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Steel (Nerf Thread 1/30/2019) (Read 1680 times)

Started by Mr.Giang, January 12, 2019, 01:17:44 pm
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Steel (Nerf Thread 1/30/2019)
#1  January 12, 2019, 01:17:44 pm
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This guy's CLSN boxes gave me nightmares.
Featuring:
- New Hypers.
- New Specials.
- Updated with hi-res effects.
- Fixed A LOT of CLSN problems. No more hittable cape!
- Improved guarding states for crossup detection.
- Updated with a better corner push system.
- Fixed crossing-up glitches.
- Fixed underground juggles.
- Normals no longer deal cheap damage on block.
- Fixed all infinite juggling problems.
- Many huge changes to make his playstyle actually have senses.
- Launcher now cancels into Flying instead of Super Jump.
- Flying duration no longer resets whenever Steel attacks.
- Flying duration reduced from 700f to 400f.
- Now has a proper damage dampen system.
- Rivet Cannon's projectile now can be destroyed when hit by other projs.
- Fixed Flying glitches.

Special thanks to:
Bizarro_Toro for the based character.
kairuier, Nep Heart, Kamekaze, SeanAltly, DANIEL LINHARES and RicePigeon for the huge amount of coding works, effects as well as gameplay references.
Last Edit: January 29, 2019, 04:10:23 pm by Mr.Giang
Re: Steel (Reign of Supermen 2019 Remaster)
#2  January 24, 2019, 05:46:15 am
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1.0 version has been released! Much inferior compared to 1.1 one so go get MUGEN 1.1 guys.
Last Edit: January 24, 2019, 07:34:29 am by Mr.Giang
Re: Steel (1.0 Release)
#3  January 24, 2019, 07:31:50 am
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Nice job
Re: Steel (1.0 Release)
#4  January 24, 2019, 02:03:44 pm
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Looks pretty good.
Jupp. That's cool alright.
Re: Steel (1.0 Release)
#5  January 26, 2019, 09:04:10 pm
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I really like what you've done with the character. I thought the Bizzaro_Toro version was alright, but you've taken it to the next level.
Re: Steel (Nerf Thread 1/30/2019)
#6  January 29, 2019, 04:14:45 pm
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Thanks for the compliments guys!
Also, making Steel's charge safe on block turned out to be a bad idea it seemed.
Update:
- Fixed some sprite mis-priorities.
- Iron Will now can only hit once per combo.
- Hammer Time's recovery increased by 20f.
- Iron Will's guard time reduced by 11f.
- Ground AmerTek Charge's guard time reduced by 14f.