Hmmm...this is just me, but I'm a bit curious about Kirby. I'm guessing since it says "Kirby Super Star" you're gonna grab SNES sprites and try to make a character out of that, ya?
I'm going to use Seku's sprites:
(https://i.imgur.com/tGPKFge.png)
However, they will be modified to have proper indexing, so Kirby can actually have more than one palette.
-Fixed a bug that caused Terumi to suddenly scoot back a few pixels after using Retaliating Fang
-Added the sheath sound effect to the run stop animation
-Most of the time, Terumi doesn't finish the Jumping A animation before he touches the ground so the knife sheathe sound doesn't play (Although, I'm not sure if it's possible to fix as if he's high enough in the air and performs the attack and the knife sheathe sound does play, it would play it twice when he touches the ground if you do it that way. Just thought I might ask if it's possible).
Also, congrats on winning CotM since you now have a green trophy besides the contributor star.
-AI gets too trigger-happy with the anti-air from what I've seen. A clean empty jump's going to screw him over.
-Jabbing from afar makes him airdash immediately. People can exploit this to make him airdash as the round starts and get easy anti-airs. This is LETHAL against BB's granddaddy, Guilty Gear, especially if he's up against something like Sol, Chipp or Slayer.
-Why can he combo after his Burst?
I think an X Velocity trigger that detects whether the opponent is jumping towards or away from Terumi may be able to fix this, I'll have to try it out.
This might have been a result of me trying to get the AI to react to projectiles, and it seems that regular attacks are being picked up up in the detection as well. I'll have to look into this.
- Made some adjustments to the burst animation
- Increased the cornerpush on burst
- When bursting in the air, Terumi will no longer have control until he touches the ground
- Made some slight adjustments to the launch trajectory for the final hit of Retaliating Fang and the first hit of Dungeon of Serpents
- Made some adjustments to the AI
- All attacks now deal extra damage on counter hit
- Running A will have increased hitstun on counter hit
- 5C now causes the opponent to stagger on counter hit
- Fixed an error where the forward throw registers one extra hit
- New slash sounds
You can beat Holn A.I patches but in a scrub way XDD
- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Terumi 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 Terumi'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
- Revised Burst System
- After a successful Burst, none of Terumi's attacks will connect until the opponent has recovered
- Fixed an error where Terumi could rapid cancel his burst
- AI no longer dash dances
- Terumi now makes use of custom fall states, bypassing fall.defence_up
- Implemented Incremental cornerpush and hitsun decay
- Changed Scale from .315,.315 to .33,.33
- Added special intro against Kokonoe
- New alternate Japanese .snd file available here:
https://drive.google.com/file/d/1smzE0nkGfVkrWoHNdIShsMZ3KqXsgjt1/view?usp=sharing (https://drive.google.com/file/d/1smzE0nkGfVkrWoHNdIShsMZ3KqXsgjt1/view?usp=sharing)
Hold up, does that means new updates comes with AI???
A bit nitpick from my part but:
- All of his jump attacks cause debug floods.
- Standing C doesn't drain opponent's power.
- Fixed an error where jump attacks caused debug flood
- Fixed an error where 5C didn't drain the opponent's power
- Fixed an error in the incremental cornerpush system
- Ultra Burst's aura effect will be temporarily disabled whenever Terumi is in a custom state
- Added dash dust effect to running grab
- Added special intro against Susanoo
- Frame data adjustments
- Damage Scaling Adjustments
- Additional Effects
- Retaliating Fang is now immune to throws up until the last active frame
- Adjusted the hiboxes on 5A, 5AAA, 2A, and 4A so they can hit smaller characters more consistently
- Changed animation for Dead Angle Attack
- It is now possible to chain into 4A from 5B or 5BB
- Adjusted launch trajectory for aerial Gleaming Fang, 2A, and 2B
- Increased jump height during the first attack of Dungeon of Serpents
- Added special intro against Iori Yagami
- Japanese SND has also been updated. Get it here:
https://drive.google.com/file/d/1smzE0nkGfVkrWoHNdIShsMZ3KqXsgjt1/view?usp=sharing