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All MB characters updated 1-28-12 (Read 16815 times)

Started by Magical Girl Amber, August 19, 2010, 03:42:58 pm
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All MB characters updated 1-28-12
#1  August 19, 2010, 03:42:58 pm
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All MB characters updated. These characters are now exclusive to 1.0 as the Winmugen version is no longer supported.




Kohaku v1.5
- Reduced the lag that LSO caused.
- Decreased damage for LSO.
- Hits from LSO now accumulate more smoothly.
- Fixed a bug where the Super Finish sound wouldn't play when you KO the opponent using LSO.
- Can now cancel out of a landing animation with the exception of some attacks
- Fixed health regen during overlimit to prevent it from being affected by hit pauses.
- Reworked envshakes on most attacks.
- New super sparks.

White Len v1.3
- 5th hit of Nursery Rhyme and Snow Renew will now cause a floor bounce if the opponent is in the air.
- Neige Plan will now bounce off the wall.
- Updated FX for Neige Plan.
- Fixed a bug where the Super Finish sound wouldn't play when you KO the opponent both versions of Etoile Sirius.
- Adjustments to pausetimes on several attacks which didn't transfer well to 1.0.
- Can now cancel out of a landing animation with the exception of some attacks
- Fixed health regen during overlimit to prevent it from being affected by hit pauses.
- Reworked envshakes on most attacks.
- New super sparks.

Nanaya v1.2
- Adjustments to pausetimes on several attacks which didn't transfer well to 1.0.
- Can now cancel out of a landing animation with the exception of some attacks
- Fixed health regen during overlimit to prevent it from being affected by hit pauses.
- Reworked envshakes on most attacks.
- New super sparks.

V.Akiha v1.2
- Fixed a bug where the Super Finish sound wouldn't play when you KO the opponent using Kokuumau Tori wo Otosu and Hensei.
- Adjustments to pausetimes on several attacks which didn't transfer well to 1.0.
- Fixed health regen during overlimit to prevent it from being affected by hit pauses.
- Bug fixes to the Tori wo Otosu and Kemono wo Kogasu.
- Chaining the second standing medium punch from the first is now more responsive.
- Reworked envshakes on most attacks.
- New super sparks.
- New level 3 portrait.

http://kohaku.mugen-infantry.net
Type-Mugen 1.0+-->Characters
Last Edit: January 28, 2012, 11:06:01 pm by Hisui
Re: Tenshi and Myon released
#2  August 19, 2010, 07:55:39 pm
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Tell me we can expect a good/normal AI from your characters when you convert them to 1.0...
Re: Tenshi and Myon released
#3  August 19, 2010, 09:18:58 pm
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Did you change the ranking system in your characters at all?
And looking at Myon's screenshot, I see you have the 1.1 beta.

Will this even work on 1.0 RC8?
Re: Tenshi and Myon released
#4  August 20, 2010, 12:48:38 am
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 :o This is awesome! I have always been a fan of your characters! :D
Many thanks and congrats for updating to the MUGEN 1.0 engine! :sugoi:

TempesT said:
I just got back from having really hot and raw sex with sal and seph, oh my gosh they violated my body many times, IT WAS GREAT!!!!! They have many big dick and used to have sex with my sex holes! Also my armpits are strictly OFF LIMITS especially to foreign weiners.
>:)
[/center]
Re: Tenshi and Myon released
#5  August 20, 2010, 01:51:21 am
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Tell me we can expect a good/normal AI from your characters when you convert them to 1.0...

 ;)

Did you change the ranking system in your characters at all?
And looking at Myon's screenshot, I see you have the 1.1 beta.

Will this even work on 1.0 RC8?

What do you mean? I got rid of the win screen all together since I found it rather redundant since 1.0 already has a win screen of its own. It'll still be there in the Winmugen version of the characters though.

These characters will indeed work in RC8, I just happen to take the screenshots while I was using 1.1. And plus 1.1 runs faster than RC8 on my computer for some reason  :S
Re: Tenshi and Myon released
#6  August 20, 2010, 01:58:21 am
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These characters will indeed work in RC8, I just happen to take the screenshots while I was using 1.1. And plus 1.1 runs faster than RC8 on my computer for some reason  :S
That's certainly true for me as well.
I haven't tried Tenshi enough to give actual gameplay feedback yet, so hold on.
Re: Kohaku released
#7  October 15, 2010, 04:08:26 pm
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1.0 version of Kohaku released alongside the Winmugen version.
Re: Kohaku released
#8  October 15, 2010, 04:12:25 pm
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And plus 1.1 runs faster than RC8 on my computer for some reason  :S
Of course it does, since 1.1 uses your GFX card to accelerate the rendering and thus obtain perfect framerate, contrary to the old Mugen (Winmugen and 1.0) which use only the processor to display everything.

Gonna test this new POTS style character when I get home.
Re: Kohaku released
#9  October 15, 2010, 04:31:05 pm
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Hey, that's very nice Kohaku :D  I love the effect when she hits the wall after missing her qcfx2 + p super, very funny. Her charging animation is a bit not enough animated, but that's not a big problem actually :)
Re: Kohaku released
#10  October 15, 2010, 06:05:31 pm
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This is all I've found so far.

She might be missing a counter hitbox right here:


Like this one
omg you live omg omg omg
fire emblem awakening owns
Re: Kohaku released
#11  October 15, 2010, 06:41:03 pm
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 :o So fast! :ninja: Downloading! :sugoi:

TempesT said:
I just got back from having really hot and raw sex with sal and seph, oh my gosh they violated my body many times, IT WAS GREAT!!!!! They have many big dick and used to have sex with my sex holes! Also my armpits are strictly OFF LIMITS especially to foreign weiners.
>:)
[/center]
Re: Kohaku released
#12  October 15, 2010, 08:58:53 pm
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So I can see that F,D,DF,z is for low attacks (the counter), but is F,D,DF,x and y versions the same thing or what?

The special that makes her ride the broom, I wish it was possible to use it in the air. Though I can see it can carry some problems, since it would probably be hard to attack her if she does it at the top of the jump.

And where did you obtain this good voice rip from MBAA? Or did you take it from MBAC?

I was expecting too a little originality with the specials/supers, but I guess that is hard to do.

Well, I must say you did a good job, Kohaku. Will test your AI with MUGEN 1.0, but I think you probably did a good job here.

I correct myself. Even at the top difficulty, your AI loves to charge its power in front of me, when I'm really close. Maybe you should do something about this. I could just ignore a noob AI, but this... --;
Re: Kohaku released
#13  October 15, 2010, 09:37:49 pm
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The character... it doesn't have a coded AI.
Re: Kohaku released
#14  October 15, 2010, 10:53:30 pm
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The character... it doesn't have a coded AI.

Oh god not this... WHO CARES if it doesn't have an AI by itself? Just wait for some AI Patcher. Or better yet, just stop asking for AI in general. T_T
Re: Kohaku released
#15  October 15, 2010, 10:54:56 pm
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Re: Kohaku released
#16  October 15, 2010, 11:01:47 pm
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Re: Kohaku released
#17  October 16, 2010, 12:24:52 am
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This is all I've found so far.

She might be missing a counter hitbox right here:

That's how it is. The top image only counters crouching attacks, while the bottom image only counters standing/high attacks.

So I can see that F,D,DF,z is for low attacks (the counter), but is F,D,DF,x and y versions the same thing or what?

The special that makes her ride the broom, I wish it was possible to use it in the air. Though I can see it can carry some problems, since it would probably be hard to attack her if she does it at the top of the jump.

And where did you obtain this good voice rip from MBAA? Or did you take it from MBAC?

I was expecting too a little originality with the specials/supers, but I guess that is hard to do.

Well, I must say you did a good job, Kohaku. Will test your AI with MUGEN 1.0, but I think you probably did a good job here.

I correct myself. Even at the top difficulty, your AI loves to charge its power in front of me, when I'm really close. Maybe you should do something about this. I could just ignore a noob AI, but this... --;

The light and medium version of the counter attack are indeed the same in terms of which attacks they can counter. Though the former has a stricter counter time while at the same time having a faster recovery rate, with the medium version having a longer version of noth traits.

Also like others stated before, she doesn't have a coded AI. If you were expecting one, then I'm sorry...  :'(

As for her sounds, some of them are from MBAC while others like you pointed are from MBAA. I took some of them from M3's Kohaku since it was stated on his page that the sounds in the snd file were open source or something like.
Last Edit: October 16, 2010, 12:31:55 am by Hisui

Zck

Re: Kohaku released
#18  October 16, 2010, 02:11:40 am
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She reminds of that robot maid.

OMG she's freaking awesome!
First I was just a leech, then I edited the stuff I leeched, now I made something and contributed it.

Cool.
Last Edit: October 16, 2010, 02:15:41 am by Zck
Re: Kohaku released
#19  October 16, 2010, 10:17:14 am
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So I can see that F,D,DF,z is for low attacks (the counter), but is F,D,DF,x and y versions the same thing or what?

The special that makes her ride the broom, I wish it was possible to use it in the air. Though I can see it can carry some problems, since it would probably be hard to attack her if she does it at the top of the jump.

And where did you obtain this good voice rip from MBAA? Or did you take it from MBAC?

I was expecting too a little originality with the specials/supers, but I guess that is hard to do.

Well, I must say you did a good job, Kohaku. Will test your AI with MUGEN 1.0, but I think you probably did a good job here.

I correct myself. Even at the top difficulty, your AI loves to charge its power in front of me, when I'm really close. Maybe you should do something about this. I could just ignore a noob AI, but this... --;

The light and medium version of the counter attack are indeed the same in terms of which attacks they can counter. Though the former has a stricter counter time while at the same time having a faster recovery rate, with the medium version having a longer version of noth traits.

Also like others stated before, she doesn't have a coded AI. If you were expecting one, then I'm sorry...  :'(

As for her sounds, some of them are from MBAC while others like you pointed are from MBAA. I took some of them from M3's Kohaku since it was stated on his page that the sounds in the snd file were open source or something like.

Well, I was expecting one, yeah... nvm, the character is good, and I'm sure someone will eventually create an AI patch, so don't worry about this one. Although you should try to at least give it a basic AI so it doesn't act dumb like that.
Re: Kohaku released
#20  October 16, 2010, 12:28:08 pm
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Quote
nvm, the character is good, and I'm sure someone will eventually create an AI patch
Which will become useless as soon as the character gets updated...AI patches are NOT the way to go, as they are not compatible with any future versions of the character.

Quote
WHO CARES if it doesn't have an AI by itself?
I care. (and probably other people, too)
I have more than enough characters to use/learn to use, but not enough opponents to play against. An AI is a must for that.

GOH

Re: Kohaku released
#21  October 16, 2010, 12:48:49 pm
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AI is not a priority in character making, though.

In fact, it should be the last thing to worry about.
Re: Kohaku released
#22  October 16, 2010, 10:51:46 pm
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AI is not a priority in character making, though.

In fact, it should be the last thing to worry about.

I agree with this, but I also would like a basic AI to fight with. Spamming the power gain move doesn't make it funny.

Quote
nvm, the character is good, and I'm sure someone will eventually create an AI patch
Which will become useless as soon as the character gets updated...AI patches are NOT the way to go, as they are not compatible with any future versions of the character.

Er.... unless the character is completely redone, AI patches are not useless, you know? Small changes shouldn't affect the character's AI at all. Creators usually don't make huge changes on their characters after being created (only small fixes), so yeah, they will last for a long time. And besides, if such thing happens, normally there's another person who creates another one or the previous one is updated.
Re: Kohaku released
#23  October 17, 2010, 05:24:33 am
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Yep, AI-patches get updated regularly and have never been a problem as long as the patchers keep up with the creator.Besides if a character has no AI it's best to keep it in a null order so you don't have to deal with awkward matches.

And this Kohaku is great. Digging all the POTS conversions these days.
Re: Kohaku released
#24  October 17, 2010, 06:46:36 am
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And this Kohaku is great. Digging all the POTS conversions these days.
Wait what?
POTS Styled Kohaku?
Does sound weird considering Kohaku doesn't usually make these kinds of characters.
NEVERTHELESS.
Download.
Re: Kohaku released
#25  October 17, 2010, 09:12:28 am
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It could just be another random person being an idiot.


Phantom of the Server is not a genre, nor do I think this character was meant to be anything similar. Whatever happened to the term, "custom?"
Re: Re: Kohaku released
#26  October 17, 2010, 02:10:23 pm
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Pneophen is rolling in his grave over this.

ONTOPIC: Oh yeah and as a Kohaku player I really don't understand why you not only changed the command for her plant move, but also turned a super into a special.

Crouching C is also very badly misaligned, and the physics are incorrect. I don't mean miscalculation incorrect, I mean "Did you even play the game and have a good reason to change what worked" incorrect.

-------------------------------------
And because I'm feeling extra asshole-ish tonight, why does she have this winquote

Quote
"Yay, I won, you know!? Alright, even without Hisui-chan I won't lose~!"

When she has three supers where she SUMMONS HISUI / MECH HISUI AS STRIKERS?!
Last Edit: October 17, 2010, 02:19:12 pm by Twilight MUGEN Project
Re: Kohaku released
#27  October 17, 2010, 03:31:09 pm
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Pneophen is rolling in his grave over this.

ONTOPIC: Oh yeah and as a Kohaku player I really don't understand why you not only changed the command for her plant move, but also turned a super into a special.

Crouching C is also very badly misaligned, and the physics are incorrect. I don't mean miscalculation incorrect, I mean "Did you even play the game and have a good reason to change what worked" incorrect.

-------------------------------------
And because I'm feeling extra asshole-ish tonight, why does she have this winquote

Quote
"Yay, I won, you know!? Alright, even without Hisui-chan I won't lose~!"

When she has three supers where she SUMMONS HISUI / MECH HISUI AS STRIKERS?!

The main reason why I changed the command for the plants is simple: I'm not really fond of D,D, commands. Also I'm assuming you're talking about the cactus, well you know how this character has 4 versions of a special attack in most cases? Well since Kohaku has 4 types of plants, I guess you can say it was fitting to use each plant in each of the light, medium, heavy, and EX version respectively.

I'll realign the sprites and rework the sweep, so that'll be no problem.

Also about the quote, I just took all of her win quotes from MBAA (with the one you pointed out being one of them) except her character specific ones and made them her mugen win quotes. I guess you can think along the lines "I don't need my Level 3 or Legion of Mech-Hisui's to beat you!" or something like that if you want to be literal lol.
Last Edit: October 17, 2010, 03:49:04 pm by Hisui
Re: Kohaku released
#28  October 17, 2010, 04:21:06 pm
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I like how QCFx2 x and x+y/ Arc Drive/Another Arc Drive have no invincibility, thus making them nearly useless.

Whatever happened to the opponent having to block that move? D:  There wasn't any problem with me going Heat -> Drive Every chance I got in MBAC for the lulz.

Instead, I can't use it to breakout of anything like I normally would be able to.

Tis sad day for Kohaku ;~;

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kohaku released
#29  October 17, 2010, 05:05:24 pm
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Well if you recall in the source, the move in question was not only invincible, but was also unblockable. I removed those two traits (except for the invincibility on start up) for the sake of balancing.
Last Edit: October 17, 2010, 05:10:30 pm by Hisui
Re: Kohaku released
#30  October 17, 2010, 06:29:10 pm
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I like how QCFx2 x and x+y/ Arc Drive/Another Arc Drive have no invincibility, thus making them nearly useless.
Unless, you, you know, COMBO INTO THEM LIKE YOU EASILY CAN?
Sorry, had to let that off my chest.
Re: Kohaku released
#31  October 18, 2010, 04:59:41 am
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Well if you recall in the source, the move in question was not only invincible, but was also unblockable. I removed those two traits (except for the invincibility on start up) for the sake of balancing.

I'm pretty sure its not unblockable last time I checked.  The point is, the move's most useful feature was its invincibility.

Unless, you, you know, COMBO INTO THEM LIKE YOU EASILY CAN?
Sorry, had to let that off my chest.

No you can't.  It whiffs if the opponent is in the air.  At all.  You can barely combo into it : /

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kohaku released
#32  October 18, 2010, 05:05:39 am
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because her standing normals are TERRIBLE, right? Oh, and her QCF+WP TOTALLY knocks them in the air so you can't supercancel out of it :P (Geez.)
Re: Kohaku released
#33  October 18, 2010, 05:09:07 am
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because her standing normals are TERRIBLE, right? Oh, and her QCF+WP TOTALLY knocks them in the air so you can't supercancel out of it :P (Geez.)

Exactly.  That's not alot of options buddy.

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kohaku released
#34  October 18, 2010, 05:12:43 am
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there's a million ways to link into them if you know what you're doing, easy jump in links, poking links, a ton of stuff. I believe you can go from crouching to standing normals if under pressure, or maybe I'm cloudy in the head. Either one :P
Re: Kohaku released
#35  October 18, 2010, 07:49:19 am
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there's a million ways to link into them if you know what you're doing, easy jump in links, poking links, a ton of stuff. I believe you can go from crouching to standing normals if under pressure, or maybe I'm cloudy in the head. Either one :P

But that's not what I want to use it for D:

I like going through people's shit while they're doing it!

"Hey Sion you just whiffed your whip grab ARC DRIVE."

I'm not saying the character is bad, I just don't think this move needed to be that nerfed.

GOH: bmc would tell birds that they're broken because they shouldnt air recover
Re: Kohaku released
#36  October 18, 2010, 02:13:19 pm
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Well, maybe he could up the level 2 version at least, for a compromise of sorts
Re: Kohaku released
#37  October 19, 2010, 06:11:29 pm
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Or he could make the attack go through projectiles (or destroy them). I personally don't see any problem with this, though.
Re: Kohaku released
#38  October 19, 2010, 06:22:07 pm
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The only thing that was good about her AD in source was that it caused a Circuit Break and could be comboed OTG from an untechable knockdown.
Her AAD is supposed to be worthless.
Re: Kohaku released
#39  October 20, 2010, 09:57:48 am
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The only thing that was good about her AD in source was that it could be comboed OTG from an untechable knockdown.
Her AAD is supposed to be worthless.

Fixed. I'm sorry, but Circuit Break is worthless, at least for me. It's not hard to defeat your opponent without using supers or Heat/Blood Heat Mode.
Re: White Len released, Self-Insert updated 12-25-10
#40  December 25, 2010, 03:17:04 pm
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Merry Christmas! Just like a lot of other people, here is my present to the community.

1.0 version White Len released alongside the Winmugen version, Self-insert updated 12-25-10

Attention to anyone planning to use this character in widescreen. Keep in mind that Mugen Houyou (Lv.3 super) is purposely placed like that due to some of the effects being cut off/looking awkward due to changing the position of the effects and White Len herself to accommodate the widescreen resolution. So please bear with it for now as I try to find a more effective way of getting around it.

Kohaku v1.1
- Reworked the custom states of Sisterhood
  - Mainly to prevent the opponent from feezing up under certain circumstances
  - Also makes it so that the opponent changes get hit states when being hit instead of remaining static
- Adjusted the envshakes in sisterhood for better effect
- New move: Draw Out: Air Blast
- "Look what I've grown!" has been remapped to D,D,k to accomodate Air Blast
- Magical Amber Glide/Molotov can now be done in the air, though the air version is slightly different
- Removed the ctrlset from Magical Amber Glide/Molotov and made it so that Kohaku turns to face the opponent before landing
- Made it so you can't use another molotov unless the previous one is gone (except for the EX-version)
- HP version of Rude Dismissal can now counter standing attacks as well as crouching
- Increased the size of the hit box after a successful counter with Rude Dismissal
- New visual effect for Rude Dismissal
- Increased the hit box of Sorasen
- Slightly increased the input time on Hidden Sword and Rude Dismissal
- Removed the run --> crouch
- Added a width controller to prevent cross-ups on downed opponents in a corner
- Realigned crouching c
- Tighter damage dampening on all helper based attacks
- Changed up the damage on the majority of helper based attacks to accomodate the tighter dampening
- Redone hyper portraits for better quality
- Changed some of the effects in New Years Asteroid
- Fixed some effects from disappearing when you connect successfully connect New Years Asteroid
- Added dust effects to run and back dash
- Addressed an issue involving the super pause and hyper anims going off too early with the rest of the start up anim in L.S.O
- Changed a few hit pause times in the level 2 version of China Kohaku
- Adjusted a few guard vels in the basic attacks
- Fixed a few misaligned hit sparks
- New voice clips
- General bug fixes pertaining to typos in the code
- New character specific win quotes (1.0 version only)
Re: White Len released, Self-Insert updated 12-25-10
#41  December 26, 2010, 05:11:31 am
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w.len

NO FORWARD and BACKWARD ROLL?
she jumps too short she can't jump over some character.
Re: White Len & Kohaku updated 12-26-10
#42  December 26, 2010, 08:52:30 am
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White Len & Kohaku updated 12-26-10

Yup an updated already. Basically addresses what Rajaa said about not being able to attack while running. It took a lot more code than I thought when modifying to cmd file since I had to apply to nearly every single attack.

White Len v1.1
- Can now attack while running
- Fixes to the cmd file
- Bug fixes on both Utakata and Kochou no Yume (1.0 version only)

Kohaku v1.2
- Can now attack while running
- Fixes to the cmd file

w.len

NO FORWARD and BACKWARD ROLL?
she jumps too short she can't jump over some character.


Yeah, she doesn't have a Dodge Roll, only a sidestep.

As for the jump, I honestly think it's fine the way it is since I don't want her jumping too high, but I will adjust it accordingly if it becomes problematic.
Re: White Len & Kohaku updated 12-26-10
#43  December 26, 2010, 01:10:45 pm
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every time I download something from your site my browser acts up idk why.

you going to change her big portrait?

GOH

Re: White Len & Kohaku updated 12-26-10
#44  December 26, 2010, 05:37:38 pm
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Thanks for the release Kohaku.  :sugoi:

Feedback for White Len:

- Spamming LK Capriole is an easy infinite. I can hit up to 60% life. Can be comboed with others like Bell Arc or Bell Poke.

- Damage dampening is a bit too tight IMO.

Eg: Ex Capriole Lyou, Etoile Sirius, (on floor) HP, Kochou no Yume

Kochou no Yume does almost nothing on the above chain.  o_O

- Ex Fleur Freeze Kururu Kyou does a bit of noise when it hits close (either floor or air). Same thing with EX Neige Debellis.

- Nursery Rhyme can hit opponent while they're on the floor on the 4th hit. Intentional?

- Utakata plays the same sound as Kochou no Yume after it hits.

- After Snow Renew I can combo with Bell Arc like the Capriole infinite.

you going to change her big portrait?
Both please.  ;P
Re: White Len & Kohaku updated 12-26-10
#45  December 27, 2010, 03:44:45 pm
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you going to change her big portrait?

What's wrong with her big portrait? >_>

Thanks for the release Kohaku.  :sugoi:

Feedback for White Len:

- Spamming LK Capriole is an easy infinite. I can hit up to 60% life. Can be comboed with others like Bell Arc or Bell Poke.

Like I said before, I'm pretty sure any character who has an air recover can escape this. Though I'll most likely decrease the ground/air velocity of a few moves anyways just to make it fair to characters who can't air recover.

Quote
- Damage dampening is a bit too tight IMO.

Eg: Ex Capriole Lyou, Etoile Sirius, (on floor) HP, Kochou no Yume

Kochou no Yume does almost nothing on the above chain.  o_O

That's on purpose since White Len has more combo potential then Kohaku. But I'll tweak it and see where it goes from there.

Quote
- Ex Fleur Freeze Kururu Kyou does a bit of noise when it hits close (either floor or air). Same thing with EX Neige Debellis.

Noted.

Quote
- Nursery Rhyme can hit opponent while they're on the floor on the 4th hit. Intentional?

Yup, it's intentional.

Quote
- Utakata plays the same sound as Kochou no Yume after it hits.

That's intentional too.

Quote
- After Snow Renew I can combo with Bell Arc like the Capriole infinite.

Same thing mentioned above about Capriole.

Quote
Both please.  ;P

Is her portrait that bad? I mean you can change it yourself if you want. >_>

Or you could find me a much better picture to work with...

GOH

Re: White Len & Kohaku updated 12-26-10
#46  December 27, 2010, 04:02:17 pm
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I'll try and make one myself.  o_O

Quote
- Utakata plays the same sound as Kochou no Yume after it hits.
That's intentional too.
But it plays even after it hits, like the delay is a bit long. Shouldn't it play only when it hits?
Re: White Len & Kohaku updated 12-26-10
#47  December 28, 2010, 07:41:33 am
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Re: White Len & Kohaku updated 12-26-10
#48  December 28, 2010, 11:52:27 am
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Re: White Len & Kohaku updated 12-26-10
#49  December 28, 2010, 01:08:59 pm
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are you going to add evade roll?

mah he won't use those he'll have to clean up and shit.
Re: White Len & Kohaku updated 12-26-10
#50  December 28, 2010, 01:20:56 pm
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Re: White Len & Kohaku updated 12-26-10
#51  December 28, 2010, 01:26:11 pm
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Re: White Len & Kohaku updated 12-26-10
#52  December 28, 2010, 08:03:31 pm
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I've tested Kohaku, and I really like what I'm seeing.
Congrats on this nice update which makes her justice.
Only thing I dislike is Sisterhood's command overlapping with L.S.O. quite a bit.

In White Len, Utakata has a shadow appearing for the effect when it hits the opponent. You just forgot an ignorehitpause.
Last Edit: December 29, 2010, 12:38:14 pm by ξ Bastard
Re: White Len & Kohaku updated 12-26-10
#53  December 29, 2010, 03:27:24 pm
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I'm well aware of those pics, but I try and avoid using art from the game itself as the big portrait. I usually lean to using fanart most of the time and only use portraits from the game itself if I can't find any good ones. I guess you can say that I want to be unique...I don't know...

The following link is all it'll need for portraits.

http://s772.photobucket.com/albums/yy4/AzureWanderings/ Welp, that's over with.  :S


Although, the portraits it used already are unique and funny. I don't see anything wrong with them.

Finally someone who appreciates and understands the significance of the portraits :3

I've tested Kohaku, and I really like what I'm seeing.
Congrats on this nice update which makes her justice.
Only thing I dislike is Sisterhood's command overlapping with L.S.O. quite a bit.

In White Len, Utakata has a shadow appearing for the effect when it hits the opponent. You just forgot an ignorehitpause.

Thanks, I've been meaning to change the input of Sistehood, but I guess I forgot. x_x

Also noted about Utakata.

GOH

Re: White Len & Kohaku updated 12-26-10
#54  December 29, 2010, 03:32:17 pm
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I just don't like poor little ol'White Len getting hit in the face with a pie. :(
Re: White Len & Kohaku updated 12-26-10
#55  December 29, 2010, 04:08:35 pm
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I'm a white len fan so I don't like cake and her mute counter part likes it so no,
Re: White Len & Kohaku updated 12-26-10
#56  December 30, 2010, 03:21:30 am
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Oh come now, there are much worse things than getting hit in the face with a cake. :(

With her love all things cake, this is actually a good thing for her.
Re: White Len & Kohaku updated 12-26-10
#57  December 30, 2010, 03:45:04 am
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^ I approve to White's Len big portrait :2thumbsup:

Most original idea I have seen in a while  :P and about the char I was never a Melty Blood player so for me it's ok
Re: White Len & Kohaku updated 12-26-10
#58  December 30, 2010, 12:45:03 pm
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^go back to spamming hadoukens.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#59  February 24, 2011, 12:15:38 pm
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Nanaya released, Tsundere Len & Self-insert updated

Kohaku v1.3
- Implemented Overlimit
- Implemented Guard Counter
- Redid the way the hit sparks are generated
- Remapped Sisterhood to D,F,D,B,k
- Can now cancel into other attacks from the second half of standing HK
- Can now chain aerial basic attacks to other attacks

White Len v1.2
- Implemented Overlimit
- Implemented Guard Counter
- Redid the way the hit sparks are generated
- Incresed recovery time of Snow Renew
- Reworked the aerial version of Etoile Sirius to reduce the lag it causes
- Fixed a bug where Neige Debellis can still be used with insufficient power
- Increased the yaccel and decreased the hit vels of Capriole
- Increased the hit box of Capriole
- Increased start up of heavy version of Neige Plan
- Decreased the aerial hit vels of Fleur Freeze Kururu
- Changed sound effect of Neige Plan
- Fixes to Utakata
- Reduced the noise of Neige Debellis
- Can now chain aerial basic attacks to other attacks
- Reduced the hit vels of standing HP
- New voice clips
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#60  February 24, 2011, 12:34:29 pm
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Nanaya's voice ripped off form MBAA arcade?

... btw, downloading others  :ninja:

And also... what happened to the images of your web? is it only me?

GOH

Re: Nanaya released, Kohaku & White Len updated 2-24-11
#61  February 24, 2011, 12:36:39 pm
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BANANAYA MAH MAN

So that Capriole infinite is fixed? :3
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#62  February 24, 2011, 12:39:26 pm
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kohaku's site is full of frogs... or is it a hint youre making cirno next?
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#63  February 24, 2011, 12:40:21 pm
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Yay, Nananya! :D

Three quick things about him:

- When he walks forward he slides... and it does not like too good imo. Moonwalk should be only in backward ;p But I guess he would be very slow if you'd try to make his speed fit the sprites
- His taunt is soooo long. Maybe it'll be better to make it a little bit short? Taunitig now is quite like a suicide for him.
- When he's performing "Sensa: Meigokushamon" he disappears for a moment... I know it's how it suppose to be, but maybe you should add some dust for his "dissapearance"? It will lokk better that way imo


Thats all from me. Thanks for another fun character :)

GOH

Re: Nanaya released, Kohaku & White Len updated 2-24-11
#64  February 24, 2011, 12:55:44 pm
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Re: Nanaya released, Kohaku & White Len updated 2-24-11
#65  February 24, 2011, 01:04:44 pm
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Great character.

Change that run into a dash. As it stands, it doesn't look right -- AT ALL.


Are you finally putting that frame display tool to work?
Last Edit: February 24, 2011, 01:16:44 pm by Rajaa
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#66  February 24, 2011, 01:30:48 pm
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Feedback
Nanaya
-Cornerpush on QCF+P should come after the last hit IMO it'd look more natural and make the move much better for pressure
-When you hold down on QCFx2 P, the damage is supposed to be less IIRC, because it hits low and his different properties and stuff
-Dampening is too strict, loosen it a tad, I'd rather not waste 3 meters to get 400 damage off of strings of combos

Not bad sir, not bad at all.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#67  February 24, 2011, 01:51:46 pm
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Nanaya's voice ripped off form MBAA arcade?

... btw, downloading others  :ninja:

And also... what happened to the images of your web? is it only me?

Nanaya's voice is mix of MBAA and MBAC. Also my site is pretty image heavy, so don't be surprised if some images refuse to load.

BANANAYA MAH MAN

So that Capriole infinite is fixed? :3

I'm hoping it is. Then again I always have this lingering feeling someone or me is going to find another infinite.

kohaku's site is full of frogs... or is it a hint youre making cirno next?

o.o I am?

And what do you mean by frogs...?

Yay, Nananya! :D

Three quick things about him:

- When he walks forward he slides... and it does not like too good imo. Moonwalk should be only in backward ;p But I guess he would be very slow if you'd try to make his speed fit the sprites
- His taunt is soooo long. Maybe it'll be better to make it a little bit short? Taunitig now is quite like a suicide for him.
- When he's performing "Sensa: Meigokushamon" he disappears for a moment... I know it's how it suppose to be, but maybe you should add some dust for his "dissapearance"? It will lokk better that way imo


Thats all from me. Thanks for another fun character :)

Yeah the taunt is pretty long, but I didn't really have any ideas for a taunt and didn't really want just some old fashioned pose which only lasts for like a split second. I mean this is Nanaya we're talking about, being cocky is his nature. *shot*

I like the way the attack is now to be honest, even though that's how it worked in the source game I like the idea that Nanaya instantly disappears really gives him that assassin feel.

Great character.

Change that run into a dash. As it stands, it doesn't look right -- AT ALL.


Are you finally putting that frame display tool to work?

:( Is that run/dash anim that bad?

And of course I have! Though knowing your secret formula wouldn't hurt either...

Feedback
Nanaya
-Cornerpush on QCF+P should come after the last hit IMO it'd look more natural and make the move much better for pressure
-When you hold down on QCFx2 P, the damage is supposed to be less IIRC, because it hits low and his different properties and stuff
-Dampening is too strict, loosen it a tad, I'd rather not waste 3 meters to get 400 damage off of strings of combos

Not bad sir, not bad at all.

Bleh I could have sworn it increased damage. Guess my eyes have been deceiving me lately. Anyways I'll be sure to take the cornerpush and possibly the dampener into account seeing that a lot of people have been saying it's too strict.

------------

Thanks for the feedback everyone.

GOH

Re: Nanaya released, Kohaku & White Len updated 2-24-11
#68  February 24, 2011, 01:53:17 pm
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Re: Nanaya released, Kohaku & White Len updated 2-24-11
#69  February 24, 2011, 01:56:00 pm
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Goddamn Imageshack. Guess I'll go around reuploading images on a different host then.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#70  February 24, 2011, 03:18:05 pm
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Great character.

Change that run into a dash. As it stands, it doesn't look right -- AT ALL.


Are you finally putting that frame display tool to work?

:( Is that run/dash anim that bad?

And of course I have! Though knowing your secret formula wouldn't hurt either...
Yes, it looks pretty bad. o_o

I forgot the exact value you need to multiply the velocities by (I use a rounded value), but it's just simple multiplication.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#71  February 24, 2011, 08:13:33 pm
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- I confirm, the run looks bad.
- Meigokushamon misses at close range (on SPO Ryu by Ryu).
- Ikka follow up sometimes misses.
- Sensa: Meigokushamon looks bad in the corner, with Nanaya disappearing. Plus, it causes cross-up, which is bad.

Overall, very nice character. :) Thanks a lot for your hard work.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#72  February 24, 2011, 08:42:03 pm
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There's something I don't understand. Why add two versions of the "D,F,D,F,p" attack? I mean, "D" version can only be blocked by crouching, while the other can be blocked by standing and by crouching. "D" version does 300 damage, while the other does 250 damage. Really, is there a point in having two versions of this attack? Apart from what I posted, I haven't seen any difference in them. Because of what I posted above, people will probably only use the "D" version. There must be an advantage for the normal version too (like impossible to block by crouching).

Also, it's really difficult to pull out the second backdash, for some reason. And I was expecting that dash to have invicibility frames like in source, yet it doesn't have that. I think it would be a good idea to add them.

I'm still testing it, but overall is a nice thing. Though the forward dash feels really weird. Everybody is already used to the fact that this characters dashes, and doesn't run (like me). Just change it, IMO it fits him better.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#73  February 24, 2011, 09:32:35 pm
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my tip is to make the dampener character based, like with their comboability in terms of hits and stuff to make it dampen damage but not to a ridiculous extent. Also Nanashi that's the way the D version of it works in AA, it's meant as a MIX UP but it does less damage.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#74  February 24, 2011, 11:06:29 pm
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Yes, it looks pretty bad. o_o

I forgot the exact value you need to multiply the velocities by (I use a rounded value), but it's just simple multiplication.

Fine, fine, I'll change it back to a dash then.

Can you tell me that rounded value then? :3

- I confirm, the run looks bad.
- Meigokushamon misses at close range (on SPO Ryu by Ryu).
- Ikka follow up sometimes misses.
- Sensa: Meigokushamon looks bad in the corner, with Nanaya disappearing. Plus, it causes cross-up, which is bad.

Overall, very nice character. :) Thanks a lot for your hard work.

- Will change it back to a dash.
- Meigokushamon is supposed to miss when you're too close.
- I forgot to set the hit vels back to normal value when I was fixing an infinite associated with Ikka. Will fix.
- Nanaya is supposed to disappear like that, but I'll fix up that cross up (sorry RP D:).

There's something I don't understand. Why add two versions of the "D,F,D,F,p" attack? I mean, "D" version can only be blocked by crouching, while the other can be blocked by standing and by crouching. "D" version does 300 damage, while the other does 250 damage. Really, is there a point in having two versions of this attack? Apart from what I posted, I haven't seen any difference in them. Because of what I posted above, people will probably only use the "D" version. There must be an advantage for the normal version too (like impossible to block by crouching).

Also, it's really difficult to pull out the second backdash, for some reason. And I was expecting that dash to have invicibility frames like in source, yet it doesn't have that. I think it would be a good idea to add them.

I'm still testing it, but overall is a nice thing. Though the forward dash feels really weird. Everybody is already used to the fact that this characters dashes, and doesn't run (like me). Just change it, IMO it fits him better.

Like Holy Emperor said, the second version of his Arc Drive just makes it so that it hits low though it's supposed to do lower damage than doing the standard Arc Drive. Stupid me thought it did more damage, which is why it does that damage now, but I'm going correct the matter.

It's funny that I knew Nanaya had some invincibility frames in his second back dash, but I opted to not add any. I'll consider whether I should add it or not. I'll also increase the window at which you can do the second back dash.

GOH

Re: Nanaya released, Kohaku & White Len updated 2-24-11
#75  February 26, 2011, 08:50:37 pm
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Tried Nanaya today. This character is officially badass. Just a few things I found:

- The Hitokaze throw animation in the ground slam looks a bit too fast IMO.

- Sensou: Rikuto is an infinite. Easier to do if you use Fierce (Knife Swing) between it.

- Sensou: Ikka is an infinite. Easier to do if you use LK between it.

- IMO the damage dampenener is too tight in certain chains. (Warui Ne, LP, MP, HP, Sensa: Hattenshou, Sensa: Ichiriyotsuji = 332 only).

Sensa: Ichiriyotsuji is my favourite super. So stylish! Thanks for the release again Kohaku!  :)
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#76  February 26, 2011, 10:51:48 pm
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Are you talking about the EX versions of said specials? If that's the case then that's fine since you will always need power to use them.

GOH

Re: Nanaya released, Kohaku & White Len updated 2-24-11
#77  February 26, 2011, 11:03:11 pm
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Yeah the EX versions. It thought the names were self implicit. o.o

The only thing that stops them from KO'ing the opponent is the damage dampener. They can go as up as 40-50 hits.

GOH

Re: Nanaya released, Kohaku & White Len updated 2-24-11
#78  February 27, 2011, 02:21:03 pm
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Sorry for the double post but I forgot to ask. Do you plan on adding a dodge roll? I think your characters before White Len used to have one.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#79  February 28, 2011, 02:02:11 am
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Kohaku is the only one out of the 3 who has a dodge roll, but she also doesn't have a sidestep unlike the other 2. Might give all of them both depending if I can make it look believable sprite wise.

GOH

Re: Nanaya released, Kohaku & White Len updated 2-24-11
#80  February 28, 2011, 02:08:16 am
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Do you have any other available sprites for Nanaya's dash? Because I think his current run animation is perfect for the dodge.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#81  February 28, 2011, 02:13:23 am
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Nanaya's current run animation is actually his dash anim only looped. If anything I'll pull a Rajaa and use a shortened version of his dash anim.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#82  February 28, 2011, 02:40:04 am
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Why can't you just make him dash? Not everyone has to run.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#83  February 28, 2011, 03:02:56 am
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I already said earlier that I'm going to change Nanaya's run back into a dash.
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#84  February 28, 2011, 03:14:59 am
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But why can't you- *shot*
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#85  March 06, 2011, 07:38:47 am
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I'm curious, for Kohaku, why are there 2 ways to do 'Magical Amber Glide' (D, DB, B, Kick and D, DB, B, DB, D, DF, F, Kick)?
Re: Nanaya released, Kohaku & White Len updated 2-24-11
#86  March 06, 2011, 11:37:26 am
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That's not supposed to happen, I guess it has something to do with the way I placed the -1 states for the attack in the cmd. Will fix, thanks for pointing that out.
Re: V.Akiha released, all MB characters updated 10-31-11
#87  November 01, 2011, 05:30:26 am
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Happy Halloween! My treat to you guys is the release of Vermillion Akiha which has been in the making since 2007 and after countless changes and delays the day has finally arrived.

The rest of my Melty Blood characters have also been updated.

Kohaku v1.4
- Adjusted hit velocities of Flying Amber Kick.
- Initial hit of Flying Unsealed Amber Kick is now unblockable.
- Flying Unsealed Amber Kick will now wall slam on final hit.
- EX Air Blast deals less damage.
- EX Rude Dismissal now causes wall slam.
- Changes to the damage dampener so it's not as strict anymore.
- Adjustments to damage on some attacks to accomodate the updated dampener.
- Adjusted collision boxes on some gethit anims.
- Revamped parry mechanic to address problems with parrying projectiles.
- Implemented a defense modifier that adjusts according to the character's remaining life.
- Implemented side step.
- Normal attacks will now cause chip damage while in Overlimit.
- Fixes to cmd file to prevent clashing of certain commands.
- Adjusted command time of all super and special moves.
- Changed up the envshakes of most attacks for better effect.
- New Super FX and sounds.
- Made compatible with Akiha's Kemono wo Kogasu.
- Intro with Akiha.
- New small and big portrait.

White Len v1.3
- Increased damage output of Utakata and Kochou no Yume.
- EX Swan Lake now causes wall slam.
- Revamped heavy version of Capriole.
- Changes to the damage dampener so it's not as strict anymore.
- Adjustments to damage on some attacks to accomodate the updated dampener.
- Revamped parry mechanic to address problems with parrying projectiles.
- Implemented a defense modifier that adjusts according to the character's remaining life.
- Implemented dodge roll.
- Normal attacks will now cause chip damage while in Overlimit.
- Fixes to cmd file to prevent clashing of certain commands.
- Made compatible with Akiha's Kemono wo Kogasu.
- New Super FX and sounds.
- New small and big portrait.

Nanaya v1.1
- Low version of Meigokushamon now deals less damage and won't travel as high.
- Added some after image effects to both versions of Meigokushamon.
- Both versions of Ichiroyotsuji will now only KO on the last hit (unless guarding).
- Increased push back on Hattenshou and will now only cornerpush on the last hit.
- EX Rikuto doesn't launch the opponent as high anymore.
- Changes to the damage dampener so it's not as strict anymore.
- Adjustments to damage on some attacks to accomodate the updated dampener.
- Revamped parry mechanic to address problems with parrying projectiles.
- Fixes to cmd file to prevent clashing of certain commands.
- Implemented a defense modifier that adjusts according to the character's remaining life.
- Implemented dodge roll.
- Normal attacks will now cause chip damage while in Overlimit.
- New Super FX and sounds.
- Changed up the envshakes of most attacks for better effect.
- Made compatible with Akiha's Kemono wo Kogasu.
- Intro with Rajaa's Shiki (1.0 version only).
- New running animation.
- New big portrait.
Re: V.Akiha released, all MB characters updated 10-31-11
#88  November 01, 2011, 11:48:33 am
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Finally! Took too long. Let me test how it turned out.
Re: V.Akiha released, all MB characters updated 10-31-11
#89  November 01, 2011, 12:18:12 pm
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- Hmmm...maybe it's me, but the super BG effects seem slow.

- How good is 'Kochou no Yume' supposed to be?  It can't be parried and projectiles go through it.

- 'Secret Draw Out: New Years Asteroid' doesn't look like it can be parried either.
Re: V.Akiha released, all MB characters updated 10-31-11
#90  November 01, 2011, 01:07:20 pm
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- Hmmm...maybe it's me, but the super BG effects seem slow.

- How good is 'Kochou no Yume' supposed to be?  It can't be parried and projectiles go through it.

- 'Secret Draw Out: New Years Asteroid' doesn't look like it can be parried either.

1. Not surprised considering that the super fx itself is composed of hundreds of explods. You're bound to lag a little.

2. That's on purpose. Besides, the attack has so much start up time and leaves White Len open for a considerably long time if the attack is blocked or whiffed, that it's basically a gamble.

3. It can be parried.
Re: V.Akiha released, all MB characters updated 10-31-11
#91  November 01, 2011, 08:48:44 pm
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Good stuff ya got here. Just a few things I noticed:

V.Akiha:
- Infinite with s.Y > s.Y > s.Z > Tori wo Otosu
- Compared to her landing recovery time after jumping forwards/backwards, the recovery time on her landing after a neutral jump is pretty big. You can cancel out of it by doing any kind of move, but if you just want to walk forward/backward, you're gonna have to wait for a while.

White Len:
- If you do another Fleur Freeze Kururu right after the first one, only one ice needle comes out. If you do a third one right after, the other needles come out.


Also, IMO, your characters could use a stricter damage dampener. It's not as noticeable in Nanaya, but in the others, especially Kohaku...ouch.

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Re: V.Akiha released, all MB characters updated 10-31-11
#92  November 01, 2011, 09:12:35 pm
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What I think about the dampener is that it should VARY from character to character. Stuff like that doesn't have to be universal all the time.
Re: V.Akiha released, all MB characters updated 10-31-11
#93  November 01, 2011, 09:39:42 pm
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V.Akiha:
- Infinite with s.Y > s.Y > s.Z > Tori wo Otosu
- Compared to her landing recovery time after jumping forwards/backwards, the recovery time on her landing after a neutral jump is pretty big. You can cancel out of it by doing any kind of move, but if you just want to walk forward/backward, you're gonna have to wait for a while.

That's really how long it takes for her to get up from a neutral jump, but I'll see what I can do to further cancel out the animation. As for the infinite, I address that as soon as I can.

Quote
White Len:
- If you do another Fleur Freeze Kururu right after the first one, only one ice needle comes out. If you do a third one right after, the other needles come out.

I'm assuming you mean Etoile Sirius since that move is the normal version of said super. Anyways it's weird something like that happened, but it's nothing like a simple numhelper trigger in the move's cmd won't fix (which I should have put on in the first place...).

Quote
Also, IMO, your characters could use a stricter damage dampener. It's not as noticeable in Nanaya, but in the others, especially Kohaku...ouch.

What I think about the dampener is that it should VARY from character to character. Stuff like that doesn't have to be universal all the time.

I'm really going to start experimenting with that varying dampener as it's much less tedious than constantly adjusting the damage of every single attack to find that sweet spot.
Re: V.Akiha released, all MB characters updated 10-31-11
#94  November 02, 2011, 02:03:06 am
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The timing of this release went according to my calculations.
Re: V.Akiha released, all MB characters updated 10-31-11
#95  November 02, 2011, 08:04:20 pm
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That's really how long it takes for her to get up from a neutral jump
Really? Goddamn...

Well, if that's how it's supposed to be, then that's how it's supposed to be. I'd say make her neutral recovery as fast as her forward/backward recoveries, but that might look a little silly with how fast it'd end up being...

Hisui said:
I'm assuming you mean Etoile Sirius since that move is the normal version of said super.
Yeah that's what I meant. My bad, read the readme wrong. :S

What I think about the dampener is that it should VARY from character to character. Stuff like that doesn't have to be universal all the time.
Agreed.
Like I said, the damage issue isn't too noticeable in Nanaya (or I could just suck at comboing with him :-X), so unless someone else finds something crazy, your main concern should be Kohaku and White Len. I didn't really experiment with Vermilion Akiha to form an opinion on her.

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Re: V.Akiha released, all MB characters updated 10-31-11
#96  November 02, 2011, 11:28:19 pm
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She shouldn't take that long to recover from a jump. You might have the frame times right (I haven't checked), but she should gain control immediately during landing after a neutral jump or any other kind of jump.

It's not supposed to be the way you have it. You're confusing the frame times and their durations with the time it takes to gain control from an action. That is not the case in Melty Blood, you need to look carefully. For many of the characters, the older frame display tool has the correct moments of control gaining; some moves have, of course, changed in the transition to MBAA. You just need to do the experiments. Use the PS2 emulator and its video capturing feature to your advantage.

To be honest about Akiha, she kind of feels misplaced. I don't like her. I think she could be better.

- The hit sounds don't feel right for certain attacks, notably attacks that are scratching attacks.

- The jumping feels way to loose. She takes off too high, the velocities are not correct at all. I thought you were getting correct velocities and accels, I guess not. I guess that's also why I don't like the way she feels.

- The posadds and stuff feel weird. Her standing high punch, for example, is completely wrong. It looks like the wind is blowing her. She needs to move forward and then backward. The attacks don't feel solid enough. You completely disregarded the functionality of the movement of some moves and you did them completely wrong; now they don't serve their purposes.

- Her jumping hard kick's active phase lasts way too long. Should be 4 ticks, not 10 ticks. The hitboxes on it are also questionable.

- I would have just used her Act Cadenza voice.
Last Edit: November 02, 2011, 11:38:43 pm by Rajaa
Re: V.Akiha released, all MB characters updated 10-31-11
#97  November 02, 2011, 11:33:17 pm
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I have to agree, I just don't understand why you used the Actress Again voices when they are really low quality when you could have used the Act Cadenza ones. And in case you encountered things that weren't in AC, you could just take those from AA or try to use another ones from AC to replace it. At least until we get AA for PC, which will be soon.

Also, I experienced the same problem with lag as the others. Isn't there anything you can do to solve it?
Re: V.Akiha released, all MB characters updated 10-31-11
#98  November 03, 2011, 12:52:14 am
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Nanaya...
- no reversals
- Lack of invul frames, even a smidgeon, on his DP non EX
- QCB+K, it's special followup looks like an overhead, why not make it one? It'll serve an extra purpose that way if you do.
- Cr. LP has a dissappearing clsn moment.
Last Edit: November 03, 2011, 01:00:37 am by Thouzer/Souther/Souzer
Re: V.Akiha released, all MB characters updated 10-31-11
#99  November 03, 2011, 07:16:40 am
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so like now im confused.....it's bad to not have chars liek ryu accurate to source.....but MB chars are fine not to be accurate?
Re: V.Akiha released, all MB characters updated 10-31-11
#100  November 03, 2011, 07:33:33 am
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Get out with that nonsense.
Re: V.Akiha released, all MB characters updated 10-31-11
#101  November 03, 2011, 08:58:34 am
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She shouldn't take that long to recover from a jump. You might have the frame times right (I haven't checked), but she should gain control immediately during landing after a neutral jump or any other kind of jump.

It's not supposed to be the way you have it. You're confusing the frame times and their durations with the time it takes to gain control from an action. That is not the case in Melty Blood, you need to look carefully. For many of the characters, the older frame display tool has the correct moments of control gaining; some moves have, of course, changed in the transition to MBAA. You just need to do the experiments. Use the PS2 emulator and its video capturing feature to your advantage.

To be honest about Akiha, she kind of feels misplaced. I don't like her. I think she could be better.

- The hit sounds don't feel right for certain attacks, notably attacks that are scratching attacks.

- The jumping feels way to loose. She takes off too high, the velocities are not correct at all. I thought you were getting correct velocities and accels, I guess not. I guess that's also why I don't like the way she feels.

- The posadds and stuff feel weird. Her standing high punch, for example, is completely wrong. It looks like the wind is blowing her. She needs to move forward and then backward. The attacks don't feel solid enough. You completely disregarded the functionality of the movement of some moves and you did them completely wrong; now they don't serve their purposes.

- Her jumping hard kick's active phase lasts way too long. Should be 4 ticks, not 10 ticks. The hitboxes on it are also questionable.

- I would have just used her Act Cadenza voice.

Thanks for pointing those out. I'll address those right away.

Nanaya...
- no reversals
- Lack of invul frames, even a smidgeon, on his DP non EX
- QCB+K, it's special followup looks like an overhead, why not make it one? It'll serve an extra purpose that way if you do.
- Cr. LP has a dissappearing clsn moment.


Noted, but what do you mean about "no reversals"?

I have to agree, I just don't understand why you used the Actress Again voices when they are really low quality when you could have used the Act Cadenza ones. And in case you encountered things that weren't in AC, you could just take those from AA or try to use another ones from AC to replace it. At least until we get AA for PC, which will be soon.

Also, I experienced the same problem with lag as the others. Isn't there anything you can do to solve it?

I'll try to use the AC voices then and as for the super sparks I don't plan on changing it, but when it comes to reducing the lag on it; I'll see what I can do about it. Like it was stated before it's most likely a palette related problem.
Re: V.Akiha released, all MB characters updated 10-31-11
#102  November 03, 2011, 10:32:09 am
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so like now im confused.....it's bad to not have chars liek ryu accurate to source.....but MB chars are fine not to be accurate?

one reason this character or all kohaku's existing characters are mean't to have custom gameplay.

been wondering this for awhile now it seems that it's pretty hard to pull off air recovery/ recovery roll with your characters.
Re: V.Akiha released, all MB characters updated 10-31-11
#103  November 03, 2011, 12:36:51 pm
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A reversal is when a move can be executed directly on wakeup, like a DP for example, to defend yourself from an oncoming assault much quicker and efficiently. Oh also
- Please use headboxes. They're much more reasonable then a giant square, trust me, and they look better. Look at Rajaa Shiki's stance for examples of headboxes, it's not mandatory, but it'd be a nice touch.
- Also, the gethits while standing, just use his stance collision for them. Some normals that have only high reach whiff because you made the clsn follow his leaning, you big silly goose :P
- On a side note, it was very nice of you to include a crossup : )
Last Edit: November 03, 2011, 12:48:13 pm by Thouzer/Souther/Souzer
Re: V.Akiha released, all MB characters updated 10-31-11
#104  November 22, 2011, 06:31:26 am
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I realize this is most likely the wrong topic, but if I may add:

For Nanaya, I suggest making his "Dodge roll backward" something other than just his dash in reverse direction.  Perhaps you could use the second back dash animation, the one where he seems to bounce off of his hands?  Or even just the backdash animation.  Him just dashing in the opposite direction seems weird; you don't usually see characters turning in the full opposite direction from their enemy.
Re: V.Akiha released, all MB characters updated 10-31-11
#105  November 28, 2011, 08:13:38 am
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it's supposed to play like a capcom character
and capcom chars full on dash the opposite way
if this were MB styled *cough like it's supposed to be cough*
it would have the other animations
Re: V.Akiha updated 11-29-11
#106  November 30, 2011, 03:38:13 am
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V.Akiha updated

V.Akiha v1.1
- Changed the size of the collision boxes in Crimson Submerge to further prevent the opponent from being knocked out  of the attack
- Reworked the posadds/velocities of some attacks
- Changed up the velocities of basic movement and jumping
- Changed the frame time on several animations
- Made it so that some supers now comsume power at the first frame for simul purposes
- Minor visual changes on Crimson Submerge
- Can now cancel out of a landing animation with the exception of some attacks
- Added negative edge to all normal versions of Momiji
- New voice clips
Re: All MB characters updated 1-28-12
#107  January 28, 2012, 11:06:58 pm
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All MB characters updated 1-28-11. These characters are now exclusive to 1.0.

Kohaku v1.5
- Reduced the lag that LSO caused.
- Decreased damage for LSO.
- Hits from LSO now accumulate more smoothly.
- Fixed a bug where the Super Finish sound wouldn't play when you KO the opponent using LSO.
- Can now cancel out of a landing animation with the exception of some attacks
- Fixed health regen during overlimit to prevent it from being affected by hit pauses.
- Reworked envshakes on most attacks.
- New super sparks.

White Len v1.3
- 5th hit of Nursery Rhyme and Snow Renew will now cause a floor bounce if the opponent is in the air.
- Neige Plan will now bounce off the wall.
- Updated FX for Neige Plan.
- Fixed a bug where the Super Finish sound wouldn't play when you KO the opponent both versions of Etoile Sirius.
- Adjustments to pausetimes on several attacks which didn't transfer well to 1.0.
- Can now cancel out of a landing animation with the exception of some attacks
- Fixed health regen during overlimit to prevent it from being affected by hit pauses.
- Reworked envshakes on most attacks.
- New super sparks.

Nanaya v1.2
- Adjustments to pausetimes on several attacks which didn't transfer well to 1.0.
- Can now cancel out of a landing animation with the exception of some attacks
- Fixed health regen during overlimit to prevent it from being affected by hit pauses.
- Reworked envshakes on most attacks.
- New super sparks.

V.Akiha v1.2
- Fixed a bug where the Super Finish sound wouldn't play when you KO the opponent using Kokuumau Tori wo Otosu and Hensei.
- Adjustments to pausetimes on several attacks which didn't transfer well to 1.0.
- Fixed health regen during overlimit to prevent it from being affected by hit pauses.
- Bug fixes to the Tori wo Otosu and Kemono wo Kogasu.
- Chaining the second standing medium punch from the first is now more responsive.
- Reworked envshakes on most attacks.
- New super sparks.
- New level 3 portrait.
Re: All MB characters updated 1-28-12
#108  January 28, 2012, 11:12:17 pm
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one question can you have all the touhou characters excluding tenshi and myon to be 1.0 exclusive?
Re: All MB characters updated 1-28-12
#109  January 29, 2012, 03:49:45 am
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I don't have any plans on converting the current and updated versions of my Touhou characters to 1.0 at the moment.
Re: All MB characters updated 1-28-12
#110  January 29, 2012, 12:37:45 pm
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oh ok, btw, the megaupload links to your stages have been down because of sopa!

GOH

Re: All MB characters updated 1-28-12
#111  January 29, 2012, 02:01:10 pm
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He knows.
Re: All MB characters updated 1-28-12
#112  January 29, 2012, 03:23:42 pm
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Nanaya
- Still needs some invul frames at the start of his DP(just a few frames) so it can be used as a competent anti air/wakeup.
- The dashing teleport looks really bad in terms of how Nanaya becomes transparent. It just doesn't look....natural.
- QCB+K followup is still not an overhead D :.
Re: All MB characters updated 1-28-12
#113  January 29, 2012, 03:26:56 pm
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Re: All MB characters updated 1-28-12
#114  January 30, 2012, 12:25:26 am
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Nanaya
- Still needs some invul frames at the start of his DP(just a few frames) so it can be used as a competent anti air/wakeup.
- The dashing teleport looks really bad in terms of how Nanaya becomes transparent. It just doesn't look....natural.
- QCB+K followup is still not an overhead D :.

Noted. Will finally get around to it since I totally forgot... :S

Though I don't know about the QCB+p attacks (if that's what you're referring too), since they look fine to me.

oh ok, btw, the megaupload links to your stages have been down because of sopa!

I'm still trying to gather my stages so I can bring them back online.  Also Sopa wasn't even passed by the time that happened, heck it was being dropped by that time.