Jump to content

LansingWolverine

Member
  • Posts

    415
  • Joined

  • Last visited

Posts posted by LansingWolverine

  1. Ok, so someone on MUGEN ARCHIVE made a 6-button version of Dronekiller's Filia. I was going to download it, but the download link didn't work. Apparently, I was locked out of downloading anything from their site. So basically, what I'm asking is that if someone could maybe send a way to download this character.
    Here's a link to the character in question: <Mod edit: Blacklisted link removed>
    Any attempts are greatly appreciated!

  2. Does anyone have MGMURROW's SF3 Shadow Lady? I went to his main website, but the site the link for SL lead to an error message saying the file wasn't found, so I was wondering if someone could send me a zip or 7zip or a working link or something? Thanks if anyone can help me.

  3. Just some random little game.
    Basically, one person has to say a spoiler from some sort of media such as a video game, movie, anime, etc. The next person says what it's from and says a spoiler and so on and so on.

    I'll start.
    Bruce Willis dies at the end.

  4. Man, I've been gone for a while.
    Anyways, I've been working on something since June. It's multiple movelists for different characters for a 2D fighting game that some of my mates have been working on. We're still looking for help for character designs and such since our team is only 3 people. I've been assigned to help create the game's battle system. I've already created the basics and around 10 characters already, but I've only finished 2 characters. The point is I want to get your guys opinions on the system I've created. I'll update this when I finish more characters, as at least 80% is probably going to change. Also bear in mind it's my first time doing this kind of thing, so it's kinda sucky.
     

    Battle System

    Spoiler

    Move List Explanation


    Command
    Move Name
    Move Type
    Explanation (optional)
    Button and EX properties

     

    Move Types

     

    Air Throw: An air throw.
    Anti-air: They usually cover a good amount of air or can setup nice combos. Typically good against people who jump in too much.
    Balance: Usually just a projectile assist.
    Capture: A move that captures the opponent. Sets up combos, catches them off guard and can sometimes combo into a Rage Finisher.
    Dash: A move that gets the character dashing right at the other side of the screen. Usually does good damage and shoots the opponent away if they are trying to pressure.
    Enhance: Usually something fast or speedy, kind of like a dash.
    Expansion: Something fairly different for each character.
    Ground: A move that usually helps in ground pressure, usually as a projectile on the ground or a strong attack that covers a good amount of the stage.
    Heal: A move that if finish, you regain some health.
    Launcher: A move that launches your opponent in the air for combos.
    Projectile: A projectile attack, helps with defense and also helps your zoning game. Some projectiles are better than others, though.
    Rekka: An attack that has multiple follow-ups that forms combos.
    Throw: If the opponent is right next to the character, they then will be thrown. Some do good damage and some lightly toss them in the air for combos.
    Variety: Something that differs between all characters, and has different outcomes depending on how you use it

     

    Health Values
    5 = 1200
    4 = 1100
    3 = 1000
    2 = 900
    1 = 800

     

    Commands
    DF = Down-Forward
    DP = Dragon Punch (Shoryuken motion)
    RDP = Reverse Dragon Punch
    DB = Down-Back
    HCF = Half Circle Forward
    HCB = Half Circle Back
    360° = 360 motion
    = Charge backwards
    [D] = Charge downwards
    [DB] = Charge down-back
    P = Punch
    K = Kick
    2P = 2 Punches
    2K = 2 Kicks
    3P = 3 Punches
    3K = 3 Kicks
    (P) = Mash Punch
    (K) = Mash Kick
    (Air) = Can be done in air
    [Air] = Air only

     

    System
    6 button
    LP+LK = Throw
    MP+MK = Active (changes with char)
    D+MP+MK = Power Charge
    HP+HP = Passive (changes with char)
    -Passives last 5 seconds
    -Passive bar fills with hits to and from opponents
    3 meter bar
    EX Moves performed by 2 punch/kick
    At 15% health, Rage is enabled
    -Attack power increases by 10%
    -Gains a meter
    -Can use a new move that always does 33% health of opponent (3 meter)
    -Music changes

     

    H = Health
    P = Power
    S = Speed

     

     

    Basic Shoto character

    Spoiler

    Shoto

     

    (Basically Ryu)

     

    H = 3
    P = 4
    S = 2

     

    DF P
    White Fire
    Projectile
    Button determines speed
    EX is a 2-hit

     

    DP P
    Dragon Punch
    Anti-Air
    Button detemines height and speed 
    EX version is invincible to projectiles

     

    DB K
    Tiger Kick
    Expansion
    Button determines number of hits
    EX ends with wall bounce hits

     

    DF K
    Donkey Thrust
    Expansion
    Button determines strength and distance
    EX is a wall bounce

     

    Passive
    Dragon Stance
    Moves do 5% more damage

     

    Active
    Oxien Strike
    Focus Attack
    Hold to change power
    Can be cancelled into a dash for 1/3 of Passive meter

     

    Rage Finish
    DF, DF P
    L.Dragon Punch into giant 10-hit White Fire and a EX Donkey Thrust

     

     

    Dulton-like character (added since it's a odd character that I feel could potentially give some variety)

    Spoiler

    Traveling Street Fighter

     

    (Basically Dulton from Double Dragon Neo Geo)

     

    H = 3
    P = 4
    S = 2

     

    (P)
    Blazing Fists
    Enhance
    Button determines number of hits
    EX hitting 7 times and ends with kick

     

    DF P
    Spicy Toss
    Projectile
    Button determines number of projectiles
    EX throws giant projectile

     

    , F K
    Italian Special
    Dash/Throw
    Button determines distance
    EX goes full-screen
    When dash connects with opponent, SF punches, knees, and throws opponents to the ground.

     

    Passive
    Spice and Herbs
    All moves give a bleed that deals a quarter of the original move's damage over 2 seconds.

     

    Active
    Venice Bridge
    Activates a jump at opponent.
    If opponent is down, SF jumps on top of opponent and punches their face 4 times and jump off.

     

    Rage Finisher
    Neo Grapevine
    Dashes at opponent. If connects, then opponent get elbowed, knee'd, then gets hit by a 12-hit Blazing Fists then ends with a suplex.

     

  5. Kind of an odd question, but y'know how whenever Atlas gets involved or makes in a fighting game, they make videos of the characters' moveset and shows them. I've always kinda wondered, what font are they using in those videos?

    Here's an example of the videos I'm talking about:


     
  6. Haha, you have no idea how to get the most out of your reflect, do you?

    The counterattack does pitiful damage because that's not supposed to be your source of damage. It's what you do afterwards that gets you damage. After a successful reflect, the counter attack knocks the opponent in a juggle state where you can easily tack on a standing B or C, special cancel into a super cancel. The only exception is Mycale because her counterattack knocks them back further than usual and has to omit the Standing normal and go straight to a special(Which is fine, because the opponent will be far away where she works best) unless they're already in the corner. You'll have to change combo depending on whether your reflect is a standing, crouching or air reflect, but generally you want to do SOMETHING after the counter attack.

    Think about that before you decide you still want to improve an already good mechanic,

     

    I probably should've explain a little bit more lol. I will admit, it's nice to see another AB player 'round here.

    I don't mean for it to do a heck lotta damage, just maybe like 10-20 more damage in MUGEN standards. The only reason I want to add a little more oomph to the reflect is because in the MUGEN I'm using Akatsuki as a "challenger"-like character, kinda like Ryo in Fatal Fury Special. The only problem is that against most other characters, he loses most of the time. On a tier list, he's around maybe Mid-Bottom or Bottom tier. The only real advantages he has are some of his attacks having a nice quick recovery and a superb projectile. The reflect can only help him so much, since there's an odd bug that happens with 1/4th of the characters where the opponent has a chance to block right after attacking Akatsuki during a reflect. Characters like Captain Falcon have some moves that you have to counter more than once to fully parry it, but that little amount of damage for all that work seems a tad unfair. Some disadvantages Akatsuki has are his Lv. 3 super gives the opponent a huge amount of meter, and if blocked, gives the opponent a good chance to attack. His walk speed is on the slow side, he doesn't do well in the air, some moves have a hard time chaining with his supers, a lot of his moves have a low priority compared to most other characters, etc...

    Basically, I think it would be wise to buff Akatsuki just a little bit more in my MUGEN since he has a bit of trouble with other characters.

    Sorry if my grammar is on little on the sloppy side, I've been sleep-deprived for 2 days straight.

     

     

     

    The duration is most likely the in the animation, but it would really help if you posted the code.

    I've forgotten where some of this kind of stuff is, so I'll just post a link to the character.

    http://page.freett.com/MKTMUGEN/

  7. Anyone remember Akatsuki Blitzkampf?

    I freaking love the characters from it, but I realized something lately.

    All of the characters have a parry-like move called a Reflect, normally done by pressing B in MUGEN.

    Normally, it's pretty efficient in starting some combos, but only if you're facing other AB characters.

    Most other MUGEN character is dominate all AB (except Marilyn, but she doesn't depend very often on the Reflect)

    So, I was curious if anybody know how to extend the time an AB char holds the counterattack pose and make the counterattack do more damage.

    Thanks for reading.

×
×
  • Create New...