Posted by Zzyzzyxx
in [WARNING: Sexual Content] Kira by Choiyer (Original by NHK) released (Started by Duos January 27, 2013, 08:02:28 pmBoard: Found Releases
Posted by Zzyzzyxx
in [WARNING: Sexual Content] Kira by Choiyer (Original by NHK) released (Started by Duos January 27, 2013, 08:02:28 pm
Posted by Zzyzzyxx
in [WARNING: Sexual Content] Kira by Choiyer (Original by NHK) released (Started by Duos January 27, 2013, 08:02:28 pm
Posted by Zzyzzyxx
in 6 Most Popular Mugen Characters (Poll added) (Started by RobotMonkeyHead January 20, 2013, 11:07:04 pm
Posted by Zzyzzyxx
in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 pmI don't know if XCB knows about this. His cmd specifies p2movetype != H for her air throw. Because of this it will never hit a falling opponent (he's in a hitstate) and her challenge mode can't be cleared.
But the air grab can't combo! Why you torture me D:
Posted by Zzyzzyxx
in CvS Bluestreak By Diepod and Jesuszilla (Started by Diepod January 01, 2013, 12:33:40 am
+ kick, the opponent will glitch and fly to outside of the screen.
Posted by Zzyzzyxx
in The Usefulness of Insulting, Parodic 'Feedback Videos' (Started by Killer Kong January 02, 2013, 05:51:12 pm
Posted by Zzyzzyxx
in Does this thing exist?/who is the author?/etc. thread. (Started by Messatsu August 26, 2007, 08:29:40 pmI believe Jessica Smoke converted Bison from SFTM into Mugen.
Posted by Zzyzzyxx
in Does this thing exist?/who is the author?/etc. thread. (Started by Messatsu August 26, 2007, 08:29:40 pm
Posted by Zzyzzyxx
in Robot Unicorn Attack Stage (Started by Ness December 18, 2012, 04:29:41 am
Posted by Zzyzzyxx
in Akiko Minase (0.90) (Started by Ryon December 15, 2012, 02:36:16 am
+ X infinitely in the corner
+ attack and counter her before she falls
Posted by Zzyzzyxx
in Supergirl, Dhalsim, Aoko, Arcueid (Updated 01/24/2013) (Started by Rajaa December 12, 2012, 04:34:18 pm
+ LP >
+ MK >
+ LP ), repeat.
Posted by Zzyzzyxx
in Sagat + KFG update...? (Started by DW December 09, 2012, 04:29:06 amIndeed it counts as a hit, unfortunately.
Nope. I guess when a move is parried, it's treated as it hit...?
I suppose I'll have to do something like this to prevent that from happening...?
Posted by Zzyzzyxx
in Sagat + KFG update...? (Started by DW December 09, 2012, 04:29:06 am
Posted by Zzyzzyxx
in Supergirl v1.0a (Started by Toni December 03, 2012, 09:28:39 am
Posted by Zzyzzyxx
in Does this thing exist?/who is the author?/etc. thread. (Started by Messatsu August 26, 2007, 08:29:40 pmhttp://i.imgur.com/Cea4O.pngLiked this stage. Info?
Posted by Zzyzzyxx
in Character's opponent goes below the ground after certain attacks (Started by Toni November 28, 2012, 12:45:19 am
Posted by Zzyzzyxx
in Kairi from Street Fighter EX + edits 1st version (UPDATE 05/03/2013) (Started by Mr.Karate JKA November 15, 2012, 03:36:12 am
Posted by Zzyzzyxx
in Let's create the "perfect testing/developing Mugen" (Started by Cybaster November 18, 2012, 11:53:56 pm[State -2, Recover in Ground]
type = SelfState
triggerall = roundstate = 2
triggerall = alive
triggerall = CanRecover
trigger1 = stateno = 5050 || stateno = 821
trigger1 = Vel Y > 0 && Pos Y >= Const(movement.air.gethit.groundrecover.ground.threshol d)
value = 5200
[State -2, Recover in mid air]
type = SelfState
triggerall = roundstate = 2
triggerall = alive
triggerall = CanRecover
trigger1 = stateno = 5050
trigger1 = Vel Y > Const(movement.air.gethit.airrecover.threshold)
value = 5210
[State -2, Recover in Ground]
type = SelfState
triggerall = roundstate = 2
triggerall = alive
triggerall = CanRecover
trigger1 = stateno = 5030 || stateno = 5035 ||stateno = 5050 || stateno = 821
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 5200
[State -2, Recover in mid air]
type = SelfState
triggerall = roundstate = 2
triggerall = alive
triggerall = CanRecover
trigger1 = stateno = 5030 || stateno = 5035 ||stateno = 5050
trigger1 = Vel Y > -1
value = 5210
I use Splode's Hiryu to test upper bounds on super jump-compatible stages. Super jump, then QCF+LP. A lot simpler for me than, say, changing KFM's values to give him unlimited double jumps.My method for testing upper bounds is really simple.
[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype = Up ;Make p2 use "Up" type animation on hit
damage = 155, 12
getpower = 0
priority = 5
guardflag = MA
pausetime = 30,30
sparkno = 3
sparkxy = 0,-110
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 26
ground.hittime = 28
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
envshake.time = 25 ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0 ;Prevent p2 from recovering
fall.damage = 70 ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6 ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100 ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10 ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8 ;Accelerate p2 downwards rapidly
Posted by Zzyzzyxx
in Let's create the "perfect testing/developing Mugen" (Started by Cybaster November 18, 2012, 11:53:56 pm
Posted by Zzyzzyxx
in Let's create the "perfect testing/developing Mugen" (Started by Cybaster November 18, 2012, 11:53:56 pmyou don't really need a grappler to verify mid.pos and head.pos cos you can use a small explod with a centered axis but myah.Training by Stupa can verify our head.pos and mid.pos:
