Hello everyone. This is Orie from the UNIB series. Just like my previous characters, her moves are heavily based on the BBTAG 2.0 version. More ScreenshotsSpoiler, click to toggle visibiltyVideo ShowcaseGet Orie here: https://drive.google.com/file/d/1OuEX3bWNXbs2Ps1XkG0YyQbgxkRFY3W6/view?usp=sharingAdditional Japanese voice patch by Paulo S: https://drive.google.com/file/d/1eHnIpporNQcepcKlIF2VaK77FMLn2e6T/view?usp=sharingHave fun.
I'll showcase her in the next episode of my mugen fights. Just uploaded one today featuring Seth and OHMSBY's Mitsuru
Hey, this Orie is pretty nice, don't feel like my brain is going to melt trying to figure out the basic combos.Curiosity tho: Are you like OHMSBY and trying to keep the SFF file as small as possible with the FXs?
Ex☆Cham said, April 26, 2021, 03:58:21 amCuriosity tho: Are you like OHMSBY and trying to keep the SFF file as small as possible with the FXs?I guess that's just because I always check again to remove the unnecessary or unused sprites and animations after finished making them.
Ichida said, April 26, 2021, 02:47:20 amHello everyone. This is Orie from the UNIB series. Just like my previous characters, her moves are heavily based on the BBTAG 2.0 version. Orie feels pretty good so far.Although i believe she has a follow up with ground A/B Command Order by pressing C,where she does a flip jump forward & can cancel into air normals for a cross up.Not sure if she can cancel it into specials.I'll record footage of it & post it later.
-First off, her intro. Also, If you look closely, her standing pose pauses for one frame.https://streamable.com/4hq3nl-Some of her normals have infinite priority. Take a look at her dustloop page to have an idea where to put blue clns on her attacks.
Mr. Fael said, April 26, 2021, 05:48:41 am-Some of her normals have infinite priority. I think I recorded an example of what he said.https://imgur.com/HZ39eAM
PuraknaMonu said, April 26, 2021, 05:56:30 amMr. Fael said, April 26, 2021, 05:48:41 am-Some of her normals have infinite priority. I think I recorded an example of what he said.https://imgur.com/HZ39eAMWhat I meant by infinite priority was something like this.Anyway, here's another issue:Her 5AAA is +32 on hit and +26 on block, which can lead to an infinite combo (or blockstring if it gets blocked) if timed correctly.
Mr. Fael said, April 26, 2021, 05:48:41 am Also, If you look closely, her standing pose pauses for one frame.https://streamable.com/4hq3nlI just checked her standing animation again. It turns out that her sprite no 0,0 and no 0,24 are actually identical. The only difference was her hair slightly swung a little bit, while the dress didn't at all. Making it looked like she paused in a frame.Last but not least, all of the bugs mentioned were fixed. Thanks Mr. Fael for testing.Also Paulo S for Orie's custom palettes.Quote-Fixed an error where infinite priority occured in a couple of her normals.-Fixed an error where Orie's 5AAA could lead to an infinite combo.-Adjusted standing animation.-Fixed an error where Orie disappeared during her Intro.
While you updated her, I wasn't finished testing. So these still exist on the update:-The swing effect on her jA, jB and jC doesn't disappear and follows her after he touches the ground.-The hit spark and guard spark of her jB is misaligned when the opponent is hit on the ground.-The sliding dust when she stops running on her forward run is misaligned as it's in the middle of her feet.-Her intro animation could use some adjustment as she lay down her weapon when she stands up (She should go to her standing frame first or use frames from the extended intro as jumping from (12,1) to (192,5) looks awkward as is).-Her 2C doesn't transition back to her crouching animation properly.-The sliding dust on the end of Divine Thrust could be smaller as it's the same size for dodging.-Sacred Spire Lucent has a normal ground shockwave when she touches the ground (She didn't pound the ground and simply landed, so there's no need for that effect).-Don't know if it's intentional, but she drops down too quickly on Sacred Spire Lucent.-There's no envshake on the last hit of Sacred Spire Lucent when it's connects successfully.-The hit when it successfully connects on Rest In Peace could use envshake.Overall, a huge improvement to your older works.
SolidZone 26 said, April 26, 2021, 07:14:23 am-Her intro animation could use some adjustment as she lay down her weapon when she stands up (She should go to her standing frame first or use frames from the extended intro as jumping from (12,1) to (192,5) looks awkward as is).Frankly speaking, when I first making her intro animation, I have no idea how did her sprites could be that quirky. Some sprites were so stiff to be described. I tried to check her sprite sheet again to see what did I miss, and I didn't. SolidZone 26 said, April 26, 2021, 07:14:23 am-Her 2C doesn't transition back to her crouching animation properly.Here's another thing that I couldn't comprehend. I realized that I missed a sprite from the group. But when I add it to the animation, It gets even more awkward. Still, the animation has been adjusted.SolidZone 26 said, April 26, 2021, 07:14:23 am-Sacred Spire Lucent has a normal ground shockwave when she touches the ground (She didn't pound the ground and simply landed, so there's no need for that effect).The shockwave was intentionally made by the fact that she was during her Distortion Drive. I'd like to keep it there if you don't mind.SolidZone 26 said, April 26, 2021, 07:14:23 am-Don't know if it's intentional, but she drops down too quickly on Sacred Spire Lucent.Yes. This is not a bug. It was intentionally made also.In addition, all of the aesthetics issues you mentioned above have been adjusted. Since you didn't finish testing Orie, I wouldn't launch the update. Thank you for testing.
Ichida said, April 26, 2021, 08:24:36 amFrankly speaking, when I first making her intro animation, I have no idea how did her sprites could be that quirky. Some sprites were so stiff to be described. I tried to check her sprite sheet again to see what did I miss, and I didn't. The problem is that when she stands up after landing, she goes straight to sprite (192,5) while was still holding her weapon upwards during sprite (12,1). The extended intro has her lowering down her weapon when she stands up. You might have to add/change additional frames and the timing of the voice so the animation looks fluid.Ichida said, April 26, 2021, 08:24:36 amIn addition, all of the aesthetics issues you mentioned above have been adjusted. Since you didn't finish testing Orie, I wouldn't launch the update. Thank you for testing.Good thing you haven't as I forgot one aesthetic change on her Divine Thrust. Like OHMSBY's Mitsuru, her Coup Driot doesn't have dash dust on the startup of the move. I think you should remove the dash dust as there's an air dash effect already, but still keep the sliding dust on the end.Overall, that should be everything.
Ichida said, April 26, 2021, 09:36:58 amUpdate time.Quote-Various aesthetics issues fixed.Good stuff.Also, here's that video of Orie's flip jump follow upi mentioned earlier: https://streamable.com/6ag59oYou can cancel it into her air normals & her air specials,though there's a brief pause before you can do so.It's activated in Cross Tag by pressing C after A/B Command Order,but it only works with the ground versions.