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Posted

Happy Easter, everyone! Today I'm releasing another character... which is fittingly enough, a bunny.

Raboot

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Screenshots:

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Preview:

 

Gameplay-wise, he is a character that is faster and requires faster inputs when doing combos. However, his damage is slightly lower and he cannot tank as many hits, but his speed means he has a chance to outspeed some opponents.

 

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!

Posted

I had some stuff to fix, so v1.1 was done.
Changelog:

 

  • [CHANGE] Throws were swapped; from now on, the back throw is the one that makes Raboot turn around.
  • [CHANGE] Flame Charge, in some ways:
  • - Its chip damage is no longer randomized between 0 and 1 (2 for EX version)
  • - It now hits every 10th frame, reducing the amount of hits it can deal.
  • - Its vertical knockback is now larger so that the hits can connect with the opponent.
  • [CHANGE] Forward Air Dash has received new sprites
  • [CHANGE] Some sprites were tweaked after I've been informed that the legs (commonly the right one) looked wonky/strange/off.
  • [CHANGE] Hyper background no longer lasts for as long.
  • [NERF] Crouching B is no longer an OTG.
  • [ADD] Certain note regarding the sprites (scroll down to the "THINGS TO DO" section if you want to see it)
  • 4 weeks later...
Posted

A month has passed since his release and we have the biggest update of him for now - v1.2!

Changelog:

 

  • [NERF] Foot Dive now has more endlag, in order to attempt to remove an infinite that it had with the launcher and the super jump.
  • [CHANGE] Some palettes were replaced. The K' palette was removed, and was replaced with a palette based on Shadow the Hedgehog. The blue palette was also removed, being replaced with a Riolu palette. However, the K' and Blue palettes were left unused in case you preferred them more.
  • [ADD] Character-specific intros against Scorbunny and Cinderace, as well as victory quotes against them.
  • [CHANGE] Hitsounds for kicks, which are now different from the punches.
  • [CHANGE] Hitsound when Raboot kicks the rock from Rock Kick.
  • [NERF] Ultimate is now blockable, dealing 475 chip damage. This will become a standard for my other creations (funny how this wasn't mentioned almost a year when I started adding ultimates, eh?)
  • [BUFF] However, speaking of the ultimate, when it is blocked, Raboot's endlag will be decreased to not leave him vulnerable.
  • [CHANGE] Retro palette, which has been recoloured.
  • [CHANGE] Standing animation, as well as some front-facing sprites.
  • [NERF] Ground knockback for aerial normals was increased in an attempt to remove infinites via shorthopping.
  • [CHANGE] Normal version of Flame Charge; it now causes soft knockdown if the opponent is airborne, and it no longer launches them up when grounded. EX version remains unchanged, though.
  • [CHANGE] Some sprites, mainly the crouching ones, as well as for the light punches.
  • [ADD] One more victory quote against a few characters.
  • [ADD] New sprites for Double Kick and the ultimate. Double Kick's new sprites are used for the second kicks.
  • [CHANGE] Raboot is now smaller. While it slightly decreases his range, it also makes him slightly harder to hit.
  • [ADD] "FAQ" section.

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