvote
    Nep Heart got a reaction from Devils in Nep MUGEN Releases: Taiga Released   
    The unexpected legend of Kyoto runs away from home and into MUGEN! It has been two long months since working on Akari, but exploring completely new territory in coding characters that I've never done before was actually a lot of fun. As the last character of the year and nearly a year since the release of my first SNK character, this is my Christmas present for fans and players of MUGEN. Happy holidays, everyone!
     
    Get the little magical brat here: https://1drv.ms/u/s!AvDqTmHZ37DikjO3COn3A4hrSmRF?e=JX6NTy
     
     As always, everyone else has been updated:
     

     
    - All characters:
    - Gethit voices are standardized to function in most custom gethit states now.
    - Replaced the majority of velsets with posadds in normals for older characters in order to allow them to retain momentum from a dash like newer characters do.
    - Revised hitdefattr detection system, allowing for increased consistency in detecting throws and hyper based attacks, helpers and sctrl-based projectiles.
    - Tweak custom command buffer to reset when used to cancel into specials/hypers, reducing misinput.
    - Tweak commands for universal guard cancel mechanics to be more simplified.
    - Corrected Spell Bonus error when helpers collide with other helpers.
    - Fixed bug that causes MUGEN to crash when forcing two targets into custom hitfall at once.
    - Read Me files are updated to denote the generation style of each character at the top.
     
    SNK characters:
    - Implemented win screen.
     
    Homura Akemi:
    - Slightly increased delay between each use of Spatial Movement to reduce accidental inputs.
     
    Hotaru Futaba:
    - All versions of Hakki-Shou have their projectile limit removed.
    - Reversed command for Shajou-Tai to reduce misinputs while attempting other specials and added new variations of the move.
    - Increased damage for Yulhana-Tensho.
    - Added Gold Mode.
     
    Doppel Nanase:
    - Maiden Capture version z has increased damage.
    - Two new variations of Maiden Meteor added.
     
    Nayuki Minase:
    - Reduced frame advantage for many moves.
    Reisen Udongein Inaba:
    - Mind Explosion x and y versions have increased hit gravity, fall recovery occurs sooner and standing variants have increased recoil on hit.
     
    Youmu Konpaku:
    - Fixed wallbounce hit bug.
    - Adjusted velocity of j.2Z 
    - Fixed bug in which Medium's Bind would sometimes fail to penetrate projectiles.
    - Fixed bug in which Netherworld Reflection Slash's powergain and damage would stack onto itself rapidly.
  6. Thank You
    Nep Heart got a reaction from gui0007 in Nep MUGEN Releases: Taiga Released   
    The unexpected legend of Kyoto runs away from home and into MUGEN! It has been two long months since working on Akari, but exploring completely new territory in coding characters that I've never done before was actually a lot of fun. As the last character of the year and nearly a year since the release of my first SNK character, this is my Christmas present for fans and players of MUGEN. Happy holidays, everyone!
     
    Get the little magical brat here: https://1drv.ms/u/s!AvDqTmHZ37DikjO3COn3A4hrSmRF?e=JX6NTy
     
     As always, everyone else has been updated:
     

     
    - All characters:
    - Gethit voices are standardized to function in most custom gethit states now.
    - Replaced the majority of velsets with posadds in normals for older characters in order to allow them to retain momentum from a dash like newer characters do.
    - Revised hitdefattr detection system, allowing for increased consistency in detecting throws and hyper based attacks, helpers and sctrl-based projectiles.
    - Tweak custom command buffer to reset when used to cancel into specials/hypers, reducing misinput.
    - Tweak commands for universal guard cancel mechanics to be more simplified.
    - Corrected Spell Bonus error when helpers collide with other helpers.
    - Fixed bug that causes MUGEN to crash when forcing two targets into custom hitfall at once.
    - Read Me files are updated to denote the generation style of each character at the top.
     
    SNK characters:
    - Implemented win screen.
     
    Homura Akemi:
    - Slightly increased delay between each use of Spatial Movement to reduce accidental inputs.
     
    Hotaru Futaba:
    - All versions of Hakki-Shou have their projectile limit removed.
    - Reversed command for Shajou-Tai to reduce misinputs while attempting other specials and added new variations of the move.
    - Increased damage for Yulhana-Tensho.
    - Added Gold Mode.
     
    Doppel Nanase:
    - Maiden Capture version z has increased damage.
    - Two new variations of Maiden Meteor added.
     
    Nayuki Minase:
    - Reduced frame advantage for many moves.
    Reisen Udongein Inaba:
    - Mind Explosion x and y versions have increased hit gravity, fall recovery occurs sooner and standing variants have increased recoil on hit.
     
    Youmu Konpaku:
    - Fixed wallbounce hit bug.
    - Adjusted velocity of j.2Z 
    - Fixed bug in which Medium's Bind would sometimes fail to penetrate projectiles.
    - Fixed bug in which Netherworld Reflection Slash's powergain and damage would stack onto itself rapidly.
  7. Upvote
    Nep Heart got a reaction from CoolAnimeHustler in Nep MUGEN Releases: Taiga Released   
    The unexpected legend of Kyoto runs away from home and into MUGEN! It has been two long months since working on Akari, but exploring completely new territory in coding characters that I've never done before was actually a lot of fun. As the last character of the year and nearly a year since the release of my first SNK character, this is my Christmas present for fans and players of MUGEN. Happy holidays, everyone!
     
    Get the little magical brat here: https://1drv.ms/u/s!AvDqTmHZ37DikjO3COn3A4hrSmRF?e=JX6NTy
     
     As always, everyone else has been updated:
     

     
    - All characters:
    - Gethit voices are standardized to function in most custom gethit states now.
    - Replaced the majority of velsets with posadds in normals for older characters in order to allow them to retain momentum from a dash like newer characters do.
    - Revised hitdefattr detection system, allowing for increased consistency in detecting throws and hyper based attacks, helpers and sctrl-based projectiles.
    - Tweak custom command buffer to reset when used to cancel into specials/hypers, reducing misinput.
    - Tweak commands for universal guard cancel mechanics to be more simplified.
    - Corrected Spell Bonus error when helpers collide with other helpers.
    - Fixed bug that causes MUGEN to crash when forcing two targets into custom hitfall at once.
    - Read Me files are updated to denote the generation style of each character at the top.
     
    SNK characters:
    - Implemented win screen.
     
    Homura Akemi:
    - Slightly increased delay between each use of Spatial Movement to reduce accidental inputs.
     
    Hotaru Futaba:
    - All versions of Hakki-Shou have their projectile limit removed.
    - Reversed command for Shajou-Tai to reduce misinputs while attempting other specials and added new variations of the move.
    - Increased damage for Yulhana-Tensho.
    - Added Gold Mode.
     
    Doppel Nanase:
    - Maiden Capture version z has increased damage.
    - Two new variations of Maiden Meteor added.
     
    Nayuki Minase:
    - Reduced frame advantage for many moves.
    Reisen Udongein Inaba:
    - Mind Explosion x and y versions have increased hit gravity, fall recovery occurs sooner and standing variants have increased recoil on hit.
     
    Youmu Konpaku:
    - Fixed wallbounce hit bug.
    - Adjusted velocity of j.2Z 
    - Fixed bug in which Medium's Bind would sometimes fail to penetrate projectiles.
    - Fixed bug in which Netherworld Reflection Slash's powergain and damage would stack onto itself rapidly.
  8. Like
    Nep Heart got a reaction from gui0007 in Nep MUGEN Releases: Taiga Released   
    The things that Roukaken cannot cut in MUGEN are next to none! I've delayed this character a little bit due to a combination of procrastination and the upcoming cold weather slowing down my work in general, but otherwise, my third Touhou character is complete. Unfortunately for some, she doesn't come with custom AI for as I wasn't exactly motivated to do it this time, but she was meant to be played than watched anyway.
     
     Get Youmu here: https://1drv.ms/u/s!AvDqTmHZ37DikXZPEumVRXbCPH4L?e=WRTcbd
     

     
     As per usual with each character release, updates are to be made for correction and improvement.
     
    All characters:
    - Updated several hit-based aesthetics.
    - Air throws now disable control on whiff.
    - All power-up Series Ability modes have their damage bonuses reduced.
    - Recoverable health formula modified.
    - Introduced jump link loop limiter.
    - Added better custom state compatibility against player type helpers.
     
    Touhou Project:
    - Fixed Spell Mode FX error for 1.1.
    - Timer reduced to 20 seconds, but now grants a 50% movement speed increase for Spell Mode.
    - Increased endlag for Brave Guard.
     
    Eternal Fighter Zero:
    - Corrected alignment for match win screen.
     
    Melty Blood characters:
    - Reduced Blood Heat damage bonus.
    - Corrected alignment for match win FX.
     
    Homura Akemi:
    - Fixed Rebellion bug that would sometimes trap P2 in custom state.
     
    Haruhi Suzumiya:
    - Increased overall damage for non-supers slightly.
     
    Doppel Nanase:
    - Maiden Armageddon can now hit air targets and be combo'd into. Damage and damage scaling compensated.
  9. Upvote
    Nep Heart got a reaction from CoolAnimeHustler in Nep MUGEN Releases: Taiga Released   
    The things that Roukaken cannot cut in MUGEN are next to none! I've delayed this character a little bit due to a combination of procrastination and the upcoming cold weather slowing down my work in general, but otherwise, my third Touhou character is complete. Unfortunately for some, she doesn't come with custom AI for as I wasn't exactly motivated to do it this time, but she was meant to be played than watched anyway.
     
     Get Youmu here: https://1drv.ms/u/s!AvDqTmHZ37DikXZPEumVRXbCPH4L?e=WRTcbd
     

     
     As per usual with each character release, updates are to be made for correction and improvement.
     
    All characters:
    - Updated several hit-based aesthetics.
    - Air throws now disable control on whiff.
    - All power-up Series Ability modes have their damage bonuses reduced.
    - Recoverable health formula modified.
    - Introduced jump link loop limiter.
    - Added better custom state compatibility against player type helpers.
     
    Touhou Project:
    - Fixed Spell Mode FX error for 1.1.
    - Timer reduced to 20 seconds, but now grants a 50% movement speed increase for Spell Mode.
    - Increased endlag for Brave Guard.
     
    Eternal Fighter Zero:
    - Corrected alignment for match win screen.
     
    Melty Blood characters:
    - Reduced Blood Heat damage bonus.
    - Corrected alignment for match win FX.
     
    Homura Akemi:
    - Fixed Rebellion bug that would sometimes trap P2 in custom state.
     
    Haruhi Suzumiya:
    - Increased overall damage for non-supers slightly.
     
    Doppel Nanase:
    - Maiden Armageddon can now hit air targets and be combo'd into. Damage and damage scaling compensated.
  10. Upvote
    Nep Heart got a reaction from CoolAnimeHustler in Youmu Konpaku WIP   
    Finally stopped procrastinating.
  11. Haha
    Nep Heart reacted to PlasmoidThunder in Another Courage stage?   
    All the more reason to make another version.
  12. Upvote
    Nep Heart got a reaction from Ori-Ori in Akari Ichijou WIP   
    https://streamable.com/zakdy
     
     Her Unique Ability with portals was fun to do, this is also just as fun to work on. Not demonstrated in the video, but yes, you can combo the doppelganger to a pretty good extent as long as custom states aren't involved.
  13. Upvote
    Nep Heart reacted to Lillie's 音MADs in Youmu Konpaku WIP   
    Very cinematic and well done, I quite like these hypers. I'll be excited to play her once she's released, good luck on this project.
  14. Upvote
    Nep Heart got a reaction from Ori-Ori in Youmu Konpaku WIP   
    https://streamable.com/dtyk0
    https://streamable.com/itvsc
     
     Finished both level 3 supers. Had to sacrifice a slot of a level 1 super for this as to not bloat her moveset with too many supers. I'll show the level 1 supers later.
  15. Upvote
    Nep Heart got a reaction from CoolAnimeHustler in Youmu Konpaku WIP   
    https://streamable.com/dtyk0
    https://streamable.com/itvsc
     
     Finished both level 3 supers. Had to sacrifice a slot of a level 1 super for this as to not bloat her moveset with too many supers. I'll show the level 1 supers later.
  16. Upvote
    Nep Heart got a reaction from Lillie's 音MADs in Youmu Konpaku WIP   
    https://streamable.com/t8fiy
     
     Next character in the works is another one from the Touhou Project and just so happens to be my top favorite among the entire series, the 12th WIP will be the half-ghost swordswoman of gardening. My aim this time is to make a character who is a rushdown-puppet user hybrid, however, I can't reveal her Unique Ability yet as I haven't even started on it... but I already have a definitive idea on what it'll be. In a similar vein to Sayaka, she'll be incredibly fast, but compensated by a low life value and, as a matter of fact, will make her the second frailest character among my creations up to date.
  17. Like
    Nep Heart reacted to gui0007 in Nep MUGEN Releases: Taiga Released   
    The bunny girl plays amazing! Great work once again Nep.
  18. Upvote
    Nep Heart got a reaction from CoolAnimeHustler in Nep MUGEN Releases: Taiga Released   
    Thanks, glad you enjoyed her. Kinda unfortunate timing since I just updated every character to address some feedback from last night. And no, the guts system is not going away, so, people can stop whining about that already.
     
    All Characters:
    - Increased damage scaling on all normals substantially, all non-throw normals have damage increased by roughly 10% and lv3 supers now have a minimal threshold of 75% to compensate.
    - Meter gain slightly increased.
    - Reduced envshake on all attacks that have it.
     
    Haruhi Suzumiya:
    - Increased damage for SOS Live to 400.
     
    Reisen Udongein Inaba:
    - Reduced frame advantage on many specials and Lunatic Blast.
    - Demotivation now takes away less power on contact.
    - Reduced Demotivation's sealing duration to 5 seconds.
    - Fixed AI bug that made it randomly freeze after landing.
  19. Like
    Nep Heart got a reaction from Kazagami in Touhou Project   
    Requesting to add Reisen Udongein Inaba by Nep Heart to the collection.
     
    https://1drv.ms/u/s!AvDqTmHZ37DikQDgFL_CqXOKSO1Y?e=CM2vbZ
  20. Upvote
    Nep Heart got a reaction from CoolAnimeHustler in Nep MUGEN Releases: Taiga Released   
    Reisen makes a mind-shattering entry into the MUGEN foray. Don't blink or you might miss it. On the subject, I've always wanted to make another Touhou character and this helps with the issue of Akyuu feeling so lonely. This is also my second attempt at doing custom AI and, unlike my previous attempt, Reisen has adjustable difficulty levels that scale to MUGEN's difficulty option right out of the door. Enjoy!
     
    Get her here: https://1drv.ms/u/s!AvDqTmHZ37DikQDgFL_CqXOKSO1Y?e=CM2vbZ
     
     
     As a tradition to keep characters consistent, everyone's been updated of course.
     
    all characters:
    - Tweaked minimal damage scaling.
    - Fixed a bug where projectiles became unblockable if they attempt to custom state helpers.
    - Change commands for guard cancel counter and guard cancel dash.
    - Fixed guard cancel counters from counting as counter hits.
    - Reduced liedown time.
    - The ability to truly (IAD) instant air dash has been added.
    - Standardized jump start frames to 3.
    - Fixed wall jump bug that occurred by increasing height needed to perform one.
    - Changed ground and air only state indications in all Read Me text files.
    - Burst now fills up gauge by 1/3 on hit and changed its restoration formula.
    - Changed the way Burst's knockback functions.
    - Changed Burst icon.
    - Certain health recovery Series Abilities now are made to recover life based on "recoverable health" complete with a recoverable life (red health) meter that shows up while in hitstun.
    - Upgraded super background FX.
    - New mechanic; Dash Bonus.
    - All characters are now made compatible with my Reisen and Vans' Chizuru concerning sealing supers.
    - Throw teching made less lenient against human players and AI alike.
    - Readjusted guard cancel commands due to confliction with special and super commands.
    - Corrected a minor timer quirk in custom command buffer.
     
    Puella Magi characters:
    - Fixed Magia Shield's invulnerability from being delayed.
    - Magia Overflow no longer resets to full between rounds.
     
    Touhou Project characters:
    - Fixed Brave Guard's invulnerability from being delayed.
    - Reduced meter gain, super cost reduction and health restortiin from Spell Mode.
     
    SNK Characters:
    - Hyper Drive gauge no longer resets to full from Hyper Drive Mode between rounds.
     
    Eternal Fighter Zero characters:
    - Fixed Recoil Guard's invulnerability from being delayed.
     
    Melty Blood:
    - Blood Heat gauge no longer resets between rounds, recoverable health has been reduced to compensate.
     
    Sayaka Miki:
    - Allegro healing now pauses while in hitstun.
     
    Hieda no Akyuu:
    - Fixed issue where pause upon reaching Record Level Max can be canceled into supers.
    - Added Gold Mode.
     
    Hotaru Futaba:
    - Overhauled all versions of Hakki-Shou including super version.
    - A number of specials have less ending/landing lag and some of those have increased damage.
     
    Haruhi Suzumiya:
    - Corrected Kyon's hitboxes.
     
    Miyako Arima:
    - Added AI indication icon.
    - Go-Keiken versions x and y are now techable.
    - Increased dash speed.
    - Significantly reduced dizzy status time for shielded lv3.
    - Corrected issue with hurt sounds not playing.
  21. Upvote
    Nep Heart reacted to RicePigeon in State Tree-based AI method   
    Considering the identical conditions, we look at both controllers and see that when the conditions are right, and see that both have a 50% chance of sending the player into either state, at least thats what it looks like on the surface. Remember the top-down processing order I mentioned before? With that in mind, lets follow the code again. Lets assume the conditions are right. We see that Shoryuken has a 50% chance of occuring on the first possible tick. But what about that other 50%? That other 50%, we check for the Hard Punch, which itself has a 50% chance of occuring. This means that we have a 50% chance of using our Shoryuken, a 25% chance of the Hard Punch, or nothing at all.

    If we want the AI to give the illusion of a human player, we want those odds to be roughly equal, so as to keep our opponent guessing like they would against a human player, as opposed to a predictable scripted AI. While it's impossible to make an AI that performs exactly as a human player would, we can at least remove the above problem from the equation. To do this, we need to take advantage of State Trees.

    For those of you who aren't computer science geeks, a state tree is basically a graph of all states that a state machine, such as a mugen character can be in, and all possible outcomes or paths that machine can take. In our example, since we want to script our AI so as to not be so predictable, we want our AI to be able to perform several different options when conditions are right. For example, say the conditions are right for us to use an antiair attack, such as when an opponent is jumping in, we want to be able to do one of the following;
    Shoryuken Hard Punch Dash backward Roll forward Jump up If we followed the pattern of the AI code snippet above, these five different actions would each have a split of 50% - 25% - 12.5% - 6.25% - 3.125% in that respective order. Ideally, each of these should have a 20% chance. Thats where this code comes in;

    First, in your -2 state, make sure to add the following controller;
     
     


    This will spawn a helper that will make all AI based decisions for us. The idea is that we are going to have the helper look at all possible conditions, look at a list of all possible states our character can go in to, randomly choose one and pass it back to the player. Now, inside our helper, we'll have the following code. We'll go over each one step by step and explain what they do.
     
     

    This section contains the required Statedef for our helper state, and makes it so that the helper is always bound to the player and facing the player's direction. This way, we can simply call certain triggers without the need for redirection, such as p2dist x, pos y, and so forth.
     

    Our helper's RNG. Basically, our Helper will be producing a constant stream of random numbers each tick to be used for state selection. The reason we don't simply call random in each instance is because random reinitializes itself every time it is called. If you don't understand yet, don't worry, as this will make more sense later on.
     


    This is the meat of our AI decision making:
    <conditions>: refers to the set of triggers you would normally put in your AI's state controllers, such as p2dist x, statetype !=A, and so on. <number of outcomes>: refers to the total number of possible outcomes you want for your set of conditions. In our above example, we have a total of 5 outcomes, so this would be set to five. <stateno of outcome #X>: this is the stateno for each of your possible outcomes In this case, var(0) is the random number that we stored earlier. Var(1) stores the state number that we wish to pass back to the root. Var(2) is merely a flag for when we want our AI tree to decide which state to go to next, and dictates how long to hold that value for before we regenerate another outcome. We dont want to generate a stateno if we already have one generated. In this setup, higher AI levels generate outcomes more frequently, providing for quicker reaction times. Here is an example of this block of code in action;
     

     
     


    In this above example, we have five possible states that our AI controlled player can go into when the following conditions are true:

        player 2 is lying down
        player 1 is not attacking
        player 1 is not in the air

    For each set of conditions, such as antiair, a certain distance between p1 and p2 is reached, etc, you will repeat this process for each set of states. Let us continue.
     
     


    This piece of code is what allows the helper to pass the stateno back to player 1 once the meat of the work is done.
     
     


    This piece of code counts down Var(2), which doubles as a buffer. Once Var(2) reaches 0, we can generate another stateno for our root player. When this happens, we tell our root player that we do not currently have a state generated by setting the value to 0 (or any other sentinel value of your choosing).
     
     


    This destroys the helper if the player is not under the control of AI, since the helper is no longer necessary.

    We're almost done. Go back to your CMD file, and under each Changestate controller where you would normally add your AI code, change each one to include the following:
     
     


    Basically your global conditions, such as statetype, cancel ability, power requirements, etc should be moved to triggerall. Your trigger1s should be everything related to human control. For the AI control, remember Var(58), which we used to pass the stateno value back to player 1? This tells the player to change to that state ONLY when Var(58) is the same stateno value as the one in the controller here. In this case, this tells player 1 to only change to state 220 if the AI helper tells us to. You would repeat this for every single changestate in your CMD file.
  22. Upvote
    Nep Heart got a reaction from Ori-Ori in Screenshots Mffa Style   
  23. Upvote
    Nep Heart got a reaction from Lillie's 音MADs in Not recomended creations/creators...   
    Pretty sure when the AI starts to blatantly cheat as in the case of how some of KONG's AI outright doing humanly impossible stuff like ignoring damage and hitstun at higher levels, the AI is objectively not well-made at that point regardless if they have difficulty settings or not.
  24. Like
    Nep Heart got a reaction from Disins in Nep MUGEN Releases: Taiga Released   
    It's not that I think blocking a lot makes the AI harder. If anything, I think blocking a lot makes the AI a lot more exploitable instead since they're more susceptible to chip damage and unblockables. It's why I made it so that Miyako's AI had a balance in how much she would block to avoid those pitfalls.
     
     Anyway, finally got that accursed guts bug (mostly) fixed, that was a 2 week ordeal I had to struggle with. Now with that said, other updates were done, too, for slightly better external balance and better overall internal balance.
     
     
    All characters:
    - Revised Counter Hit; damage bonus and damage scaling mitigation reduced down to 10%, but now 250 power is also rewarded on hit to compensate.
    - Fixed Guts system bug that caused characters to have their life reduced by 50% on every first hit instead of reducing damage by 50% when reaching the minimum threshold.
    - Standardized Burst blast FX.
    - Standardized juggle expiration FX.
    - Standardize Guard Crush FX.
    - Many heavy normals, specials and supers now cause a slightly more noticable rumble on hit to give them better impact.
     
    Touhou Project characters:
    - Fixed Brave Guard bug that would sometimes cause it not to recognize directional input being released.
     
    SNK characters:
    - EX Specials have their command remapped to "a" command to keep it consistent with other Series Abilities. Hyper Drive Mode command has also been changed to accommodate.
    - Hyper Drive Mode no longer grants extra air dash and mid-air jump; replaced with Guard Crush damage being increased instead.
     
    Kadokawa characters:
    - Fixed error in Reflection Gaurd guard cost timing. Reflection Guard can also now be done outside of guardstun at a gradual power cost.
    - Remapped commands for Reflection Guard to "a" and Blast to "D+a" to keep it consistent with other Series Abilities.
    - Power Blast now increases Guard Crush damage.
     
    Melty Blood characters:
    - Fixed Shielding flaw that made it fail to recognize unorthodox projectile state controllers.
     
    Homura Akemi:
    - Increased damage scaling for numerous moves.
     
    Hotaru Futaba:
    - Fixed angle for Nagai-Furi Muki.
    - Tenshou-Ranki is now air unblockable.
    - A number of normals have their damage reduced.
    - j.2z now causes hard knockdown on grounded targets.
     
    Nayuki Minase:
    - Reduced damage for all normals except for all light attacks, dash attack and throws.
    - Super Nayu-Chan Kick, Surface-to-Air Freezer and Memories With Snow Bunnies have reduced damage.
    - Surface-to-Air Freezer can combo into itself now and frozen target falls faster to allow for better juggle timing. Damage scaling compensated.
    - Special Collection's clocks have a hitbox on their way down and cause hard knockdown. Also, clocks have a wider spread when they land now.
     
    Mai Kawasumi:
    - Fixed error in Closing Ground version y having improper positioning when followed up.
     
    Miyako Arima:
    - Corrected error in bouncing rocks still in movetype = A even after their hitbox expired.
    - Fixed super armor glitch.
    - Fixed some tripping animation quirks.
    - Sen-Shippo partially charged version has decreased damage, but full charged has increased damage. Damage scaling also increased.
    - EX version of Shin-Kyaku's duration reduced in half.
    - Most normals have their damage reduced.
    - Damage scaling slightly increased for all standing normals.
    - Ground and air throws have increased damage.
    - Critical damage bonus increased from 15% to 20%. 
    - Tweaked AI.
  25. Upvote
    Nep Heart got a reaction from Ori-Ori in Not recomended creations/creators...   
    Pretty sure when the AI starts to blatantly cheat as in the case of how some of KONG's AI outright doing humanly impossible stuff like ignoring damage and hitstun at higher levels, the AI is objectively not well-made at that point regardless if they have difficulty settings or not.
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