- Added on-screen messages for counter attacks and getting a perfect win
- Fixed a bug that caused jB's animation to loop
- Fixed a bug that sometimes puts the opponent in the wrong state after the first hit of Yellow Dragon
- Fixed a bug that prevented Yang from using either of her running attacks if the player is holding down
- 2C can now be used while running
- Timer now freezes during yellow dragon
- Too Hot to Handle now puts the opponent in a custom state, allowing for it to be comboed off of more consistently
- Adjusted the air velocity on 5AAAA
- Adjusted the pause time from auto guarding
- Included an alternate small port, courtesy of CozySquirtle
- Included extra palettes courtesy of BBSenpai
For some reason i'm getting the default mugen hitsparks when I saw different ones in the images of her you posted.
I find it odd that when cancelling the second to last hit of buzzsaw blast (the hit where she pins them to the ground with the scythe before blasting away) causes the opponent to slide away from her for a bit.
Decided to make Alternate Small Ports for Yang and Ruby. Enjoy :)
If the opponent has either anim 5180 or 5003, then the opponent will stagger after getting hit from that attack, otherwise it defaults to the dizzy animation.
Here's a japanese voice patch for anyone interested. (https://drive.google.com/open?id=1R280XzhrKbZ_HQegi918x1vpK9vEywvb) (I mostly did this cause I'm not a fan of her dub's voice so I'll most likely won't do the same with the other characters since I'm okay with their voices.)I was about to do that but you save my butt thank so you much @Mister Fael Chan
I personally use 5012 (stand/air hit low (hard)) instead of the dizzy anim if an opponent lacks the stagger anim, I think sliding with 5012 looks more natural than sliding with the dizzy anim.
Here's a japanese voice patch for anyone interested. (https://drive.google.com/open?id=1R280XzhrKbZ_HQegi918x1vpK9vEywvb)
Just out of curiosity, do you plan on giving your characters AI in the near future, by chance? I'm not saying that they can't fight, but some people like that little extra challenge, if you know what I mean.
Just out of curiosity, do you plan on giving your characters AI in the near future, by chance? I'm not saying that they can't fight, but some people like that little extra challenge, if you know what I mean.
I actually don't know how to code ai. I don't see it as a major priority, but one of these days, I will figure it out.
Hello @OHMSBY thank you for releasing Ruby and I'm looking forward one of your work soon if you had one here's Palette for Ruby
You could get someone to do a patch for them. Maybe Holn could do it, considering he's done AI for many BB characters in the past.
Hello @OHMSBY thank you for releasing Ruby and I'm looking forward one of your work soon if you had one here's Palette for Ruby
It seems you accidentally made of the outline of the skin white on the Weiss palette. Fortunately, it's not something that I can't fix myself.
Other than that, nice work. I'll have these included as extras in the next update.You could get someone to do a patch for them. Maybe Holn could do it, considering he's done AI for many BB characters in the past.
It wouldn't hurt to ask. I'll have a PM sent to Holn.
Ruby:
-By any chance, did you use SSB sound fx for some of her attacks? I feel like would have been better if you have use her rifle sounds from the show (Same with Yang's gauntlets).
-The hit where Ruby uses Crescent Rose to hit the ground during Buzzsaw Blast looks off with a dizzy animation.
Yang:
-Yang's uppercut is missing the sound fx where she lands on the ground.
-The fightfx hitspark on Yang's crouching LK is sightly misaligned.
Both:
-Since you added hit sounds, I kinda wish you put custom hitsparks to go along with them.
-The damage feels on the high side and can do almost half of the opponent's health if their on the corner.
-I feel like you should put envshake on Ruby and Yang's supers to add a little more oomph to their attacks.
-There's no running sound when they run (Since you are using Guilty Gear sound fx, I remember being sounds for that).
We'll see another poll for the next character?
I wish Weiss Schnee will be next
Season 1/Season 2 RWBY Anime Styled palette for Yang in-coming!
(https://i.imgur.com/spKY9z3.png)
Season 1/Season 2 RWBY Anime Styled palette for Yang in-coming!
- Changed the default small port to CozySquirtle's Cross Tag small port. the previous small port is now an alternate
- The Stagger Animation now defaults to anim 5012 instead of 5300 if the opponent doesn't have anim 5003 or 5180
- Added footstep sounds for running
- Added Envshake values for distortion drives and astral heat
- Added gunshot sounds from the show
- Slightly lowered the Y offset
- The opponent now auto turns upon getting hit by petal burst from behind
- Included an alternate japenese sound file courtesy of Mister Fael Chan
- Included extra palettes courtesy of BBSenpai
- Fixed a bug where Yang would regain meter from EX Fire Cracker and the semblance version of Perfect Bombshell
- realigned the hitspark for 2A
- Added the missing sound for landing after Strawberry Sunrise
- Included Season 1 palette, courtesy of CozySquirtle
So, in the next update for your characters, do you plan on giving them an AI?
Season 1/Season 2 RWBY Anime Styled palette for Ruby Rose in-coming!
(This one was waaay more challenging than what Yang's was...)
For some reason it's possible to sometimes walk through Ruby when she's taunting.
- Slightly increased the player width
- Adjusted the hitboxes during her taunt to fix a bug that allowed certain opponents to walk through Ruby during that animation
- Included Season 1 palette, courtesy of CozySquirtle
Shouldn't Yang be taking damage even though she has armor during her unrelenting fire super?
Sorry for the dumb question, but how do I change palettes?
You have to open the character and manually modify the palettes that are stored in the SFF.
0) Back up the SFF for the character. Travesties happen.
1) So open up whichever character in Fighter Factory 3. You're going to want the newest version for this.
2) Go to sprites mode and open up the advanced palette editor.
3) Down at the bottom above the left palette pane, you should see a slider that starts on "1,1". That's the first palette. Select the palette you want to change.
4) Open a the palette that you want in this slot (Open palette from a file...). [Top left button.]
5) Save by pushing "Commit changes to current palette..." [bottom left button.]
6) Repeat until finished. Save SFF. Now you're done.
Excuse me apon Is it possible to propose muteki chipp zanuff ai to Horn?
My only qualm is that Ruby feels like it promotoes mashing. Ganted, I haven't played BBTAG, so I can't tell if that's close to source.
do you have any consideration to work on the Persona side of characters at all this? The way they play wouldn't be out of place in the way you coded them.
My only qualm is that Ruby feels like it promotoes mashing. Ganted, I haven't played BBTAG, so I can't tell if that's close to source.
That is exactly how it is in Cross tag, each character has at least two auto combos.do you have any consideration to work on the Persona side of characters at all this? The way they play wouldn't be out of place in the way you coded them.
I don't plan on tackling any of the Persona characters just yet. But, if I were to do so, I would most likely work on either Mitsuru or Naoto.
My only qualm is that Ruby feels like it promotoes mashing. Ganted, I haven't played BBTAG, so I can't tell if that's close to source.
That is exactly how it is in Cross tag, each character has at least two auto combos.do you have any consideration to work on the Persona side of characters at all this? The way they play wouldn't be out of place in the way you coded them.
I don't plan on tackling any of the Persona characters just yet. But, if I were to do so, I would most likely work on either Mitsuru or Naoto.
Just a heads up, but I seem to noticed a few more minor issues with Yang and I forgot to mention some of them during my last feedback:
-Her crouching animation is sightly misaligned as her legs move a bit.
-The default hitsparks on the first two hits of her grab disappear too quickly and the ground fx acts weird when the opponent hits the ground on the bounce.
-The flames should fade away during her Strawberry Sunrise (Looks weird when it vanishes after a frame).
-I feel like there should be more impact when she punches the ground on the HP (Maybe something like a ground pound effect or flames emitting like in the Yellow trailer).
- I'll mess around with the hit sparks, but what exactly do you mean by the ground fx acts weird? Is it misaligned or something?-Since you noticed, the ground fx stop abruptly and the animation doesn't finish completely like the first two hitsparks on the grab.
- She actually does emit flames during semblance mode. I did add a ground pound effect from the fightfx, but it seems that I'll have to make it bigger. I could also try adding an envshake value to see if that helps.
Once again, thanks for the feedback.
EDIT: I think I might know what you mean by the weird ground fx now. Does the animation loop or stop abruptly? If that's the case, then I just have to get rid of the removetime value.
- Realigned all of yang's crouching sprites
- Fixed a bug where certain effects would loop or end abruptly if a certain set of fightfx was installed
- Added a fade out transition for the rising fire and strawberry sunrise effects
- Increased the size of the shock wave effect for 5C/jC, It also shows up in semblance mode now
- Added a landing sound to 5C/jC, as well as an envshake value for the semblance version
I´m actually surprised she won by THAT much, thou Gordeau was one of the best and favorites on this game.
Anyway, nice Ruby there, feels less restricted than Yang tho little less effective when trying to combo, guess that´s Yang´s balance in exchange for the range (not a BBTAG player)?
(https://i.imgur.com/zGzotod.png)
And Mika has won the tie breaker, making her my next project.
I'll have my WIP thread updated once I think she's ready to be shown off.
Who is Mika?
To be more specific, she's in Exe:Late[st], not Exe:Late or the original. In case Gladiacloud asks why she's not there even if it's the right game.Who is Mika?
Mika is from Under Night In-Birth, and is also one of the more recent DLC characters for Blazblue Cross Tag Battle.
This page should be able to answer any other question you might have about her:
http://in-birth.wikia.com/wiki/Mika (http://in-birth.wikia.com/wiki/Mika)
- 5B and Burst of Embers now auto guard against projectiles to reflect the upcoming balance patch for Cross Tag Battle
In CTB it's an aerial combo opener, but in your Yang, you cannot do any kind of combo after Cold Shoulder as the aerial distance is basically non-existant and the animation lock prevents you from comboing into it.
In CTB it's an aerial combo opener, but in your Yang, you cannot do any kind of combo after Cold Shoulder as the aerial distance is basically non-existant and the animation lock prevents you from comboing into it.
Actually, comboing from cold shoulder is only possible when Yang's semblance is active. This applies both here and in Cross Tag.
As you can see in this video, Yang is able to combo from cold shoulder after her semblance has been activated:
[youtube]https://www.youtube.com/watch?v=iUwsh4-YNz8&frags=pl%2Cwn[/youtube]
If you want to change the AI setting.
1. Open AI cmd file.
2. Search by ''AI設定''.
You can set up "Combo" "movement" "conter" "guard" with the following parts.
RubyYou have to type this:
Ruby/RubyAI.def
Put [CharacterName]AI.def and the [CharacterName]AI folder in the character's folder.
In select.def, you'll have to specify the path to the AI's def file. So in Ruby's case, instead of typing this in the select.def:Code:RubyYou have to type this:Code:Ruby/RubyAI.def
Yes, however, you have to adjust a few settings individually. Here are the instructions from Holn himself:QuoteIf you want to change the AI setting.
1. Open AI cmd file.
2. Search by ''AI設定''.
You can set up "Combo" "movement" "conter" "guard" with the following parts.
Hello @OHMSBY I'am back with another colors with Yang
(https://i.imgur.com/12ASbht.png) (https://i.imgur.com/bcOUy8w.png) (https://i.imgur.com/C59kobM.png)
(https://i.imgur.com/Hsk2Fjq.png) (https://i.imgur.com/cDKoCl1.png) (https://i.imgur.com/S6S8cMl.png)
(https://i.imgur.com/JPPxWz9.png)
Ok. I found the "combo" and others' settings, but I don't know what to adjust...
[State -2: VarSet];■AI+コンボ設定(combo)■
type = Varadd
triggerall=!ishelper
triggerall = var(59)=0 && AIlevel
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v = 59
value = 1 ;(ここを1以上にするとAIが入ります+コンボ設定。0~4)
[State -2: VarSet];■立ち回り設定(movement)■
type = Varadd
triggerall=!ishelper
triggerall = var(59)=[1,9]
triggerall=(RoundState =2)
trigger1 = (alive && ctrl)||var(59)>0
v = 59
value =10* 1 ;(立ち回り設定。0~3)
[State -2: VarSet];■超反応設定(counter)■
type = VarSet
triggerall=!ishelper
trigger1=var(54)-((ceil(var(54)/1000)-ifelse(var(54)-(ceil(var(54)/1000)*1000)<0,1,0))*1000) !=[100,199]
trigger1=var(54)<100000
trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger3=enemynear(helper(218),Var(36)),movetype !=A
trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v = 54
value = 7 ;(0~10、超反応設定。数字が高いほど攻撃に対する反撃が厳しくなる)
[State -2: VarSet];■ガード設定(guard)■
type = VarSet
triggerall=!ishelper
trigger1=var(54) <1000
trigger2=(helper(218),var(14)>0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)||(helper(218),var(14)=0 && helper(218),var(13) !=enemynear(helper(218),Var(36)),stateno)
trigger3=enemynear(helper(218),Var(36)),movetype !=A
trigger4=(enemynear(helper(218),Var(36)),AnimElemTime(1)=0 && enemynear(helper(218),Var(36)),stateno = helper(218),var(13) && helper(218),var(14)>2 )
v = 54
value =var(54)+1000* 8 ;(0~11、数字を上げるほど硬く。11で超反応で投げに対応)
Is that a Raven Branwen Pal?!
Looks like Holn put up two patches for Ruby and Yang, any idea what that's all about?
- Added special intro with Ragna (Soon to be released)
- Ruby can now rapid cancel Rifle Shot, Sy-pod Shot, and EX Buzzsaw after the projectile has made contact with the opponent
- Fixed an issue that prevented special intros from playing during turns mode
- Reduced the proration on Petal Dance
- Made some adjustments to the damage dampener
- Adjusted the hitboxes for some of the grounded normals, so that they won't hit the opponent from behind
- Yang can now rapid cancel fire cracker and EX fire cracker after the projectile has made contact with the opponent
- Fixed a bug that caused fire cracker to wiff at close range against certain characters
- Fixed an issue that prevented special intros from playing during turns mode
- Slightly reduced the proration on Unrelenting Fire
- Increased the cool down time after hitting with the running grab
- Made some adjustments to the damage dampener
Do you mind telling me why, exactly, it looks like she's fully invincible on top of being obnoxiously hard to hit?
Hello @OHMSBY I'am back with another colors with Yang
(https://i.imgur.com/12ASbht.png) (https://i.imgur.com/bcOUy8w.png) (https://i.imgur.com/C59kobM.png)
(https://i.imgur.com/Hsk2Fjq.png) (https://i.imgur.com/cDKoCl1.png) (https://i.imgur.com/S6S8cMl.png)
(https://i.imgur.com/JPPxWz9.png)
Is that a Raven Branwen Pal?!
This same overhead beats a super, and based on someone else's experiences with her, it broke a counter, too.
;---------------------------------------------------------------------------
[Statedef 230]
type = S
movetype= A
physics = S
juggle = 5
poweradd= 35
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2
[State 1, ]
type = PlaySnd
trigger1 = time = 0
value = 230, 0+random%3
channel = 0
[State 240, 3]
type = nothitby
trigger1 = time < 24
value = SCA
[State 240, 3]
type = nothitby
trigger1 = time < 24
value = SCA
Which one?
I strongly advice against doing this. The move already has a (questionable) large hitbox as is and making her invincible during it is overkill even if the move is unsafe on block. It means I can't even punish her with a DP or invincible super early.This same overhead beats a super, and based on someone else's experiences with her, it broke a counter, too.
I personally think its fine the way it is, I love seeing crazy stuff like this happen.
However, if you think she shouldn't be invulnerable during that move, then go into yang's folder, open up yang.cns with the text editor of your choice and scroll down until you find this:
Why are you trying to punish her with a DP or super anyway? DPs and supers are made for reversal/defensive purposes, not punish purposes. Dash up to her and start a punish combo with a normal.
Unfortunately, this means that the AI patches are outdated, and applying them as they are now may cause some problems. I have already notified Holn about this, so hopefully he will have the patches updated soon. I'll make a post about it here when he does.
overheads shouldn't have that kind of invul slapped onto it in the first place. It should be at least possible to poke her out of it before it even starts, and since she's airborne, it's a free combo for characters using newer-gen mechanics.
I hope the update also fixes Ruby doing her super for free, because it turns I wasn't imagining it after all and her AI can really do Petal Dance even if she has less than 1000 power. Don't know if this also applies to her other supers, I really can't decipher holn's AI coding.
Why are you trying to punish her with a DP or super anyway? DPs and supers are made for reversal/defensive purposes, not punish purposes. Dash up to her and start a punish combo with a normal.
I'm not dashing toward that huge hitbox.
No, this is a "be wary of situational awareness situation".Why are you trying to punish her with a DP or super anyway? DPs and supers are made for reversal/defensive purposes, not punish purposes. Dash up to her and start a punish combo with a normal.
I'm not dashing toward that huge hitbox.
and that is why you fail LUL I personally have no trouble fighting her at all and im using balanced characters. Not to be offensive but I feel like this is a "git gud situation"
No, this is a "be wary of situational awareness situation".Why are you trying to punish her with a DP or super anyway? DPs and supers are made for reversal/defensive purposes, not punish purposes. Dash up to her and start a punish combo with a normal.
I'm not dashing toward that huge hitbox.
and that is why you fail LUL I personally have no trouble fighting her at all and im using balanced characters. Not to be offensive but I feel like this is a "git gud situation"
No, this is a "be wary of situational awareness situation".Why are you trying to punish her with a DP or super anyway? DPs and supers are made for reversal/defensive purposes, not punish purposes. Dash up to her and start a punish combo with a normal.
I'm not dashing toward that huge hitbox.
and that is why you fail LUL I personally have no trouble fighting her at all and im using balanced characters. Not to be offensive but I feel like this is a "git gud situation"
I will put it this way, if you dont rush Yang, Yang rushes you. thats the type of character she is. I know because I played with her and against her enough to figure that out. She can get to you QUICKLY so there is no being wary around Yang you either read her, or you dont
- Increased the amount of time before Ruby reagins control after air dashing
- Fixed a bug where the dust from sliding after a run would follow Ruby while jumping
- Increased the amount of time before Yang reagins control after air dashing
- Fixed a bug where the dust from sliding after a run would follow Yang while jumping
- Increased the cooldown time for Fire Cracker
- Running B is no longer invurnerable and also had it's hurtboxes adjusted
It seems like you didn't adjust Ruby's intro with Ragna.
Also, is Ruby and Yang supposed to have infinite juggling?
- Added more Rose Petals to Petal Burst (Thanks to Takehaya Susanoo)
- Fixed Ruby's Turning Animations
- Added effects to the special intro with Ragna, made an adjustment to the animation as well
- Increased the height of Ruby's hurtbox during the dizzy animation
- Increased the height of Yang's hurtbox during the dizzy animation
- Fixed Yang's turning animations
- Upgraded to Ricepigeon's Damage Scaling System
- Upgraded to Nep Heart's Burst system (Ruby can now burst during custom states, but not during throws and supers)
- Added special intro with k6666orochi's Blake Belladonna
- Adjusted damage values
- Adjusted some animations
- Adjusted frame data on normals
- Fixed an error where Ruby could potentially chain into her normal grab with precise timing
- 2A can now only chain into itself twice
- 2B is now air blockable when used during a block sring
- Reduced the distance Ruby travels during gunblast
- The opponent can now recover from gunblast (sooner if it's used again in the same combo)
- New slash sounds
- Updated Mister Fael's Japanese snd
- Upgraded to Ricepigeon's Damage Scaling System
- Upgraded to Nep Heart's Burst system (Yang can now burst during custom states, but not during throws and supers)
- Added special interaction with k6666orochi's Blake Belladonna
- Improved some effects
- Adjusted damage values
- Adjusted some animations
- Adjusted frame data on normals
- Fixed an error where Yang would sometimes pass through the opponent during Burst of Embers or Burning Gold
- Fixed an error where Yang could potentially chain into her normal grab with precise timing
- During Burning Gold, Yang will now dash during the super pause, similarly to Azrael's Black Hawk Stinger
- Running B will now bounce the opponent higher up into the air on counter hit
- The opponent can now recover from Strawberry Sunrise
- Lowered the threshold that Yang's health needs to be at for Semblance Mode to kick in
- Semblance Mode now reduces the effects of the damage scaling instead of outright disabling it
Ruby:I found a bug and a few aesthetic issues:
-Her crouching B should be a medium slash sound.
-On Ruby's Petal Burst, I can barely hear the heavy slash sound of the last hit (I suggest you change all the slash sound hits of the pedals to light ones as the medium slash sounds override the volume of the heavy slash sound).
- All attacks now deal extra damage on counter hit
- Implemented incremental cornerpush and hitstun decay
- Fixed a misalignment issue with 5AA
- Made some adjustments to the slash sounds
- Added a landing sound at the end of Guillotine
- Added a slide effect at the end of the grouned A version of Gun Blast
- Counter message now shows up when countering with projectiles
- All attacks now deal extra damage on counter hit
- Implemented incremental cornerpush and hitstun decay
- Counter message now shows up when countering with projectiles
- Added landing sound to the end of 66B and Too hot to handle
Sweet. By the way, what is a good anti-air assist for Ruby for unotag.
Sweet. By the way, what is a good anti-air assist for Ruby for unotag.
That would be Ruby's 5BBB animation, just like in bbtag.
Hmmmmmm... Maybe OHMSBY Should Create A Arcana Heart Character In BBTAG Style.Maybe you should learn how to create characters instead of requesting them to be made
Hey, I really enjoy the Ruby and Yang you made. I thought I should show you a problem with one of Ruby's attacks being blocked mid combo when they should not be.I tested this myself against Training, but it seems like you are not using the B command normals fast enough. The last hit of the B command normals should have enough stun time for the combo to still hit. I've been holding back the whole time with Training and was unable to block mid combo just by pressing B very quickly. If you wait half a second before pressing B on the last command normal, then he'll block. Not sure if it's too short of a time or if the AI of those characters react much quicker, so correct me if I'm wrong.
https://streamable.com/95vmf
That also happens against infinites taskmaster and leona and when also when I fought R@ce's Jean with her. I don't know if it's Ruby or these pots clones that are causing that to happen. (her launcher being blocked or evaded when it should hit, this also happens when you try to combo into her astral)
Hey, I really enjoy the Ruby and Yang you made. I thought I should show you a problem with one of Ruby's attacks being blocked mid combo when they should not be.
https://streamable.com/95vmf
That also happens against infinites taskmaster and leona and when also when I fought R@ce's Jean with her. I don't know if it's Ruby or these pots clones that are causing that to happen. (her launcher being blocked or evaded when it should hit, this also happens when you try to combo into her astral)
To OHMSBY, if you do plan to update Ruby again to fix this, here's two minor aesthetics I forgot to mention a while back:
-There's no ground shockwave during Sy-Pod Shot (I realized Ruby slams Crescent Rose to the ground in order to shoot).
-There is no slide effect during Pedal Burst (I noticed when Ruby is sliding on the ground, there isn't one).
Correct me if I was wrong but I don't think those are presented in BBTag.No it's not, it's just personal aesthetics to make the character look better. Knowing me, I just like doing that for non-source accurate characters.
- Added Special Intro against Es
- Rifle Shot, Sy-pod Shot, Buzzsaw Blast, and Guillotine can now be canceled into Gun Blast on hit
- Adjusted animation times for Gunblast
- Shortened the travel distance on Gunblast
- Adjusted the launch trajectory on Rifle Shot
- Adjusted 5BB's hitstun
- Added shockwave effect to Sy-pod Shot
- Added slide effect to Pedal Burst
- Reduced cornerpush on Corkscrew Slice
- The opponent can now recover from Corkscrew Slice sooner
- The first two hits of Pedal Dance will now pull the opponent closer to Ruby if they are too far away
- Added a new overlay effect to Red Reaper
- The opponent now disappears after being KO'd by Red Reaper
- After a successful burst, none of Ruby's attacks will connect until the opponent has recovered
- Revised Hitstun Decay and Cornerpush systems
- Fixed an error where Ruby could rapid cancel her burst
- Red Reaper can no longer chip kill
- Revised Burst System
- Swish effects are now red and remain on screen for a little longer
- Ruby now makes use of custom fall states, bypassing fall.defence_up
- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Ruby in a powered up state that gives the following benefits:
+Health and Meter will gradually recover overtime (Unless you're taking damage)
+Damage output will be increased by 20%
+Timer will be frozen
+Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
+Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state
- Implemented throw escape system, the opponent can now escape Ruby's normal throws by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. However, throws are inescapable on counterhit
- New Burst icon
- New cut in portrait for astral heat
- Improved Astral Heat
- General Improvements for effects
- Realigned some sprites and adjusted some hitboxes
- Corkscrew Slice now launches the opponent in the opposite direction if it hits from behind
- jC can now be special canceled
- jC no longer influences horizontal velocity
- jC/5C now ground bounces the opponent
- Ruby is now considered to be in an aerial state from frames 37 to 52 of Guillotine
- Changed running grab's behavior
- Running grab can now be super canceled upon landing
- The landing hit of Buzz Saw now cause the opponent to ground bounce instead of stagger
- The timing for canceling other specials into Gun Blast is now much more lenient
- All versions of Gun Blast can now be canceled into themselves
- Adjusted Gun Blast Animations
- Fixed an error where Rifle Shot and Sy-pod Shot could be canceled into Gun Blast on block
- Significantly reduced Pause time for each hit during Petal Dance
- Fixed an error in the incremental cornerpush code
- Added special intro against Adachi
- For the sake of lowering the file size, the Japanese voice is now a separate download, which is available here:
https://drive.google.com/file/d/1AMBgu_8jwA1DM75YAVW6dar-1hYd5NuT/view?usp=sharing
- Japanese voice has also been updated for the Adachi intro
- Fixed an error where a ground bounce shockwave would appear misaligned and its sound wouldn't play
When are you going to update Yang with the Ultra Burst?When he gets around to it. How about a little more patience instead of asking? Coding/Updating characters take time.
When are you going to update Yang with the Ultra Burst?When he gets around to it. How about a little more patience instead of asking? Coding/Updating characters take time.
- Fixed an error where the Counter message wouldn't show up for projectiles
- Fixed an error where the AI could use the grounded versions of the gun blast follow ups in the air, leading her to sometimes stand in the air
- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Yang in a powered up state that gives the following benefits:
+Health and Meter will gradually recover overtime (Unless you're taking damage)
+Damage output will be increased by 20%
+Timer will be frozen
+Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
+Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state
- Implemented throw escape system, the opponent can now escape Yang's normal throws by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. However, throws are inescapable on counterhit
- New Burst icon
- New cut in portrait for astral heat
- New astral heat BG
- Improved Astral Heat
- Revised Burst System
- Yang now makes use of custom fall states, bypassing fall.defence_up
- Semblance can now kick in as long as Yang is in a Standing or Crouching Idle State, not just when she is in state 0
- 5B's armor no longer works against aerial attacks
- 2B and jB now have armor
- Armoring an attack with 5B, 2B, jB, or Unrelenting Fire will now trigger their semblance variants if semblance isn't already active
- Certain Attacks are now accompanied with gunblasts when semblance is active, dealing a little more damage and effectively increasing their reach
- 5C/jC now slam the opponent into the ground leaving them in a liedown state
- 5C/jC can now be special canceled or super canceled upon landing
- Fire Cracker/Bottle Rocket now detonate upon touching the ground
- Cold Shoulder now has less active frames but also travels faster
- Cold Shoulder is now immune to throws up until the last active frame
- General Improvements to effects
- Burning effect is now properly aligned on opponents who are in a liedown state
- General Hitbox Adjustments
- Fixed an error in the incremental cornerpush code
- Added AI
- Added special intro against Akatsuki
Yang has finally received the Ultra Burst update. Go ahead and redownload Yang.Quote- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Yang in a powered up state that gives the following benefits:
+Health and Meter will gradually recover overtime (Unless you're taking damage)
+Damage output will be increased by 20%
+Timer will be frozen
+Hitting the opponent with the Ultra Burst will launch them upward and will be unable to recover from it
+Hitting the opponent with the ultra burst will also grant 500 meter instantly
The time that the Ultra Burst state will last is proportionate to the amount of health lost prior to activating, Attempting an astral heat will immediately end the Ultra Burst state
- Implemented throw escape system, the opponent can now escape Yang's normal throws by inputting A+B, B+C, X+Y, or Z within 14 frames after being grabbed. However, throws are inescapable on counterhit
- New Burst icon
- New cut in portrait for astral heat
- New astral heat BG
- Improved Astral Heat
- Revised Burst System
- Yang now makes use of custom fall states, bypassing fall.defence_up
- Semblance can now kick in as long as Yang is in a Standing or Crouching Idle State, not just when she is in state 0
- 5B's armor no longer works against aerial attacks
- 2B and jB now have armor
- Armoring an attack with 5B, 2B, jB, or Unrelenting Fire will now trigger their semblance variants if semblance isn't already active
- Certain Attacks are now accompanied with gunblasts when semblance is active, dealing a little more damage and effectively increasing their reach
- 5C/jC now slam the opponent into the ground leaving them in a liedown state
- 5C/jC can now be special canceled or super canceled upon landing
- Fire Cracker/Bottle Rocket now detonate upon touching the ground
- Cold Shoulder now has less active frames but also travels faster
- Cold Shoulder is now immune to throws up until the last active frame
- General Improvements to effects
- Burning effect is now properly aligned on opponents who are in a liedown state
- General Hitbox Adjustments
- Fixed an error in the incremental cornerpush code
- Added AI
- Added special intro against Akatsuki
- Added Dash Dust to the running grab
- Fixed Turning animation