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  • 2 months later...
Posted

Quite some time has passed since his release, but now v1.1 is here to start off 2025!

Changelog:

 

- Added new mechanics:
 - Parry
 - Air Dash
- Added a Guard Cancel.
- Added a Hyper Combo Finish.
- New palette selector graphic.
- Jump Punch now has invincibility at startup.
- Several sprite fixes.

 

EDIT: v1.1b has been released to fix an A.I. issue where two specials could be performed by the A.I. when airborne despite not having an aerial version.

EDIT 2: Due to issues with low parrying that cause Diskun to stand mid-air after performing Jump Punch, it was removed completely. This will be also done for my other characters that will receive parrying.

  • 1 month later...
Posted

Another update, v1.2.

Changelog:

 

- Axes from Axe Toss now disappear when they touch the ground, rather than going through it.
- Bomb's sound now stops playing when it or Diskun is hit.
- Slight A.I. adjustments.
- Slightly altered the shading in the 12th palette.
- Added one more victory quote.
 

Posted

Not long after v1.2, another update has arrived!

Changelog:

 

- Revamped gameplay and combo system - Diskun now only uses three buttons for normals, though there's a catch - you can now chain a light normal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing as doing so will move Diskun forward a little.
- Dodges, power charge and the throw now use their unique buttons, using A for dodges, B for the power charge, and C for the throw.
- Changed a couple of specials and hypers' inputs to be consistent with the three-button setup for normals. Each hyper now uses only one 
button as a result.
- Added a ball compatibility.

  • 1 month later...
  • 1 month later...
Posted

New update - v1.5!

Changelog:

 

- Added some new combos; now, Diskun can cancel Whip Strike to Jump Punch, for example.
- The hyper portrait has been changed.
- Fixed a certain typo in the victory quotes.
- Added a dash attack.

  • 2 months later...
Posted

v1.6 has arrived!

Changelog:

 

  • [CHANGE] Super jump is now no longer a combo tool, instead serving as a defensive/approaching tool.
  • [CHANGE] Crouching hard normal now simply hits the opponent with small knockback instead of launching them.
  • [ADD] Not one, not two, but THREE new specials! These are Disk Card Slide, Holy Water, and Squall Hammer.
  • [ADD] Finisher. Needs 300 HP and 3000 power to be used.
  • [CHANGE] A.I. in some ways. Now it should use projectiles from a distance more.
  • [ADD] Diskun can now change directions while airborne and perform shorter jumps.
  • [ADD] Short jumps and fast-falling.
  • [CHANGE] Broken Disk Card and Disk Card Drops' directional inputs.
  • [ADD] New intro.
Posted

Following feedback on v1.6, I decided to update Diskun to v1.6.5.

Changelog:

 

  • [CHANGE] Aerial drift works quite differently now, making Diskun stop in mid-air and then change directions instead of automatically changing directions when you go back and vice versa.
  • [CHANGE] Diskun's 6-button layout has returned, replacing the 3-button one!
  • [CHANGE] Plenty of specials and hypers' inputs, as well as the dodge and power charge's to fit the "new" layout.
  • [BUFF] If Squall Hammer is blocked, its endlag is decreased.
  • [BUFF] You can now hold the jump button to jump cancel Squall Hammer, instead of having to press it after the final hit.
  • [BUFF] You can now chain light normals into hard normals.
  • [BUFF] Diskun now can use crouching normals while running.
  • [FIX] Diskun could not do anything when he stopped running backwards.
  • [CHANGE] Stronger normals have slightly larger pausetimes.
  • [BUFF] Diskun's rolls now travel farther.
  • [CHANGE] Missile Shoot in a few ways:
  •  [CHANGE] The weak and hard versions were swapped, with the ice missile being the hard version and the regular missile being the light
  •  version with the medium version.
  •  [NERF] Ice missile now has a cooldown time of 4 seconds.
  • [CHANGE] Aerial strong kick was reverted into a spike.
  • [CHANGE] Dash attack is now a launcher, as the sliding kick was moved back into being a crouching hard kick.
  • [BUFF] The dash attack now can be cancelled into the super jump.
  • [CHANGE] The "super jump into aerial raves" combo has been brought back.
  • [REMOVE] Some specials, mainly to reduce the amount of references so each game/series would have at least one or two references, for some consistency. These are:
  •   Whip Strike, with Squall Hammer now being replacement for it due to being more useful.
  •   Disk Card Slide
  •   Holy Water
  • [ADD] Speaking of Squall Hammer, it has received light and medium versions. 
  • [CHANGE] Super jump's input was reverted to "Down, Up".
  • [CHANGE] Sword Thrust's input; D, D, X/Y/Z -> B, DB, D, X/Y/Z
  • [CHANGE] Monster Push now causes a wall bounce. Its vertical knockback was also increased.
  • [ADD] New guardsound for Sword Thrust and Sword Barrage.
  • 2 months later...
Posted

Another update - v1.7!

Changelog:

 

  • [CHANGE] A.I. in some ways, mainly when it comes to using projectiles.
  • [FIX] Light Missile Shoot dealt way too much damage; leftover oversight when the light and hard versions were swapped.
  • [CHANGE] Readme style.
  • 3 months later...
Posted

Diskun's first 2026 update, v1.8, is now here!

Changelog:

 

  • [FIX] Light and Hard Missile Shoot had wrong hitsparks.
  • [BUFF] When a parry occurs, a pause appears which gives a chance to use a move before the opponent can recover from the move they're using.
  • [REMOVE] Unnecessary "DestroySelf" code from Axe Toss that was set to 2 seconds.
  • [BUFF] A.I. now can use Grand Prix when farther away from the opponent.
  • [FIX] A.I. had incorrect coding involving the usage of Missile Shoot.
  • 3 months later...
Posted

Decided to throw a new update - v1.8.5!

Changelog:

 

  • [NERF] Ultimate is now blockable, dealing 475 chip damage.
  • [CHANGE] Diskun now turns around when he performs the back throw, instead of the forward one.
  • [CHANGE] Hyper background duration is now shorter.

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