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Alucard (Update 2/11/2019) (Read 3710 times)

Started by Mr.Giang, August 20, 2018, 03:22:42 pm
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Alucard (Update 2/11/2019)
#1  August 20, 2018, 03:22:42 pm
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Character demonstration + Download:


Tag system:
Start - Partner assist
z+c - Tag in/Tag out
D,DF,F,z+c - Tag Team Hyper

Traits:
- Regenaration: Can regen 1HP per sec.
- Throw can steal opponents' power.

Normal:
X - Weak
Y - Medium
Z - Strong 
A - Dash
B - Throw (can be teched)
C - Summon 3 random familiars (Cop, Dandyman or Rinkle).

Special:
D,DF,F, x/y/z - Hellhound (Alucard turns his arm into a hellhound. Z version causes wallbounce)
F,DF,D,DB,B,x/y/z - Lifesteal (A command grab. Alucard dashes forward, steals opponents life. Fully invincible during active.)
F,D,DF,c or B,D,DB,c - Stalking Vampire (Alucard dashes forward or backward while being fully invincible)
B,DB,D,x/y/z - Immortal Vampire (LV1): Zero Counter move. Gradually heals Alucard for 100 HP while pushes opponents away.

Hyper:
D,DB,B,D,DB,B + attack - Hellhand (LV1): Summon a Hellhand from underground at opponents' feet after a delay. Unblockable grab, can hit OTG. Can work as combo-ending or extended when time right with Checkmate.
D,DF,F,D,DF,F + attack - Hound of Baskerville (LV1): Summon a Giant Hellhound. Can work as combo-ending for Hellhound.
D,DB,B,D,DB,B + 2 attack - Soul Release (LV3): Counter attack. When hit, Alucard will unlease his full power and push enemy away. During the next 108 seconds, Alucard's familiars will randomly appear to attack opponents.
Tag Team Hyper only: Bat Swarm and Bullet Storm.
Last Edit: February 11, 2019, 03:30:30 pm by Mr.Giang
Re: Alucard (Edited by Mr.Giang)
#2  August 20, 2018, 03:36:37 pm
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should this be on edits and addons 1.0+

also alternate link please because i don't want to be a member of this mugen website
Re: Alucard (Edited by Mr.Giang)
#3  August 20, 2018, 03:40:07 pm
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Re: Alucard (Edited by Mr.Giang)
#4  August 20, 2018, 03:45:22 pm
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Re: Alucard (Edited by Mr.Giang)
#5  August 25, 2018, 03:07:25 am
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Re: Alucard (Edited by Mr.Giang)
#6  September 09, 2018, 06:15:39 pm
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Updated:
- Soul Release's reworked: Now summon Alucard's undead armies (Nazi Vampires, Iscariot Soldiers and Knights of Wallachia) instead of trait familiars (Thanks Tyrants for the sprites).
- Alucard now can use his trait during Soul Release.
- Updated animations of the following moves: Stalking Vampire, Immortal Vampire.
- S.Light's powergain reduced from 40 to 20.
- S.Light's powergive reduced from 20 to 10.
- Cleaned up unnecessary files.
- Fixed a glitch which made Immortal Vampire's bat unable to destroyself properly.
Re: No Life King Alucard (Update 12/25/2018)
#7  December 25, 2018, 03:45:24 am
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This guy is a real mess. More updates will come to make him more playable but this is definitely good enough for now as I don't want to make too many dramatic changes.
New familiar changes: https://streamable.com/jz7k7
Recovery slide: https://streamable.com/mtwod
New Hellhound Z in action (failed combo though): https://streamable.com/xx6fb
More combo possibility for Alucard: https://streamable.com/n92ek
Update:
- HP reduced from 950 to 900.
- Updated with more polished effects (dash, Level 0 Form transition,...).
- Updated hitsparks, CLSN boxes and hitsounds.
- More unused files cleaning.
- Major frame datas changes as well as hittime, pausetime and other stuffs to make him at least more playable.
- Added a new command normal: Fatal Launch (f.Z) - A kick that launches opponents. Can be jump-canceled.
- Now can slide recovery after being knocked down.
- Recoded throw. Opponents no longer can use Burst System while being grabbed. Alucard ends with 1 Jackle shoot after a successful throw.
- Alucard's Familiars are no longer affected by damage dampen.
- Cop Familiar's damage reduced from 10 to 5.
- Rip Van Winkle now shoots 3 blue bullets that can slightly home opponents instead of an unblockable bullet.
- Dandyman now unleashes a barage of cards that will hits opponents instantly.
- Hellhand's input command changes to D,DB,B,D,DB,B + attack.
- Hound of Baskerville's input command changes to D,DF,F,D,DF,F + attack.
- Doggy now lasts 100f on screen before disappearing.
- Lifestealer's start up of all versions increased by 10f.
- Lifestealer's heal/damage increased from 5 to 7.
- Hellhound's input changes to D,DF,F + attack.
- Hellhound X/Y no longer can be canceled into Jackle shoot.
- Hellhound X/Y now uses timemod trigger.
- Hellhound X/Y's damage increased from 25/5 to 35/10.
- Hellhound X/Y's knockback increased.
- Hellhound Z now hits once.
- Hellhound Z now causes wall-bounce and can be dash-canceled, jump-canceled or cancel into Jackle (pressing Z).
- All air-attacks now can be chained.
- Casull and Jackle's shoot now has hurtboxes.
- Standing Casull now changes into Jackle.
- Standing Medium Attack is no longer chargable.
- Jump Medium's hurtbox increased.
- C.Medium hit vel increased.
- Jump Light now can chain into itself.
- Fixed cross-up glitches.
- Fixed underground juggle.
- Removed Checkmate hyper.
- Removed Ex-version of Hound of Baskerville.
Re: Alucard (Update 2/11/2019)
#8  February 11, 2019, 03:31:00 pm
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Update:
- Added Taunt.
- Fixed a glitch that causes bullets unable to calculate damage dampen properly.
- Fixed a glitch that makes Level 0 unable to be performed.
- Fixed a glitch that makes Hellhand unable to count hit properly.
- Bullets now can be destroyed by other projectiles.
- Hellhound Z's damage reduced from 120 to 100.
- Now can perform delayed hypers in Tag Mode.
Re: Alucard (Update 2/11/2019)
#9  February 12, 2019, 10:09:38 am
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Character is not updated. Latest version of the files are from 9/9/2018.
Re: Alucard (Update 2/11/2019)
#10  February 12, 2019, 10:29:06 am
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Re: Alucard (Update 2/11/2019)
#11  February 12, 2019, 11:15:13 am
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Cool, now for some feedback:

-During one of Alucard's intros where he shoots that soldier in the head, he should fade away instead of disappear by a frame so it feels more natural.
-Hound of Baskerville deals more damage than Hellhand despite being level 1.
-There are no hitsparks or guard sparks when Alucard's familiars hit the opponent during Soul Release.
-The throw has no blood sparks when it successfully hits and the last hit where he fires Jackal to the opponent doesn't have a hitspark.
-The opponent should freeze for a few seconds when hitting Alucard during Soul Release until Alucard's animation finishes completely (It doesn't feel right when the opponent can move around during that time).
-Just a small aesthetic, but since you changed his standing Z to use Jackal instead of Casull, the gun sound used when shooting Casull when crouching is actually Jackal's.
-I personally think you should randomize the gun animation where he either fires Casull or Jackal during his standing Z (Or change it back to Casull and make a D,DB,B Z move so he uses Jackal to shoot as that gun is supposed to be more powerful).

Will post again if I find anything else.
Re: Alucard (Update 2/11/2019)
#12  February 13, 2019, 01:46:50 am
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-Hound of Baskerville deals more damage than Hellhand despite being level 1.
It is meant to be as Hellhand is a OTG combo extender/nigh-global punishing tool while Hound has a very limited use, mostly acts as a pure combo ender/situational anti-air.

-I personally think you should randomize the gun animation where he either fires Casull or Jackal during his standing Z (Or change it back to Casull and make a D,DB,B Z move so he uses Jackal to shoot as that gun is supposed to be more powerful).
Not a bad idea by its own but his standing Casull's sprites look really bad so I got rid of it. Would be a great idea I could work on if he had a better spritework.

-The opponent should freeze for a few seconds when hitting Alucard during Soul Release until Alucard's animation finishes completely (It doesn't feel right when the opponent can move around during that time)..
Due to the nature of Soul Release (it's an outright broken move: last nearly forever, has unblockable initial burst that can potentially lead to combo), I want opponents to prepare carefully before the hoard comes (reposition, tranformation, build meters, set traps around the stage, armored up or just simply try to dodge the initial burst if they have evading move...). That being said, it does look better when I pause a few frames. I will get into that.

-During one of Alucard's intros where he shoots that soldier in the head, he should fade away instead of disappear by a frame so it feels more natural.
-There are no hitsparks or guard sparks when Alucard's familiars hit the opponent during Soul Release.
-The throw has no blood sparks when it successfully hits and the last hit where he fires Jackal to the opponent doesn't have a hitspark.
-Just a small aesthetic, but since you changed his standing Z to use Jackal instead of Casull, the gun sound used when shooting Casull when crouching is actually Jackal's.
Got it. Those hitsparks must have been lost during the code cleaning. I will work on them eventually. Not sure about the Jackal/Casull's gunsound though as it seems that there are no clean sound of those for me to work with atm.
Last Edit: February 13, 2019, 01:51:22 am by Mr.Giang
Re: Alucard (Update 2/11/2019)
#13  February 13, 2019, 09:26:21 am
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Do you have any idea to make schrodinger mode?
Re: Alucard (Update 2/11/2019)
#14  February 13, 2019, 10:19:42 am
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Do you have any idea to make schrodinger mode?

Yes. To do so, I just need to remove all of his specials and hypers while giving him auto dodge for the entire duration of the match ¯\_(ツ)_/¯. Ain't sound very exciting though.
Last Edit: February 13, 2019, 10:25:09 am by Mr.Giang
Re: Alucard (Update 2/11/2019)
#15  February 13, 2019, 05:54:26 pm
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Do you have any idea to make schrodinger mode?

Yes. To do so, I just need to remove all of his specials and hypers while giving him auto dodge for the entire duration of the match ¯\_(ツ)_/¯. Ain't sound very exciting though.

Not necesarily, you really need to remove all familiars related specials, but not the guns and vampiric ones, and also it Will be easy to do if only in one pal maybe? i liked alwais the idea of a quantic alucard, is not so boring if done correctly, i would like to help if that is ever donne
Re: Alucard (Update 2/11/2019)
#16  February 14, 2019, 01:24:51 am
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Do you have any idea to make schrodinger mode?

Yes. To do so, I just need to remove all of his specials and hypers while giving him auto dodge for the entire duration of the match ¯\_(ツ)_/¯. Ain't sound very exciting though.

Not necesarily, you really need to remove all familiars related specials, but not the guns and vampiric ones, and also it Will be easy to do if only in one pal maybe? i liked alwais the idea of a quantic alucard, is not so boring if done correctly, i would like to help if that is ever donne

Lore time: When getting Schro's power, Alucard literally lost both of his guns as well as all familiars (including the hellhounds). If I go for that, I can literally only use his normal attack's sprites and fews of his very limited transformation sprites (that doesn't really seem to be able to translate well into a fighting environment). I'm afraid this is something completely out of my reach (unless there is a very good spritesheet of Alucard of there that I'm unaware of).
Re: Alucard (Update 2/11/2019)
#17  February 14, 2019, 06:22:39 am
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HE lost the familiars but why the casull? jacal was detonated but not the other? and even so, he still has his strenght, speed, blood suck abilities and regeneration
Re: Alucard (Update 2/11/2019)
#18  February 14, 2019, 08:13:21 am
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HE lost the familiars but why the casull? jacal was detonated but not the other? and even so, he still has his strenght, speed, blood suck abilities and regeneration

Ops, I forgot. That being said, the current spritework does limit that idea a lot so I'm afraid that until more sprites are being worked, I can't really do it.
Re: Alucard (Update 2/11/2019)
#19  February 14, 2019, 11:51:10 am
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Ok, its okey :) i like this alucard alot still, he is very strong like the original of anime, you alwais give the chars unique traits, good work