The 100 Mega Shock! Posted December 24, 2013 Posted December 24, 2013 A few hours left to wrap my Christmas present. Still six buttons, similar system to before. Faster, stronger, better coded and guaranteed smarter than Mewtwo http://www.mediafire.com/download/i8fialcpsodscw0/zangoose1_00.zip http://www.mediafire.com/download/iif1ulvm1fp7kip/zangoose1_00.7z Previous video since I don't have the means to record new ones right now: https://www.youtube.com/watch?v=p-b_chvLo3w Screens: Galvatron, NeoGeoKitsune and DJ HANNIBALROYCE 3
NotAGoodName Posted December 24, 2013 Posted December 24, 2013 I expected some silly Zangief thing, but this looks good if you're into Pokemon as fighting game characters. Oops.
Galvatron Posted December 25, 2013 Posted December 25, 2013 Awesome release Mega-Shock! can't wait to see your next pokemon mugen character. MARVEL VS. TOUHOU !!!!!!!!!!!!!!!!!!!!!!
Risotto Posted December 25, 2013 Posted December 25, 2013 Wow ! Guy, I hate pokechars but I must admit that you have done a very impressive work there.
Winmugen11 Posted December 25, 2013 Posted December 25, 2013 A solid release, as is to be expected from The 100 Mega Shock! This is a little bit off-topic, but will you update your Mewtwo with new moves/harder AI/a Mega Mewtwo mode or form? This signature would not have been possible without the combined efforts of Ryoucchi & Zenesis. All credit goes to them for making this!
The 100 Mega Shock! Posted January 14, 2014 Author Posted January 14, 2014 Actually yes, but essentially a total overhaul that I'm going to be posting more about in the future. Update Time: http://www.youtube.com/watch?v=QX0svVtVO_Q http://www.mediafire.com/download/i8fialcpsodscw0/zangoose.zip http://www.mediafire.com/download/iif1ulvm1fp7kip/zangoose.7z This update fixes several bugs and oversights in the AI and character code and makes general improvements to most of the character, including more variance to the special attacks: AI: (Behaviour changes apply to higher difficulty levels; lower difficulty may perform actions at random) Might get around fireballs a little better. Shouldn't try to guard cancel fireballs unless the enemy is very close. No longer attempts Pursuit attacks before it's possible for the player to use them. Shouldn't try and combo into Crush Claw when startup is too long. Shouldn't try and combo into Tackle when startup is too long. Shouldn't try and use X-Scissor when the opponent is too high up. Checks both player's facing when choosing the appropriate ground recovery. ------------------------------------------------------ Palette select off by default. Times-out after a period of inactivity, should retain values between each round. Width adjusted to fit the sprite. Recovery time from jumping significantly reduced. Turning animation takes precedence when Zangoose jumps over the opponent. Fixed HK throw using the wrong variable in a trigger. Close MK reaches much further. Crouch MK hitbox slightly lowered. f+HK recovery changed. Ground Recovery faces player 2 when standing up. Crouching LK, MK and HP cannot be guarded high. Jumping normals cannot be guarded low. Most moves can now be blocked in the air. Fixed Tackle, Close HK, and Jump LP missing when next to very thin opponents. EX Iron Tail reduces opponent's defence for a short period of time. Fury Swipes: Reduced EX damage to reasonable levels. EX doesn't automatically attempt the 3rd attack. 3rd hit now causes knockdown, can't be cancelled into super. 2nd hit recovers much faster if not continued. Damage and startup reduced for Light and Medium variants. Pursuit: EX followups now unique. Width increased. Grab no longer reaches crouching opponents. Angle of jump adjusted for each strength. Tackle: Width made larger. Hurtbox made larger around the head and elbow. Hitbox pushes out slightly further and not as tall. X-Scissor: Knocks down opponents. Hitbox made slightly taller. X Velocity increased. Crush Claw: Attack sequence no longer uses hitdefs, so characters with odd hitboxes or a strange mid pos won't be stuck in the air. Hitdef now active from the correct frame when the hitbox appears Can't grab crouching opponents. X Velocity decreased; Y increased. Hitbox moved higher and further inside Zangoose's sprite Grab hitbox isn't active for the entire animation while falling Several EX moves / supers given small invulnerability periods Character-specific winquotes enabled. Minor animation & velocity changes.
DJ HANNIBALROYCE Posted January 14, 2014 Posted January 14, 2014 XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD lets go Normal-types! FOLLOW ME ON TWITTER @DJHANNIBALROYCE
JokerintheButt Posted January 15, 2014 Posted January 15, 2014 very cool i'am really loving this char. My Signature Fuck U :D I Don't Have one Asshole.
RicePigeon Posted January 15, 2014 Posted January 15, 2014 Copypasta from Xan's video thread, in case you weren't already aware: http://www.youtube.com/watch?v=oZBrwz5yDOY
RicePigeon Posted January 15, 2014 Posted January 15, 2014 Super! That infinite doesn't cost meter though...
The 100 Mega Shock! Posted January 15, 2014 Author Posted January 15, 2014 Replied over at Guild, I must have broke the scaling limiter when I originally wrote it a year or so ago. That's been quietly fixed along with the stupid EX Swipe recovery.
TopKirby8305 Posted January 15, 2014 Posted January 15, 2014 Zangoose is totally debuting in my singles division in the #2400s so look out for him there guys! :3 Currently LPing: Higurashi - When They Cry (Steam) / Legend of Zelda - Temples of Turmoil Revamped (ZC)Next LPs: A Boy & His Blob (NES) / Legend of Zelda - First Quest Layered (ZC)
Legendary DeMoNk@I Posted January 18, 2014 Posted January 18, 2014 pretty fuckin cool character man. im not even a pokemon fan but the animation and stuff you did to it is pretty slick work. nice lil amusing character to keep....Im curious to see more these types now Never limit your imagination as a Visionary
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