Mika Tornado has 27 frames of inv, so she's invincible from startup to the end of the move's active frames.
It can't possibly have been like that in either UNIB or Cross Tag.
She's invincible during the followup too, so you can increase that further if you want.
That's a lot of inv for a DP.
The whoosh sounds (from Smash 64...?) come out many frames too early.
You'd expect them to come out on the frames where there's significant motion, not several frames before.
Here you go, friend!
Now then, time for some feedback from a friend of mine.
good char but he needs to improve a little AI, did not give much fight xDHe already said in his previous releases that he isn't good at doing AI. I wouldn't count on it.
Here you go, friend!
Once again, nice work. From now on, I'll have to PM you for small ports whenever I get started on another character.
-Mika can still perform EX Cannon and EX Missile even if she has no meter.
-Mika Cannon (B and the EX version) and Hip Strike is unblockable (Not sure if it's supposed to be as I haven't played either games with her in them, but Mika Galaxy makes sense since it uses the full meter though).
-A rare occurrence where she trips the ground during her intro doesn't have ground fx.
-I personally think it would sound better if you put swing sounds on the animation where she misses her grab, Mika Hip Strike, and Mika Cannon.
If you ok,
I hope Japanese voice snd file.
Sounds good! All I require is a standing/idle sprite (possibly one with their mouth open as well for example wold be Mika's small port, I needed to see if her mouth shared colors with her skin, in which case, it did.) and the big port.
- Changed the small port to CozySquirtle's Cross Tag port, the previous small port is now an alternate
- Reduced the invul time for Mika Tornado
- The follow up version of Mika Twister no longer has invul frames
- Made some adjustments for when the whoosh sounds play
- Added effects to Mika's tripping and falling animations
- Fixed a bug that caused Mika to immediately go into her landing animation upon using jC close to the ground
- Fixed a bug that allowed Mika to use her force breaks without having the required amount of meter
Is it possible to have it so that i can make it so the burst meter moves to a different area for p3 and p4 during simul?
This is mostly for my own personal tag system (that isn't uno or add004) so I was just asking since I can apply it myself but thanks for the response
Ragna has gotten the most votes, making him my next project. Thanks for participating.
Nice! Ragna is next. Are you going to use his english or japanese voices?
Edgy Angry Lolicon
However, since his voice clips from cross tag have yet to be ripped, I'll have to use his voice clips from Chronophantasma.I can rip them for you.
i'd love to see you tackle the DBFC characters since theyre made in the same sprite style and would fit perfectly in your system. the only difference is that the sprites are slightly larger than the UNIB characters.
Imagine Akira Yuuki and Shana in these styles :0
I can rip them for you.
That would be extremely helpful. Thank you so much.No problems. I'll post it in a separate thread along with Noel, Hazama, Hakumen, Nu-13 and Merkava. It's about time someone does it.
her damage scaling could be slightly more lenient since I've noticed how some attacks get unproportionately scaled at times (like her lv1 super doing less than even have its original damage even during small combos).
Second, her Burst will fail to activate anytime she's put into a custom hit state, even those that behave like a normal hit state. For the second issue, I'm facing the same identical obstacle as this since I'm trying to find a way to make my own Sayaka's Burst work when she's put in non-cinematic custom hit states. If you find a way to fix this problem, let me know, I'd like to give my character the same fix too! =)
Do you plan on replacing GFX and SFX at some point in the future?
Also, Ragna's voice clips have been uploaded, so, you can now use those instead of his CP sounds.
All her attacks remain in "Movetype = A" even after the hitdef expires. This can create a lot of false positives such as confusing the AI and making Mika more susceptible to her opponent's counter bonus even she is no longer in attack state. I would recommend having every statedef that is an attack be set with a statetypeset of "Movetype = I" on all animation elements right after the last hitbox is active.
I don't know if this was changed in Cross Tag, but in UNIST, Mika's hurtboxes are a bit wider than what you've used, and her crouching hurtbox is identical to her standing one.
I kinda feel the same way. I'll have to edit the dampener to ease up on certain moves, especially Mika Revolution.
I've been having a hard time figuring this out as well. As it turns out, Neat Unsou's Nu-13 has this issue too. I kind of just learned not to worry about it, since all of the characters in my main roster don't restrict bursts that way.
Oh, forgot to add that on supers, you may want to add "p2defmul = 1" for every super pause state controller since MUGEN automatically defaults to dividing damage of supers during combos by 1.5 whenever a super pause occurs.
Also, do you have a link to that hitbox viewer? The only unist hitbox viewer that I know of has been taken down by a cease and desist.
https://github.com/LegendaryBlueShirt/UnielViewer/releases
Though you need the game files from the PS3 version of UNIST, specifically each character's .pac file.
- Fixed a bug that caused Mika's liedown gethit animation to loop
- Reduced the proration on Mika Revolution
- Increased the start up time for EX Canon, it is now in between that of the A and B versions
- Made some adjustments to the damage dampener
- Increased the amount of time before Mika reagins control after air dashing
- Fixed a bug where the dust from sliding after a run would follow Mika while jumping
- Fixed a bug that caused Mika to go backwards during EX Canon if the opponent is behind her
- Fixed Mika's turning animations
@OHMSBY I noticed during simul her intro dissapears..."This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea."
@OHMSBY I noticed during simul her intro dissapears..."This character was made with only single and turns mode in mind, so using this in simul mode is probably not a good idea."
This was clearly mentioned on the readme.
- Upgraded to Ricepigeon's Damage Scaling System
- Upgraded to Nep Heart's Burst system (Mika can now burst during custom states, but not during throws and supers)
- Adjusted Damage Values
- All attacks now deal extra damage on counter hit
- Fixed an error where Mika could potentially chain into her normal grab with precise timing
- Adjusted frame data on grounded normals
- Mika now slides forward a bit during 2A
- 5BB can now be inputted even after 5B has whiffed
- Mika Missile is no longer an overhead
- The opponent can now recover from Mika Twister sooner
- Reduced the travel speed on EX Canon
- Added ground shatter effects
- Added special intro with Waldstein
By the way, could you send a link to the latest update of Ranga?
- New system mechanic: Ultra Burst. Burst can now be used in a neutral state, and doing so will put Mika 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 Mika'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
- Revised Burst System
- After a successful Burst, none of Mika's attacks will connect until the opponent has recovered
- Fixed an error where Mika could rapid cancel her burst
- Implemented Incremental cornerpush and hitsun decay
- It is now possible to cancel running grab into Mika Revolution
- General Improvements to effects and sounds
- General Animation adjustments
- Increased landing lag upon flying into the ground with Mika Missile
- jB is now chargeable
- Reduced active frames for jC's landing
- A and EX versions of Mika Cannon are now blockable if the opponent is already in guard stun, they are unblockable otherwise
- Normal throw now behaves more like it does in the source games
- Mika now gets a bonk on the head during her end of the match win pose
- Improved Astral Heat
- Added AI
I don't think its a bug with Mika, it could be a bug with Baraka and IIRC, Baraka hasn't been updated in a few years. I had a similar problem with said Baraka.
- Mika Canon is now immune to throws up until the last active frame
- Fixed the misaligned hitspark on jB
- Fixed an error in the Incremental Corner Push code
- Fixed an error where the ground bounce effect would play twice after the opponent lands from Mika Hip Strike