Popular Post DeluxeGamer705 Posted October 13, 2024 Popular Post Posted October 13, 2024 Decided to change the style for my character release threads. Anyways, here's my next character! Diskun Screenshots: Preview: Gameplay-wise, he is a 6-button character that is a zoner; while his projectiles aren't really spammable, he has a good chunk of them to make sure the opponent doesn't approach him that easily. He also has a projectile that freezes the opponent and allows him to start a combo. While most of his moves are heavily based on the ones that originated from games released for the FDS, some original ones are present. Get him here: https://sites.google.com/view/dxgsmugensite/characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update him when I have time! CoolAnimeHustler, MistPrism, HappyDappy666 and 2 others 5
Noside Posted October 13, 2024 Posted October 13, 2024 The Famicom Disk System mascot! very cool! DeluxeGamer705 and CoolAnimeHustler 1 1
DeluxeGamer705 Posted January 1, 2025 Author Posted January 1, 2025 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. CoolAnimeHustler 1
DeluxeGamer705 Posted February 15, 2025 Author Posted February 15, 2025 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.
DeluxeGamer705 Posted February 21, 2025 Author Posted February 21, 2025 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.
DeluxeGamer705 Posted March 23, 2025 Author Posted March 23, 2025 A month has passed, and v1.4 is here! Changelog: - The A.I. has been adjusted further, now being more aggressive! - Added a "Danger!" message.
DeluxeGamer705 Posted May 8, 2025 Author Posted May 8, 2025 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.
DeluxeGamer705 Posted July 16, 2025 Author Posted July 16, 2025 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.
DeluxeGamer705 Posted July 21, 2025 Author Posted July 21, 2025 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.
DeluxeGamer705 Posted October 13, 2025 Author Posted October 13, 2025 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.
DeluxeGamer705 Posted January 25 Author Posted January 25 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.
DeluxeGamer705 Posted May 17 Author Posted May 17 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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