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Hieda no Akyuu by Nep Heart (Read 4014 times)

Started by Nep Heart, November 06, 2018, 12:29:38 am
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Re: Hieda no Akyuu by Nep Heart
#21  February 17, 2019, 07:48:40 am
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  • CPU Purple Heart
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    • www.dailymotion.com/2a8130871d2742d2f4da3b069

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 A minor mechanic revision update for all characters since I've finally figured out how to make certain things work.

- Made ground teching more consistent in that it will work even against knockback that can't be recovered from normally with the exception of most custom hit states much like Melty Blood.
- Most ground normals with certain exceptions such as launchers and dash attacks can be cancelled into a jump on hit or on block much like aerial normals can; alas reinforcing the Guilty Gear inspiration further.
- To compensate for the above, all aerial normals will cause both P1 and P2 to experience increased push back the more a grounded opponent is being combo'd or the lower their guard crush meter is.
Re: Hieda no Akyuu by Nep Heart
#22  March 13, 2019, 04:20:03 am
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  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069

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Seeing as Mio is going to be released soon, I've taken the opportunity to update all my previous characters and reupload them in advance.

all characters:

- Corrected another cornerpush quirk.
- Revised counter hit notification and Burst icon FXs.
- Added recovery notification FX.
- Added a juggle meter that appears under opponent whenever they are being juggled.
- Fixed a bug in projectile reflectors for all characters who have one.
- Corrected buffering on all half-circle commands for those that have it.
- Corrected issue where Spell Bonuses failed against super/hyper armor.
- Fixed aerial guard crush/counter hit custom hitstates.

Akyuu:

- Tweaked Akyuu's juggle limiter to become more consistent.
- Tweaked air throw and j.2z damage.
- Fixed bug on Youma Bon x version's juggling.
- Fixed dash attack bug that made it unblockable when initiated at point-blank range.
- Added new attack; an alternative dash attack that wall bounces on hit.
Re: Hieda no Akyuu by Nep Heart
#23  April 01, 2019, 12:43:40 am
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  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069

  • Online
 It's that time again with Doppel Nanase being ready for release in a week or two. All characters are updated in advance.

Hieda no Akyuu:

- Most normals have their damage output increased.

All Characters:

- Tweaked guard crush system for more consistency.
- Updated burst buffering for more consistency.
- Tweaked cornerpushing and guard velocities for more consistency.
- Tweaked current lv3/v5 FX to make them flow better.
Re: Hieda no Akyuu by Nep Heart
#24  April 18, 2019, 04:25:49 am
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  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069

  • Online
All Characters:

- New mechanic; guard cancel dash.
- Burst can now recharge faster while the character is taking damage.
- Various sound improvements.
- Refined hitstun properties of post-juggle limit hits for more consistency and make it easier to spot, allowing easier time finishing juggles with supers.
- Repositioned juggle meter to account for more convenient viewing during corner juggles.
- Tweaked cornerpush on all characters for slightly more leniency and more consistency.
- Tweaked air dash thresholds in terms of starting height and timing for control after starting an air dash is gained.
- Fixed super jump bug that gave control too soon.

Hieda no Akyuu:

- Tweaked pausetimes on several normals.
Re: Hieda no Akyuu by Nep Heart
#25  April 19, 2019, 07:23:34 am
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  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069

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 Very quick update since there was an annoying bug I accidentally left behind while updating the burst system.

- Corrected a bug where burst couldn't be used until you get hit after the start of a round.
Re: Hieda no Akyuu by Nep Heart
#26  May 08, 2019, 02:32:46 am
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  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069

  • Online
Seeing as how Nayuki is going to be released some time this week, you know the drill...

All Characters:

- Revamped juggle system; instead of being based on move count like before, it's based on a timer now.
- Introduced hitstun decay system.
- Increased damage on all normals and uniformed damage scaling across everyone to be 30% minimum to accommodate the new juggle system.
- More moves are made untechable to accommodate the new juggle system. In addition, grounded normals that force targets to stand now cause soft knockdown now.
- Hitstun increased to various extents for all normals and special to accommodate for introduction of hitstun decay.
- Burst now comes with a meter below the icon that tells the player its recharge status as well as a cross-out that will appear over said icon whenever the character is in hitstates that they cannot burst out of.
- Guard Crush damage reduced by 33% across all characters except for Akyuu, whose is reduced by 66%.
- Fixed counter hit and spell bonus bugs.
- Adjusted cornerpush to occur only on hit.
- Fixed bug that caused Gold Burst to be read too late.
- Revised super finish aesthetics.
- Debug now allows player to have a "cheat sheet" to view juggle timer, hitstun decay and damage scaling.

Hieda no Akyuu:

- Fixed a few custom state bugs.
- Guard Crush damage now scales with Record Levels, doing more at higher levels to compensate for the 66% lowered rate.
- j.z has slightly increased hit velocities for easier jump cancel follow-ups.
- Fixed hitdef bug on 6z dash attack.
- Gumonji damage increased (albeit, still pitiful).
- Enlarged several hitboxes for better combo connections.
- Youma Bon books have enlarged hurtboxes, making them a little easier to destroy with projectiles and disjoints now.
Re: Hieda no Akyuu by Nep Heart
#27  May 09, 2019, 09:51:35 am
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  • CPU Purple Heart
    • USA
    • www.dailymotion.com/2a8130871d2742d2f4da3b069

  • Online
- Fixed bug where invalid detector misread certain custom hit states while hitstun decay and juggle timers are active.