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Kohaku

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Posts posted by Kohaku

  1. Emi and the rest of the AP characters have been updated

     

    Emi v1.02
    - Fixed error where super portrait wasn't showing up properly in Mugen 1.1
    - Fixed error where Zephyr Blade wasn't hitting the opponent properly when used in a corner

     

    Senna, Homura, Taiga, Rentaro, Miyuki, Shana, Kirino, Asuna, Kuroyukihime, Selvaria:
    - Fixed error where super portrait wasn't showing up properly in Mugen 1.1

  2. A small update has been released for Emi today as it addresses a minor issue.

     

    Emi v1.01
    - Fixed error where you wouldn't be able to select a palette upon the start of the match if the special intro for Taiga, Kuroyukihime, or Kirito played

  3. Emi YUsa

    w1yb7oT.png

    The Tsundere Hero of Ente Isla has been released! Updates for the rest of the AP characters has also been released.

     

    An update has been added to Emi and the rest of the AP characters as of 9-20-17:

     

    Emi v1.02
    - Fixed error where super portrait wasn't showing up properly in Mugen 1.1
    - Fixed error where Zephyr Blade wasn't hitting the opponent properly when used in a corner

     

    Senna, Homura, Taiga, Rentaro, Miyuki, Shana, Kirino, Asuna, Kuroyukihime, Selvaria:
    - Fixed error where super portrait wasn't showing up properly in Mugen 1.1

     

    kohaku.trinitymugen.net
    Type-Mugen 1.0+ ---> Characters

  4. Kuroyukihime has been updated. I highly recommend you download this small update as it fixes her counter as it was impossible to activate in the previous update.

     

    Kuroyukihime v1.11:
    - Fixed error where Evenflow wasn't countering and charging/consuming AP properly

  5. Selvaria is actually one of two final bosses in the vanilla version of the game at least. The other being Akira.

     

    Also forgot to mention, Shana had a minor update which addressed her new SP Boosted effect of Crimson Rose not doing full hits in the corner because of the flame pillar moving away from the opponent.

  6. Asuna has been updated once again.

     

    Asuna v1.12
    - Increased duration of Radiant Flash outside of Awakeing
    - SP Boosted Rough Divide will now knock the opponent up to better land the follow up attack
    - Adjusted hit conditions of follow up attack of SP Boosted Rough Divide to land all hits more often
    - Fixed error where the Cutlass Wind's whirlwinds wouldn't properly remove itself when Leafa was hit
    - Special intro with Kuroyukihime added

     

    11 hours ago, Ryochi said:

    She plays ok but my main gripe with her and most of your DFC characters is that when they do a super move, the game slows down.

    Is there a way to filter the explode sprites so that they don't  cause so much lag time?

     

    I'm not getting any lag on my end, but are you talking about the super move effect/animation?

     

     

  7. Your guess is as good as mine. When I first started development on Taiga, I took a look at how Rakurai and Yu-Toharu made their DBFC chars and they both used the same local coord and scale (320,240 and 0.335 respectively) and I simply followed suit.

  8. Asuna has been updated. Some general balancing and bug fixes.

     

    Asuna v1.11
    - Rough Divide will now cause a knock down when hit from the air
    - Fixed error where some of the effects of Endless Waltz was removing itself too early
    - Aero Penetrator damage decreased
    - Leafa - Cutlass Wind horizontal range increased, wind effect adjusted accordingly
    - Basic attack damage decreased

  9. 13 hours ago, Dronekiller said:

    Impressive.

    I'm try to facing Kung fu man as tester but when doing "Star" after combo, she just missed attack.

     

    Can you elaborate a bit further? I don't quite understand. If you mean you can't hit with Shooting Star when the opponent is knocked down, then that's intentional since you can't OTG with it.

     

    Anyways, Asuna has been updated.

     

    Asuna v1.1
    - New EX Drive: Endless Waltz added
    - Decreased launch height of the final hit of Stardust Splash
    - Rough Divide can now be enhanced with 1 SP
    - Emerald Splash damage decreased, will now cause a ground bounce on the last hit
    - Leafa - Gliding Strike and Cutlass Wind damage increased
    - Fixed error where Aerial Star would turn to face the opponent if they were behind you
    - Decreased launch height of Aero Penetrator and Shooting Star when hitting an opponent in the air

  10. l2bsdoa.png

    The waifu Flash of SAO has been released! Major updates to the rest of the AP crew has also been released alongside her.

     

    As of 9-6-16, Asuna has been updated:

     

    Asuna v1.12
    - Increased duration of Radiant Flash outside of Awakeing
    - SP Boosted Rough Divide will now knock the opponent up to better land the follow up attack
    - Adjusted hit conditions of follow up attack of SP Boosted Rough Divide to land all hits more often
    - Fixed error where the Cutlass Wind's whirlwinds wouldn't properly remove itself when Leafa was hit
    - Special intro with Kuroyukihime added


     

    Quote

     

    Senna v1.5
    - SP Skills changed to Soul Triggers, new power up animation added
    - Soul Triggers (SP Skills) can now be used outside of Awakening with reduced duration/effectiveness
    - Performing Climax Drives (Setsu Gekka) while Soul Trigger (Divine Light) is active, extends its duration
    - AP will now slowly regen over time outside of Awakening if your HP is below 20%
    - Counter Hit mechanic implemented
    - Starting AP at the beginning of a match reduced from 100 to 0
    - Divine Light will now only start recovering life, power, and AP after the Soul Trigger activation, life regen rate decreased
    - Visual effect of Divine Light will persist on Senna until the duration is over
    - Fixed error where Shijuusen Ran could still recover 1 SP while Choukaifuku was still active

     

    Homura v1.6
    - SP Skills changed to Soul Triggers, new power up animation added
    - Soul Triggers (SP Skills) can now be used outside of Awakening with reduced duration/effectiveness
    - AP will now slowly regen over time outside of Awakening if your HP is below 20%
    - Counter Hit mechanic implemented
    - Starting AP at the beginning of a match reduced from 100 to 0
    - Danger Close can now be boosted with up to 5 SP
    - Air Desert Eagle recovery increased, can no longer cancel to other attacks upon landing
    - Updated gun firing animation during a successful counter with ESP

     

    Taiga v1.7
    - SP Skills changed to Soul Triggers, new power up animation added
    - Soul Triggers (SP Skills) can now be used outside of Awakening with reduced duration/effectiveness
    - Performing Climax Drives (Curbstomp/T&D Connection) while Soul Trigger (Eye of the Tiger) is active, extends its duration
    - Assist guage will no longer charge while performing a Climax Drive or activating a Soul Trigger
    - AP will now slowly regen over time outside of Awakening if your HP is below 20%
    - Counter Hit mechanic implemented
    - Starting AP at the beginning of a match reduced from 100 to 0
    - Tiger Upper recovery increased, can no longer cancel to other attacks upon landing
    - Adjusted guard animations

     

    Rentaro v1.5
    - SP Skills changed to Soul Triggers, new power up animation added
    - Soul Triggers (SP Skills) can now be used outside of Awakening with reduced duration/effectiveness
    - Performing Climax Drives (Unlimited Burst/Final Strike) while Soul Trigger (Terminal Horizon) is active, extends its duration
    - Assist guage will no longer charge while performing a Climax Drive or activating a Soul Trigger
    - Counter Hit mechanic implemented
    - AP will now slowly regen over time outside of Awakening if your HP is below 20%
    - Starting AP at the beginning of a match reduced from 100 to 0
    - Hitting the opponent with the initial hit of Unlimited Burst will no longer "center" the camera
    - Adjusted the uppercut speed of Final Strike (overall attack speed is faster)
    - Fixed error where Rentaro wouldn't change back to the standard running animation if you were still running as the duration for Terminal Horizon ran out
    - Air Gunfire/Air Magnum Shot, Shoukahanameishi/Inzen Shoukahanameishi, Unebiko/Unebiko Ryuu recovery increased, can no longer cancel to other attacks upon landing
    - Unebiko Ryuu hitbox and pritority increased
    - Fixed error where air versions of Gunfire/Magnum Shot was doing more damage than normal
    - Unebiko hitbox increased
    - Changed Enju - High Kick to only work outside of Awakening while Enju - Divekick can only be performed while in Awakening
    - Increased recovery frames on some basic attacks
    - Adjusted guard animations
    - Special intro with Asuna added
    - New big portrait

     

    Miyuki v1.4
    - SP Skills changed to Soul Triggers, new power up animation added
    - Soul Triggers (SP Skills) can now be used outside of Awakening with reduced duration/effectiveness
    - Performing Climax Drives (Inferno/Diamond Dust) while Soul Trigger (Niflheim) is active, extends its duration
    - Assist guage will no longer charge while performing a Climax Drive or activating a Soul Trigger
    - Counter Hit mechanic implemented
    - AP will now slowly regen over time outside of Awakening if your HP is below 20%
    - Starting AP at the beginning of a match reduced from 100 to 0
    - Niflheim initial burst and wind blast damage decreased
    - Freezing Zone, Valkyrie's Javelin/Gungnir recovery increased, can no longer cancel to other attacks upon landing
    - Gungnir damage decreased
    - Fixed error where Gungnir would consume SP when performed while in Awakening
    - Crouching heavy attack will launch the opponent higher
    - Increased hitbox of jumping medium attack
    - Reduced start up time of jumping heavy attack
    - Adjusted guard animations
    - New big portrait

     

    Shana v1.3
    - SP Skills changed to Soul Triggers, new power up animation added
    - Soul Triggers (SP Skills) can now be used outside of Awakening with reduced duration/effectiveness
    - Performing Climax Drives (Blazing Heart/Infernal Blade) while Soul Trigger (Judgment) is active, extends its duration
    - Assist guage will no longer charge while performing a Climax Drive or activating a Soul Trigger
    - AP will now slowly regen over time outside of Awakening if your HP is below 20%
    - Counter Hit mechanic implemented
    - Starting AP at the beginning of a match reduced from 100 to 0
    - Adjusted guard animations
    - Additional palettes

     

    Kirino v1.2
    - SP Skills changed to Soul Triggers, new power up animation added
    - Soul Triggers (SP Skills) can now be used outside of Awakening with reduced duration/effectiveness
    - Performing Climax Drives (Eyes on the Prize/CQC) while Soul Trigger (Dream Team) is active, extends its duration
    - Assist guage will no longer charge while performing a Climax Drive or activating a Soul Trigger
    - Counter Hit mechanic implemented
    - AP will now slowly regen over time outside of Awakening if your HP is below 20%
    - Starting AP at the beginning of a match reduced from 100 to 0
    - Fixed error where some sound effects were missing when using Eyes on the Prize
    - CQC damage increased
    - Athleticism invulnerable frames increased 
    - Beach Spike and Imouto Spike forward velocity decreased, will no longer face the opponent when they're behind you
    - Kuroneko/Kamineko will now spawn closer to Kirino
    - Fixed error where projectiles from Tantrum would charge and consume AP
    - Fixed error where dizzy animation was lacking collision boxes
    - Adjusted guard animations
    - New big portrait
    - Additional palette

     

     

    kohaku.trinitymugen.net
    Type-Mugen 1.0+ ---> Characters

  11. Sqtj5h0.png

     

    The little imouto that could has been released. Significant updates has also been released for the rest of my AP characters.

     

    As of 7-25-16, Kirino has been updated.

     

    Kirino v1.1
    - Eyes on the Prize damage increased
    - CQC damage decreased
    - Initial hit of CQC will now force the opponent into a standing position when hit from the air
    - Fixed error where Athleticism would occassionaly whiff half-way through the attack and wouldn't deal the maximum amount of hits, damage adjusted accordingly
    - Projectile damage from Kamineko increased
    - Standing medium attack hitbox size increased
    - Reduced priority of basic attacks
    - Fixed error where crouching basic attacks could be blocked while standing

     

    ------

     

    Senna v1.4
    - New EX Drive attack: Shijuusen Ran added
    - Most normal and special attacks can now be cancelled into Choukaifuku
    - Fixed error where Choukaifuku would persist in the next round if you ended the previous round with the buff still acitve (the remaining time of the buff would carry over)
    - Increased AP consumption while in Awakening
    - Reduced AP gain on blocked attacks
    - Increased power gain on all special attacks
    - Updated EXE Finish BG

     

    Homura v1.5
    - Rebellion will now only cause damage with the explosion, damage adjusted accordingly (overall damage increased)
    - Rebellion will now consume SP if attack is blocked or whiffed while in Awakening
    - Most normal and special attacks can now be cancelled into Void Field
    - Reinforced Bomb damage increased
    - Increased AP consumption while in Awakening
    - Reduced AP gain on blocked attacks
    - Heavy crouching attack can now be jump cancelled 
    - Increased power gain on all special attacks
    - Updated EXE Finish BG

     

    Taiga v1.6
    - Curbstomp Symphony will now consume SP if attack is blocked or whiffed while in Awakening
    - Fixed error where Eye of the Tiger would persist in the next round if you ended the previous round with the buff still acitve (the remaining time of the buff would carry over)
    - Demonic Thrust AP charge increased
    - Fixed error where heavy version of Demonic Thrust would not charge AP if AP was over 400
    - Opponent can no longer air recover from the last hit of Sled Crasher
    - Ryuji assist attack AP charge increased
    - Jumping heavy attack hit stun decreased, no longer smashes the opponent to the ground 
    - Running speed increased
    - Reduced power gain on all Overlimit skills
    - Reduced AP gain on blocked attacks
    - Increased power gain on all special attacks
    - Updated EXE Finish BG

     

    Rentaro v1.4
    - Unlimited Burst will now consume SP if attack is blocked or whiffed while in Awakening
    - Final Strike damage increased
    - Fixed error where Terminal Horizon would persist in the next round if you ended the previous round with the buff still acitve (the remaining time of the buff would carry over)
    - Magnum Shot damage decreased, bonus damage from SP decreased from 20% to 10%
    - All versions of Gunfire and Magnum Shot hit stun decreased
    - Opponents hit by medium version of Gunfire now fall down faster
    - Opponents hit by Genmeika will now fall down faster
    - Running speed increased
    - Reduced power gain on all Overlimit skills
    - Reduced AP gain on blocked attacks
    - Increased power gain on all special attacks
    - Updated EXE Finish BG
    - Special intro with Kirino added

     

    Miyuki v1.3
    - Inferno recovery increased and SP will now be consumed if attack is blocked or whiffed while in Awakening
    - Niflheim wind blast summon rate and hit stun increased, won't launch the opponent off the ground, but attack won't generate any more wind blasts if Miyuki is guarding or taking damage
    - Fixed error where Niflheim would persist in the next round if you ended the previous round with the buff still acitve (the remaining time of the buff would carry over)
    - Fixed error where Valkyrie's Javelin wouldn't charge AP when hit or blocked 
    - Fixed error where you could perform a throw using the medium attack button
    - Reduced power gain on all Overlimit skills
    - Reduced AP gain on blocked attacks
    - Increased power gain on all special attacks
    - Updated EXE Finish BG
    - Special intro with Kirino added

     

    Shana v1.2
    - Fixed error where air version of Hien wouldn't charge AP when hit or blocked 
    - Fixed error where you could perform a throw using the medium attack button
    - Reduced power gain on all Overlimit skills
    - Reduced AP gain on blocked attacks
    - Increased power gain on all special attacks
    - Updated EXE Finish BG
    - Special intro with Kirino added

     

    kohaku.trinitymugen.net
    Type-Mugen 1.0+ ---> Characters

  12. Shana has been updated once again. Normally I don't like to do small updates, let alone back to back ones, but sometimes exceptions are fine too. Especially when it involves the overall fun factor of the character.

     

    Shana v1.11
    - Aerial version of Red Lotus can now cancel to other attacks upon landing, provided the attack isn't blocked or whiffed

  13. Shana has been updated. Mainly bug fixes and balancing.

     

    Shana v1.1
    - Fixed error where certain opponents wouldn't block any of Shana's attacks (notably in training mode)
    - Blazing Heart damage increased
    - Infernal Blade damage increased
    - Fixed error where Judgment's buff would persist in the next round if you ended the previous round with the buff still acitve (the remaining time of the buff would carry over)
    - Blaze Wing hit pause decreased
    - Red Lotus/Crimson Rose hit pause/hit stun decreased, aerial version can no longer cancel to other attacks upon landing
    - Red Lotus AP charge increased, AP consumption while in Awakening increased
    - Cancelling window from Blazing Flame into applicable EX Drives increased
    - Blazing Flame start up increased, fixed error where it would be unblockable at point blank range
    - Fixed error where certain attacks were able to cancel to other attacks after landing
    - Wilhelmina assist cooldown increased, damage increased, removed shadow from bandages
    - Fixed error where some voice clips during victory poses were being omitted
    - Added time over/lose animation
    - Adjusted hit sparks
    - Special intro with Sennou-Room's Kirito added

  14. In order to change the position of the meters in the bottom, you need to adjust the explods in the following StateDefs in the cns files:  6003, 6004, 6010. Look for the following Explod blocks in the corresponding StateDefs and adjust the value in bold. Depending on your resolution, you might need to adjust the second number next to the bolded value. Just continue to fiddle around with until you're satisfied. To adjust the horizontal positioning of the Awakening bars you will also need to adjust the first two numbers after the "TeamSide = 1" part. The first number is the position of P1 side and the second is P2.

     

    Just a reminder, this is to adjust the position of the bars of my DBFC characters and adjusting the ones for Senna and Homura are slightly different. For those two, just follow the same steps as before with the exception of StateDef 6004, as both Senna and Homura don't have that particular StateDef, so you only need to adjust the positions of the Explod blocks in StateDefs 6003 and 6010. 

     

    StateDef 6003

     

    Spoiler

    [State 6003, Explod]
    type = explod
    trigger1 = Time = 0
    id = 6022
    anim = 6022
    pos = Ifelse(Teamside = 1,34,282),ifelse(1.0*gamewidth/gameheight<1.34,227,167)-(20*(var(0)))
    postype = left
    scale = 0.5,0.5
    ownpal = 1
    bindtime = -1
    removetime = -1
    ontop = 1
    facing = 1
    pausemovetime=-2**31-1
    supermovetime=-2**31-1



    StateDef 6004
     

    Spoiler

     

    [State 6004, Explod]
    type = explod
    trigger1 = IsHelper(6004)
    trigger1 = time = 0
    ID = 6040
    anim = IfElse(Teamside = 1,6040+Random%3,6050+Random%3)
    pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
    postype = left
    scale = 0.5,0.5
    ownpal = 1
    bindtime = -1
    removetime = -1
    ontop = 1
    facing = 1
    pausemovetime=-1
    supermovetime=-1

     

    [State 6004, Explod]
    type = explod
    trigger1 = IsHelper(181)
    trigger1 = time = 0
    ID = 6060
    anim = IfElse(Teamside = 1,6060+Random%2,6070+Random%2)
    pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
    postype = left
    scale = 0.5,0.5
    ownpal = 1
    bindtime = -1
    removetime = -1
    ontop = 1
    facing = 1
    pausemovetime=-1
    supermovetime=-1

     

    [State 6004, Explod]
    type = explod
    trigger1 = IsHelper(6080)
    trigger1 = time = 0
    ID = 6080
    anim = IfElse(Teamside = 1,6080+Random%2,6090+Random%2)
    pos = Ifelse(Teamside = 1,62,257),ifelse(1.0*gamewidth/gameheight<1.34,227,168)-(20*(var(0)))
    postype = left
    scale = 0.5,0.5
    ownpal = 1
    bindtime = -1
    removetime = -1
    ontop = 1
    facing = 1
    pausemovetime=-1
    supermovetime=-1

     

     

    StateDef 6010
     

    Spoiler

     

    [State 6010, Explod]
    type = explod
    trigger1 = Numexplod(6010)=0
    ID = 6010
    anim = IfElse(Teamside = 1,6010,6011)
    pos = Ifelse(Teamside = 1,5,314),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
    postype = left
    scale = 0.5,0.5
    ownpal = 1
    bindtime = -1
    removetime = -1
    ontop = 1
    facing = 1
    pausemovetime=-1
    supermovetime=-1

     

    [State 6010, Explod]
    type = explod
    trigger1 = NumExplod(6012) = 0
    id = 6012
    anim = 6012
    pos = Ifelse(Teamside = 1,6,313),ifelse(1.0*gamewidth/gameheight<1.34,235,175)-(20*(var(0)))
    postype = left
    scale = 0.5,0.5
    ownpal = 0
    bindtime = -1
    removetime = -1
    ontop = 1
    facing = ifelse(teamside=1,1,-1)
    pausemovetime=-1
    supermovetime=-1

     

    [State 6010, Explod]
    type = explod
    trigger1 = NumExplod(6013) = 0
    id = 6013
    anim = 6013
    pos = Ifelse(Teamside = 1,70,248),ifelse(1.0*gamewidth/gameheight<1.34,228,168)-(20*(var(0)))
    postype = left
    scale = 0.5,0.5
    ownpal = 1
    bindtime = -1
    removetime = -1
    ontop = 1
    facing = ifelse(teamside=1,1,-1)
    pausemovetime=-1
    supermovetime=-1

     

    [State 6010, Explod]
    type = explod
    trigger1 = NumExplod(6014) = 0
    trigger1 = var(4)
    id = 6014
    anim = 6013+var(4)+3*(var(4)>6)
    pos = Ifelse(Teamside = 1,3,316),ifelse(1.0*gamewidth/gameheight<1.34,229,169)-(20*(var(0)))
    postype = left
    scale = 0.5,0.5
    ownpal = 1
    bindtime = -1
    removetime = -1
    ontop = 1
    facing = ifelse(teamside=1,1,-1)
    pausemovetime=-1
    supermovetime=-1

     

    [State 6010, Explod]
    type = Explod
    trigger1 = NumExplod(6030) = 0
    anim = 6030+Var(1)
    ID = 6030
    pos = Ifelse(Teamside = 1,113,190),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
    postype = left
    bindtime = -1
    removetime = -1
    scale = 0.5,0.5
    ontop = 1
    ownpal = 1
    pausemovetime=-1
    supermovetime=-1

     

    [State 6010, Explod]
    type = Explod
    trigger1 = NumExplod(6031) = 0
    anim = 6030+Var(2)
    ID = 6031
    pos = Ifelse(Teamside = 1,119,196),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
    postype = left
    bindtime = -1
    removetime = -1
    scale = 0.5,0.5
    ontop = 1
    ownpal = 1
    pausemovetime=-1
    supermovetime=-1

     

    [State 6010, Explod]
    type = Explod
    trigger1 = NumExplod(6032) = 0
    anim = 6030+Var(3)
    ID = 6032
    pos = Ifelse(Teamside = 1,125,202),ifelse(1.0*gamewidth/gameheight<1.34,238,178)-(20*(var(0)))
    postype = left
    bindtime = -1
    removetime = -1
    scale = 0.5,0.5
    ontop = 1
    ownpal = 1
    pausemovetime=-1
    supermovetime=-1

     


     

  15. 9lzRWmt.png

     

    Homura has been updated 3-24-16.

     

    I felt as though Homura was the most OP out of my 5 recent characters (due to her plethora of options) so I decided to give her some rebalancing. While her overall damage is lower and she's more resource reliant than ever, she has access to new tools which compliment her zoning prowess even more.

     

    Homura v1.3
    - New attack: Pipe Bomb implemented
    - Fixed error where the meter for Void Field would stay on screen after performing Rebellion
    - FN Minimi changed so it no longer gains 1 SP, it will now recover 50 AP outside of Awakening
    - Fixed attribute where bullets fired from FN Minimi were registered as a Special instead of a Hyper projectile
    - Artillery Strike renamed to "Danger Close", Ammo cost increased to 10, explosion damage increased.
    - Homing rockets from Dread Chase and AP Boosted RPG-7 will now explode 2.5 seconds after firing (from 3)
    - Dread Chase additional missle explosion damage decreased
    - Void Impact damage decreased, but will teleport you closer to the opponent upon successful counter and launches the opponent straight up
    - AP cost for rapid fire Desert Eagle shots while in Awakening decreased from 20 to 15
    - Mortar Fire bomb initial impact damage decreased, SP boosted second Mortar explosion damage decreased
    - Damage bonus from SP boosted RPG-7 decreased from 20% to 10%
    - SP cost for all Spatial Movements increased to 2 outside of Awakening, cost will decrease to 1 SP while in Awakening
    - Increased start up and recovery frames for Reload (animation time increased) 
    - Reload remapped to the "B" button
    - Air normal attack damage decreased
    - New super portrait
    - Adjusted more misaligned hitsparks 

     

    kohaku.trinitymugen.net
    Type-Mugen 1.0+ ---> Characters

  16. Taiga has been updated.

     

    Taiga v1.4
    - Adjusted frame time of animations and enemy positioning of Curbstomp Symphony for better effect
    - Curbstomp Symphony damage decreased
    - Curbstomp Symphony start up increased
    - Eye of the Tiger has the following changes:
       - Will now reduce the AP Cost of EX Drive attacks while in Awakening by 33%
       - Increase the AP gained from using EX Drive attacks outside of Awakening by 50%
       - Duration has been decreased from 15 to 10 seconds
    - Opponent will no longer be able to air recover from the last hit of unawakened Demonic Chaos
    - Ryuji will no longer drag knocked down opponents when attacking
    - Ryuji run speed while attacking increased
    - Adjusted transparency effect when summoning Ryuji
    - Implemented Light and Medium versions of Demon Thrust
    - Opponent will now fall faster when hit by the last attack of Demon Thrust
    - Adjusted hit boxes of Demon Thrust
    - Second hit of Tiger Raid will launch slightly higher
    - Running forward jump distance increased
    - Added special intro with Shana

  17. Miyuki has been updated.

     

    Miyuki v1.1
    - Infero damage increased
    - Diamond Dust damage increased
    - Chip damage from normal attacks while Niflheim is active, increased
    - Floral Lock AP gain decreased
    - Fenrir AP gain decreased
    - Fixed error where Valkyrie's Javelin wouldn't charge or consume AP
    - Tatsuya assist start up decreased 
    - Opponent will fall down faster after being hit by Floral Lock while in the air
    - Running forward jump distance increased
    - Added voice clips to dash and back dash
    - Additional palettes by TotalDramaXtemist

  18. qxucg9e.png

    No Miyuki yet, but here's an early Thanksgiving gift with Clone Miko, Homucifer, Palmtop Tiger, and Lolicon being updated with numerous balance changes, bug fixes, and some new stuff.

    Senna v1.2
    - Super portrait for EXE Finishers added
    - Shijusen consecutive slashe damage during Awakening increased
    - Fixed error where helper-based attacks didn't charge or consume AP upon being blocked
    - AP gain while being hit decreased
    - Adjusted super spark during EXE Finishers

    Homura v1.2
    - Super portrait for EXE Finishers added
    - Rebellion command changed to "QCFx2,a"
    - Void Field will now replenish your ammo upon activation
    - Artillery Strike missle fire rate decreased, damage increased
    - Can now cancel crouching heavy attack with Special attacks, EX Drives, and EXE Finishers
    - Can now cancel Desert Eagle and RPG-7 into EX Drives and EXE Finishers
    - Fixed error where you could go past 10 SP when reloading from 0 ammo and had 9 SP
    - Fixed error where helper-based attacks didn't charge or consume AP upon being blocked
    - AP gain while being hit decreased
    - Adjusted super spark during EXE Finishers

    Taiga v1.3
    - Super portrait for EXE Finishers added
    - Curbstomp Symphony AP cost while in Awakening decreased from 400 to 350
    - Fixed error where last hit of T&D Connection wasn't affected by the dampener and bonus attack from Awakening
    - Tiger Raid hit stun and hit pause time decreased
    - Tiger Upper horizontal range increased
    - AP consumption while in Awakening increased
    - AP gain while being hit decreased
    - Fixed error where helper-based attacks didn't charge or consume AP upon being blocked
    - Adjusted super spark during EXE Finishers
    - Additional victory quotes
    - Additional palettes

    Rentaro v1.2
    - Super portrait for EXE Finishers added
    - Unlimited Burst AP cost while in Awakening decreased from 400 to 350
    - Can now cancel Gunfire into EX Drives and EXE Finishers
    - AP consumption while in Awakening increased
    - AP gain while being hit decreased
    - Fixed error where helper-based attacks didn't charge or consume AP upon being blocked
    - Adjusted super spark during EXE Finishers
    - Added special intro dialogue for Sennou-Room's Asuna
    - Additional victory quotes

    kohaku.trinitymugen.net
    Type-Mugen 1.0+ ---> Characters

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