I have decided to merge all threads into one just to reduce clutter that can be seen as annoying and to get more concentrated, unified feedback into all of the characters that are intended to go into a game, onto the characters:AZUFIGHT PLUS CHARACTERS
Osaka_JM : From Azumanga Daioh! and converted from the original A! Taisen Shiyou game, she sports an arsenal of keep away moves, and extremely deadly combos. Also has an alternate mode, by selecting her holding the Start Button.Video:
VIDEO Download:
Osaka Mio_JM (Mi Oh) : A silly half joke half remake of this Mio character by Dissidia, with the ocassional wacky move or property.Video:
VIDEO Download:
Mi Oh Tamaki_JM : Tamaki Kousaka, Aquaplaza's grappler of choice and that one girl from ToHeart 2 that you might have seen out there once or twice. Slightly retooled to fit with my game's system.Lucifer_JM : From Umineko, When they Cry, specifically Golden Fantasia. She joins the roster with her extreme combo-heavy arsenal, along with new important system mechanics, added to accommodate her into the game's style better.MISCELLANEOUS
Patoelietoe II : A joke character, somewhat of a remake of Patoelietoe, another joke character made by yours truly. A Patchouli on crack-coke-speed-cocaine or whatever with Marvel vs Capcom 1 inspired gameplay. A certified hood classic that was in need of a heavy update to just be more fun and complete.Spoiler: Changelist (click to see content)
V1.71: -Corrected a stray ground effect in the second part of Blade Sylphymountain if you used this move in the air. V1.7: -Ice Cream Truck: Should not be sinking on the floor. -SprPriority set to 2 on all attacking moves. -Rocket Rush!: First Explosion frame is no longer angled. -St. HK and Chainsaw Worship: Use cut sparks and sounds now. -St. HK hits three times now. Increased range for all frames, but decreased priority on hits 2 and 3 to compensate. -The Elementals: hitting enforces sprpriority 3 now. (No longer should be drawn under Patoelietoe on hit), No longer causes an air knockdown. Added yellow palFX to her HP version to make it look distinct and to be similar to stuff Patchouli fired on the shmup Touhou games. -Blade Mountain: No longer goes under the ground in Light version. -Should no longer trigger dashing onto the screen on doing light punch or backdashing close to the corner. -Sylphywhat? is now air usable. However, given its less potential ending lag, it forgoes the invincibilities given to the grounded version. Added a bunch of measures on the HP version, in hopes to prevent jank that would cause her to go under the opponent and cause the move to fail or behave weird. This can occassionally still happen depending on your opponent's hitboxes and if they were airborne or not, so in case all of the safeguards fail Patoelietoe will try to autocorrect and turn around at that last hit if any of the previous 2 hits made contact. -Blade Sylphymountain is also now air usable as a result, but retains all its perks given that the move works the exact same in the air. V1.6: -Lowered Ice Cream truck and Patoelietoe's sprite priority on Forward Dash to not obscure the action. -Teleport Backdash now only works if initiated point blank on the edge of the screen. -Tweaked gravity and velocities on grounded Backdash. -Increased both horizontal accelerations in a super jump, especially the forwards one, increased forwards speed cap from 4 px/frame to 4.5 px/frame, giving you more horizontal coverage. -Leap Year command changed: From F+HP to F+MK -Updated freeze palFX for both the hadoken and the player. -Mash timer for freeze reduced AND removed randomness to the mashing. Mashing detection changed from mashing buttons to mashing directions. -Increased Jump Start frames from 3 to 5 (helps processing a standing 360, though it's not perfect sadly) -360s now can start from diagonals. -Given control as soon as you land from a jump now. Offscreen detection from an air combo now triggers ASAP when you land as a result. -Increased time window to input buttons in 360+2K from between what I assume is 4 frames early to 4 frames late to between 6 frames early to 6 frames late. Sweet spot is now between 3 frames early to 3 frames late, but it should be consistent now to get at least 500 damage with enough practice. -Power On Power Off!: -Does at least 350 damage always now, regardless of your performance being accepted by the game or not. (In theory the maximum is 800, but it requires the most pefect timing on all 4 sequences.) -Self damage on failure increased as a result (50 to 150) -No KO Slowdown in case of a self knock out. -When you are to repeat the sequence, the action bar spawns from the leftmost part of the screen now. -Removed hidden 50 point penalty for each bar that had only 1 or 2 buttons hit in time. -Credited PotS properly. -Attempted to align the super-jump dust. -All supers: Readjusted superpauses to match the beginning of the move. -Increased start-up invulnerability of Blade Sylphymountain further to compensate for its lower damage. -Increased Projectile Invulnerability of MP Princess Undine to make projectile get-aways less clunky. -Increased Hitstun of DP + HK to prevent fringe cases where they would recover out of the move. -St. Elmo's Pillar: Increased damage, given startup invincibility, ball travels further, changed the way the pillars are generated. -Somehow forgot my username is now jade_midori in the readme. V1.5: -Removed hitstun decay. -Removed control during her backdash teleporting until she's fully out of the screen edge. -Life Increased (910 -> 950) -Most damage is now given in multiples of 7 (would be about a single lifebar pixel in MvC1 out of 144). -Damage Dampening redone: First 3 hits are undampened, and then decreases by 7 per each successive hit, until it deals 7 damage. -QCB + HK: No longer goes up into the air, now generates fire up to the right edge of the screen, recovery decreased. -QCB + MK: Startup decreased. -Standardized most hitstun and blockstun values. -QCF + P: Sped up projectile throwing animation, shrunk hitbox, passes through the screen 5 times now instead of 2. -Can't super-jump out of relaunches. -Air normals and chains will result in a pop-up now if a combo results in 6 or more hits. (Attempting preventing infinites on larger characters) -Guard Push now fucking works. -Fixed a glitch with St. Elmo's Pillar that would result on it dragging the camera if the bomb projectile is launched and Patoelietoe were to be hit. -St. Elmo's Pillar's projectiles now are locked on the screen, increasing the move's effectiveness. -Gave full startup invuln to Sylphywhat? in decreasing amounts the heavier the version, alongside projectile invuln during the move. -Fixed command normals not reading the right direction. V1.05: -Gave hitstun decay to certain problematic moves (such as airborne normals and OTG moves) V1.01: -Uuuh, Brick Wall and Chainsaw Worship were like, screwed up in the readme file. -No idea why First Attack is coming during survival results, but it should be fixed. -Uuuh, First Attack should be also coming from all projectiles now.
Satsukong version KONGPLETA : A very very strange and crazy recreation of Satsuki made with data from (9)'s extremely accurate version, featuring gameplay mechanics from Melee, Skullgirls, and Melty Blood, I can guarantee you're in for the strangest and most potassium filled adventure you'll ever have.Spoiler: Changelist (click to see content)
v1.2: -Redrew Small Portrait. -Cargo Throws can be countermashed. -Prevented the Ikemen crash oversight. -Minor AI tweaks -Put all the HUD stuff ontop. -Attempted to Improve the palette select overlap detection. (At least should no longer complain of nonexistent palette if both Satsukong characters use the last palette. -Character should be more Simul friendly (up to 2 characters per side) -Added a few more winposes. -Activated Bonus Barrel. WARNING: Sucks!!!!! -Other Miscelaneous small changes I forgot. v1.1: -No longer recovers power back on hit from QCB + 2P super. -Throw limiter during jumpsquat now only lasts for each specific frame the opponent is in it. -Added pal selector and several new palettes from Foobs. -Added a setting for Giant Punch style, that takes place on pal selector. -Reduced damage for Final Smash: (600->500) -Giant Punch (Hit): Reworked guard times. -Randomized INVINCIBILITY pop up jingle. -Updated this readme with some other relevant information and credits. -Minor Graphical Retouches on HUD.
Patoelietoe (Original) Redux The original version of Patoelietoe! Made back then around like what in 2015? before my MvC1 attempt. Updated to be up to par with current standards Download: Here bois Here's some screengrabs sorry about the crop my camera man was drunk that day.Spoiler: Screenshots (click to see content)
Feedback is very appreciated and neccessary, as we have 4 azufight characters as of now and putting them into a single package game is coming very soon! Thank you for at least taking a look. Oh yeah the miscellaneous characters can use some input too lol.