Nep Heart Depository (Read 1382 times)

Started by Nep Heart, February 17, 2019, 07:38:43 am
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Nep Heart Depository
#1  February 17, 2019, 07:38:43 am
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 Figured that it would be nice to compile my MUGEN creations into a single thread for the convenience of everyone, I feel this is about the right time for it. I mostly draw from various fighting games like Marvel vs Capcom, Melty Blood, Guilty Gear, Eternal Fighter Zero and so on for inspiration and mesh mechanics I feel work together well. All characters featured here are designed with my own custom gameplay style in mind and, thus, I'll summarize the universal mechanics that they all share with each other in spite of their drastically different ways of being played.

All characters here are for MUGEN 1.0 and upward.

 Side note, they also do not possess custom AI at the moment. So, if you've been convinced that they're a challenge as CPU opponents, you've been fooling yourself this whole time.

Button Layout:

a - guard cancel attack
c - Unique Ability
x - light attack
y - medium attack
z - heavy attack
s - taunt

Juggle Limiter: The juggle system works on a timer, starting at 9 seconds once a juggle begins and subsequential combo hits will extend the timer by small amounts. Once a distinctive circle appears on the opponent during combos, the very next attack that hit will always cause untechable knockdown. Supers are immune to this and in fact add an extra 2 seconds to the timer, so, take advantage of them at every chance you hit a combo limit.

Stun Decay: Once a combo or blockstring begins, a timer is set in place that will reduce hitstun and blockstun until the opponent is no longer in hit state. The hitstun and guardstun multipliers are as followed; less than 4 seconds = 100%, 4 seconds = 75%, 8 seconds = 25%, 16 seconds = 10%, 20 and beyond seconds = 0%. This means certain chains, links and juggles that work early on may fail to work later in combos.

Hit Push Back: Both the character and their opponent will experience progressively increased push back the higher the combo hit count increases, but only against grounded targets. To a lesser extent, the character will experience progressively increased push back if hitting grounded opponents while guarding.

Launcher: Most characters in this collection can initiate aerial combos via performing a jump cancel off a normal attack that sends the opponent straight upward. It should be noted that some characters do not have a traditional launcher and launchers cannot be jump cancelled on block.

Attack Jump Cancel: Most normal attacks can be jump cancelled on hit and, to a lesser extent, on block as a means to exert pressure, retreat safely or perform combos. However, not all normals can be jump cancelled, more so on block in the case of moves like launchers and dash attacks, although few exceptions exist.

Chain Combo: All characters have access to chain combos where stronger levels of normals can be cancelled off of weaker normals in progression, command normals being subjected to the same rules. It should be noted that most characters can cancel either standing, crouching or command normals from one another even within the same strength type (backwards z or crouching z can be cancelled off of z), although which can be cancelled from what within the same strength varies from character to character.

Invalid Combo: Any combo continued from a juggle from which the opponent could have recovered, but chose not to do so are considered invalid combos. While they incur no penalty, they run the potential risk of the opponent retaliating before the combo can be extended.

Damage Scaling: All attacks possesses their own unique damage reduction modifier during combos and a multi-hit attack in most cases will only apply the modifier on the last hit. All characters' damage reduction during combos will have a 30% minimal threshold in which damage cannot go lower once reached.

Teching: A character can recover prematurely right before hitting the ground or while in mid-air, moving towards a specific direction depending on the directional input right as the recovery command is inputted.

Wall Jump: All characters possess at least a recovery wall jump that is an alternative to air teching, however, few characters can also wall jump on demand as long as they're against a corner in mid-air.

Guard Cancel Attack: Characters can break out of guardstun by shoving the opponent away, resetting combatants into neutral game. Has invincibility throughout most of the attack and most characters can canceled a GCA into certain supers on hit. Can only GCA when grounded.

Guard Cancel Dash: Characters can break out of guard to dash a distance forward, passing through opponents with plenty of invulnerability to allow her to escape pressure zones. Can GCD on the ground or mid-air.

Mid-Air Jump: All characters can jump while in mid-air once before touching the ground, although some rare exceptions of more than one mid-air jump exist.

Super Jump: All characters in this collection are capable of making one great jump that typically goes higher than a full double jump, although distances and velocities can vary between characters. Mid-air jumps cannot be used once a super jump is performed.

Air Dash: All characters can air dash, although directions and velocities vary between characters. Typically, characters can only air dash once before touching the ground, although some can air dash up to twice and even rarer cases of air dashing more than that do exist. Mid-air jumps cannot be done during an air dash.

Fast Fall: All characters can increase their aerial descent to quickly position themselves back onto the ground. Some characters may have additional air dash directions if they lack a fast fall.

Throws: All characters have a ground and mid-air grab that all vary greatly, many capable of extending or starting combos. It should be noted that grounded grabs cannot hit airborne opponents and air grabs cannot hit grounded opponents. Both versions are unblockable and reach varies between characters, however, grounded grabs can be broken out of if the opponent taps any button while holding any direction within 6 frames of the grab hitting.

Burst: Characters from this collection can break out of hitstun from most normal and special attacks, but this requires 45 seconds to recharge after each use, although taking damage will speed up the process. If bursting is used as a counter hit, this will fill the character's meter to its maximum amount.

Spell Bonus: Characters in this collection who successfully make the first unblocked hit of a round will be rewarded with 1000 additional power.

Counter Hit: Anyone in this cast who interrupts the opponent mid-attack with their own attack will deal double damage on the first hit and, with most heavy normals, deal unique knockback that is substantially longer and more advantageous than any typical normal.

Guard Crush: A specialized meter at the lower part of the opponent's side of the screen is an indication of how close they are from being guard crushed as a means to discourage turtling. Once the meter is fully depleted from repeated guarding, the opponent will be guard crushed, a special state that leaves them completely open to any attack for a brief period of time. The guard crush meter will slowly regenerate as long as the opponent isn't in guardstun or hitstun. The guard crush meter goes back to full after a successful guard crush.

Reinforce: A passive ability indicated by a specialized gauge exclusive to EFZ based characters, who can access to the Reinforce mechanics, enhancing specials that have invulnerability on start-up that replaces the "z" button variations of most specials as long as she has enough Reinforce meter to spend (using Reinforce moves with a red meter spends the entire bar while using Reinforce moves with a glowing meter only takes up 1/4th of the bar). Characters also hasve increased stats with higher Reinforce levels. However, the meter temporarily halts at lower levels and drains at max level while the character is caught in hitstun. The Reinforce meter fills up automatically and will fill up twice as fast while blocking attacks.

Name: Sayaka Miki
Origin: Puella Magi
Release Date: 10/14/2018
Life: 750
Archetype: Rushdown
Unique Ability: Allegro

Name: Hieda No Akyuu
Origin: Touhou Project
Release Date: 11/05/2018
Life: 1050 (level 0), 1155 (level 1),  1270 (level 2), 1398 (level 3), 1537 (level max)
Archetype: Dynamic/All-Rounder
Unique Ability: Gumonji

Name: Homura Akemi
Origin: Puella Magi
Release Date: 12/04/2018
Life: 900
Archetype: Keepaway/Zoning
Unique Ability: Spatial Movement

Name: Hotaru Futaba
Origin: Garou: Mark of the Wolves
Release Date: 01/01/2019
Life: 950
Archetype: Footsies
Unique Ability: Break, En Un Juurokushu no Kamae and Ri En no Kamae

Name: Haruhi Suzumiya
Origin: The Haruhi Suzumiya series
Release Date: 2/20/2019
Life: 1000
Archetype: Set-Up
Unique Ability: SOS Assists

Name: Mio Kouzuki
Origin: ONE: Kagayaku Kisetsu e
Release Date: 03/13/2019
Life: 1000
Archetype: Stance/Rushdown (Short Range Mode)/Zoning (Long Range Mode)
Unique Ability: Mode Change

Name: Doppel Nanase
Origin: Eternal Fighter Zero original
Release Date: 04/17/2019
Life: 1200, higher with Reinforce and Maiden Enlightenment
Archetype: Grappler
Unique Ability: Parry, Maiden Enlightenment

Name: Nayuki Minase
Origin: Kanon
Release Date: 05/08/2019
Life: 950
Archetype: Rushdown
Unique Ability: Keropi

Name: Mai Kawasumi
Origin: Kanon
Release Date: Coming soon
Life: 1000
Archetype: Footsies
Unique Ability: Hope, Syoukaki
Download: Coming soon
Last Edit: May 08, 2019, 08:56:22 am by Nep Heart
Re: Nep Heart Depository
#2  February 20, 2019, 07:18:04 am
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 With Haruhi now released, I have updated the first post accordingly.
Re: Nep Heart Depository
#3  February 20, 2019, 12:40:48 pm
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  • i will meditate and then write a really epic post
  • jai ho
    • Skype - executivepetrel
Put this on the profile of people who are known/wanted terrorists
that were involved in the September 11th attacks in 2001
- courtesy of Iced
Re: Nep Heart Depository
#4  March 13, 2019, 07:25:43 am
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With Mio's release and Doppel's announcement, the first post has been updated to reflect the news.
Re: Nep Heart Depository
#5  April 18, 2019, 06:08:14 am
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With Doppel Nanase's release, Nayuki Minase's announcement from a few weeks ago as well as some universal mechanic revisions and additions, the first post has been updated accordingly.

Now you have a grappler to play with, Umezono.
Re: Nep Heart Depository
#6  May 08, 2019, 08:57:02 am
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 With Nayuki's release as well as the universal mechanic revisions and Mai Kawasumi's announcement, the first post has been updated to reflect all that.