Jump to content

Edm7

Member
  • Posts

    17
  • Joined

  • Last visited

Reputation Activity

  1. Upvote
    Edm7 reacted to jrm1007 in Tails by Supermystery - Edit   
    So, Supermystery's Tails, He behaves similar to Sonic, being styled after Sonic 2, however, unlike the original release, Super Tails is enabled by default, rather than the Plane being turned on instead, this edit fixes a few existing issues with him, such as
     
    -Changed the portrait.
    -Added Several new Palettes
    -Fixed a few existing palettes
    -Removed KFM Sprites
    -Made it impossible for Tails to turn into KFM (or in this case invisible) if Space is used to revive him right after he dies
    -CD Soundpack (comes with Sonic CD Sound Effects)
    -Monitors are now Fully Animated
    -Ring Partner, and Sound Triggers support DarkLordXelrick's Edits
    -Replaced existing S3&K Sprites with the S1/S2 2013 Sprites
    -Added Flight Cancel (Activated by pressing Down+A)
    -Repositioned a few sprites for better animation
    -Improved Flight Controls
     

     

     

     

     

     

     
    https://www.mediafire.com/file/m9tu9ws7lvw58t4/tailsS2.zip/file
  2. Upvote
    Edm7 reacted to jrm1007 in Shadow The Hedgehog by ABAB - Edit Redux   
    Shadow The Hedgehog, by ABAB.
    This is a redux of an old edit I made of ABAB's Shadow, which is meant to fix issues with Shadow, as well as adding a few new attacks,
    fixing sound triggers, and such.
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------
    Well. Here is, my edit of ABAB's Shadow The Hedgehog.
    It used to be exclusive to MUGEN Archive, and.. being as light as I possibly can with my old editting work.
     
     
    it was shit.
     
     

    So 2 years later, I decided to throw the hat in again, fixing the errors and issues I had created back then, as well adding more gameplay and such.
    A Redux, if you will.
     
    just to note, ABABShadow.def and ABABShadowAIOff.def do not make a difference right now, because ABAB's last update for him (which was 2016) broke the AI.. somehow.
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------
    Sound Credits go to
    SEGA
    ZUN
    Marvel
    SNK
    Capcom
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------
    Credit for Sprites goes to.
    SEGA - Made the original Sonic Battle Sprites
    ABAB, Cyanide - Sprites that were already there
    RudyTheFox, Deekman, Domenico, Shadow333, Ryujmkrebs30, Destro The Dragon, JoshuaTheDark13,
    Mark Haynes, shadow_91, superdarkshadic, Phantom644, neox, tanuke, ryu, Taymentthehedgehog - Custom Sprites used
    SumirekoUsami - Crouch/Air customs
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------
    Redux Period - 2022
    -Added the English Soundpack back in
    -Named all the Palettes, and split them up into 3 Different Folders, found in the Palettes Folder.
    -Fixed Trigger issues with air attacks, now the Air Punch can only be changed to if the Air Chop lands successfully
    -Added new Crouch Attacks to add better comboability.
    -Reverted Shadow's Chaos Spear sound back to Remilia Scarlet's sounds (tbh now I don't like it, too aggressive)
    -Medium Chaos Spear now takes more time to activate
    -Disabled Shadow's ability to chain into Standing Attacks from the Crouch Spin
    -Max Chaos Blast now has fitting sounds
    -Changed time triggers for the Chaos Spears to activate 1 second earlier (they are active once Shadow has his hand out at the opponent rather than a second later)
    -Disabled Shadow's infinite healing during Chaos Control (once Power is Drained, his state is changed to 701 by force, ending the heal)
    -Shadow can no longer spam the Light Crouch Kick while in Chaos Control (he can't infinite during Stopped Time anymore)
    -Chaos Control now uses a second sound when being activated, the singular sound really didn't fit
    -Heal Sound now uses a Loop trigger, instead of a persistent trigger
    -Voices now stop if Shadow is hit
    -Shadow cannot exit the Chaos Spear Super State until all Spears have been used now
    -Added a Gun Projectile (the same gun you saw in every sprite video made in the 2000's)
    -Added several new sounds for the Chaos Blast, and Chaos Control
    -Fixed Animation positions
    -Added a Gun Hyper (Uses 2000 Power.)
    -Added Bounce Bracelet Special
    -Nerfed the Pursuit Damage
    -Lowered Airjuggle Points
    -Disabled Shadow's ability to attack after using the Chaos Spear Hyper mid-air
    -Added a movelist for Ikemen Go users
    -Replaced all the Battle Sounds
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------
    -Disabled Single button healing
    -Disabled Single button dodging
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------
    [Command]
    name = "hold_zx"
    command = /z,x
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------
    [Command]
    name = "FwdDodge"
    command = ~F,D,F,z
    time = 15
    [Command]
    name = "BackDodge"
    command = ~B,D,B,z
    time = 15
    -------------------------------------------------------------------------------------------------------------------------------------------
  3. Upvote
    Edm7 reacted to Kazagami in Berserker   
    [preview]

     
    [download]
    https://www.mediafire.com/download/puk94orme3pxbs3/Berserker.rar
     
    [comments]
     
    iirc it's from some doujin game, can't recall if it actually has any nsfw stuff in it but be wary just in case
  4. Upvote
    Edm7 reacted to ShiroTori in DavisMaximus' Skyrim Stages Updated for Mugen 1.1   
    I've had these sitting in my files for a while, so I finally decided to finish them up and release them!
     
    Having been on a bit of a Skyrim kick lately, I remembered DavisMaximus had released a few stages based on said game a few years back. I decided to give them a bit of a face lift.
     
    Changes made:
    - Minor zoom functionality for all stages
    - Eastmarch Falls and Irkngthand's floors now have parallax
    - New snow animation for Winterhold Courtyard
     
     
     
    Download here: http://www.mediafire.com/file/p5mmr9la33kcmb8/DavisMaximusSkyrimStages1.1.rar
     
    Credits:
    DavisMaximus, for the original stages
    DeathScythe, who I "borrowed" the snow animation from
  5. Upvote
    Edm7 reacted to Mr.Giang in Scarecrow (Updated 7/1/2019)   
    Update:
    - Fixed some problems with AIs.
    - Panic Port now can be normal-canceled by spending 1/5 Fear Meter. Normal canceling Panic Port briefly stops time.
    - Fixed a glitch which let Scarecrow have full Fear Bar in the next round.
    - Fear Bar now resets after match.
    - Tramautized now creates an explosion at opponents' location instead of above Scarecrow's head. 
    - Fixed a glitch which makes Fear Status applied to opponents when Fear Gas hits helper-type projectiles.
    - Chemical Mayhem's recovery reduced by 5f.
    - Chemical Mayhem now creates 2 extra flame pillars.
    - Chemical Mayhem's damage reduced from 70 to 35.
    - Updated new hitsound for Spinning Fear.
    - Fear-Ferno now builds Fear Meter faster.
    - Reworked air velocity for air-combo.
    - 3rd hit of combo string's hittime increased to 25f.
    - 3rd hit of combo string's recovery increased by 7f.
    - Standing Medium's hittime increased to 20f.
    - Standing Medium's recovery increased by 3f.
    - Crouching Medium's hittime increased to 20f.
    - Crouching Medium now hits mid.
    - Standing Hard's pausetime increased to 15f.
    - Standing Hard no longer reset juggles.
    - Jump Hard now causes untechable knockdown after air-combo.
     
    Demonstration + Download:
     
     
    Tag system:
    Start - Partner assist
    z+c - Tag in/Tag out
    D,DF,F,z+c - Tag Team Hyper
    Traits:
    - Guard Push - x+y/y+z/z+x while guarding.
    - Recovery Teleport.
    - Inner Fear: Scarecrow's character trait ability is a trait that has a fear meter, which can be charged up by successfully using certain moves. If the Fear Meter is completely charged up, Scarecrow has the ability to perform Tramautize.
    Normals:
    X - Weak: Can chain into itself 3 times.
    Y - Medium
    Z - Strong (can charge Fear Meter)
    b.Z (G) - Deep Agony: Scarecrow uses his flamethrower to attack opponents. This move isn't special or hyper cancelable.
    f.Z (G) - Fear Toxin: Scarecrow fires off a blast of gas from his hands. If move contacts, opponents will enter Fear Status. When they are in Fear Status, the crow hallucinations will appear and strike in front of Scarecrow. Cannot be used again when Fear Status is active. Can charge Fear Meter on hit. If Alucard or Batman is a partner, opponents will also hallucinate Bat Swarms.
    df.Z (G) - Another Experiment: Toss a glass of acid. The acid hits low. Can be used to create some unblockable set-ups.
    A - Dash: Can pass through opponents.
    B - Throw (can be teched by opponents): Scarecrow fires out a blast of Fear Toxin, making them hallucinated. When Alucard is an ally, the hallucination becomes real and deals extra damage. Can charge Fear Meter on hit.
    C - Tramautize (can only be used when Fear Meter is full): Create a full screen blast which sends a shockwave of energy that stuns the opponents.
    Specials:
    Panic-Port (D,U) (G): Scarecrow vanishes then reappears behind the opponent.
    Chemical Mayhem (D,DF,F,x/y/z) (GA): Throw a bottle of chemical sustains that explodes when it hits the ground. The bottle can't be destroyed. Can hit OTG. Can charge Fear Meter on hit. Attack strength varies upon how far the bottle can travel.
    Delusional Episodes (B,DB,D,DF,F,x/y/z) (GA): Throw a Gas Bomb with a high dose of Fear Toxin that can hallucinate opponents on hit. Can charge Fear Meter on hit. When Batman or Alucard is a partner, the hallucinating demons will be replaced by hallucinating bats, which charges Fear Meter more.
    Fear-Ferno (D,DB,B,x/y) (G): Scarecrow uses his fear powers, summoning spikes from the ground-up. Can deflect 1 destroyable projectile. Can charge Fear Meter on hit. When Slenderman is a partner, a hallucinating image of Slenderman will appear, increase the amount of Fear when the move hits.
    Spinning Fear (D,DB,B,z) (G): Scarecrow spins his scythe, attacking opponents. Can move during the spin. Can be jump-cancelable. Can charge Fear Meter on hit. Every 3rd spin will not be able to cancel into other attacks and briefly stun Scarecrow after recovery.
    Hypers:
    D,DB,B,D,DB,B,x/y/z - Soaring Crow (LV1) (GA): Jump forward and strike with his scythe. Hit high. Can charge Fear Meter on hit.
    D,DF,F,D,DF,F,x+y/y+z/z+x - Grip On Reality (LV3) (G): Scarecrow fires off a gigantic blast of mixed Fear Gas from his hands. End Fear Status on use. On hit, there will be 4 sequences, depended on Scarecrow's partner:
    - Dark Perception: Triggered when Batman/Slenderman/Alucard isn't UNO Tag Team partner or during Single mode.
    - Winged Avenger: Triggered when Batman is UNO Tag Team partner.
    - Vlad of Wallachia: Triggered when Alucard is UNO Tag Team partner.
    - Eldritch Ritual: Triggered when Slenderman is UNO Tag Team partner.
    All sequences won't kill opponents and Fear can be gained whenever the move hits.
    Tag Team Hyper:
    Tag Out: Horseman of the Apocalypse: Death.
    Tag In: Be Afraid.
    Special thanks to:
    DopeFiend, NinjaBrl, Mistah Jorge and armin_iuf for the based character.
    BlackCurl, ZET and The_None for the effects as well as the codes.
  6. Upvote
    Edm7 reacted to Mr.Giang in Dr.Strange (Update 12/11/2018)   
    Don't mind me, just reuploading my old stuffs.
     
    Character Demonstration:
     
     
    Differences between the original Doctor Strange and this one:
    - MvCI voice.
    - Reworked moveset.
    - Removed many unnecessary specials.
    - Major input changed.
    - Now can air-combo properly.
    - Flying.
    - Reworked so his gameplay can be more similiar to MVC3 version.
    - Reworked Spell of Vishanti (old Spell of Vishanti gives Doctor Strange random spells effects and they are all either useless/broken, not fun to play with/agaisnt)
    - Reworked Spell Shock into MvC3 Seven Rings of Raggadorr.
    - Removed hyper background as they are too ugly and yet resource-costly.
    - Air-dash's added.
    - Some animations changed.
    - Updated Dormammu's sprites.
    - Damage-dampen system.
    - UNO-tag team's supported.
     
    Tag system:
    Start - Partner assist
    z+c - Tag in/Tag out
    D,DF,F,z+c - Tag Team Hyper
     
    Traits:
    - Recovery Teleport.
    - Guard-push.
    - Super Jump.
    - Air-dash.
    - Flying.
     
    Normal:
    X - Weak
    Y - Medium
    Z - Strong
    f.Z - Impact Palm: Cause crumble state to opponents when movehit. Can be used to push Eye of Agamotto.
    b.Z - Illusion: Counter move. Doctor Strange will teleport behind opponents if they attacks him with melee attacks.
    A - Dash
    B - Throw (can be teched by opponents)
    C - Launcher: hold Up to super jump if launcher hits.
    Reality Crystal (Air C): Cause an 60-frame untechable knockout to opponents during air-combo.
    D.U: Super jump
    x+y/y+z/z+x while guarding: Guard Push
    Hold Fwd/Back while knocked down: Recovery Teleport
     
    Specials:
    Flying (D,DB,B,c)
    Bolts of Balthakk (x+y/y+z/x+z) (G): Attack opponents with 2 unscaling beam strike. Can whiff against small characters.
    Daggers of Denak (D,DF,F,x/y) (GA): Summon Dagger of Denak to attack opponents at their current position. X version can summon 1 dagger while Y version will summon 3. Y Daggers will disappear if Dr.Strange is hit.
    Eyes of Agamotto (D,DF,F,z) (GA): Summon Eyes of Agamotto. The eye can be pushed and homed to opponents by Impact Palm. Can only summon 1 eye at a time.
    Mystic Sword (F,DF,F,x/y/z) (G): Strike opponents with Magic Swords. X version is a close ranged, multi-hit attack and Y/Z ver sends a sword toward.
    Teleport (B,DB,B,x/y/z) (GA): X/Y/Z version teleports Dr.Strange in front of/behind/above opponents.
     
    Hypers:
    D,DF,F,D,DF,F,x/y/z - Spell of Vishanti (LV1): Doctor Strange quickly summons a giant column projectile from the ground beneath the opponent. Can hit OTG.
    D,DB,B,D,DB,B,x/y/z - Seven Rings of Raggadorr (LV1): Counter Hyper. Upon hit Strange fires a large beam of energy that will completely nullify the opponent projectile and hit them. Once the beam is activated, Strange will remain invincible for the entire animation, making it completely safe should the beam miss. Can be thrown.
    x,x,F,y,z - Into the Unknown (LV3): The classic Shun Goku Satsu. Dr.Strange dashes forward and if move contacts, send opponents into many dimensions only for them to be attacked by many mystical characters from Marvel. Unblockable grab and Dr.Strange is invulnerable during the active frame.
  7. Upvote
    Edm7 reacted to Kazagami in Hikaru Otagi by Infinite released 4/2/2021   
    https://mugenguild.com/forum/topics/hikaru-otagi-192871.0.html
  8. Upvote
    Edm7 reacted to Kazagami in Getter-1 by Kenn updated 5/5/2021   
    https://media-uploader.work/?mode=detail&id=10168&original=1&key=9f535fd5-a828-40da-a0bf-af06c23ec102
     
    pass: "dowao" (scroll down to the very bottom of the page, enter the pass in the form that says "DLパス" and click on "ダウンロード")
×
×
  • Create New...