The new update has finally arrived!: VIDEO MUGEN version IKEMEN version Standalone character pack (Urban Champion, Thonolan, Star Man) Change list:Spoiler, click to toggle visibilty
System ---------------------- -Pause menu also displays controls used to nagivate the menu. They also make mention of Forward + Attack commands as well. -Hard knockdowns use a different sfx. -Arcade mode's order has been reorganized since Star Man and Thonolan aren't new to the builds anymore: --Order 1 (Urban Champion, Mario) (1983-1984) (2 opponents) --Order 2 (Dig Dug, Bomberman) (1985) (1 opponent) --Order 3 (Samus, Simon, Star Man) (1986) (2 opponents) --Order 4 (Bonus) --Order 5 (Mega Man, Ryu) (1987, 1988) (2 opponents) --Order 6 (Thonolan) (1992) (1 opponent) Stages ---------------------- -New stage: Factory from Mighty Final Fight. Bonus Stages ---------------------- -New bonus stage!: Mad Gear Gang-Up --Fight off all the Mad Gear grunts before they beat your ass. -Hit the Spinies stage does not have a delay when you turn around. (This also applies to Mad Gear Gang-Up) Characters ---------------------- -All characters now use the EXPLODsive buffering system by JustNoPoint and Jmorphman. This fixes issues with what MUGEN's default command system had. --All the charge characters (Simon, Thonolan, Dig Dug) now use SNK-like charge mechanics which in turn: ---Charging is based on input rather than the direction you're facing. (This also allows charge characters to use moves that require a back charge in bonus stages) ---Allows them to charge during hitpauses. -All characters can summon in mid-air now. Holding down while hitting Select will allow you to summon the crouch variant of the helper. -Helpers can be summoned mid-attack. This costs double the helper meter requirement however and summons that require a full bar can't be used. -All basic hopping attacks, air specials/supers and hopping specials/supers now have longer landing recovery when the player lands. (5 frames for basic attacks, 8 frames for specials and supers) -Certain air attacks work a bit differently when performed near the ground: --Air attacks that have the player float will make the player complete the action before they become grounded. --EX air specials that obey gravity (Mega Man's Shadow Blade, Ryu's Windmill Shuriken) will refund meter if they land before tossing out their projectile. (If you get hit, the meter won't be refunded) -Chip damage has been increased, going from 1/10th of the original damage to 1/4th. -All air attacks now do the same hitstun on grounded opponents. -All characters have pre-jump invinicbility. -Hitboxes have been readjusted for certain basic animations (walking, jumping, dashing, getting hit) to be more consistent. -Hitpauses have been extended a bit. Mario: -Mario is now taller and is the same size as his original Super Mario sprites. -Now has color separation. Some of his palettes have been changed as well to change Mario's details. -Plumber's Punch and Brick Breaker use new animations. -Plumber's Punch is now +8 on hit (from +10) and 0 on block (from -2). -Brick Breaker's range is slightly nerfed (Mario doesn't slide anymore), is now -16 on block (from -15). The damage now remains the same when his arm is fully extended out and he launches airborne opponents slightly higher. -Mario's Air Raccoon Tail does not stop Mario's y-velocity on activation. During the start up, he also ignores gravity. (This also fixes an infinite) -Damage nerf on EX Raccoon Tail. (175 -> 150) -Stomp, EX Stomp and Luigi's stomp's tracking has been updated to be more accurate.y -Punch version of Flame Launch launches the fireball at a steeper, longer angle. -Damage nerf on Hammer Wreck. (375 -> 315) -Damage nerf on Multistomp (Stomp + Multistomps' additional hits: 439 -> 352) Urban Champion: -Urban Champion is now a bit taller and his hitboxes have been altered to match this. -Sprites have been color-seperated now. --Urban Champion now has a new palette set, involving more of Nintendo's earlier first party titles. -A bunch of animations have been updated to look better. -Readjusted Urban Champion's jump speeds. -Standing Strong Kick now has Urban Champion take another step forward. (This was due to a painful animation error in the original animation) -Crouching Light Kick and Crouching Strong Kick now have more range. -Jumping Strong Punch has been changed; Urban Champion now does a reaching punch that hits pretty far. Damage is weaker than Jumping Strong Kick and it does not shove the opponent into the ground. -New Command Basic: Sky Launch. This is basically Urban Champion's old Jumping Strong Punch. In the juggle system, it is now considered a medium attack. (It can't juggle after four juggle points instead of five now.) -Kick Version of Quick Dash now has upper and mid-body invincibility. -All versions of Rising Upper have had their damage nerfed. (150 -> 120, 180 -> 150) -Counter Attack now has two variations and an EX version. Punch version has a faster startup but the invinicbility only lasts during the back step. Kick version is the same but with more damage. EX version is slightly longer than the kick version but causes a wall bounce on hit. -Spin Punch and Dodge now use new commands (Back + Punch, Back + Kick) but the input window during Counter Attack has been reverted. -Dodge's range has been fixed and the damage has been buffed. (90 -> 120) -Triple Rise's damage has been nerfed. (380 -> 320) -Flowerpot now has proper block stun and its arc changes based on the opponent's own height. -Scapegoat has gained more active frames and dropped some recovery frames. -Fixed a bug that prevented the fish from popping up if Urban Champion had to back dash during Sewer Brawl. --Balloon Fighter's Flipper has been reworked; it's now blockable but on hit, it flings the opponent forwards. After throwing, Balloon Fighter will attempt to fly away as fast as he can. -Fixed a bug where Balloon Fighter would set your helper meter to zero when he tossed the flipper. --Fixed an issue where Bubbles' stun wave and Balloon Fighter's attacks in general were not counting towards the juggle counter. Star Man: -Standing and Jumping hitbox corrected. -Standing Light Punch startup increased (3F -> 4F), active frames increased (2F -> 3F), recovery increased (4F -> 6F). Now +4 on hit/-2 on block (formerly +7 on hit/+1 on block). -Standing Light Kick startup increased (4F -> 5F), recovery decreased (9F -> 7F). Now +7 on hit/2 on block (formerly +3 on hit/-2 on block). -Crouching Light Punch's range was increased, active frames decreased (4F -> 3F), recovery increased (3F -> 5F), now +6 on hit/0 on block (+5 on hit/1 on block) -Crouching Strong Punch's range was increased, hitbox was lowered, recovery increased (13F -> 16F), now +1 on hit/-5 on block (formerly +3 on hit/-3 on block) -Crouching Light Kick's range was increased -Crouching Strong Kick's recovery was increased (6F -> 8F), opponent falls faster after being knocked down. -All air attacks do the same hitstun to grounded opponents as Jumping Light Punch. -Jumping Light Punch was retooled completely, making a far, light jump-in. It also lost the ability to chain into Jumping Strong Punch. -Jumping Strong Punch range was increased for both parts, the hitbox for both parts were lowered and the active frames were decreased (8F -> 5F). -Jumping Light Kick hitbox was changed so the collision covers his whole knees. -Body Splash's hitbox was increased from behind but decreased from the front. -If guard attack doesn't hit or Star Man's Flying Cross Chop misses, Star Man puts himself into a hard knockdown. -Knee Launch changed dramatically: reduced startup (6F -> 2F), upper body invincibility during the first six frames, travels less horizontally, now has landing recovery of 12 frames, and can be cancelled into Meteor Crash. -Knee Landing startup startup increased (16F -> 22F) but travels a bit farther and can cross-up. -Sommersault Kick range increased, separates the opponent farther and does less damage. -Shooting Slam falls faster now. -EX Shooting Slam shoots Star Man higher up and travels less distance. -Nova Whip's startup was decreased (8F -> 6F), throw range was nerfed. -Orbital Swing range buffed. -Meteor Crash's hitbox improved and Star Man dives faster. Damage when hitting the opponent OTG is nerfed. (Instead of the default 250, now it's 150) -Comet Tackle's damage was buffed. (270 total -> 300 total) -The Amazon now hops to Star Man's spot during Outlaw Choke and the opponent becomes hittable after the hold ends. Damage was nerfed (180 -> 150)/ -The Amazon's Piranha Bite has The Amazon waiting off-screen for a few seconds (although this wait is dropped if summoned mid-attack), then falling down in front of where Star Man set up the summon. Damage was nerfed (150 -> 120) and he puts the opponent in an invulnerable knockdown. -Baseball Player's baseball bat swing's hitbox was extended further from behind. Also when he comes out, there's a bit of waiting time (12 frames) before he's ready to swing. Mega Man: -Air Metal Blade and Shadow Blade have a longer startup (9F to 12F) and decreased knockback. Air Metal Blade also has less hitstun. -Level 3 has been changed a bit to look better and was recoded to prevent Mega Man or the opponent getting stuck in certain conditions. Simon: -Holy River damage has been buffed. (230 to 270). Fixed an issue where Holy Flame could potentially hit more than once. -Medusa's Warth changes: --Medusas come out and travel much faster. --Airborne opponents get knocked slightly higher. --Unaffected by damage dampener and juggle counter. --Simon regains access to all of his moves as soon as the last one is out. (Instead of waiting for all of them to disappear) Bomberman: -Recovery increased on Crouching Strong Punch by 5 frames. (14F -> 22F, -8 on block to -16) Dig Dug: -Hard Hammer (Air Strong Punch) can now be performed by holding back and pressing Punch as well. The opponent also doesn't move as far if they get hit airborne. -EX Earth Smasher has been changed a bit. -Fygar now hops in for his standing summon. -Mappy now jumps in for both summons. -Mappy's Trampoline is now guaradble if it makes contact while you're blocking. Thonolan: -Jump hitbox corrected. -Back Dash makes Thonolan preform a higher jump and thus, recover longer. -Frame advantages were increased on hit for light attacks, opening up some links between light attacks while making pre-existing links easier. -Axe Kick, Standing Strong Kick and Jumping Light Kick had their animations updated while also increasing their range. -Standing Strong Kick starts up one frame quicker and drops the animation frame where his foot was out before the attack becomes active. The active frames also increased. (2F -> 4F) -The second hit of Front Double Kick can be super cancelled. (Note: Since it's airborne, it can only cancel into Lightning Leg) -Crouching Light Punch's startup has been decreased by 2 frames (8F ->6F) and has less pushback. -Crouching Light Kick's recovery has been decreased by 2 frames (7F -> 5F, now +1 on block) but its startup has been increased. (3F -> 4F) -Crouching Strong Punch's pushback was increased. -Jumping Strong Punch has more active frames (2F -> 4F), the last two active frames has a different hitbox that hits lower. -Jumping Light Kick hitbox was extended downwards. -Jumping Strong Kick's range was increased a bit. -Punch version of Rising Flip has Thonolan doing a single flip kick while rising off the ground. -Blazing Flips has been changed a bit visually, the final kick also has a better hitbox to not whiff with. -Sky High Kick has all-around invinicbility during the first 12 frames. -Rat Knight jumps towards Thonolan's position before marching forwards. -Rat Knight's stab does not knock down anymore, making it useable for when he's summoned in the middle of attacks. -Bub's bubble's startup was decreased by 24 frames. (56F to 32F) -Bub's rainbow disappears after hitting once and puts the opponent in an invulnerable knockdown. -NOVA's boomerang doesn't knock down but hits once on the way forwards and again on the way back. -NOVA's grenade will shorten its distance based on how close NOVA is close to the corner. -NOVA's grenade lost 52 active frames (64 -> 12) and the hitbox is not only smaller, but it grows from the intial explosion. (The final size is still much smaller than the original hitbox) Ryu: -Rygar's crossbow now flings the opponent lower.