VIDEO Cyberking is part of a custom style I'm working on that's highly based around the Smash Bros series. It focuses on high maneuverability and easy to perform input commands. I designed with the intention of allowing people who are not skilled at traditional fighting game inputs to easily focus on spacing, timing, and move choice rather than having to worry about button mashing. It's also intended to be a lot easier on people who play MUGEN with a keyboard. CK is basically me building a full character based around the Prototype Tetsu edit I made. A lot of the fundamental concepts remain the same: An all-around fighter with four special attacks and four super moves that cover a variety of uses. CK is designed as an easy to pick up character who has a few tricks up his sleeve. Spoiler: 03.09.16 Update (click to see content)
-NEW 'SMASH' GROOVE: Makes control scheme resemble smash a lot more closely. SMASH MODE DIFFERENCES: -Turning must be done manually. -Jumping must be done with the jump button. -Blocking must be done with the block button. --As a result, CK can't block while in the air or crouching. -Parrying is done by pressing the block button right before an attack, rather than forward. -Back/Down/Forward attacks have been remapped to Up/Down/Side. -Added a second jump. -Wavedash is much more effective. -Dash Dancing is now possible by quickly tilting in the other direction while running. Control Adjustments: -Super Moves/Charging can now be done by pressing X+Y simultaneously. -Smash attacks won't charge if you press x+start simultaneously. This is mainly a workaround to make C-sticking possible. -The C button can be used for jumping regardless of control scheme, allowing it to be used as a short hopping button. -Rolling/Dodging moved to B button. --As a result, CK can now Run->Throw -Changed physics when landing from an air dodge + allowed dodges to be buffered, making wavedashes easier and move effective while in Smash Groove. -Recoveries and Teching can be performed by pressing any button now. -Neutral Super now hits OTG -Can now combo into Neutral and Forward Supers -Adjusted hittime on first two hits of jab combo. --Reduced Ending Lag on second hit of jab combo (14->11) -Run only goes through opponents in Smash mode. -CK no longer goes into MUGEN's default Recover-Near-Ground state, instead using the teching system to recover from falls.
Spoiler: Controls (click to see content)
Use X to perform a standard attack. You can also press X while holding down the Back, Forward, or Down keys to perform a different attack. By pressing a directional key and x at the same time, you can perform a stronger smash attack that can be charged. Similarly, there are four different Special attacks that are performed by pressing Y in a certain direction: Neutral, Back, Down, and Forward. The A button is for super moves. If your super gauge is not full, press and hold A to charge it. When it is full, you can unleash one of four super moves by pressing A while holding a certain direction. The Z button can be used to grab the opponent if standing still, or dodge if one of the arrow keys are held. Cyberking's Special Moves ------------------------- Neutral: Hellspark -Standard projectile. -Can be used up close to launch the opponent away from you. -If used too often, the move will take longer to perform, leaving CK wide open. -Using it in midair will cause the bullet to move diagonally. Forward: Jackknife -Launches CK up into the air. -Invincible for the first eight frames. Back: Buster Punch -Hold down Y to charge, and release to attack. The damage done and distance covered depends on how long the button is held. -The opponent's normal and special attacks will bounce right off a charged Buster Punch. -A fully charged attack is unblockable. Down: Counter -If hit with a physical attack, CK will dodge and strike back. -How much damage is done depends on your timing: Use this move just as the opponent hits you for maximum damage. -If attack is used too frequently, the damage done drops significantly. Cyberking's Super Moves ----------------------- Neutral: Scorched Earth -Launches a series of pillars towards the opponent. Most damage is done if the opponent gets hit by all six. Forward: Triple Glory Punch -Does three hits, third launches opponent in the air. -Invincible for the last two hits if the first one connects. Back: Flamebreak -Grab super. Short-ranged but does a lot of damage. Down: Super Fake-Out Punch/Spirit Breaker -A counter move. -If the opponent is at half their health or lower, this move instantly kills. -If not, this move does pretty much nothing. Other Movements/Techniques/Tidbits --------------------------- -Press forward just as an attack hits you in order to perform a parry. --Press down in a similar manner to parry low attacks. -When falling, press down just as you hit the ground in order to break your fall. -You can recover in the air by pressing x, y, or z -Short hopping works differently. Instead of having to let go before you leave the ground, high you jump directly corresponds with how long the up key is held, allowing for more flexibility. -Smash attacks can be combo'd into, but they won't be able to be charged if they do.
Special Thanks: -Jmorphman for the Color separated Kyo sprites as well one of the flame effects. -POTS for nearly all of the FX as well as various snippets of code. -JustNoPoint (I believe) for ripping the effect used when charging Buster Punch. -DavidGee for the parry code. -RandomTalkingBush for the Smash sound rips. -XCB for creating Tetsu, whom I used as a base to create the prototype edit in order to test out the gameplay for this character.