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[doHna:doHna] Kikuchiyo (Released 10/12/2022, Updated 10/13) (Read 12462 times)

Started by MoloMowChow, October 12, 2022, 08:13:29 am
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[doHna:doHna] Kikuchiyo (Released 10/12/2022, Updated 10/13)
#1  October 12, 2022, 08:13:29 am
  • *
    • molomowmugen.wixsite.com/fkgmugen


Showcase video (Mild fanservice warning)
Spoiler, click to toggle visibilty

For M.U.G.E.N v1.1
Make sure the RenderMethod setting in mugen.cfg is set to OpenGL or the sprites won't show.

Download Link (Character Version 1.01):
http://tstorage.info/lfsvnd13yq64

The newest version is always available at this webpage here (nsfw warning):
https://molomowmugen.wixsite.com/fkgmugen/other-dl

Kikuchiyo Mibu is a port of a character from Alicesoft's RPG called Dohna Dohna. The game is set in a city controlled by a single powerful corporation that has become disrupted by the emergence of clans: gangs of ne'er-do-wells that perform various criminal acts.
Kikuchiyo is the daughter of the Mibu clan, sworn nemeses of Asougi, the powerful corporation in control of the city. When not swinging a sword, she's studious, and always at the top of her class.

In MUGEN, Kikuchiyo is a high speed, high damage character with lots of pressure potential and powerful defensive techniques. Similar to how strong she was in the original game, both story-wise and in gameplay.
She has a speed buff mechanic that gives her more mobility and pressure options.

Note on Controls:
Just like the previous Dohna characters I made, this character originally came from an RPG, and lacks proper movement animations. As such, she doesn't walk back or forward like a normal fighting game character. She can only move via jumps or dashes forward/backward. This also means no crouching either. This can make positioning difficult at times. To compensate, she has a strong moveset that has lots of offensive mobility, and her Speed Buff mechanics giver her more options.

For more details on his controls, check out his readme.

This character was originally made for the purpose of AI vs AI spectacle fights, but it is fully controllable and nothing is stopping you from playing as or against this character.

Thanks for reading!
A website I use for keeping track of Mugen Content I uploaded:
https://molomowmugen.wixsite.com/fkgmugen
Last Edit: October 13, 2022, 08:35:51 pm by MoloMowChow
Re: Kikuchiyo (Released 10/12/2022)
#2  October 12, 2022, 06:39:35 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
This char is pretty interesting. Sometimes one has to think outside the box to port something from a different genre. I think the lack of walking can be lived with since she uses a quick draw style with good range.

Some things I noticed:

- Forward dash recovery should have playerpush. It creates some odd scenarios where she's on top of P2 for a bit (easy to see in the corner)
- I'd personally reset velocities in states 52 and 106
- 5A has unusually long recovery time compared to other attacks
- "x - Spot dodge" does nothing
- "Taunt" seems a bit overpowered even though it does no damage. It stops any shenanigans P2 is setting up (like fireballs) for free, anywhere on screen
- Taunt hitsparks are misaligned if P2 jumps
- Something tells me that if you try 6B without the buff, you should get 5B instead of nothing
- I think you should be able to use any normal while dashing instead of just 5A
- Dashing could actually skip on being invulnerable since she can attack from it. Maybe invulnerable to fireballs only
- I think command for 3C should be 5C since that does nothing. Or maybe make it 3B and leave the C button for system mechanics only
- She can use her throw while P2 is lying down, which causes funny things like combo counter going up for no reason
- It's pretty easy to get Sakigake to come out on accident if you use the X button for dashing
- The width sctrl on 5B is excessive and works against her
- 5B behaves funny in the corner. Probably because of that width
- The way she has control while charging the speed buff makes it kind of free to use. Would be more interesting if you have to choose between buffing or attacking
- She has too many unblockable attacks I think. Actually all of them are so fast or with such range that none of them should be unblockable
- The superpause effects become misaligned if the stage is zoomed out
- Could use some different palettes
- A simple walking animation might be doable with her sprites. Some characters out there like Ukyo and Baiken have pretty simple animations and it kind of works. 5A recovery would make a pretty good crouch, too. Just food for thought as that'd actually make the char less unique
- 5B hitbox might be too big. Maybe others as well but I really felt this one when I fought the AI

Playing against her AI makes you forget she can't even walk. So far I always lose, haha. I think that's all for now.

EDIT: Your states 5300 and 5301 break compatibility with Ikemen's native dizzy system.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: October 12, 2022, 07:10:40 pm by PotS
Re: Kikuchiyo (Released 10/12/2022)
#3  October 12, 2022, 07:19:22 pm
  • ****
Thanks for all your beautiful work, I just updated all your characters version :)

one thing on your website
Kikuchiyo is named as Porno which is the next character :)

Kikuchiyo when doing a match with herself (like AI vs AI)
the intro will stuck never able to start the game unless you press a button.

since they all don't have palette hope one day you will add the player 1 or player 2 mark like your Kirakira

Thank you
Re: Kikuchiyo (Released 10/12/2022)
#4  October 12, 2022, 08:22:14 pm
  • *
    • molomowmugen.wixsite.com/fkgmugen
Some things I noticed:
Kikuchiyo when doing a match with herself (like AI vs AI)
the intro will stuck never able to start the game unless you press a button.

Thank you very much for the feedback! I'll be working to address all these issues systematically and hopefully be able to push an update out soon.
I was wondering if my characters had problems with Ikemen. I guess they do. I've been thinking of working with Ikemen some day when possible.
A website I use for keeping track of Mugen Content I uploaded:
https://molomowmugen.wixsite.com/fkgmugen
Re: Kikuchiyo (Released 10/12/2022)
#5  October 13, 2022, 01:17:16 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
I was wondering if my characters had problems with Ikemen. I guess they do. I've been thinking of working with Ikemen some day when possible.
As far as the dizzy thing goes you just need to change the state numbers. It's best to not use anything between 5000 and 5999.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: [doHna:doHna] Kikuchiyo (Released 10/12/2022)
#6  October 13, 2022, 07:52:50 pm
  • *
    • molomowmugen.wixsite.com/fkgmugen
Kikuchiyo has been updated to address the bugs and moveset balances issues. There are still a couple things left unattended but those will take some time. Most of the glaring issues should be fixed.

v1.01 Patch Notes:
Spoiler, click to toggle visibilty
A website I use for keeping track of Mugen Content I uploaded:
https://molomowmugen.wixsite.com/fkgmugen
Last Edit: October 13, 2022, 07:56:53 pm by MoloMowChow
Re: [doHna:doHna] Kikuchiyo (Released 10/12/2022, Updated 10/13)
#7  December 10, 2022, 04:28:58 am
    • China
Hello, would you allow me to be an agent in China? If possible, I will upload it to the mugen website in China, and indicate the author, and I can also make a video.
Last Edit: December 10, 2022, 04:33:24 am by 蔡虚鲲