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jade_midori Character "Mega" Thread, Newest: Patoelietoe Version Redux!!!


The Unexpected Visitor

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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

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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.

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