The new update is finally here!:VIDEO Download link: http://mcjimmy.net/famicomfighters.html Change list:Spoiler, click to toggle visibilty
System ---------------------- -Both M.U.G.E.N and I.K.E.M.E.N versions have been combined into one pack instead of being needed to download separately. -The pause menu has been updated to fix several glitches involving transitions. -Helper bars have been changed visually. The helper meter bar now relies on "stacks" that get added when the bar gets filled up all the way. Stages ---------------------- -New stages have been added: --Kid Niki: Stone Wizard's Temple --Yie Ar Kung Fu: Dojo --Journey to Silius: Colony -Simon's and Samus's stages have received new tracks. -The camerman in Star Man's stage now follows around both players. -Bomberman's stage doesn't scroll vertically anymore. -Ryu's stage and the Joy Mech Fight training stage have been extended vertically. While this isn't noticeable in FCF, this prevents some graphical glitches with the stages when used outside of M.U.G.E.N. Bonus Stages ---------------------- -New bonus stage: Kung-Fu Fighting --Attack or evade as many of the projectiles you can without getting hit yourself! Characters ---------------------- -Level 1 supers and helpers will have no effect on the juggle system. Exceptions include command grabs, reversals, activation-specific supers. -Projectiles were recoded to fix command issues (ex: not being able to throw out a projectile when the opponent was laying down). --Special projectile attacks will now only cancel into supers if the projectile makes contact. -Helpers were recoded to prevent the move counter from dropping. -Helper bars that required half of the bar to be summoned had their meter requirements increased. Going by the old bar, they would now require 2/3rds of the bar. -When summoning a helper mid-attack, instead of requiring double the meter amount, it only requires an additional stack. Mario: -Ex Raccoon Tail recovery was increased (18 -> 30, -1 on block -> -9) now -Flame Launch does two hits, total damage slightly nerfed (130 to 135) -Luigi's fireball does two hits, due to calculations the chip damage has been slightly nerfed (25 to 24) -Air Light Punch has a new animation, slightly more range (in both directions), startup increase (3F to 4F) and is active longer (4F to 9F) -Stomp landing frames decreased. (8F -> 7F) -Flame Launch's knockback was nerfed, not launching the opponent as high. -Air Super Fire landing frames increased. (5F -> 13F) -Hammer Wreck now only activates if the 4th swing hits, not any of the previous hits. -Luigi now takes 3 hits -Luigi's jump is blockable but causes the opponent to ground bounce -When the opponent bounces off the wall from Kirby's inhale, they travel slightly less forward -Kirby's Stone is replaced with Freeze -Link stops a bit earlier during his stand summon -Link now hops in to throw the boomerang and he throws it farther. However, the boomerang doesn't keep the opponent grounded and if Link gets interrupted while the boomerang is still out, the boomerang will disappear and the opponent gets thrown forwards. Urban Champion: -Rising Uppercut has more ending lag. (5F -> 8F) -The final uppercut on Triple Rise was reworked; it knocks down on the initial hit, Urban Champ himself doesn't move as far as he does and he has a lot more ending lag. (4F -> 13F) Samus: -Now color separated, palettes have been updated as well -New animations: Standing Strong Punch, Jumping Strong Kick -New Basic attacks: --Low Hook - An overhead that allows for links. --Blast Upper - Basic launcher, can act as a close anti-air -Stand Light Punch's startup is increased by 1F. (4F -> 5F), range increased. -Standing Strong Punch uses a new animation. -High Cannon has a new animation, active frames increased by 2F (3F -> 5F) more recovery (15F -> 19F), more frame disadvantage on block (-05 -> -07) -Standing Strong Kick is reworked, more range, travels farther, 1F startup increase (9F -> 10F), more recovery (13F -> 24F) (-7 -> -10 on block), not cancellable -Crouching Light Punch's startup is increased by 1F (3F -> 4F), range increased. -Jumping Light Punch's range is increased. -Knockback on Jumping Strong Punch is decreased. -Samus retains a bit of momentum after Knee Smash. -Instead of Freeze Beam in general only freezing once in a combo, now each variant can only freeze once. This means it's possible to freeze an enemy up to three times. -Screw Attack hitbox increased. -Cannon Smash has been replaced with a completely new (but functionally similar) attack: Shoulder Shot. Samus lets out a blast from her cannon that propells her forward. Unlike Cannon Smash, the hurtbox is active while she charges forward. It's only safe if done at the correct range. --EX version: Travels farther, does more damage and has a single hit of super armor. -New special: Rolling Bomb. Samus throws out a bomb at a specific distance. The bomb itselfwon't make contact until it explodes --EX version: The bomb is launched close to Samus but there's a delay before it explodes. -Wave Beam has more recovery. (23 -> 34, landing recovery: 7 -> 13) -New super attack: Screw Rush. Samus performs two Screw Attacks, a hopping one and then a horizontal one. The hopping one has some projectile invincibility in the beginning. -Kraid now hops into the battle instead of running in. -Damage on Kraid's spikes have been decreased. (50 -> 30) -Pit now hops into battle for the standing summon. -Fixed an issue where Pit's arrow would get stuck at the end of the stage. -Damage on Pit's arrow has been decreased. (255 -> 90) -Pit's crouch summon has him higher in the air and doesn't utilize the hammer anymore; instead going for a shield bash when he gets within certain range. -Takamaru's Sword attack knocks the opponent up a bit higher. -Varia Suit has been turned into a normal palette with no additional attributes. The special intro has also been disabled. Star Man: -Fixed an oversight that could let Star Man autocorrect his aerial EX Shooting Slam. -Both versions of Shooting Slam will force him to be considered standing if he uses it while he was crouching. Simon: -Jumping Strong Kick has less pushback. -Whip Swing now has two different variants: --Punch version comes out faster (15F -> 13F), does weaker damage, and only hits mid. --Kick version has the original startup, longer recovery, does more damage (although its damage is nerfed from the original Whip), has a bit more range and can hit lower. -Whip Swing can also be performed in the air, the punch version being a whip in the air whilethe kick version has Simon pull out the whip and swinging it on landing. -Flame Whip's damage has been nerfed (150 -> 120) but is now super cancellable. -Flame Whip can now be performed in the air. -Holy Water's damage spreads out much faster and has had its hitbox increased vertically. -New super: Axestorm -Spawn of Death has been completely reworked: Simon throws a scythe that on contact will summonDeath. The scythes themselves home in on the opponent and have no effect on the juggle limit or abide by it but they can be destroyed (only to respawn). Simon himself can also use his meterlessspecials and helpers while the super is going on. -Red Skeleton requires 1/3rd of the helper bar to summon and revive instead of a full helperbar. He also rises faster from the initial summon and the player can follow up after he takes a bite. -Fuuma's Standing Summon has Fuuma jumping out first before jumping towards the opponent (whichin turn, makes his damage more consistent). Fuuma can also destroy projectiles while spinning.However, the overall damage of the summon has been nerfed. -Fumma's Crouch Summon how has him tossing out a Hexplosive, which blows up and separates intobullets on contact or after a certain amount on time. On hit with an opponent, it'll launch theminto the air. Dig Dug: -Super Driller: --The final hit's velocities have changed: the multi-hit part moves the opponent less and for the final hit, on grounded opponents it launches them into the air but on aired opponents, it knocks them away with not much vertical knockback. --Dig Dug moves on the second frame instead of the first frame. (Which stops that weird moment where he shifts himself during the super pause) --Fixed the bug where the final hit was registered as a normal attack. -Jackhammer Dive: --Startup frames decreased (5F -> 3F) --The hurtbox was extended down a bit. --Invinicibility frames were decreased (9F -> 4F) Ryu -Fire Wheel's damage has been nerfed (210 -> 165)