DeluxeGamer705 Posted August 8, 2025 Posted August 8, 2025 2 months without releasing any new characters... yeah, sorry about that. Been focusing on updating my 2022-2023 guys and that's what was holding me back from creating more characters. But now that they're done, I can finally continue working on stuff, starting with my (third) self-insert! Deluxe the Cloudy Screenshots: Preview: This time, his moveset mainly consists of melee attacks that are used as combo tools, but he also has some cloud-based moves. Also, he has three assists, which are shown in an image I decided to add. Get him here: https://sites.google.com/view/dxgsmugensite/characters/original-characters Found any bugs, errors, or oopsies? Send me your feedback and I'll update him when I have time!
DeluxeGamer705 Posted August 9, 2025 Author Posted August 9, 2025 Just a quick update. [BUFF] Finisher now deals 950 damage as intended. [CHANGE] Palettes 2 and 3 received slight changes. [BUFF] Deluxe now can block while running.
DeluxeGamer705 Posted August 17, 2025 Author Posted August 17, 2025 I've done 3 things for Deluxe, mostly fixes. [FIX] Puff Ball was incorrectly attributed as a hyper instead of a special. It was also misattributed as a melee attack instead of a projectile. [FIX] EX Kick Spin did not require any power. [CHANGE] Dash attack now requires two kicks to be pressed instead of punches due to Charge Punch's command getting in. These should be the last fixes before v1.1 arrives one day. Sorry about these; should be fixed enough by now.
DeluxeGamer705 Posted October 13, 2025 Author Posted October 13, 2025 Now the first REAL update - v1.1! Changelog: [ADD] Sound effect for Mayumi when she uses her antennae to grab the opponent, making use of a previously unused sound. [BUFF] A.I. now jump cancels the Counter. [CHANGE] Readme design. [EDIT] Deluxe's eyes during his tripped sprites are now different. [FIX] Power gain from EX specials. [CHANGE] Stronger versions of Kick Spin make use of hitsparks served for stronger versions.
DeluxeGamer705 Posted November 14, 2025 Author Posted November 14, 2025 v1.2 is now here, with some small changes! [CHANGE] A.I, now making better use of hypers and especially the ultimate. [RENAME] Finisher to Ultimate. [CHANGE] The third winpose is now coded in a different way.
DeluxeGamer705 Posted December 5, 2025 Author Posted December 5, 2025 Another update, this time after receiving some feedback. Changelog: [NERF] Only one assist can be now on-screen at a time. This means, if you summon Mayumi for example, Kaizo and Tsuyoi cannot be summoned until Mayumi disappears after 5 seconds when she leaves the stage. [NERF] Counter, in some ways: - It now only counters melee attacks. - It cannot be jump cancelled anymore. - It's no longer a combo tool. [FIX] Counter now no longer has a possibility to affect helper-based projectiles or throws (though it might do it with if the helper is a melee attack because of the ReversalDef!) [CHANGE] Counter now has more knockback. [NERF] Cloud Charge's Z version now functions like a regular projectile. The EX version being a combo starter was retained however, but now has less hitstun and MUCH less blockstun. [ADD] Two more character-specific intros. [CHANGE] Crouching Z now launches the opponent up instead of simply hitting them [CHANGE] Super jump is now used for combos, as Deluxe now can cancel his crouching Z (a launcher) into it. [CHANGE] Palette 12 has been completely changed. The older version is still present and remains unused.
DeluxeGamer705 Posted January 17 Author Posted January 17 v1.4 has arrived! Changelog: [ADD] One character-specific intro. [ADD] Some more victory quotes. [CHANGE] Walking and running animations. [ADD] Walking sounds for Kaizo and Tsuyoi. [FIX] Puff Ball used an incorrect hitspark. [CHANGE] Mayumi no longer shares Deluxe's colours. With that, some palettes were updated to give her differences, notably in palettes 6 and 12. [CHANGE] A.I, mainly when it comes to blocking and countering.
DeluxeGamer705 Posted May 6 Author Posted May 6 v1.5 has arrived! Changelog: [NERF] Ground knockback for aerial normals was increased in an attempt to remove infinites via shorthopping. [CHANGE] If holding backwards, Deluxe's throw will make him turn around. [NERF] Ultimate is now blockable, dealing chip damage. [BUFF] However, when the ultimate is blocked, its endlag is decreased. [FIX] One of the sprites in some palettes had a wrong pixel colour. [ADD] Joke intro that is normally unused. I added it because… well, check his files to see why and what it is.
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