Putting future update info here as there is no longer a beta and the next version should be considered a release.Updated August 16th, 2022. Changelog Spoiler, click to toggle visibilty
The Road So Far... --------------General: Aug. 16th: Some Damage adjusted. Poweradd per move adjusted. These were way out of control. Getting to Level 3 power isn't so fast now. This should encourage using the power charge taunt option.Aug. 14th: Corrected new Taunt and Charge animation. Removed shadow from FX helper. Cleaned up statedef/state orders in code. Had some good chicken with a bit of cheeky nando's sauce last night.Aug. 13th: So much code updating I can't remember everything. Additional sprites added (a friend gifted me aseprite.) New Taunt: Modified Stomp that glows with red power that does small damage and pushback. It's possible to initiate power charge from this state. Evil Bubbles of Doom are finally replaced. A bug fix for something. I can't remember what, but I know I fixed it.Aug. 10th: New select screen portrait. It ain't great, but it's different. Small portrait updated.Aug. 9th: Fixed Koryuken to hyper air cancel bugs. Koryuken cancel to Messatsu Gadouken working. CMD file tweaks. Better damage scaling now (PotS to the rescue).Aug. 7th: Partially fixed another infinite. Discouraged it. Maybe. It kinda works. I dunno. Roll to Koryuken (alt) bug fixed.Aug. 6th: Removed some code bloat. Corrections on various things. Fixed an infinite.Aug. 4th: Divekick Hyper scrapped. Dankuu Hyper added to roadmap.Aug. 3rd: Some CLSN adjusting. Corrected Kanji Explod orientation. Some sprites had their orientations corrected. Volume on Hyper/Superpause Sound lowered to 65%. It was pretty obnoxious before and not every Mugen character needs to wake the baby.Aug. 1st: Juggle values adjusted. Unused Var cleanup. CMD maintenance (Fixing weird chains, commands, etc.) Palette stuff. Secret thing added. Afterimage bug fixed. Chain string fixed. Guard sound bug fixed. Frasier Crane mode added. Frasier Crane mode removed. Placeholder sound added for Ground Roll Koryuken. Flash Variant tweaks & maintenance. Some CLSN Cleanup.Specials: Aug. 3rd: Koryuhiji now has width adjustment to prevent guard-locking the opponent in the corner.Aug. 1st: Koryuken tweaked. This move may end up being recoded. I'm not happy with the cancel window to Messatsu Gadouken. Koryuhiji tweaked. General fine tuning. Flash Variant added. Ground Roll added: Evil Dan can now roll forward on the ground and execute a modified Koryuken for air juggles, or cancel the roll early. Gadouken Tweaked: General fine tuning. Flash Variant added.Hypers: Aug. 7th: Messatsu Dan Kuu Rekka added. It's fun to do.Aug. 6th: Messatsu Koryuken now has 3 rotations. All Hyper damage values have been adjusted. Aug. 1st: Messatsu Gadouken: Stomp-hit pulls opponent into proper range for the projectile to hit. Messatsu Buraiken: Juggle values corrected.Flash Variants: These moves have a 15% chance of flashing white and performing a variation of the special move. Keeps you on your toes.Aug. 1st: Koryuken: Retains i-frame. Gadouken: Hits at higher velocity and causes a wall bounce for combo extension. Koryuhiji: Causes ground bounce for combo extension. Flash Variants now have an accompanying explod. Flash Variants now have a new made-from-scratch sound effect. (Hope you don't hate it.) Flash Variants now have a white bgpalfx on-hit.Other: Aug. 1st: Bonus intro added: ********* appears and is taunt-stomped away.Changelog v4.3c beta -------------- Launcher adjusted further. Can now be tech recovered. CLSNs for Gadouken adjusted. Messatsu Haoh Gadouken animations & move added. It's a new Level 3! New Messatsu Buraiken added. It ends with a Haoh Gadouken that increases in hits per level rather than a Koryuken. Minor tweaks here and there. Juggle maintenance. Removed Divekick afterimages. Can't remember why I had them in the first place.Changelog v4.3 beta -------------- Messatsu Gadouken Input now more forgiving. Koryuken Command corrected. Only standing and crouching lp can be spammed at moment. Other light attack animations look and feel clumsy when spammed. Normal, Special, and Hyper chains should be working properly. Superjump window timing adjusted. Aerial launcher adjusted. Can no longer relaunch, opponent recovers at apex of launch. Gadouken damage adjusted. These values are subject to change.
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The Road Ahead... Normals: Neutral Throw: Dan's weird noogie throw. More env shake on hits and a nastier throw at the end. Opponent should be skidding on floor.Specials: Koryuken: May undergo more alterations. As stated in changelog, I am not happy with the cancel window for Messatsu Gadouken. Powerup*: DBZ style energy gather. Ikari Mode*: General powerup state dependent upon meter. Flash Variants: Done for now.Hypers: Messatsu Buraiken: More hits to be added to level 2 and 3. Messatsu Koryuken: Add additional rotation to level 3. Messatsu Dankuu Rekka: Changes dankuu kicks into a Rekka style version. First cost is 1000, then 500 for the additional kicks. Kicks are continued with a button press sort of like Street Fighter EX. Shun Goku Satsu Flash Variant: Yeah... Not gonna tell you Intro: Additional low chance secret intro.Winstate: As above. A low chance secret win state.Taunts: Taunt 2: Dan stands, evil energy on back. Taunt 3: Dan releases a pulse of evil red energy. Legendary Taunt: It's a secret. Various minor updates, sprites, sounds, etc. *This may or may not happen. Eine kleine Video:VIDEO excellent job! i can'wait the next update! that 's my only words! Thank you! <3 I'm always open to suggestions for the character keep in mind that it does not guarantee a suggestion will be added. The Divekick and Divekick hyper currently have me scratching my head, though. I was originally going to have a lightning bolt strike after Dan performs a heelstomp version of the kick. But I feel like that's too similar to Vyn's version on MvC Evil Ryu.