Got an update brewing. Plan to be done with Black after this so its pretty beefy atm
Spoiler, click to toggle visibilty
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CHANGELOG - 01-08-2018-00/00/0000
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-----------------------------GENERAL-----------------------------
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-Light Righteous Flurry has had its single point scaling property removed
-Attack has been changed from 110 to 100 (was messing with damage scaling, making the minimum amount of damage 8 instead of 7)
-In addition to the attack value change, new code has been added to essentially replace the need to have Attack be 110
-Focus Attacks hitbox has been extended on both axis'
-Sounds were added for charging+charging completion
-New Move! Rising Justice!!! Coded by R3dgrave and edited by myself, Black performs a Shoryu Reppa style super that knocks the opponent in to the air.
Similar to Rapid Heel Barrage, Black gains control after the attack. Mess around! Input is QCB+2P and is EX ONLY, and can only be done when cancelled from
another move
-Per request, Hurricane Heel now causes the screen to shake on hit
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----------------------------BUG FIXES----------------------------
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- Fixed a coding error where fireballs would be the Light variant discounting the third blast (Project 13)
-FighterZ intro is no longer buggy (you could walk before it was done)(AVPBoy)
-The last blast in Divine Rush no longers stays on screen against himself on KO. It also doesn't flip when it doesn't KO (animation issue)
-EX Tatsu now binds the opponent, making its significantly more consistent
-At times during tweaking, Black would not enter his Mirror match intro properly. Code was added to ensure the certainty of both players
entering the appropriate states
-The SF3 Hyper Kill BG has been fixed, as its triggers were not the same as other Hyper Kill BGs
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-----------------------------SUPERS------------------------------
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-Shippu Jinrai Kyaku was added (QCFx2+K) taking obvious inspiration from Kens titular Super from the Street Fighter 3 series. During the tatsu portion
of the super, Black has control, leading to a lot of neat potential options. Experiment!
-The opponent now lies down correctly after Resentful Angel. The punch sounds/sparks have also been replaced with slashes (thought EXDoragons version was
cooler and more appropriate)
-Resentful Angel now has a unique winpose upon K.Oing the opponent
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----------------------------EMO MODE-----------------------------
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-EMO Clone Attacks now trigger a sound when activate
-Clone Rush now inflicts no chip (honest mistake)
-Damage scaling while in Emo has been altered. Values below
EMO LEVEL| SUPER MULIPLIER| DAMAGE MULTIPLIER|
3 | 27% | 20% |
2 | 18% | 13% |
1 | 9% | 7% |
WAS | N/A | N/A |
3 | 25.5% | 18% |
2 | 17% | 12% |
1 | 8.5% | 6% |
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Please leave your suggestions/feedback/contributions. Odds are once this update comes out, i'm done.
Of which, thank you to everyone who downloaded the character or submitted feedback. Have learned a lot while making him