Yeah, it's a bit different though. NGBC's version is to useless, while XI's broken.BTW, All Specials and Ex Specials are done. His shaping up to be a fast, good combo maker, but nor so good on defense. Pretty nice to play with, specially if you have someone to go versus.*Weak Shou Ha is fast and set juggle. Comboable from low attacks.*Strong also set juggle, but it's rather slow. Has more range and does more damage.*Ex Shou Ha is a hard knockback (like K's one inch punch) but you can ground recover from it. Fast and ranged.*Weak Senshippo is in it's XI glory, fast, nice recovery.*Strong Senhippo has more startup, but it's still fast and more ranged.*Ex Senshippo... It's slow, but has tons of auto guard property before the actual punch. The punch itself destroys projectiles. Very slow, has good recovery time and does many hits. Good to cheap your enemy.*Weak Ressen Kyaku... first hit OTG, while the rest of the move is an anywhere juggle.*Strong Ressen has upper body invincibilty (and since his already so small...), and does more damage. *Ex Ressen is my favorite move so far. The first Kick has total invincibility (still, it's way less than an normal shoryuken), but you can cancel it with forward or back dash. Since the first kick sends the enemy upward, you can do some nice combos in the corner. Pretty versatile move.*Gekihou can be only performed with strong punch and does not have an ex version. Move is interesting, it's lagged, you can only combo it from 1 hit Near D. Being based in his RBS2, you can imagine the asthetical of this move, but here you have to keep pressing C in order for him to finish the ove with a Hard Knockback that can't be recovered from. It's also his most damaging move. Also, the 4 first hits don't have guard pushback, so it can also be used for pressure. It would also do a decent anti-air if it wasn't so lagged. Try it yourself and see.*His NGBC's aerial moves are intact.
Tung is almost done, just going through adjust, tests and updating stuff based on King's feedback. Will make sure you'll not have to download than that many times. They'll be released together.*Tung lost his aerial Qcf+P. That'll be Ex Tung exclusive.*Gained an aerial version of his Senppu Gouken DM (spinning muscular body). Will need some of your imput once released.*Since you can't make Mugen characters without invincible frames, ground DM and SDM has some. DM's invincibility last until the first hit frame starts, meaning it's tradable at least. Since the move is a bit lagged, it's a great avoid&hit move that does nice cheap damage. SDM's lasts longer and the overall move is pretty good.*Both DMs and SDM are easy to punish.Yeah, needs portrait and sparks pos adjust.
^| Sorry, couldn't, bad format. Normal ver is already on beta test. King seens to be finally bug free. Expect great news by wednesday.
The quality of that pic is pretty flawed, I assume it's because of bad format.I think I'll release these guys today, wait for some news.
Just started Shiki, another great yet not (quite) converted character. Aiming for a mix of her SVC and Gals Fighter self with as much accuracy my gameplay system will allow me. Currently doing her normals:New intro, based in her Gals fighter:CD:Air CD (Shiki is a pain in the ass when it comes to draw sprites):One thing I'd like to ask you guys, what should I do about her Special Grab? They're supposed to reverse the directional commands in case you don't know, and that's not possible in normal MUGEN. Please, give me some idea about this.
Not sure that's really possible either.Since it's supposed to bug the opponent, who won't be able to play correctly anymore, why not something like Reu's Evil Ryu's fully charged Denjin Hadouken, where the opponent receives some electricity every 5 seconds during a certain amount of time, cancelling a combo or a move he's in ?
though you could still play correctly even if your were reversed, it's not like an assured random guard down thing that could interrupt combos or anything, limiting to normals only would be the fairest thing
Sweet, I was working on a Shiki once but it didn't really take off.Dr. H said, January 18, 2009, 06:50:51 pmOne thing I'd like to ask you guys, what should I do about her Special Grab? They're supposed to reverse the directional commands in case you don't know, and that's not possible in normal MUGEN. Please, give me some idea about this.Viable stuff for Mugen's coding:- Delayed damage (like Leona)- Delayed Dizzy (like Gen)- Hurt P2 if he tries any attack (but only once or so)- Decrease defence (or rather, increase your offence hehe)The first two would be nice to extend combos (attack -> effect kicks in -> keep attacking), the second two would make P2 turtle.
P.o.t.S. said, January 18, 2009, 07:17:07 pm- Hurt P2 if he tries any attack (but only once or so)You could use this idea but make it disable special attacks or normals, your choice, sorta like she broke your arms? =O... making it so every time the hitdef attribute is anyhting with normal/special, the helper attack and stops it, maybe have it in effect for 240 ticks?
Thanks guys, keep it coming. Also, forgot to say, her Special grab will also have it's own Ex version (half gauge cost thing).For now, I was thinking about doing this: The normal would be a mix of Leona's and Gen's effect... you know those flames that binds Asura's target in his 1 gauge DM? It'll be something like that, after some time those flames would pop out and bind her opponent, while doing small damage (like 98 Iori's projectile DM).For the Ex version... the actual attractive would be the high damage the move inflicts, the effect would be a sudden death thing, kinda like a "hit me in 10 seconds or you're dead". Or "kill me in 10 seconds". Some thing rather inviable, but great in case it works.They might sound a bit cheap, and maybe they are, but keep in mind that they will keep their whole moveset intact....just thoughts, again, keep posting your opinion.
copy - paste from MI..._______________________________for that move would be cool if you make an effect like Faust of GGXX with his poison...if the poison hits you, you will be lossing energy(life) slowly....until you can hit faust....something similar to Iori proyectile 98...So in that way...if you get touched with that move, you will need to attack, doesn't matter if you are winning the fight, cause you will be lossing life, and if the enemy hist you the damage will be a bit more than usual.nice to see this WIP raposo!
Is it possible to have it like Chizuru's Reigi no Ishizue super move?That is her super move where if she hits, the opponent will not be able to use special and super moves.
Not possible, things like that aren't manageable outside of a full game. that'd be a very nice thing though, i wish you could do things like that without any troubles but, MUGEN is ironically limited.