Jump to content

The Unexpected Visitor

Creator
  • Posts

    1,071
  • Joined

  • Last visited

Posts posted by The Unexpected Visitor

  1. I have decided to merge all threads into one just to reduce clutter that can be seen as annoying and to get more concentrated, unified feedback into all of the characters that are intended to go into a game, onto the characters:


    AZUFIGHT PLUS CHARACTERS

     

    Osaka_JM:
    From Azumanga Daioh! and converted from the original A! Taisen Shiyou game, she sports an arsenal of keep away moves, and extremely deadly combos. Also has an alternate mode, by selecting her holding the Start Button.

    Video:

    Download: Osaka

    Changelist

    Spoiler

    1.45 (07.07.2022):
        -QCBx2 + A/B/C > B + 😄 Fixed Guard Crush being gone from hits 1-4.

    1.4 (03.24.2022):
       -Finally removed neccessity for MUGEN's default juggle point in system. Airjuggle changed from 1 to 0 as a result.
       -Wallbounce states should no longer push you in the case you hit them from behind.
       -Reverted 75% proration from supermoves to a more sensible 85% except for Super Moves that purposedly are a free juggle.
    (those vary depending on abusability)
       -Retimed some fall.recovertimes to allow for more rewarding combo structure.
       -Improved Soft-Hard Knockdown detection. In particular the janky OTG recovers should work properly now.
       -Recovery near ground should be fully invincible for the opponent until they actually recover.
       -Projectiles have been reduced to about 20 base damage when fall-off is in play.
       -50% damage dampener penalty on a successful grab.
       -HUD Elements (Dull, Cool, Danger, Burst timer, Showtime, etc) have been realigned and now scale vertically depending on your
    MUGEN's resolution. Burst bar relocated to prevent overlap with the Showtime letter graphics. Super portraits do the same thing.
       -RDP command should come out less often if just finished blocking. Unfortunately this means the shortcut B, QCB doesn't work as you'd expect as EX Osaka.
       -EX Osaka Ukiwa: No longer resets.
       -Vertical velocity on air chains now only happens if the previous normal actually hit.

    1.3 (02.09.2022):
       -Removed an embarrassing debug oversight with her doing St.C over and over on P2 side.
       -Super moves now have 75% proration if comboed into.
       -Most Super moves now induce, in addition to an untechable hit, an unhittable knockdown on their final hit. Guard Cancels are also affected by this, but techable just before hitting
    the ground.
       -Added Show Time and Burst Mode cancelling out of all super moves.
       -Show Time now actually resets all juggle flags on hit in addition to resetting the state of all soft-hard knockdowns.
       -SFF now has color separation.
       -Changed run jump velocities.
       -QCBx2 + A/B/C Super base damage reduced to 150/15 on hit/block.


    Mio_JM (Mi Oh):
    A silly half joke half remake of this Mio character by Dissidia, with the ocassional wacky move or property.

    Video:

    Download: Mi Oh

    Changelist

    Spoiler

    1.4 (03.24.2022):
       -Finally removed neccessity for MUGEN's default juggle point in system. Airjuggle changed from 1 to 0 as a result.
       -Wallbounce states should no longer push you in the case you hit them from behind.
       -Reverted 75% proration from supermoves to a more sensible 85% except for Super Moves that purposedly are a free juggle.
    (those vary depending on abusability)
       -Retimed some fall.recovertimes, particularily in Sugar Rush Crush USA, Double Tomahawk and Amanda-Beth-Sodayo?
       -Improved Soft-Hard Knockdown detection. In particular the janky OTG recovers should work properly now.
       -Recovery near ground should be fully invincible for the opponent until they actually recover.
       -Projectiles have been reduced to about 20 base damage when fall-off is in play.
       -50% damage dampener penalty on a successful grab.
       -HUD Elements (Dull, Cool, Danger, Burst timer, Showtime, etc) have been realigned and now scale vertically depending on your
    MUGEN's resolution. Burst bar relocated to prevent overlap with the Showtime letter graphics. Super portraits do the same thing.
       -Serious Tunes: Now activates much earlier for A and B versions (B version especially), A version invuln frames increased by 3F
       -Vertical velocity on air chains now only happens if the previous normal actually hit.
       -Critical hit effect looks fancier.

    1.3 (02.09.2022):
       -Super moves now have 75% proration if comboed into.
       -All Super moves now induce, in addition to an untechable hit, an unhittable knockdown on their final hit. Guard Cancels are also affected by this, but techable just before hitting
    the ground.
       -Added Show Time and Burst Mode cancelling out of all super moves.
       -Let's Rock costs 1 1/2 meters.
       -Let's Rock now resets the state of the "Soft-Hard Knockdown" moves.
       -HCF, B, F, B, F + A/B/C super: Damage increased from 550 -> 750

    1.15 (02.01.2022):
       -Corrected a few custom state goofs
       -Burst bar on P2 side should show up properly.
    1.1 (01.26.2022):
       -Corrected version dates because this character is from 2022!!!!
       -Extended invulnerability to projectiles period on Karate Kick
       -Added Wire Damage animation compatibility (anim and code)
       -Added support for end stagger animation (anim and code)
       -Guard Cancels should be less difficult to do at the cost of them being easier to bait (can do them during guard slide)
       -A few more frames of invulnerability on her QCBx2 + C super
       -I must had been drunk, but i did not implement the burst extra defence properly, fixed also some readme errata about it.
       -Just readme errata has been fixed in general i hope.
       -Extended bounce states' hitbox on the bottom more to make all conversions work as I intended them.
       -Charge sound for F+MP stops when Mio is hurt.


    Tamaki_JM:
    Tamaki Kousaka, Aquaplaza's grappler of choice and that one girl from ToHeart 2 that you might have seen out there once or twice. Slightly retooled to fit with my game's system.

    Video:

    Download: Tamaki

    Changelist

    Spoiler

    1.4 (03.24.2022):
       -Finally removed neccessity for MUGEN's default juggle point in system. Airjuggle changed from 1 to 0 as a result.
       -Wallbounce states should no longer push you in the case you hit them from behind.
       -Reverted 75% proration from supermoves to a more sensible 85% except for Super Moves that purposedly are a free juggle.
    (those vary depending on abusability)
       -Smackaway can now air recover once the bounce happens.
       -Improved Soft-Hard Knockdown detection. In particular the janky OTG recovers should work properly now.
       -Recovery near ground should be fully invincible for the opponent until they actually recover.
       -50% damage dampener penalty on a successful (normal) grab.
       -HUD Elements (Dull, Cool, Danger, Burst timer, Showtime, etc) have been realigned and now scale vertically depending on your
    MUGEN's resolution. Burst bar relocated to prevent overlap with the Showtime letter graphics. Super portraits do the same thing.
       -Showtime: Comboing into should no longer make the animation act wonky.

    1.3 (02.09.2022):
       -Super moves now have 75% proration if comboed into.
       -All Super moves now induce, in addition to an untechable hit, an unhittable knockdown on their final hit. Guard Cancels are also affected by this, but techable just before hitting
    the ground.

    1.15 (02.01.2022):
       -Corrected a few custom state goofs.
       -Burst bar on P2 side should show up properly.
       -Show Time!: Damage reduced.
       -And a few other things.
    1.1 (01.26.2022):
       -Added all the system changes from Mi Oh to Tamaki, including, but not limited to:
          Animation standards
          Defence increase in Burst Mode (about 25% less damage)
          Dragging the OTG hitboxes down
          Wire damage anims, stagger extra frame
          Guard Cancel fixes
          Recovery state fixes
          Counterhits gives a 20% damage increase
          Fixes to some effects
          Added air-combo vels to Tamaki
       -Life increased from 1050 to 1100
       -Given a taunt (can be held)
       -Blood Curling Punishment: "Soft-Hard Knockdowns" stay as Hard Knockdowns for the whole duration.
       -Blood Curling Punishment: Increased Length to 720 frames (12 seconds)
       -"Reorganized" the juggle groups to give her more options. (Smackaway and 2C no longer share the same group)
    1.02:
       -Turns out Tamaki's custom wallbounce effects were completely misaligned if she starts a round facing left (p2 side basically)
       -I didn't mean for Ferrum Claw to be fully invincible so I've fixed that to be invulnerable until the recovery frames oopsieeee.

    1.01:
       -Updated known issues.
       -Fixed audio bug relating to superpauses and the custom wallbounce/wallstick/groundbounce sounds.
       -Corrected an animation check that was not causing the getting crushed against wall animation to play properly for both Normal and BURST! Iron Claw of Fear.

     


     

    MISCELLANEOUS

     

    Patoelietoe II:

    A joke character, somewhat of a remake of Patoelietoe, another joke character made by yours truly. A Patchouli on crack-coke-speed-cocaine or whatever with Marvel vs Capcom 1 inspired gameplay. A certified hood classic that was in need of a heavy update to just be more fun and complete.

    Video:

    Download: Patoelietoe II

    Changelist

    Spoiler

    V1.71:
    -Corrected a stray ground effect in the second part of Blade Sylphymountain if you used this move in the air.

     

    V1.7:
    -Ice Cream Truck: Should not be sinking on the floor.
    -SprPriority set to 2 on all attacking moves.
    -Rocket Rush!: First Explosion frame is no longer angled.
    -St. HK and Chainsaw Worship: Use cut sparks and sounds now.
    -St. HK hits three times now. Increased range for all frames, but decreased priority on hits 2 and 3 to compensate.
    -The Elementals: hitting enforces sprpriority 3 now. (No longer should be drawn under Patoelietoe on hit), No longer causes an air knockdown. Added
    yellow palFX to her HP version to make it look distinct and to be similar to stuff Patchouli fired on the shmup Touhou games.
    -Blade Mountain: No longer goes under the ground in Light version.
    -Should no longer trigger dashing onto the screen on doing light punch or backdashing close to the corner.
    -Sylphywhat? is now air usable. However, given its less potential ending lag, it forgoes the invincibilities given to the grounded version.
       Added a bunch of measures on the HP version, in hopes to prevent jank that would cause her to go under the opponent and cause the move to fail or behave weird. This
    can occassionally still happen depending on your opponent's hitboxes and if they were airborne or not, so in case all of the safeguards fail Patoelietoe will try to autocorrect and
    turn around at that last hit if any of the previous 2 hits made contact.
    -Blade Sylphymountain is also now air usable as a result, but retains all its perks given that the move works the exact same in the air.

     

    V1.6:
    -Lowered Ice Cream truck and Patoelietoe's sprite priority on Forward Dash to not obscure the action.
    -Teleport Backdash now only works if initiated point blank on the edge of the screen.
    -Tweaked gravity and velocities on grounded Backdash.
    -Increased both horizontal accelerations in a super jump, especially the forwards one, increased forwards speed cap from 4 px/frame to 4.5 px/frame,
    giving you more horizontal coverage.
    -Leap Year command changed: From F+HP to F+MK
    -Updated freeze palFX for both the hadoken and the player.
    -Mash timer for freeze reduced AND removed randomness to the mashing. Mashing detection changed from mashing buttons to mashing directions.
    -Increased Jump Start frames from 3 to 5 (helps processing a standing 360, though it's not perfect sadly)
    -360s now can start from diagonals.
    -Given control as soon as you land from a jump now. Offscreen detection from an air combo now triggers ASAP when you land as a result.
    -Increased time window to input buttons in 360+2K from between what I assume is 4 frames early to 4 frames late to between 6 frames early to 6 frames late.
    Sweet spot is now between 3 frames early to 3 frames late, but it should be consistent now to get at least 500 damage with enough practice.
    -Power On Power Off!:   -Does at least 350 damage always now, regardless of your performance being accepted by the game or not. (In theory the maximum is 800, but it requires
                the most pefect timing on all 4 sequences.)
             -Self damage on failure increased as a result (50 to 150)
             -No KO Slowdown in case of a self knock out.
             -When you are to repeat the sequence, the action bar spawns from the leftmost part of the screen now.
             -Removed hidden 50 point penalty for each bar that had only 1 or 2 buttons hit in time.
    -Credited PotS properly.
    -Attempted to align the super-jump dust.
    -All supers: Readjusted superpauses to match the beginning of the move.
    -Increased start-up invulnerability of Blade Sylphymountain further to compensate for its lower damage.
    -Increased Projectile Invulnerability of MP Princess Undine to make projectile get-aways less clunky.
    -Increased Hitstun of DP + HK to prevent fringe cases where they would recover out of the move.
    -St. Elmo's Pillar: Increased damage, given startup invincibility, ball travels further, changed the way the pillars are generated.
    -Somehow forgot my username is now jade_midori in the readme.

     

    V1.5:
    -Removed hitstun decay.
    -Removed control during her backdash teleporting until she's fully out of the screen edge.
    -Life Increased (910 -> 950)
    -Most damage is now given in multiples of 7 (would be about a single lifebar pixel in MvC1 out of 144).
    -Damage Dampening redone: First 3 hits are undampened, and then decreases by 7 per each successive hit, until it deals 7 damage.
    -QCB + HK: No longer goes up into the air, now generates fire up to the right edge of the screen, recovery decreased.
    -QCB + MK: Startup decreased.
    -Standardized most hitstun and blockstun values.
    -QCF + P: Sped up projectile throwing animation, shrunk hitbox, passes through the screen 5 times now instead of 2.
    -Can't super-jump out of relaunches.
    -Air normals and chains will result in a pop-up now if a combo results in 6 or more hits. (Attempting preventing infinites on larger characters)
    -Guard Push now fucking works.
    -Fixed a glitch with St. Elmo's Pillar that would result on it dragging the camera if the bomb projectile is launched and Patoelietoe were to be hit.
    -St. Elmo's Pillar's projectiles now are locked on the screen, increasing the move's effectiveness.
    -Gave full startup invuln to Sylphywhat? in decreasing amounts the heavier the version, alongside projectile invuln during the move.
    -Fixed command normals not reading the right direction.

    V1.05:
    -Gave hitstun decay to certain problematic moves (such as airborne normals and OTG moves)

    V1.01:
    -Uuuh, Brick Wall and Chainsaw Worship were like, screwed up in the readme file.
    -No idea why First Attack is coming during survival results, but it should be fixed.
    -Uuuh, First Attack should be also coming from all projectiles now.[


    Satsukong version KONGPLETA:

    A very very strange and crazy recreation of Satsuki made with data from (9)'s extremely accurate version, featuring gameplay mechanics from Melee, Skullgirls, and Melty Blood, I can guarantee you're in for the strangest and most potassium filled adventure you'll ever have.

     

     

    Download: Satsukong Here!

     

    Changelist

    Spoiler

    v1.2:
       -Redrew Small Portrait.
       -Cargo Throws can be countermashed.
       -Prevented the Ikemen crash oversight.
       -Minor AI tweaks
       -Put all the HUD stuff ontop.
       -Attempted to Improve the palette select overlap detection. (At least should no longer complain of nonexistent palette if both Satsukong characters use the last palette.
       -Character should be more Simul friendly (up to 2 characters per side)
       -Added a few more winposes.
       -Activated Bonus Barrel. WARNING: Sucks!!!!!
       -Other Miscelaneous small changes I forgot.

    v1.1:
       -No longer recovers power back on hit from QCB + 2P super.
       -Throw limiter during jumpsquat now only lasts for each specific frame the opponent is in it.
       -Added pal selector and several new palettes from Foobs.
       -Added a setting for Giant Punch style, that takes place on pal selector.
       -Reduced damage for Final Smash: (600->500)
       -Giant Punch (Hit): Reworked guard times.
       -Randomized INVINCIBILITY pop up jingle.
       -Updated this readme with some other relevant information and credits.
       -Minor Graphical Retouches on HUD.


    Patoelietoe (Original) Reducks:

    The original version of Patoelietoe! Made back then around like what in 2015? before my MvC1 attempt. Updated to be up to par with current standards

    Download: Here bois

    Here's some screengrabs sorry about the crop my camera man was drunk that day.

    Spoiler

    zeGBf5P.png4l6hHla.png

    WZ4hB3E.pnganILLzQ.png

    h2HLRAy.png8FCuWnQ.pngb19FrkH.png


      

     


    Feedback is very appreciated and neccessary, as we have 3 azufight characters as of now and putting them into a single package game is coming very soon! Thank you for at least taking a look. Oh yeah the miscellaneous characters can use some input too lol.

  2. I have once again updated Tamaki, fixing a bunch of stuff that I felt necessary

     

    Changelist:

    1.1 (01.26.2022):
       -Added all the system changes from Mi Oh to Tamaki, including, but not limited to:
          Animation standards
          Defence increase in Burst Mode (about 25% less damage)
          Dragging the OTG hitboxes down
          Wire damage anims, stagger extra frame
          Guard Cancel fixes
          Recovery state fixes
          Counterhits gives a 20% damage increase
          Fixes to some effects
          Added air-combo vels to Tamaki
       -Life increased from 1050 to 1100
       -Given a taunt (can be held)
       -Blood Curling Punishment: "Soft-Hard Knockdowns" stay as Hard Knockdowns for the whole duration.
       -Blood Curling Punishment: Increased Length to 720 frames (12 seconds)
       -"Reorganized" the juggle groups to give her more options. (Smackaway and 2C no longer share the same group)

  3. I have updated Mi Oh to version 1.1, changelist:

     

    1.1 (01.26.2022):
       -Corrected version dates because this character is from 2022!!!!
       -Extended invulnerability to projectiles period on Karate Kick
       -Added Wire Damage animation compatibility (anim and code)
       -Added support for end stagger animation (anim and code)
       -Guard Cancels should be less difficult to do at the cost of them being easier to bait (can do them during guard slide)
       -A few more frames of invulnerability on her QCBx2 + C super
       -I must had been drunk, but i did not implement the burst extra defence properly, fixed also some readme errata about it.
       -Just readme errata has been fixed in general i hope.
       -Extended bounce states' hitbox on the bottom more to make all conversions work as I intended them.
       -Charge sound for F+MP stops when Mio is hurt.

  4. After what seems an eternity without trying anything slightly humorous or just anything MUGEN at all, I am back to deliver a new character for you people:

     

    MI OH

    A strange edit of Mio Akiyama for MUGEN 1.0+

     

    After a long slump of inactivity, seeking to polish my game system further up, I decided to see if I could give this character my own spin, my take differs on the properties of the moves, how they behave in hit/block, and trying to see if I can get something funny out of the character just like the old days, if you liked previous chars of mine like Clone Koa, Patoelietoe or Hong Miling, this might be for you.

     

    A small video showcase showing a few things to come out of downloading this:

     

    Download: Right Here!

     

    Changelist:

    Spoiler

    1.15 (02.01.2022):
        -Corrected a few custom state goofs
        -Burst bar on P2 side should show up properly.

    1.1 (01.26.2022):
       -Corrected version dates because this character is from 2022!!!!
       -Extended invulnerability to projectiles period on Karate Kick
       -Added Wire Damage animation compatibility (anim and code)
       -Added support for end stagger animation (anim and code)
       -Guard Cancels should be less difficult to do at the cost of them being easier to bait (can do them during guard slide)
       -A few more frames of invulnerability on her QCBx2 + C super
       -I must had been drunk, but i did not implement the burst extra defence properly, fixed also some readme errata about it.
       -Just readme errata has been fixed in general i hope.
       -Extended bounce states' hitbox on the bottom more to make all conversions work as I intended them.
       -Charge sound for F+MP stops when Mio is hurt.

     

    Special thanks to Dissidia for making the character this is based on.

     

    Until the next project, have fun! Don't forget to send your input/feedback/etc. here!

  5. 1 hour ago, Disins said:

    Yep! So glad he did, your Tamaki is really well made, so nothing but deserved to get an patch. 😛

     

    Thank you very much for the kind words ^^

     

    Downloading this AI patch made me realize I made two mistakes in the character cause I never fought against her on P2 Side, therefore I have updated her. Sadly this also means the person who made the AI Patch should update the tamaki_common and tamaki_system files to include the fixes, one of them is a minor graphical bug, but the other one was unintended invincibility, I apologize for the inconvenience!

  6. Hey guys, it's me again, took me forever to come back and make something, but I believe I just made something now that I'm quite happy with.

     

    From Aquapazza, Tamaki Kousaka joins MUGEN with 720p sprites and all her grappling tricks, with more things thanks to the AzuFight style that I always use! It's also a prototype to see if people show interest in my gameplay system, which I intend to make a full game out of.

     

     

    Download: Tamaki_JM

     

    Changelist:

    Spoiler

    1.15 (02.01.2022):
        -Corrected a few custom state goofs.
        -Burst bar on P2 side should show up properly.
        -Show Time!: Damage reduced.
        -And a few other things.

    1.1 (01.26.2022):
       -Added all the system changes from Mi Oh to Tamaki, including, but not limited to:
          Animation standards
          Defence increase in Burst Mode (about 25% less damage)
          Dragging the OTG hitboxes down
          Wire damage anims, stagger extra frame
          Guard Cancel fixes
          Recovery state fixes
          Counterhits gives a 20% damage increase
          Fixes to some effects
          Added air-combo vels to Tamaki
       -Life increased from 1050 to 1100
       -Given a taunt (can be held)
       -Blood Curling Punishment: "Soft-Hard Knockdowns" stay as Hard Knockdowns for the whole duration.
       -Blood Curling Punishment: Increased Length to 720 frames (12 seconds)
       -"Reorganized" the juggle groups to give her more options. (Smackaway and 2C no longer share the same group)

     

    1.02:
        -Turns out Tamaki's custom wallbounce effects were completely misaligned if she starts a round facing left (p2 side basically)
        -I didn't mean for Ferrum Claw to be fully invincible so I've fixed that to be invulnerable until the recovery frames oopsieeee.

     

    1.01:
       -Updated known issues.
       -Fixed audio bug relating to superpauses and the custom wallbounce/wallstick/groundbounce sounds.
       -Corrected an animation check that was not causing the getting crushed against wall animation to play properly for both Normal and BURST! Iron Claw of Fear.

     

    Also sorry guys, no AI again, but I made sure that she's at least fun to play as.

     

    Thanks for your time.

  7. Hello, I recently got ahold of this character again for an IKEMEN project, and I forgot how outdated this is, therefore I decided to update her to more current standards of my characters.

    Reintroducing Onodera Ren, this weird lady from Crimson Alive: Extreme Encounter. Truth to be told I knew nothing about her really and I just made her because I thought she was cool. She was made about 8 years ago, when I was starting to grow up of my MUGEN baby phase.

    Here's a bit of a more detailed description of her features:
        -All her moves, even ones that were taken off the game.
        -Dodge, Dash, Backdash, Quick Guard and Dodge get-up adapted from the game.
        -Details taken from the Crimson Alive game, but with my own touches when it comes to gameplay
        -All Normal Moves, All Special moves, Two EX Moves (One of which was cut from the game), Various Super moves (One of them suffered a similar fate).
        -And other things you'll see.
        -A bunch of palettes thanks to Zemilia... he even made more than 12... so go pick whichever ones you like.

     

    Her gameplay consists of some heavy rushdown coupled with extremely punishing juggle combos, almost boss character esque.

     

    UPDATE 21/01/2021 Changelist:

    Spoiler

    -[SYSTEM] Redone the way Ren's projectiles are limited, so the combo counter won't reset between projectiles. As a result she gains a couple of buffs as well given the better projectile
    contact detection:
        -[ADDED] Ren can now cancel into meter moves from: QCF+X, QCF+Y (now on contact rather than just on hit), Y+Br.
        -[FIXED] Improved super cancel rules for Slash Wall.
    -[BALANCE FIX] Removed dampening from the remaining projectile meter moves.
    -[FIXED] Can properly switch stand to crouch and viceversa in chains. Corrected all mistakes with the chaining.
    -[FIXED] Should be able to do ANY normal, special and super from a dash, timing to cancel dash revised.
    -[ADDED] Forward Dashing dodge, doing so will increase the rolling distance.
    -[FIXED] Properly aligned the Air Blocking animations.
    -[FIXED] Can no longer mash buttons to get out of the ground faster. Added roll teching from the original game, however it's been restricted to be done just before getting up, input window
        is 3 frames, has vulnerability frames. See more below.
    -[FIXED] Roll cannot pass through opponents from the moment Ren is actually vulnerable, all of the rolls now turn to face the opponent at the vulnerable window.
    -[ADDED] Ren's backdash has 7 frames of startup invincibility given how slow as molasses it can be. (it's also uncancellable)
    -[REMOVED] QCF+Y no longer has any limits given to it, go crazy if you can even find an use to this move.
    -[BALANCE FIX] First hit of 5Y no longer pushes back, range greatly increased, removed a few frames of advantage as a result. Priority on first hit increased,
        Priority on second hit decreased, damage reduced (30x2 -> 25x2).
    -[ADDED] High Jumps like in the original game.
    -[ADDED] Effects added in Beat Rave and landing, also for super jump. Added some more missing voices (getting hit voices and on QCB+X).
    -[CHANGED] Completely reworked the hitbehaviors on Flower Scythe to work more like the actual game. Damage adjusted.
    -[BALANCE FIX] Slash Wall: Damage increased (31xN -> 40xN).
    -[ADDED] Fire effects that stick to p2 on any fire move.
    -[BALANCE FIX] Life reduced (1000 -> 850)
    -[BALANCE FIX] QCB+Br in the air has its damage increased like the other meter moves.
    -[BALANCE FIX] Frame data and Animation Timings revised for QCF+X. Hitstun reduced by about a quarter of its original value, readjusted animation timings to keep a more consistent pace.
    -[ADDED] Character portraits of this character included in Portraits folder, if you need them.
    -[BALANCE FIX] Ren's QCB+Y is NO LONGER GRAB TYPE, you can no longer punish rolls or specific types of armor on reaction with this move. It will still only hit once however.


     

    SCREENSHOTS:

    Spoiler

    spacer.png
    spacer.png
    spacer.png
    spacer.png

    DOWNLOAD: Click Here!

     

    Stay tuned for more!

  8. CLONE KOA

    version KONGPLETA

     

    Welcome everybody, it's been a while since I've made anything, but I think it's time to rectify this:

     

    Introducing Clone Koa by jade_midori, one of the few characters from back then that I would say put me in the right direction, I thought I would change one or two or maybe a billion few aspects of her that were bugging me for a long while, so here you go.

     

    For those who are not aware, Clone Koa is an experiment from way back in the day on trying to make a Clayfighter 63 1/3 esque character, however I wasn't able to get myself to get super bad on purpose that hard (trust me, you REALLY have to make it super jank in order to be true to that game), eventually the focus really shifted and only kept the sounds Clayfighter, everything else evolved into a mishmash of DKC content and just some wacky silly moves from time to time off of the original Koakuma by SoM, as of recent, she's acquired cues from the King of Fighters series, while still keeping old aspects that were true to the character such as Chain Combos, limited juggling, parrying, fatalities, Normal -> Special -> Super chaining, etc. It sounds super silly, but it's really mellow in the grand scheme of things.

     

    Some of the changes (off of the readme):

     

    Spoiler

        CONVERTED TO MUGEN 1.0!
        Life changed back to 1000
        Maximum meter has been changed to 5000
        Redone all important CLSNs
        Normals have been sped up considerably, with different frame data to match.
        All grounded attacks are now AIR UNBLOCKABLE.
        Air normals all have the same pushback and hitstun, their use and hitboxing is what changes
        Normals will reset falling opponents, you can still apply the old behavior of chaining on an aerial opponent, but they will be invulnerable once their hitstun
            is over.
        Using custom cornerpush
        Crossups will drag towards Clone Koa instead of away, replicating the way SNK games do once again.
        Regular Grabs can be tech hit out of.
        Grabs and Command Grabs have a limiter applied to them, they should no longer affect jumping frames.
        Damage Dampening has been rebuilt.
        Removed several terrible sprite edits and effects that go unused are removed. (ongoing)
        Clone Koa has a zero or alpha counter now.
        QCB + P works fairly differently now, aside from being slightly sped up:
            -> QCB + WP: Has massive frame advantage on hit the first time it's done in a combo, allowing you to link almost anything except itself,
                deals small damage.
            -> QCB + FP: Second hit will initiate a juggle.
            -> QCB + BP: Works as the old one, allowing to finish grounded combos easily with good damage, has projectile invuln from the first active frame till
                the last slash.
        DP + K:
            -> Damage is higher across all versions
            -> Explicitly Grounded frames exist now, the aerial frames are air blockable, with reduced damage.
            -> WK version is fully invincible, least damaging, FK is medium and high invincible with middle damage, BK has no invincibility but highly damaging.
        QCF + P has suffered a number of changes:
            -> Sped up Clone Koa's throwing animation, slowed down the recovery.
            -> Added idle frames to the endlag.
            -> Only prize versions will show up now, that is Chests and Barrels.
            -> Barrels have a 25% chance to spawn, they will continue to roll in the ground if they touch it.
            -> Projectiles will NEVER have a blocking restriction, as a result, rolling barrels are now blockable in any stance.
            -> Prizes will always magnetize to Clone Koa
        QCB + K has been replaced by "Donkey Kong Squad", as she no longer has use for a leaping move since she has projectile invuln on QCB + BP.
        Charge B, F + P:
            -> Strictly a combo move.
            -> High and Med Invuln up to the recovery.
            -> There's no wall bounce after it anymore.
            -> Really quick startup, p2 recovery on block gets worse the stronger the move is, at expense of extra distance and damage.
        Starts with 5 extra life balloons, repurposed the way they work.
            -> Donkey Kong Squad will take one extra life balloon away as they are summoned
            -> Live-a-Live costs 3 of them.
        Extra life balloons did not have a minimum cap, the minimum cap is now 0
        Projectiles can be super cancelled now.
        Clone Koa's juggling rules have been completely been redone. (Adding this now)
        Added Clone Koa's own MAX mode and Quick MAX activations, heavily based on KOF2002 rules.
        QCB x 2 + K ("Triple Aura") has been replaced by B, HCB, F + P ("Dance by the Moonlight")
        NEW INSANE COMBO, replaces the old one. command has been changed to HCB, F, K (From D, D, any attack, rules revised)

     

    There's quite more and honestly you should find out on your own! Note, these changes have been accumulative and I've been really bad at keeping track, Charge B, F + P for example has projectile invuln for M and H and L has full invuln till the recovery, and QCB P has no projectile invuln of any kind anymore.

     

    Some screenshots, though they don't quite match the product, they were kinda hard to get:

     

    Spoiler

    5vinon7.pngxx4r6hu.pngu9Tys4t.pngal4gf0A.pngmiwwe4Q.png

     

    Note: There's no AI I'm too lasssssssssy, be sure to read the "Provisional Readme" to get the most out of this char.

     

    DOWNLOAD: Click here

     

    I will still continue to update this in the close vicinity, so input would be appreciated.

×
×
  • Create New...