Hello everyone. This is Seth from the UNIB series. His moves are heavily based on the BBTAG 2.0 version. The command list can be found in the readme file.More ImagesSpoiler, click to toggle visibiltyVideo ShowcaseGet Seth here: https://drive.google.com/file/d/1BKaUlndq_s8eduwYQpG3SgWrYEj3TF5O/view?usp=sharingAdditional Japanese voice patch: https://drive.google.com/file/d/1xKGQSywxVoAGUYFPljbEqKkO_txRGAXoHave fun.
I found a bug while testing your Seth.He can float when you do Captive Segment quickly after the 3rd hit of B attacks.https://streamable.com/n3363b
Paulo S said, April 12, 2021, 06:41:01 amBug fixed.QuoteFixed an error where Seth could use his Captive Segment ground version while airborne.
Special intro wise, I’m surprised that he doesn’t have one with OHMSBY’s Es, since I kinda thought it would be fitting given their pre-battle intro in BBTAG itself.
Here's another one:When you do B attacks in corner, he's off screen and misses the 4th hit.https://streamable.com/aahy7r
Ichida said, April 19, 2021, 05:24:29 amSeth has received a small update.Seth seems pretty good, though there's one thing i want to note:QCB+B in the air has a short pause before he does the dive.I think it's also there for QCB+C, though probably shorter than the B version's.
Thanks DauntlessMonk7, It has been fixed.Quote-Fixed an error where Seth didn't pause a bit before his Piercing Penetrations.
Pardon for the late feedback, was busy for the past few days:-The y axis on his portrait is off by 2 (It's already 120 x 140 so both axis should be 0).-The swing effect on her jA and jB doesn't disappear and follows him after he touches the ground.-There is no need for the dash dust on any version of Dual Piercing Vengeance as there's an air dash effect already.-Standing underneath the orb effect any version of Captive Segment will make the projectile appear on the opposite direction.-The normal ground shockwave and the ground shatter effect on Last Rite Execution are layered incorrectly and the shockwave plays twice at the same time as it's whiter than normal (Should be one for the opponent hitting the ground and the normal one for the ground shatter effects itself).-The hit sparks on Distant Frontier are misaligned when it hits successfully.
2nd feedback:-The last hit of the A command normals has dash dust as it's using Dual Piercing Vengeance and also could use sliding dust on the end of the animation.-All versions of Dual Piercing Vengeance could use sliding dust on the end of the animation.-Rapid Descent has a normal ground shockwave when he touches the ground (Not sure if that was intentional too just like Orie's Sacred Spire Lucent).-After layering, I just noticed the opponent is now in front of the ground shatter effects on his Last Rite Execution when they are lying on the ground.-Performing running A while the opponent is hit by Captive Segment will miss and go right through them:-Distant Frontier's hit sparks are still misaligned. They are all the way on the right or left depending on which side you used it on:-After the opponent is defeated by Distant Frontier, they should be lying down on the ground when the animation is over instead of disappearing completely.Forgot a few things and some I noticed on the latest version. I also still have some feedback for Orie too, which I'll post on her respective topic.Ichida said, April 30, 2021, 09:30:20 amOh wow, this is irritating actually. Because this wasn't the first time I struggled with it. In fact, every time when I launch an update on Seth, I always check and adjust the code again and again.Spoiler, click to toggle visibiltyI realized that the bug occured when the enemy stood under the projectile but way too close to it (approximately 15 pixel unit specifically) making the calculation went wrong, the arrow faced to the wrong direction, yet it still move toward the enemy. Another thing is that I wasn't the one who wrote the code and I understand that I couldn't blame the author for it. The original code of the Captive Segment was mentioned in the Readme file, I don't think I should mention him/her here. Last but not least, I tried to add AngleAdd to it but it seemed like things didn't work out at all. Kinda disappointed but I guess I'd return to Seth another time and fix it another day.It's more of a aesthetic bug, but at least the move itself works fine as long as the opponent is not too close to it. If the original code for the move had that bug too, I didn't know since his/her version of Seth was for 1.1 only so I had no idea.
SolidZone 26 said, April 30, 2021, 11:38:47 am-Rapid Descent has a normal ground shockwave when he touches the ground (Not sure if that was intentional too just like Orie's Sacred Spire Lucent).This was intentionally made actually.SolidZone 26 said, April 30, 2021, 11:38:47 am-After layering, I just noticed the opponent is now in front of the ground shatter effects on his Last Rite Execution when they are lying on the ground.The order of the display I wanted it to be is the opponent lying on the ground shatter effects then finally, a shockwave beneath all. A change on sprpriority had been made.SolidZone 26 said, April 30, 2021, 11:38:47 am-Distant Frontier's hit sparks are still misaligned. They are all the way on the right or left depending on which side you used it on:Ah, this is actually an intentional modification. I wanted the hitsparks to scatter all over the screen instead of just around the opponent. I'd like to keep it like that if you don't mind.SolidZone 26 said, April 30, 2021, 11:38:47 amIt's more of a aesthetic bug, but at least the move itself works fine as long as the opponent is not too close to it. If the original code for the move had that bug too, I didn't know since his/her version of Seth was for 1.1 only so I had no idea.Well, It's not about the version of MUGEN. The only remarkable point here is: in the Seth version of W ( W referring to the author's name ), he always land the orb on the ground. Which means the orb cannot move downward, so we can never detect if the arrow was facing in the wrong direction. The arrow itself can only be seen moving in 180 degrees. While in my version, the projectile is freely moved in 360 degrees, creating the whole aspect of the movement of it. SolidZone 26 said, April 30, 2021, 11:38:47 amForgot a few things and some I noticed on the latest version. I also still have some feedback for Orie too, which I'll post on her respective topic.My thanks to you for your hard work. In addition, all of the mentioned aesthetic bugs were fixed. Feel free to redownload him.
3rd and hopefully last:-The sliding dust on the last hit of the A command normals is placed where he uses the move and not at the end of the animation.-The 2nd hit of the B command normals don't have sliding dust at the end of the animation.-The sliding dust on EX Captive Segment could be slightly closer to his front foot.Ichida said, April 30, 2021, 12:16:16 pmAh, this is actually an intentional modification. I wanted the hitsparks to scatter all over the screen instead of just around the opponent. I'd like to keep it like that if you don't mind.Not at all now that you mentioned it. However since you wanted it like that, it felt like the hitsparks were mostly condensed into one area. That's why I thought it was misaligned at first as they only appeared in the bottom left or right corners. Maybe you can adjust it a little bit so the placements are random like OHMSBY's Faust.Ichida said, April 30, 2021, 12:16:16 pmWell, It's not about the version of MUGEN. The only remarkable point here is: in the Seth version of W ( W referring to the author's name ), he always land the orb on the ground. Which means the orb cannot move downward, so we can never detect if the arrow was facing in the wrong direction. The arrow itself can only be seen moving in 180 degrees. While in my version, the projectile is freely moved in 360 degrees, creating the whole aspect of the movement of it. It was more like because I only use 1.0 and W's Seth was 1.1 exclusively. That's why I couldn't test him out and see for myself.
SolidZone 26 said, April 30, 2021, 02:32:23 pm-The sliding dust on EX Captive Segment could be slightly closer to his front foot.AFAIK, I didn't use any sliding dust for any of my Captive Segment moves. Did you misread it with Dual Piercing Vengeance ?
Ichida said, April 30, 2021, 03:19:05 pmAFAIK, I didn't use any sliding dust for any of my Captive Segment moves. Did you misread it with Dual Piercing Vengeance ?Yeah it turns out I did, my bad. It was like 5 am when I posted that feedback and I didn't bother checking it as I was getting tired.
Seth has received a small update.QuoteFixed an error where Captive Segment Arrow faced the wrong direction when the enemy standing beneath it.
Seth has received a small update.QuoteFixed an error where 5BBB could link to 5C, making it an infinite.
little feedback:-Divekick animation and delay fix.-And when you do backdash, keep it on the floor while pressing down.Example:https://streamable.com/qfggjahttps://streamable.com/25e17r
I mean, is that a UNIB thing or a BBTAG thing ? Fixing it possible but I was focusing on the BBTAG version in the first place.Also AFAIK, Seth did paused a little bit before he performed the divekick, didn't he ?
Ichida said, May 22, 2021, 04:27:00 pmI mean, is that a UNIB thing or a BBTAG thing ? Fixing it possible but I was focusing on the BBTAG version in the first place.Also AFAIK, Seth did paused a little bit before he performed the divekick, didn't he ?Yes, apart from that, it is also done in BBTAG.
Seth has received a quick update.Quote-Holding down while backdashing will now keep Seth on the floor.-Adjusted j.C animation and delay time.
Seth has received a big update.Quote-New Mechanic: Not Over Yet -Upon reaching 35% health or below and not being in a hurt state, you will receive the following benefits for the rest of the round: -Immediately Gain 500 Meter -Slowly gain meter overtime -Gain a defense buff that scales up to 35% according to how much health you currently have (Less health means more defense) -Only triggers once per round-New Mechanic: Ultra Dead Angle (Burst while Guarding) -Using this will cancel your guard stun and make you invulnerable for ten frames after the super pause. This also puts you into the Ultra Burst state, but it will only last a third of the time it would if you were to Ultra Burst normally.-Ground throw now has 5 frames of startup, Dash Grab now has 3 frames of startup-Stationary, Forward, and air dodges now have less invul time against physical attacks-Invul time upon air recovery lasts a little longer and control is regained a little sooner-Distortion Drives can now be triggered with any combination of A, B, and C rather than just A+B (Example: QCF B+C, QCB A+C)-Changed default Liedown time to 15 frames-A red X now appears over the Burst Icon when in a situation where it is not usable-Added an Invalid Combo Indicator-General Aesthetic Changes- Added new mechanic: Guard Reject -When the character is guarding an enemy's attack, press "a+b" will immidiately "push" the enemy far away for a distance. This will cost 1000 unit of MUGEN power.- Added new mechanic: Distortion Drive - Bonus Strike -When the "Not Over Yet" mode is activated, sucessfully performing any Distortion Drive will grant the character a random bonus from three bonuses below: +Critical: Deal an additional 20% damage on the enemy. This amount does stack with the damage scaling system, preventing the character to be OP in some cases. +Panicked: Sending the enemy to the "Panicked" status for a period of time ( 500 ticks ). While the bonus is still activated, if the character get hit by the opponent will have a small chance to dodge the next attack automatically. +Contact: When this bonus is received, character will be able to cancel the Distortion Drive without losing any power. So instead of 500, the cost will be reduced to completely 0. +Astral Heat Indicator: When the character's power bar is full and the enemy's health is below 1/4, this message will pop up. If Astral Heat is used during that time, the message will disappear and won't show up anymore. -Updated Japanese voice patch. Please check the first post.
Seth has received a quick update.Quote-Fixed an error where the "Invalid" message didn't pop up for player 2.
Seth has received a quick update.Quote-Added a strong ground shockwave when the opponent hit the ground by Seth's Last Rite Execution.
I did a very quick test and have some feedback on this update:-The strong ground shockwave when the opponent hit the ground by Seth's Last Rite Execution should be layered in front of the opponent, but still be behind the ground shatter effects (This was the only thing before I tested, but found more after).-The white glow on the backwards dash suddenly stops when he leaps.-The "Invalid" icon doesn't appear when Captive Segment A was used consecutively (Only the B version does).-Found out this wasn't fixed previously, which was only on Orie and everyone else:ZolidSone said, July 17, 2021, 03:18:37 pm-If you happen to have the "Invalid" message during an distortion drive during Not Over Yet, your bonus messages will sometimes appear behind it (Blocking what bonus strike you'll get as you might end up forgetting since it only appears for a second).Hopefully that's it. Maybe I'll find more later.
All fixed.Quote-Fixed an error where the strong ground shockwave wasn't layered correctly in Last Rite Execution.-Fixed an error where the "Invalid" message popped up when it wasn't supposed to be.-Minor aesthetics adjustments.ZolidSone said, September 29, 2021, 04:21:57 pmSo I just updated all of my characters at once again to make sure that none of them will get the "Invalid" message bug. I will also do a few more test runs on them to ensure that they are up to date. Also, in case you don't want to bump the old topics, feel free to let me know the feedbacks in the PM.