Good catch, fixed it
I gotta say Dcat Bebop is pretty great for me to test out. Any updates for this character? And another question I might add. Will Rocksteady, Metalhead, Baxter Stockman (fly mutant) will be in the works soon?
The hypers / EX supers are coming up on the next update right? I'm hyped to see how this is going.
UPDATE 12/7/2017====================--Coded TMNT 1 ARCADE INTRO [StateDef 1910]-Coded SHOULDER CHARGE INTRO [StateDef 1989]-Added FX To HOG'S HEAD Command Normal ( While Standing : Back + LP or QCB + LP)-Can Now Combo into Standing HK from HOG'S HEAD-Resprited a larger Wall Splat Sprite-BackDash changed to Back Hop-KNEE BREAKER now hits instantly, no longer has delayed hit after BEBOP Lands on the Ground-BUTT BOUNCE Throw is now only available after a command grab-UPPERCUT will now be Bebop's Standing Heavy Kick + FWD/BACK throw command, replacing BUTT BOUNCE-Changed Jumping Heavy Kick to only knockdown Bebop if it connects while P2 is in the Air- FWD / BACK Directions during COMMAND GRAB now control the direction of wall toss-Added TAZER SHOT HITSPARK colors to the color palette-Updated PalettesMiles 'Majin Kaine' Morales said, November 27, 2017, 03:45:16 pmThe hypers / EX supers are coming up on the next update right? I'm hyped to see how this is going.Unfortunately, No. I'm still futzing around with the basics at the moment. I'll have to sprite those animations next.
Showcasing Raph's new moveset in a match against Shredder. -Raphael's Counter attack now has different animations depending on if you hold FWD or BACK. Also added a few more chain combos to his Air Normals, and a new QCB+ Any Punch Air Hike for extending air combos. -There's some new ground Normals & Specials inspired by his newinjustice2 cameo. -Remapped Heartbreaker to QCB + Kick command & added two EX Variants for it. Also added 3 versions of his classic Chestbuster Kick special attack - hold Back then forward + Any Kick button.- Raph now has a second Air Super performed with Punch commands as well.
Showcasing Mikey's new moveset in a match against Juggernaut. -Added some new Ground normals for more combo goodness. Plus I've now included 3 variants on his Rising Thunder based on the classic SEGA & Nintendo TMNT Tournament Fighters games - Hold Back, then Forward + Any Punch Button. Also Command Grabs QCB + Any Punch can now be done in the air + the ground.-Added a new Breakdance special based on his Injustice2 cameo. Also Mikey now has an Air Super Nunchuck Windmill done with Punch commands. Mikey's old Mid-Air Launcher comes in extra handy with the addition of his new EX Buck-Buck special HP+HK- if done after an extended air combo, you can hold down while falling and Mikey will do a Sewer Retreat landing animation that dodges attacks. Stage: Street Fighter III - Bonus Stage - Basketball by Dany-The-Dog BGM: Bomberman Hero - foehn
Using Bebop WIP in a match against GM's Hugo -Tried to show off some of Bebop's EX attacks. His EX Gun specials as well as some of the dashing + Gun techniques in development. Bebop's QCB + Any Kick Specials Are a Butt Drop, Thigh Grab, & a Bacon Pancake Belly Flop respectively for weak, medium hard Kick buttons. Bebop also has his Dirty Trick Gerbermarker Knife - QCB, LK+HK to stick it to the enemy. -Also featured a bit of his EX Custom Grab : Press HP+HK while standing- Bebop will grab the opponent and you can walk, dash side-switch or jump while holding them. Mash punches to gutpunch them, mash kicks for knees to the gut, After a set time Bebop throws them across the screen but you can choose how w/ inputs: While Holding Opponent FWD + 2 Punches = Headbutt (-250, power, chainable after) BACK + 2 Punches= WhirlWind Toss (-250 power) Down + HP = Ground Pound FWD + HK = Choke Out (chainable after) Down + HK = Foot Stomp (-250 Stuns with "MY TOE!", chainable after) Stage: KOF'94 Japan Team by BGM: StreetsOfRageRemix - Fuze 2 by Gecko Yamori