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N_N

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Posts posted by N_N

  1. After nearly 3 years Scizor has been UPDATED! While he still doesn't have any hypers yet, this update addresses Plas's feedback and then some, making him feel like a much more complete character overall.

    Changelog:
     

    Spoiler

    ;-----------------------------------------
    ;Beta 2 (09/07/2022)
    ;-----------------------------------------

    - Adjusted a whole ton of hitboxes:
        - Hitboxes for ground animations no longer go below the ground.
        - Made the hitboxes on 5y's cooldown last 2 ticks longer
        - 2y's hitbox has been changed to counter jump-ins more.
        - The duration of the hitbox that appears on 2y's cooldown has been decreased by 5 ticks.
        - X-Scissor's hitbox has been changed to accompany the fact that it no longer uses a helper.
        - Fixed the CLSNs on the liedown getup and dizzy animations
        - Added some extra hitboxes to Iron Head's cooldown
    - Increased a lot of the hit vels
    - U-Turn is now active for a much shorter period of time
    - Differentiated versions of Iron Head more: the MP version is now stronger, but no longer has super armor
    - Scizor can now be thrown during Iron Head
    - Scizor now also has only one hit of super armor during Iron Head, as opposed to an infinite amount
    - Added 3 more ticks of startup to MP version of Quick Attack
    - MP version of Quick Attack now idles 3 ticks later
    - Quick Attack's damage has been increased to 57 from 45 (LP version) and 69 from 55 (MP version)
    - Quick Attack now automatically idles after 14 ticks, no matter what
    - Ground slidetimes and hittimes increased to 26 from 20 for the MP version of Quick Attack
    - Added dust FX to Swords Dance
    - Swords Dance's buff now comes out on frame 3 instead of 1
    - The opponent can now hit Scizor during Swords Dance to remove the buff
    - X-Scissor has been completely overhauled. It now functions a lot more smoothly
    - Opponents during X-Scissor now use SelfState instead of ChangeState for non-custom states
    - Reduced Brick Break's damage from 60 to 50
    - Got rid of the variable that was attempting to bypass fall.defence_up and replaced it with something much more conventional
    - Throw changed so it doesn't send opponents backwards. It can also be done with both direction keys now
    - Added "whoosh" sound to throw
    - Changed the animation on 8b
    - Guard slidetimes and hittimes changed for the following moves:
        - 5y, 5b, 2y (increased by 4 ticks)
        - 2b, Quick Attack (increased by 2 ticks)
    - Cooldown for 5b has been decreased by 1 tick
    - Scizor's air dash has been made slightly floatier
    - Run-related changes:
        - Can now attack while running.
        - Effects added
        - No longer goes in the air (caused everything to go wack)
    - Updated a few effects and added some more
    - Added a new portrait

     

    Link in the OP! I promise the next update's not going to take another 3 years.

  2. It's been a while! Shake's been updated not once, but twice since I made the last post. He's gained a couple things (such as a new move and winpose) and should feel much smoother to play as now.

    Changelog:

    Spoiler

    ;-----------------------------------------
    ;"Let's Fine Tuning!" edition (08/09/2022)
    ;-----------------------------------------
    - LOTS AND LOTS OF CLSN CHANGES
        - Now has a wider hurtbox when crouching
        - Now has a shorter hurtbox when jumping
        - Made some hitboxes more consistent, i.e they don't jump all over the place anymore
        - Shake's hurtboxes don't go below the ground anymore
        - Overall, Shake's hitboxes now prioritize functionality over aesthetics
    - Improved juggling
    - Super Bat Beatdown now inflicts a wallbounce, opening up more combo possibilities
    - Made Super Bat Beatdown travel farther across the screen
    - Super Bat Beatdown is now active for a few less frames
    - Added states for Shake to go into when Super Bat Beatdown is blocked
    - Made Super Birthday Snake slightly less safe to use
    - Super Birthday Snake is now capable of destroying projectiles
    - Shake now goes higher off the ground during the hard version of Lawnmower
    - Hard version of Lawnmower automatically idles after 12 ticks
    - Increased damage on the hard version of Lawnmower by 25%
    - Hard version of Lawnmower is no longer an overhead
    - Increased damage on heavy version of Object Throw by 10%
    - Changed timing on the animation for Object Throw, and also gave the heavy version a new animation
    - Phone now makes the opponent fall if hit by it in the air
    - Properly centered the Phone and TV helpers
    - Squirt projectile no longer places down some FX if the opponent gets hit by it in the air
    - The following parameters have been adjusted in most of Shake's hitdefs for an overall smoother experience:
        - pausetime
        - ground.velocity, air.velocity
    - Lots of minor frame data tweaks
    - Sped up a lot of attacks
    - You can actually hit Hand Banana now!!
        - Made Hand Banana slightly faster to compensate for this
    - Fixed bug where opponents would stick to Hand Banana after being killed by him
    - Added ScreenBounds to some of the opponent's thrown hitstates
    - Added custom hitsparks and hitsounds
    - Upgraded blood sparks
    - Added "whoosh" sound to throws
    - Opponent now falls down faster when hit by Spinning Throw
    - Stomp now sends opponents into a set of custom animations, instead of relying on anims 5051 and 5061
        - Similarly, the Super Bat Beatdown finisher now sends opponents into a custom animation instead of anim 5061
    - 2b has been completely reworked. Have fun 😄
    - Made 5y feel smoother, both in terms of animation and gameplay
    - Increased player width
    - Added a new winpose. You'll know it when you see it
    - Added a new small portrait
    - Upgraded the quality of certain voiceclips
        - Replaced a few sound effects too! That explosion sound was bothering me for the longest time
    - Slightly touched up the Ezekiel sprite
    - Added a new palette ("'Billy & Mandy' Shake", aka Shake as he appears in the Billy & Mandy episode "Battle of the Bands") and modified some of the preexisting ones
    - Got rid of some unused stuff

    ;-----------------------------------------
    ;Farewell to Beta edition (02/25/2022)
    ;-----------------------------------------
    - Added command normal: Stomp
    - Made some animations look crispier
    - Added more special -> hyper chains
    - Toyed around with his hittimes and such a bit more
    - Phone has been buffed a little
    - Fixed bugged damage dampener for projectiles and light version of Lawnmower
    - Hypers are now affected by the damage dampener! Somewhat. They only get scaled if Shake happens to cancel a special into one of them
    - Squirt can no longer be performed when the opponent is knocked down
    - Fixed up the 2nd throw hitstate a little
    - Buffed Hand Banana some more by making his grab unblockable and having him do more damage. Also 2 seconds have been reduced from his cooldown time
    - Super Bat Beatdown now only hits grounded opponents
    - Decreased jumpsquat to 3 frames. 8 was too many!
    - The Broodwich and Squirt projectile now have hurtboxes
    - Made Super Birthday Snake slightly more safe to use
    - Rain now travels a bit slower in the Drizzle hyper
     - also gave the hyper more cooldown
    - Removed unneeded leftover KFM code from Standing Medium Punch
    - Super Broodwich Temptation used to give back a very slight portion of the player's power bar. This does not happen anymore
    - Small very unconventional aesthetic fix involving the shadow of Shake's right hand being misaligned on the Drizzle hyper
    - The aerials now use more than one hitspark
    - Meatwad is now properly aligned on the ground on the "I WANT CANDY" winpose
    - Handbanana now properly aligned on the ground and has went from being 2 explods in the "Tonight you" intro to a helper
    - Made the explods a bit more consistent. The following animations have now either been removed or have new sprites:
     - Snake fire (1701)
     - Fire hitspark (1702)
     - EX effect used in Drizzle hyper (9807)
    - polished some of his sprites
    - Corrected a few of his hitsounds
    - Removed intros against Batman and Lobo - wasn't the biggest fan of them
    - Made "MONSTERS" intro a bit more fluid and have better lip sync
    - Red palette should now be a bit more easier on the eye
    - Other minor changes I forgot about!!!

    Link is in the OP as always.

  3. Feedback:
     

    - There's a file called "AI.def" that actually appears to be a .def for OHMSBY's Es. How'd that get there?
    - Misaligned head.pos and mid.pos. Combined with how some of his hurt sprites are misaligned, this makes him suspectible to looking awkward during throws. Refer to http://www.elecbyte.com/mugendocs-11b1/spr.html for how the hurt sprites should be aligned. Meanwhile, you can always use Stupa's Training to check the former.
    - His life is inexplicably 50% higher than what the average character has.
    - Misaligned hitsparks on lots of moves - check your sparkxys
    - Both standing punches are easy infinites, same with crouching hard punch
    - Both standing and jumping kicks have the exact same startup and cooldown, which in both cases makes the light kick a little useless
    - Both crouching kicks don't have any cooldown
    - The cap throw does only 10 damage, while the gunshot, which shoots out a much more faster projectile that can't be as easily punished, does 43. In any case the gunshot should be nerfed and the cap throw buffed.
    - Gunshot misses at point blank
    - The slap is too safe, comes out at roughly the same time of the standing light punch yet does 120 damage, and is a borderline infinite when blocked.
    - 150 damage for a special like Spam Mail is excessive
    - Debug flood whenever a hyper is activated; "expression truncated to integer"
    - Let's Go DaBaby makes it very easy for the player to drain the opponent's entire lifebar, provided that they attack along with the clones
    - The opponent can't hit DaBaby for the entirety of the convertible and revenge death ball hypers. I would suggest adding some hitboxes especially because they're both long-ranged.
    - The "Basara KO" text on "DaBaby shows you the truth" is misaligned
    - The background that appears whenever you kill the opponent with a hyper is also misaligned
    - DaBaby doesn't have a state 5150 in his common1.cns which causes a debug error whenever he dies.
     

    While you've definitely improved from your earlier creations, there is also definitely room for more improvement. If I were you, I'd start studying fighting games. Look for inspirations that you could use - ask yourself questions like "how does that move work", "why does that move work" - and put that knowledge to good use when creating characters.
    That being said, DaBaby is also decently clever designed. I like the ideas in his moveset in particular. I would say that creativity is one of your strong suits, which is why it's important that you start taking notes from fighting games. A solid foundation topped off with creative ideas would be most ideal. You just need to work on the foundation.

  4. On 8/11/2021 at 11:55 PM, GreenShieldy said:

    Dear Strong Bad, how come you haven't updated your collection in years?

     - Crapfully crap Sincerely yours, G. Shieldy

    Homestar Runner by AwesomeBlue: https://www.dropbox.com/s/rsd80u5lsiduqjl/HomestarRunner_AwesomeBlue.zip

    Strong Bad by AwesomeBlue: https://www.dropbox.com/s/unkivo67240t26g/StrongBad_AwesomeBlue.zip

    Strong Bad (Sumin Imitation) by Camren Springer: https://sites.google.com/view/camrenssuminimitationwebsite/characters/characters-animecartoon/others

    Walfas Strong Bad: http://www.mediafire.com/file/s34e2bj3sa4l9yq/SB.rar/file (Don't be fooled by the link, that's not Weegee's)

    Strong Bad MK2: http://www.mediafire.com/file/wacui7ruc3w0o82/Strong_Bad_MK2.zip/file

    Coach Z by Gorfield Slikk: https://drive.google.com/file/d/1KbBCP0A3GIB19vitNEapNWYfka_J1Fv0/view

    To be honest I kind of forgot this collection existed until this post. Nevertheless they have all been added.

  5. Everything's added, well I tried to add everything at least. 

    On 7/3/2021 at 1:03 PM, CWSKB said:

    This link in particular gave me a 404.

      

    On 6/25/2021 at 9:47 PM, GreenShieldy said:

    Also I'm holding off on adding this for now because it's just a paletteswap. Besides the new palettes, none of the files have been changed save for the .def.

    Let me know if any images/links need replacing

  6. On 6/18/2021 at 12:20 AM, GreenShieldy said:

    Three SpongeBob edits and one Patrick edit here: https://www.mediafire.com/folder/970976z0bh3xk/My_Character_Edits

    This folder was linked on Dark Blue Lightning 4952 Official's channel

    *sees that I have to download everything in those folders one-by-one*

    😞

     

    Anyways all of your submissions have been added! I also swapped out the links for Gruntzilla34's Moar Krabs because of Webs' imminent closure.

  7. Thanks to the grateful efforts of Burger-Meister, I was able to update this collection with a lot of rare goodies!

     

    What's new:

    - Unknown edit of UchicaCody's SpongeBob ("LOLBob EpicPants")

    - Unknown edit of Felixmario2011's first SpongeBob, which includes an English voicepack

    - "abrasive spongebob" by Ricardo Ziglio FATEC
    - SpongeBob by RTM9

    - "Human Patrick" by an unknown author

    - "Pin Head Stage" by Ivan Luiz

    - "Squidward Chat" by Rapthemonkey9

    and probably more that I'm forgetting

    I'm eventually going to update how this collection looks too. It's getting too cluttered for my taste.

  8. All the dead links should now be fixed. Also added most of these:
     

    On 9/10/2020 at 2:01 AM, GreenShieldy said:

    Nah, don't get those MA-exclusives, I'll get that now. But get the ones above also.

    Spongebob by XapL (included in a pack): https://www.mediafire.com/file/z5x5icjxfy7vfgx/mis+chars+l.rar/file

    Spongebob by Milos Miki: https://drive.google.com/file/d/1FhMFVeAFxtl5R_rmIAy9aIyNaUlohgWL/view

    Patrick Star by Madoldcrow1105, edited by Mamaluigi339: https://drive.google.com/file/d/1nEaO49wxHmlIv1bHkWGXyxGe6bi0O4zD/view

    Mr. Krabs by WoahMan45: https://drive.google.com/file/d/1ykutyqEM84x_Ey5kcZIFGNZddq5OQu9T/view

    Moar Squidward by Mugenfan: https://drive.google.com/file/d/1ciKNV1-DbDtxmqqLYkdNnrCd6ebHZwGM/view

    Dark Spongebob by FelixMario2011, edited by Black Kyurem: https://drive.google.com/file/d/11qmXHITREBpmahWo5-v-G9pEz_REWQR3/view

    DanteeSnge by Yamato: https://drive.google.com/file/d/1zGBITnLUHRDkJkZ9Sk0P-XPwABFYyLDC/view

    Patrick Star by AngryBirdCooler: https://drive.google.com/file/d/1bUZfJMCCcu6PTXHuWC-ExuKCrgFovEaj/view

    Plankton by Camren Springer (cancelled character released to the public): https://drive.google.com/file/d/1ANV7QXPPxaE9VV7V84TQuFWwiIRlG7S0/view

    Plankton by PawsPawsFan8UTTP: https://drive.google.com/file/d/1z6qDHhaXxE-ldFyJka3URV-GTe3HWJOF/view

    Spongebob by Madoldcrow1105, edited by KadirSote: https://drive.google.com/file/d/1I9sWCbCGw2sb_F3aeFWuaidFCIZEsX9b/view

    Classic Spongebob by JoshGunner: https://drive.google.com/file/d/1K_FhbzomVfjFCjJinWpiOMuflf5MCBZC/view

    Spongebob by Mugenfan: https://drive.google.com/file/d/1698uaCKo728Rau7lio-cpHs-g7TPFCeX/view

    stnaperauqS bobegnopS by Marcioleo123: https://drive.google.com/file/d/1bGI8sfUlOSnrOjK4rg2xnXJuk8R1cpLf/view

    Shocked Patrick by XboxRob11: https://drive.google.com/file/d/1YhjiyopF1QuuJBHJ0OyPLyziCcB4crJB/view

     

     

     

    On 8/3/2020 at 11:08 PM, GreenShieldy said:

    Ok. Back to the downloads. (Warning tho, most of them are 4Shared links (their original links), as i don't know about if mediafire will keep downloads for just days until they get deleted.)

    CHARACTERS:

    Cheap Spongebob V1 by AngryNoahs: https://www.4shared.com/zip/jpSnOyrY/cheap_spongebob.html

    Cheap Spongebob V2 by AngryNoahs: https://www.4shared.com/zip/cEG4ck2i/cheap_spongebob_20.html

    Patrick Star by MugenJF, edited by AngryNoahs (well, that's what his website said, as i never took a look at it): https://www.4shared.com/zip/hfkJzoUo/Patrick.html

    Cosmic Spongebob by "Phoebeartfulgirl922" (The video i found it in said she made it, but idk if it was her or an somebody impersonating her): https://www.mediafire.com/file/i2k861cbv9dyuho/Cosmic_Spongebob.rar/file

    STAGES:

    Jellyfish Fields by AngryNoahs (included in a stage pack): https://www.4shared.com/zip/ls59Xiz0/Noahs_Stage_Kit.html

     

     

     

    I'm debating if I should add the AngryNoahs edits right now seeing as they're very simple .cns stat changes and nothing more. But then again, I did add a couple of paletteswaps...

    (Sorry for the wait btw)

  9. Adding onto what the others said...

    - any reason why you left the filenames, including even the one for the .def, as "kfm"?

    - Backup folder is over 7 MB and just adds useless clutter. Get rid of it.
    - The hadouken isn't classified as a projectile when it should be. To do this, go to its HitDef and change "NA" to  "SP" under "attr".

    - Superjump feels very clunky. I think you should make it so the player is able to move left and right during the jump.

     

    I'll be honest here, this feels like a very elaborate joke character.

  10. On 5/11/2020 at 3:59 AM, TheNoahGuy1 said:

    I created another version of SpongeBob in 2015. I haven't updated it since, and a somewhat large fraction of its move set is derived from various references in the show.

     

    Download: http://www.mediafire.com/file/kvomboo32dq2j8x/Bob_of_Sponging.zip/file


    Video of SpongeBob in action:

    A Random MUGEN Video

    Added.
    On a similar note, Joe by Dawn de Era, Synck, dronk, and TheFclass97 has been added.

  11. Thank you very much for the feedback. Though I could've sworn I included a readme in the archive. I'll get right to updating him.

     

    Also one more thing, there wasn't much I could do with 8B, as the original only had 1 jumping kick animation (yeah, maybe I lied about the original having "plenty of sprites"). Hence why it looks so much like 8A. I'll try and do something about that though.

  12. [Preview]

    cN5qLhL.gif

     

    [Download]

    https://www.mediafire.com/file/o1px1jl16wt3j7a/scizor-v1.25_012523.rar/file

     

    [Comments]

    The idea of creating a Scizor has crossed my head for a while as he's one of my favorite Pokemon, so I made one. Feedback would be great.
     

    CHANGELOG BELOW:

    Spoiler

    ;-----------------------------------------
    ;Version 1.25 (01/25/2023)
    ;-----------------------------------------
    - AI! It's a little inconsistent, but now the CPU actually has something to do!
    - (Hopefully) got rid of debug errors related to the super armor coding
    - Made it so that the opponent doesn't get killed until the third hit of Scizor's throw. It's less awkward that way.
    - Slightly decreased the air hitvels on some of Scizor's normals
    - Made Scizor's standing normals able to be blocked in the air

    ;-----------------------------------------
    ;Version 1.2 (01/04/2023)
    ;-----------------------------------------
    - PROPER blood effects
    - Scizor now uses an EnvColor during his hypers
    - The startup to Iron Meteor Dive now moves Scizor forward very, very slightly
    - Sped up the LP version of Iron Head a good amount, but nerfed its damage a little
    - Made Scizor fall slightly faster during both versions of Quick Attack
    - Made the MP version of Quick Attack untechable against aerial opponents
    - It now takes 1 extra frame for opponents to recover from X-Scissor
    - Slash/energy effects now disappear when Scizor gets hit
    - Added numhits = 0 to Scizor's throws
    - Added EnvShakes (most of them subtle) to most of Scizor's attacks
    - Corrected a few animtypes on some attacks
    - Buffed Brick Break some more by increasing its damage and making it even safer
    - You can now cancel Brick Break (upon OTGing) and 2y into a jump. Not a Super Jump or anything, a regular jump.
    - Slightly raised yaccel value on 2y, but slightly reduced its y ground.velocity value
    - Slightly reduced yaccel value on 2b
    - Reworked j.y and j.b a little. If you hit an aerial opponent with either move by themselves, they simply fall down like if you used any other air normal. You have to chain into them in order for them to send P2 flying to the ground.
    - Slightly raised life stat (1000 -> 1025)
    - Updated underground juggle prevention code, squashing a particularly notable bug where, say, if you hit P2 with a normal right before they hit the ground and then used MP Quick Attack, they went flying
    - Oh, and there's something that happens when you use one of Scizor's other palettes. I forgot what it is though...

    ;-----------------------------------------
    ;Version 1.1 (11/23/2022)
    ;-----------------------------------------
    - Added a new level 3 hyper, Iron Meteor Dive
    - Added a couple of new effects to level 3 hypers to help set them apart from level 1s
    - Made the afterimages stop on Quick Attack and Superpower if they happened to be blocked
    - Added particle effects to Scizor's power charge
    - Removed the overhead property from Brick Break, but made it much safer on block
    - Slightly increased the range some more on most of Scizor's normals
    - Added 2 more palettes

    ;-----------------------------------------
    ;Version 1.0 (11/14/2022)
    ;-----------------------------------------
    - HYPERS! 3 of them! See the movelist for more info
    - Added a couple new mechanics: a dodge, a roll, and a power charge
    - Even more effects!
    - Added a hitstun decay system
    - Made the damage dampener even less limiting
    - Scizor now goes into statetype = A on U-Turn as soon as he enters the air
    - Buffed Iron Head
        - Slightly increased its range
        - Gave super armor to the LP version's startup
        - Slightly increased the fall.recovertime on the LP version
    - Fixed a psuedo-infinite involving Brick Break
    - Remapped the command for Brick Break: it's now activated with LP, not MP
    - Made it so that Brick Break's damage is no longer a consistent 50, and scales with the dampener/the Swords Dance boost instead
        - Because of this, I removed most of the custom hitstates-which mostly served as a way of achieving the consistency
    - Made the MP version of Quick Attack go farther horizontally at the cost of its startup invincibility
    - Increased the pausetimes on the MP version of Quick Attack and changed its hitsound for more "oomph"
    - Decreased the hit velocities on the MP version of Quick Attack as well as the yaccel value
    - Fixed the Swords Dance display from not appearing on P2's side
    - Redesigned the timer displays
    - Slightly buffed X-Scissor
        - Slightly increased its horizontal range
        - Slightly decreased its cooldown
    - Made the air dashes floatier, at the cost of some horizontal distance
    - Removed the ability for Scizor to use the air dashes extremely close to the ground
    - Slightly streamlined the CLSNs for anims 412 and 413
    - Throw is now affected by the damage dampener
    - Decreased startup on 5a and all the air normals
    - Removed the width sctrl from 5b because it was a little useless
    - Buffed 5a by increasing the range and making it safer on block
    - Made 2a and 2x only able to be guarded low
    - Increased range on 5b, 2a, 2b, 2x, and 2y, more so the first three
    - Made it possible to chain 2x into 2b
    - Made it possible to chain 2b into specials and hypers
    - Added a new intro
    - Added a new winpose
    - Fixed misaligned walking sprites
    - Changed big portrait
    - Modified small portrait
    - Closed Scizor's eyes on the dizzy animation

    ;-----------------------------------------
    ;Beta 2.5 (10/14/2022)
    ;-----------------------------------------
    - Made the damage dampener much, much less limiting
    - Added more effects and upgraded some of the preexisting ones
    - Buffed U-Turn a little
        - Made the recoil less severe on hit
        - Made it able to destroy projectiles
        - Made it so that the enemy bounces a little higher off the wall after being hit
        - Made it possible for Scizor to cancel air normals into U-Turn
    - Removed the super armor from the LP version of Iron Head and gave it to the MP version
    - Prevented the dust effect on U-Turn from appearing if Scizor performed the move in the air
    - Changed Quick Attack up a little
        - Made the LP version safer
        - Made it possible for opponents to guard the light version of Quick Attack in the air
        - Removed the ability for Scizor to use it in the air
        - Slightly buffed the damage on the MP version
    - Reworked Swords Dance
        - Scizor will now only gain the boost *after* the animation finishes, though the animation is now much faster to compensate for this
        - The boost no longer goes away after one hit, as it's now timer-based instead (going away after 2.75 seconds)
        - Slightly increased the boost itself
    - Fixed opponents going below the ground when hit by X-Scissor at a certain point in the air
    - Gave Brick Break more priority
    - Decreased startup on j.y and j.b
    - Made j.b look smoother
    - Increased the range on some of Scizor's normals
    - Removed "air.fall = 1" from most of Scizor's normals
    - Scizor no longer automatically faces the opponent when performing his air normals
    - Realigned the slash effects on 5b and 2y
    - Fixed some miscolored sprites

    ;-----------------------------------------
    ;Beta 2.01 (09/08/2022)
    ;-----------------------------------------
    - Added a few failsafes to a couple of custom hitstates dealing with ChangeAnim. This is because Elecbyte classifies a few of the anims I use (like 5051) as optional, and true enough I've seen characters go without them. Now, if the opponent doesn't have any of these animations, they'll instead go into a custom anim via ChangeAnim2
        - Moves affected by this: 2y, X-Scissor
    - Fixed a typo on the ChangeAnim in one of the X-Scissor custom hitstates
    - Fixed the pal.defaults part of the .def listing nonexistent palette numbers

    ;-----------------------------------------
    ;Beta 2 (09/07/2022)
    ;-----------------------------------------

    - Adjusted a whole ton of hitboxes:
        - Hitboxes for ground animations no longer go below the ground.
        - Made the hitboxes on 5y's cooldown last 2 ticks longer
        - 2y's hitbox has been changed to counter jump-ins more.
        - The duration of the hitbox that appears on 2y's cooldown has been decreased by 5 ticks.
        - X-Scissor's hitbox has been changed to accompany the fact that it no longer uses a helper.
        - Fixed the CLSNs on the liedown getup and dizzy animations
        - Added some extra hitboxes to Iron Head's cooldown
    - Increased a lot of the hit vels
    - U-Turn is now active for a much shorter period of time
    - Differentiated versions of Iron Head more: the MP version is now stronger, but no longer has super armor
    - Scizor can now be thrown during Iron Head
    - Scizor now also has only one hit of super armor during Iron Head, as opposed to an infinite amount
    - Added 3 more ticks of startup to MP version of Quick Attack
    - MP version of Quick Attack now idles 3 ticks later
    - Quick Attack's damage has been increased to 57 from 45 (LP version) and 69 from 55 (MP version)
    - Quick Attack now automatically idles after 14 ticks, no matter what
    - Ground slidetimes and hittimes increased to 26 from 20 for the MP version of Quick Attack
    - Added dust FX to Swords Dance
    - Swords Dance's buff now comes out on frame 3 instead of 1
    - The opponent can now hit Scizor during Swords Dance to remove the buff
    - X-Scissor has been completely overhauled. It now functions a lot more smoothly
    - Opponents during X-Scissor now use SelfState instead of ChangeState for non-custom states
    - Reduced Brick Break's damage from 60 to 50
    - Got rid of the variable that was attempting to bypass fall.defence_up and replaced it with something much more conventional
    - Throw changed so it doesn't send opponents backwards. It can also be done with both direction keys now
    - Added "whoosh" sound to throw
    - Changed the animation on 8b
    - Guard slidetimes and hittimes changed for the following moves:
        - 5y, 5b, 2y (increased by 4 ticks)
        - 2b, Quick Attack (increased by 2 ticks)
    - Cooldown for 5b has been decreased by 1 tick
    - Scizor's air dash has been made slightly floatier
    - Run-related changes:
        - Can now attack while running.
        - Effects added
        - No longer goes in the air (caused everything to go wack)
    - Updated a few effects and added some more
    - Added a new portrait

     

  13. On 1/8/2020 at 6:42 PM, eyhhel said:

    also i was looking for cheap characters and found a cheap spongebob named Spongebob Period

    https://onedrive.live.com/?id=A9C178DEC2E38826!3719&cid=A9C178DEC2E38826 

    and its not cheap 

    Added.

     

    On 1/8/2020 at 6:42 PM, eyhhel said:

     

    Both should already be in the collection.

     

    Lastly, the author for Fish has been corrected to XboxRob11 and all of Anomipolis' Squidward edits ("Miss Miss") have been reuploaded since his OneDrive was deleted.

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