Zzyzzyxx Posted September 21, 2025 Posted September 21, 2025 Yup, the bitch is back. After God only knows how many years. I decided to make public all the improvements to her that have been added over the years. Download (v 5.01 update): https://www.mediafire.com/file/tqew2r8rfxu3mrb/saki_mamiya_z_5_01.rar/file https://mega.nz/file/6VJXiKRC#dMxQeaS2kIgnHmHdJNA3jBzc6QrlweZgxMr6jn6Qofg Demonstration: What's new: The most important change: Pixel Pheromones' edit of hers, which adds compatibility with rapist monsters and other R-18 chars, and which happened to become way more popular than the vanilla version back then, is now officially integrated into her files. I color-separated the new sprites that he edited, as well as working on her .air and .cns files, ensuring that, gameplay-wise, she plays exactly like the original version. For those who don't care about R-18 compatibility, all older variants of hers are still present as well.Basic and Special moves now allow Ground Recovery. Her data had to be entirely overhauled to make the new system work. Damage dampener system overhauled Like a billion new palettes In-game Movelist for Ikemen users Readme completely revamped, it's in HTML format now Aerial Recovery and Ground Recovery commands changed to LP+HP, or LP+LK. Very basic Midnight Bliss sprite (based on a swimsuit that she wore in a comic made by FullFlap), but, well, it's a MB ¯\_(ツ)_/¯ Projectiles are now compatible with the Projectile Reflection System by Vans. She's now compatible with Chizuru Kagura's Seal Power (again, using the system created by Vans) Winquotes (taken from Inma no Ken itself and other comics from FullFlap). Her sff is now on Mugen 1.0 format, which means that all palette files in her act folder are now redundant, but they might still be good for reference, dunno Removed a Free Mode-only infinite combo (in the corner, QCB+LK repeatedly, it worked on most chars) Plenty of minor bugfixes and QOL changes All my chars have received similar changes, but none of them were, well, exhaustively tested. Still, they are all more reliable than before. Planning to release them eventually. I also tried to give her some other improvements, like Vans' Buffering System, but that made her MAX Mode cancels and D-CANs too inconsistent and unreliable; therefore, she's gonna keep her old Mugen 1.0 command parser for the time being. Also, thought about adding a Palette Selector, since she has more than 100 palettes now, but that's definitely superfluous. That's it. Hope you guys have fun with her. C&C is very welcome. KorosKoros and Shinamon-Haato 2
Laharl Posted September 22, 2025 Posted September 22, 2025 Nice to see you are still active still use your Tifa as well to this day.
Staubhold Posted September 22, 2025 Posted September 22, 2025 Wow! There is a lot of work in that character! Never heard of the character or of Inma no Ken. Did some research just to test your char. Really enjoy how close you are to the source game and the option to choose with Free Mode or Inma no Ken Mode. I don't care for the R-18 stuff, so I can't give feedback to that. Love how you reused parts of attack moves for her win/lose animation. The Readme html is nice. I don't know if those originates from the source game, but the Feint Shun-geki-ken, the ability to do the Kyokujitsu-ken and Shin-en-kyaku from crouch, D-CAN Dash Cancel or just MAX Mode are top notch mechanics for a deeply technical fighter! - How about adding the short win tune from the source game to her win animation? You could add that as a last round win animation... - Is she MUGEN 1.1/IKEMEM only? I tested her in MUGEN 1.0 and got a Error Message:
Zzyzzyxx Posted September 22, 2025 Author Posted September 22, 2025 On 9/22/2025 at 7:01 AM, Staubhold said: Is she MUGEN 1.1/IKEMEM only? I tested her in MUGEN 1.0 and got a Error Message She wasn't supposed to be, but, in retrospect... she should All of her tweaks were solely tested on 1.1 and Ikemen. Haven't touched Mugen 1.0 in years, until you pointed out the crash. Sorry. I fixed that bug, but as a side effect, Pixel's edit displays her Super Move Gauge in an incorrect position and she gives debug messages in 1.0. These bugs DON'T happen in Mugen 1.1 (that whole float x integer conflict simply is no longer a thing there). If anyone is curious why all those float/integer-related bugs happen now, when they didn't before, it's because Pixel's version uses a different localcoord than the original one; otherwise the compatibility with rapist monster gets all messed up. For all intents and purposes, Pixel's version is a low-res char, and the original one is a hi-res one... and they happen to share the exact same code. tl;dr : She works great in 1.1, but not in 1.0. Bummer Here's an update: Outdated version, download link for the most recent version at first post. The only way I see the debug messages in 1.0 being fully fixed is by coding a completely new Super Gauge for her from scratch, based on Pixel's sff instead of her original one. That's gonna take A LOT of time. Quote - How about adding the short win tune from the source game to her win animation? You could add that as a last round win animation... Good idea. Gonna try it and see if it looks good. Quote I don't know if those originates from the source game, but the Feint Shun-geki-ken, the ability to do the Kyokujitsu-ken and Shin-en-kyaku from crouch, D-CAN Dash Cancel or just MAX Mode are top notch mechanics for a deeply technical fighter! She indeed can perform D-CAN in Inma no Ken. I gave her all the other abilities. Quote Nice to see you are still active still use your Tifa as well to this day. Gonna work on her, now that you mention it. She has some fixes (as in, Buster Ball now being reflectable and things like that) and frame data changed (she used to be able to deal more than 400 damage without spending meter by juggling Dolphin Upper in the corner over and over, WTF). Gonna try to give Vans' Buffering System to her before sharing an update. KorosKoros 1
Zzyzzyxx Posted September 28, 2025 Author Posted September 28, 2025 Saki Mamiya v 4.02 released. Outdated version, download link for the most recent version in the first post. What's new: Senkou In-dou Geki (QCF+2P) doesn't lose the ability to hit the opponent after being reflected
Zzyzzyxx Posted October 3, 2025 Author Posted October 3, 2025 Saki Mamiya v 4.03 released. Download: Outdated version, download link for the most recent version in the first post. What's new: Fixed some unintended, really janky-looking juggles caused by Shin-en-Kyaku (both versions) and Kyokujitsu Rengeki Fixed a minor bug in her Ground Recovery state KorosKoros 1
Zzyzzyxx Posted April 18 Author Posted April 18 Saki Mamiya v 5.01 released. Download: https://www.mediafire.com/file/tqew2r8rfxu3mrb/saki_mamiya_z_5_01.rar/file https://mega.nz/file/6VJXiKRC#dMxQeaS2kIgnHmHdJNA3jBzc6QrlweZgxMr6jn6Qofg New special move: Souki Dama Light Kick + Heavy Kick Can be performed in the air Can be cancelled into any other special move upon landing New Super Move: Tenbu Ryuusatsu Ken ↓↙← + Light Kick + Heavy Kick In-game movelist for Ikemen users Guard Cancel commands changed to While guarding, → + 2 punches or → + 2 kicks Debug messages exclusive to Mugen 1.0 have been fixed v 5.01 Changes: Increased the vertical range of (c) ←, → + Light Kick Fixed an animation bug in Souki Dama (Pixel version only) KorosKoros 1
Staubhold Posted April 19 Posted April 19 Thank you for that update. Some feedback. Tested it in MUGEN 1.0. - Nice addition with the Souki Dama and the Tenbu Ryuusatsu Ken - A taunt would be nice - More sounds would be nice, p.e. for super jump, the Nyuu-Da or the Senkou In-dou Geki super beam. - Have now a hard time to get the supers donw with c or z. I mostly get the Nyuu-Da or Souki Dama instead of the actual supers. KorosKoros 1
Zzyzzyxx Posted April 21 Author Posted April 21 On 4/19/2026 at 5:04 PM, Staubhold said: - Have now a hard time to get the supers donw with c or z. I mostly get the Nyuu-Da or Souki Dama instead of the actual supers. That's a problem, because I'm testing her right now on Mugen 1.0, and I can't see anything wrong with her supers. Right now, I'm testing her on 1.0, and her supers come out without any issues. Do you have problems performing raw supers or supers during combos? Gonna release an update that fixes some debug messages, I might take a closer look at her commands, too. > A taunt would be nice > More sounds would be nice, p.e. for super jump, the Nyuu-Da or the Senkou In-dou Geki super beam. Can't do much about that, unfortunately. I'm only using the assets the source game provides. I also like the idea, but I can't see it coming to fruition. I'm really sorry
Staubhold Posted April 21 Posted April 21 Raw supers. Even when I'm trying them with X+Y/X+A or A+B/Y+B ... and I never have such problems. I looked into the CMD file, because of the order of the commands (first you have to set the commands with the motions and THEN the ones without motions), but I couldn't find Nyuu-Da or Souki Dama...
Zzyzzyxx Posted April 22 Author Posted April 22 Please try this version. https://www.mediafire.com/file/kadqvf94t14i162/saki_mamiya_z_2026_04_22.rar/file I moved the codes for Nyuu-Da and Souki Dama to the bottom of the list of special moves in her cmd. I didn't notice any difference because, as I said before, I could perform supers without issues in the previous version. This new version was tested on 1.0, 1.1, and Ikemen Nightly. I also improved the Ikemen movelist, fixing some system commands. The debug message that used to appear when performing Souki Dama on Mugen 1.0 has been removed, too.
Staubhold Posted April 23 Posted April 23 10 hours ago, Zzyzzyxx said: Can you send me the version you have, please? Was the newest download... On 4/22/2026 at 8:06 AM, Zzyzzyxx said: Please try this version. https://www.mediafire.com/file/kadqvf94t14i162/saki_mamiya_z_2026_04_22.rar/file I moved the codes for Nyuu-Da and Souki Dama to the bottom of the list of special moves in her cmd. I didn't notice any difference because, as I said before, I could perform supers without issues in the previous version. This new version was tested on 1.0, 1.1, and Ikemen Nightly. I also improved the Ikemen movelist, fixing some system commands. The debug message that used to appear when performing Souki Dama on Mugen 1.0 has been removed, too. I'll do some more testing... on 1.0 and IKEMEN and then come back here for feedback. Something IS wrong.
Zzyzzyxx Posted April 24 Author Posted April 24 Please tell me if you experience the same issues when playing an older version of hers. https://www.mediafire.com/file/6jmsks6gzvuar3v/saki_mamiya_z_4_00.rar/file
Staubhold Posted April 25 Posted April 25 I did some more research with the newest file. Took me way to long to get it. Didn't change anything of the base config file. Commands are fine the way they are. Just realised you need one bar of D-CAN (D-CAN OK) before you can do any supers. I was confused. Sorry, my fault. Was that the same with any of the older versions? Still, I recommend adding also the "release buttons" on all two buttons super commands, p.e. [Command] name = "qcb_2p" command = ~D, DB, B, ~x+y buffer.time = 3 Will make things even easier.
Zzyzzyxx Posted April 25 Author Posted April 25 Yeah, I was considering the possibility that you were using a different game mode, since she has two of them (some users, understandably, didn't like the fact that normally her special moves cost power, hence I gave her the option of a more traditional gameplay). > Was that the same with any of the older versions? Yes, the secondary gauge is the one she uses for her supers. The normal gauge is used for specials. > Still, I recommend adding also the "release buttons" on all two buttons super commands That would be awesome, indeed, but Mugen unfortunately doesn't recognize two simultaneous button releases. Engine limitation. I tried to give her an alternative input method (Vans' command buffering system), but that system doesn't work properly on Ikemen.
Staubhold Posted April 28 Posted April 28 Some more feedback... All tested in MUGEN 1.0 with Free Mode. - Maybe add in the readme that you can move forward/backward while doing the "Senten Hichou Shuu" - Do not know if you wanna keep it, but IMO MAX Mode should end if you KO p2 and shouldn't carry over to the next round. - You could use the stage finish music from the OG game for the win animation. - How about a last round win animation? Add the "GO & arrow" with the sound effect from the OG game and Saki could walk out of the stage. If she moves out of sight you could play the stage finish theme. - For a taunt you could add the speech/thought bubble with the heart from the enemies in the OG game. Dunno if there are other items in the speech/thought bubbles from the OG game. What stage do you use for her?
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