Spoiler: -Version 0.60 (Creation now reached equivalent to Beta) (click to see content)
-Remapped all sprite palettes.
-Recoded most of the CNS.
-Realigned sprites according to official BlazBlue material.
-Recreated CLSN2 boxes to all animations.
-Excluding specific anims, throws, and specific custom target anims.
-Created CLSN1 box using reference from official BlazBlue material.
-Created a new damage scaling, referencing official BlazBlue material.
-Created all animations for every action.
-Updated all sounds to BlazBlue effects.
-Updated Y accel to .45 instead of .44.
-Updated hit ground bounce. (States 5100-5150)
-Updated health to 1100.
-Updated fall.defense_up to 0.
-Added Mu-12 lightning effects instead of Guilty Gear's.
-Added Nu-13 swords to replace the lightning/Ice effects on Drives/Specials.
-Added all sounds, both Japanese and English Dub.
-Added Effect for Jump D.
-Added all missing attacks.
-Forward A, B, D.
-Jump Down C.
-Added "Spiteful" personality.
-Added Kokuujin Yukikaze.
-Changed 'Obsessive' personality towards to Noel instead of Senna.
Spoiler: -Version 0.70 (click to see content)
-Custom 'Shock' states added.
-Instant Guard added.
-Throw Reject added.
-Modified Musou Senshousan into 2 different hits.
-Musou can now be used on ground.
-Musou command is now only the C version. "Down, Back, C"
-Hold C to increase vertical distance.
-Travels in one speed and horizontal distance.
-Created Fubuki. Can charge attack.
-Can attack at 4 ticks, no invincibility.
-Can hold for 4 more ticks for invincibility.
-Full charge at 8 ticks, full charge attack is invincible for 13 ticks.
-Hishougeki added.
-Special intro added for my future projects. Noel Vermillion, Delta-4, Epsilon-5, and Roy.
-Created Wing Effect for match wins.
-Most attack start up ticks are referenced to official BlazBlue material.
-Added all Distorion and Astral states.
-Only has sound and animation.
Spoiler: -Version 0.80 (click to see content)
-Fixed Custom State PalFX. When in 'Shock' anim (Ares author only), PalFX set to 0 for 1 tick.
-Musou can wallbounce.
-Hirensou created.
-First hit is invincible for 16 ticks. Does not freeze opponent like Jin's
-Second hit can be charged up to 64 ticks. Full charged by 32 ticks, unblockable when fully charged.
-Second hit shocks opponent when Ares sheaths sword, opponent is blown back.
-Fixed infinite combo. "Air B, Air Down C, Air C, Air B, Air Down C, C......"
-Pushback of Air C increased.
-Changed State 5210 Air Recovery to two 3 different states.
-State 5210 Air Recovery Neutral.
-State 5211 Air Recovery Forward.
-State 5212 Air Recovery Backward.
Spoiler: -Version 0.85 (click to see content)
-Fixed Guard Flash.
-Added Air Hishouken D Freeze Blades.
-Changed Air Hishouken A/B/C/D Blades placement.
-Blades appear lower than before.
-Air Hishouken D is more lower and more compressed together.
-Can hit all 3 blades when close enough.
-Added DestroySelf to Win Position Helper during simul battles.
-Added Rapid for Stateno 1000, 1010, 1020, 1100, 1110, 1120, 1150.
-Fixed All Hishouken Blades CLSN.
-Fixed Proration for all Hishouken/Hishougeki.
-Used both numtarget and numproj.
-Fixed Intro to Epsilion-5.
-Fixed mouth sync to all taunts, round win, match win animations.
-Changed Hishougeki Projectile location closer X axis.
-Fixed default attack distance to 90.
Spoiler: -Version 0.86 (click to see content)
-Changed Stateno 430 sword into projectile.
-Changed Air/Ground Vel on Stateno 225.
Spoiler: -Version 0.87 (click to see content)
-Added New Distortion, Touga Hyoujin (Phase 2)
-Must have Power > 750 to use. (This will change later to Overdrive only after CP is out.)
Spoiler: -Version 0.90 (click to see content)
-Changed Stateno 235 hit into a projectile.
-Sekkajin added.
-Input: Back, Down, Back-Down, C.
-Wallbounce property when target is in air statetype.
-Ground/Air Hiyoku Getsumei
Ride the Lightning added.
-Arrow 'lock' will be overwritten if target is hit by another attack.
-This is to prevent arrow's targetbind from overwriting a throw.
-Shock opponent, then launches after 24th hit.
-Touga Hyoujin
Sacred Edge added.
-Same as the original source, staggers opponent when in standing/crouching statetype.
-Does not shock.
-Touga Hyoujin (Phase 2) added.
-Much different than source:
-Starts Touga Hyoujin, but wave shocks opponent, as well as takes 1500 power.
-Input: Down, Back, Forward, A.
-Instead of in casing target in ice or shocking them, binds them close to ground.
-3rd sword shocks them.
-Sheathing sword hit launches them into the air.
-Cannot rapid out of Phase 2.
-Rengoku Hyouya
Zwei Voltage added.
-Can be used on last match, opponent on 30% health, and must have over 2000 power.
-Unblockable, must jump to avoid instant death.
-Opponent is lifed onto a cross, then opponent's life gets eroded by lightning, then finished off by multiple swords.
-Added variable to null custom states in hit def during Simul battles.
-Drive Shock, Wallbounce, and other special hit properties
DOES NOT WORK in Simul battles.
-Throw, Arrow hit custom states will still be active.
-Simul battles is buggy in MUGEN, so I nulled custom states so Simul battles won't be so buggy as it is.
Spoiler, click to toggle visibilty
-Added Final Judgement: Retribution (Can be used only in Full Health, No Round Loss)
-Catches all attacks, including throws, excluding projectiles.
Spoiler: -Version 0.91 (click to see content)
-Added Hit Sparks to all attacks.
-Fixed SuperPause time on all Distortion Drives and Astral Heats.
-Changed enemy, to enemynear, in all the HitDef properties.
-Fixed Touga Hyoujin (Phase 2) follow up.
-Projectile must hit to have follow up.
-Added SelfState recovery on custom Wallbounce state.
-Changed Rapid Cancel color to bright red.
-Added PalFX to all drive attacks. Ares will now flash white if the attack can shock.
-Sekkajin's final hit 'snaps' target near to set up the wallbounce state.
-Fixed Sekkajin -> Mini-Yukikaze, timing more strict. Input D at the moment of sheathing sword.
-Changed TargetBind to time = 0 on Arrow Helper when performing 22 hits.
-Added down.bounce = 1 to all attacks.
Spoiler: -Version 0.92 (click to see content)
-Added proration to all throws.
-Yukikaze Effect added.
-Barrier added.
-Burst projectile added.
-AI Added.
Spoiler: -Version 0.921 (click to see content)
-Fixed Hiyoku Getsumei Arrow Rapid Cancel Bug.
-Added variable to signal Rapid Cancel for Hiyoku Getsumei.
-Fixed Throw when dealing with the Getsumei Arrow.
-Cannot air throw when arrow is present.
-Fixed spammable (Air) Volt Edge.
-Added numproject to all state commands in command file.
-You can execute another Volt Edge, but the previous projectile must be destroyed.
-Fixed infinite midair Burst.
-Added VarSet to empty Burst variable.
Spoiler: -Version 0.929 (click to see content)
-Burst HUD added.
-Grays out when burst is used; red color refills icon over time.
-Bugged burst variable fixed.
-Changed FloatPersistIndex to 30, which was at 40; this meant that the burst variable changed to 0 when a new round started.
-Changed Burst variable to fvar(30).
-Added fvar(30) >= 10000 into command line.
-Added Movetype = I into some states.
Spoiler: -Version 0.94 (click to see content)
-Barrier HUD added.
-Does not have DANGER feature due to WinMugen not allowing anymore explods on screen.
-Added Movetype = I StateTypeSet to all normal attacks.
-Fixed Hitslide and hittime on State 235 projectile.
-Added Hitslide Custom State for State 1650/1655 Hit.
-Only Project Blaz characters have the slide custom state.
-Non-Project Blaz characters will SelfState into 5100.
-Changed color of the burst fill from red to black.
Spoiler: -Version 0.95 (click to see content)
-Added CT (With CS lines) Japanese Dub, completed with Lip Sync.
-Barrier and Burst HUD.
-Fixed Burst and infinite Barrier.
-Thunderstorm (Yukikaze) animation from (Shockwave) Sekkajin speed has been increased.
-Shockwave's (Sekkajin) snap Y axis has been lowered as well as decreased Y accel.
-Shockwave's (Sekkajin) hittime has been increased.
-All characters that are not Project Blaz have a changeanim2 into all Ares' custom shock state.
-Improved AI.
-AI is made for single battles and optimized to fight my characters that are in my roster. I only have a few. The AI is also coded to fight any of my Project Blaz characters.
-Forward B can be guarded while crouching.
Spoiler: -Updates to next version: (click to see content)
-None; Updating to 1.0.
Spoiler: -Version 0.50 (click to see content)
-Mapped all sprite palettes.
-Used Project Blaz Template for most of the CNS.
-Aligned sprites according to official BlazBlue material.
-Created CLSN1 box using reference from official BlazBlue material.
-Created CLSN2 boxes to all animations.
-Excluding specific anims, throws, and specific custom target anims.
-Created a new damage scaling, referencing official BlazBlue material.
-Created all animations for every action.
-Updated Health to 1200.
-Updated fall.defense_up to 0.
-Added all sounds, both Japanese and English Dub in different .SND file.
-Added all Normal attacks, include directional + attacks.
Spoiler: -Version 0.60 (click to see content)
-Added Distortion Drive and Astral Finish animations.
-Added Custom Hit states using universal State numbers.
-Added Wallbounce for Stateno 205, 226.
-Added Groundbounce for Stateno 215.
-Added Stagger state for Stateno 227,241.
-Added Burst animation.
-Created Kokuujin-Ougi: Akumetsu.
*For testing only*
Spoiler: -Version 0.70 (click to see content)
-Fixed all Drive 'Catch' throws.
-Added Custom State to (Air) Drive Catch.
-Added NotHitBy on State 0.
-Cannot be hit during anim 0 after intro.
-Added Gurren.
-Added Kishuu -> Emna.
-Added Renka.
-Added Zantetsu.
-Added Hotaku.
-Added Tsubaki.
-Added (Air) Kishuu.
-Added Renka (Phase 2).
-Added Zantetsu (Phase 2).
-Added all sounds to all special attacks listed above.
-Added Sword FX to all special attacks.
-Fixed Velocity to most normal attacks.
Spoiler: -Updates to next version: (click to see content)
-Hitdefs to all special attacks listed in 0.70.
-Adding recovery in some custom states.