The Mugen Fighters Guild

M.U.G.E.N Central => The Finished Hall => FullGame development => Touhou: Gensokyo Reloaded => Topic started by: Ricepigeon on January 02, 2017, 06:34:26 am

Title: Ichirin Kumoi
Post by: Ricepigeon on January 02, 2017, 06:34:26 am
(http://i.imgur.com/2CeW0TV.gif)
Sprites: KON
Code: RicePigeon
Origin: Undefined Fantastic Object

Life: 1100
Wiki page: http://mugen.wikia.com/wiki/Ichirin_Kumoi_%26_Unzan/RicePigeon%27s_version

Movelist
Command Normals
Unzan Summon/Desummon: c
Overhead strike: F+z

Specials
Raging Running Fist: D,DF,F + x/y/z
Hanging Cloud's Iron Hammer: D,DB,B + x/y/z (Unzan inactive only)
North Mountain Wind of Mercy: D,DB,B + x/y/z (Unzan active only)
Handful of Floating Cloud: B,D,DB + x/y/z (Unzan active only)

Spellcards
Clenched Fist "Deadly Wind of Penitence": D,DF,F,D,DF,F + x/y/z (Lv1, Unzan active only)
Cumulonimbus "Foreseeing Nyuudou Cloud": D,DB,B,D,DB,B + x/y/z (Lv1, Unzan active only)
"King Kraken Strike": D,DF,F,D,DF,F + x+y+z (Lv3, Last Word)
"Thunderous Rage of an Angry Old Man": D,DB,B,D,DB,B + x+y+z (Lv3 Command Grab, Last Word)

Following in the footsteps of Byakuren, Koishi, and Mokou, Ichirin will be taking influence from her fighting game appearances in Hopeless Masquerade and Urban Legend in Limbo, but with a twist. This time around, her unique mechanic involves summoning Unzan, similar to the stand mechanic in JoJo's Bizarre Adventure. Like in HM/ULiL, she'll mostly be focused as a heavy hitting brawler type of character, focusing on trying to deal as much damage in as little hits as possible.
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on January 02, 2017, 06:37:40 am
(http://i.imgur.com/Ialfx4e.gif)

A brief demonstration of Ichirin's Unzan mechanic. Inspired by Heritage for the Future, Unzan can be toggled on/off with the C button. Having Unzan active essentially gives Ichirin a completely new set of Normals while altering her Specials. Seen here are Ichirin's two 5y attacks with Unzan both active and inactive.

Like the original mechanic in JJBA, the meter also pertains to Unzan as well, but that will be saved for a later time.
Title: Re: Ichirin Kumoi
Post by: IkuTronHD on January 02, 2017, 10:00:54 am
It's okay to mix mechanics from other games is very original.
Title: Re: Ichirin Kumoi
Post by: ComboAssassin20 on January 02, 2017, 01:44:50 pm
a character that could hype people
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on January 18, 2017, 07:04:20 pm
Apologies if progress on Ichirin seems slow. Rebalancing the current build of THRP is kinda taking priority at the moment.
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on February 02, 2017, 04:45:32 am
(http://i.imgur.com/0XYuTwJ.gif)
This system makes implementing each of her normals more tedious, doesn't it?
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on February 17, 2017, 05:31:41 am
(http://i.imgur.com/hcpwMlo.gif)
Raging Running Fist. Has two main variations depending on whether or not Unzan is active. Pictured are the versions while Unzan is inactive.
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on February 18, 2017, 02:51:11 am
(http://i.imgur.com/b5N7nHN.gif)
...and Raging Running Fist with Unzan active. Unlike the inactive version, this counts as a melee attack, so while this one cannot be airblocked, it does leave Ichirin vulnerable to projectiles. It's also significantly unsafe on block compared to the inactive version.
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on February 19, 2017, 07:15:42 am
(http://i.imgur.com/AoCdCES.gif)
Hanging Cloud's Iron Hammer. Usable only when Unzan is inactive. Causes groundbounce on hit. Unlike a similar move in Kanako's arsenal, it doesn't hit OTG.
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on February 20, 2017, 05:37:53 am
(http://i.imgur.com/xF5HV9A.gif)
North Mountain Wind of Mercy. Usable only while Unzan is active. Similar to her Unzan 6z in that its an overhead, but also causes wallbounce on hit. It's also very punishable on block, and also extends Ichirin's hurtbox during startup.
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on February 28, 2017, 05:42:22 am
(http://i.imgur.com/qOB8Sr6.gif)
Foreseeing Nyuudou Cloud. Melee spellcard with some startup invincibility. The range is a bit deceptive, in that the hitbox isnt as large as the range of Unzan's fists may suggest.
Title: Re: Ichirin Kumoi
Post by: Gator on February 28, 2017, 10:53:06 am
thanks!
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on March 03, 2017, 03:36:45 am
(http://i.imgur.com/RdNLpBo.gif)
Deadly Wind of Penitence. The range and damage is offset only by its startup and recovery, but Ichirin does have a few tools to set up this spellcard.
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on March 05, 2017, 12:59:25 am
(http://i.imgur.com/GA81HrO.png)

Time to go crazy
Title: Re: Ichirin Kumoi
Post by: IkuTronHD on March 05, 2017, 08:25:40 am
Byakuren
(http://i.imgur.com/u8ROAhd.png)

Futo
(http://i.imgur.com/XufP8Qu.png)

Gardevoir
(http://i.imgur.com/Xy91qWg.png)

Rin
(http://i.imgur.com/zfThnwG.png)

Shinki
(http://i.imgur.com/YmSuycI.png)

Zangief
(http://i.imgur.com/kXqQqCW.png)
Title: Re: Ichirin Kumoi
Post by: DoomBowser on March 05, 2017, 08:53:21 am
A couple for now, might do more later

(http://i.imgur.com/Rd7nHSR.png)(http://i.imgur.com/semARZF.png)

1. Byakuren.
2. ARRRRR, that be a fine vessel yeh got thar, too bad I'm gonna sink it and plunder its booty.

Edit: welp, looks like I was beaten the punch with Byakuren, serves me right for getting distracted. Oh well, not taking it down now.
Title: Re: Ichirin Kumoi
Post by: PlasmoidThunder on March 05, 2017, 04:13:05 pm
[avatar]http://i.imgur.com/rRvF5EC.png[/avatar]I made a few.

Jotaro:
(http://i.imgur.com/lh13gx4.png)

Jotaro (anime):
(http://i.imgur.com/OmNSi7b.png)

Jotaro (Part 4):
(http://i.imgur.com/euxZ11I.png)

Baby Bonnie Hood (uzi/basket):
(http://i.imgur.com/PYbWUnd.png)(http://i.imgur.com/7jCJ0KQ.png)

Dankey Kang:
(http://i.imgur.com/FCnRHCA.png)

Drifblim:
(http://i.imgur.com/uNfaPFv.png)

Hoopa:
(http://i.imgur.com/lXmYLvW.png)

Kid Goku:
(http://i.imgur.com/wzROtkG.png)

Kracko (with hints of Mecha Kracko):
(http://i.imgur.com/9jqn1rj.png)

Ring Man:
(http://i.imgur.com/gRw9ZNx.png)

I was going to do Cloud Man, but decided against it.
Title: Re: Ichirin Kumoi
Post by: RoySquadRocks on March 05, 2017, 05:02:58 pm
(http://i.imgur.com/ddqr3eo.png)
For Plague Knight! Hee Hee Hee!
Title: Re: Ichirin Kumoi
Post by: PlasmoidThunder on March 05, 2017, 05:19:15 pm
[avatar]http://i.imgur.com/rRvF5EC.png[/avatar]Gudine wanted me to submit his palette for him, so...

Double:
(https://cdn.discordapp.com/attachments/184063577714458635/287974288999579648/Eh.png)
Title: Re: Ichirin Kumoi
Post by: DoomBowser on March 06, 2017, 02:32:39 am
Three more:
(http://i.imgur.com/A2MiY6Y.png)(http://i.imgur.com/l8k1PzH.png)(http://i.imgur.com/QoJw6Wc.png)

1. Shou Toramaru
2. Kyouko Kasodani
3. Mr. hat is my friend, he helps me relax...
Title: Re: Ichirin Kumoi
Post by: _Data_Drain_ on March 09, 2017, 02:00:04 pm
I'm not too late, am I?

(http://i.imgur.com/ZudiEaA.png)

Sorry for the lack of palettes.... I was having a tough time thinking of an idea. But then, a Team Magma Grunt idea hit me out of nowhere. Hopefully it's decent enough.
Title: Re: Ichirin Kumoi
Post by: Ricepigeon on March 09, 2017, 05:27:34 pm
inb4 Courtney :p

and no, you're not too late.
Title: Re: Ichirin Kumoi
Post by: _Data_Drain_ on March 09, 2017, 08:13:59 pm
inb4 Courtney :p

and no, you're not too late.

What's funny is, it started out as a Courtney palette.... But, I figured the normal Grunt's colors went better. Since there's a lack of a good place to put the gold colors on Ichirin. Meanwhile, the normal grunts have less gold on them.
Title: Re: Ichirin Kumoi
Post by: Mr. Giang on January 24, 2018, 10:11:38 am
I know this is a bit out of topic but I have tried to tag-team-fied Ichirin in my MUGEN (with Uno Tag System) but whenever she tag-switchs with partners, Unzan will stay with them instead of leaving with her. I have tried to make her unable to switch teams with Unzan on with this:
Code:
[State -1, TagIn]
type = ChangeState
value = 1251110
triggerall = sysvar(4) = 1 || sysvar(4) = 15
triggerall = NumPartner && NumEnemy
triggerall = RoundState = 2
triggerall = Partner, life > 0
triggerall = Partner, StateNo = [1251112,1251114]
triggerall = Partner, Time >= 40
triggerall = (MoveType != A && StateType != A) && (Ctrl = 1) || StateNo = 0
trigger1 = command = "palit"
trigger1 = AILevel <=  0
trigger1 = root,numhelper(21000)=0;<---Unzan on?
trigger2 = AILevel >  0
trigger2 = Random < (ifelse((LifeMax/Life > 120), 120, LifeMax/Life)+((EnemyNear,statetype=L)*25))
trigger2 = Life < Partner, Life && Partner, Time > 1 * TicksPerSecond
trigger2 = EnemyNear, movetype != A
trigger3 = AILevel >  0
trigger3 = Life < Partner, Life && Partner, Time > 1 * TicksPerSecond && Life < LifeMax * (LifeMax*0.55)
trigger3 = Random < ((ifelse(LifeMax/Life > 10, 10, LifeMax/Life) + (10+ifelse((EnemyNear, StateNo > 5000),25,1))) * ifelse((Life < Partner, Life), 1.45, 0.5))
trigger3 = Partner, Time > 1 * TicksPerSecond
trigger3= EnemyNear, statetype = L || p2bodydist x > 250 && EnemyNear, movetype != A
trigger4 = AILevel >  0
trigger4 = Life < 150 && Life < Partner, Life
trigger4 = EnemyNear, statetype = L || p2bodydist x > 200 && EnemyNear, movetype != A
trigger4 = Random < (125*(AILevel**2/64.0))
But I have no success so far. Is it possible to do this though?