This is a character that was rather tough for me to make, mainly in terms of sprites. It's Roy, based on his incarnation in Melee, but has a few differences to make him kind of rebel against his low-tier placement in Melee by being faster, have more combos and be better in aerial combat.One interesting thing about him is that I've been planning on making him since June 19, 2023, but spriting was too hard so I decided to not make him for some time. Eventually, I told myself it's time to make him, and I did what I wanted to do a year ago. You can get him here: https://sites.google.com/view/dxgsmugensite/charactersLike always, any feedback is welcome.
A small update to v1.0.1 with some fixes:- Fixed an oversight where Lower Stabs were not blockable while airborne even though they should be.- Fixed all typos involving "airborne", correcting them from "airbone".- Fixed a small oversight in the third palette.
v1.1 is here!Changelog:- Added new slashsparks. Specials and hypers have different ones instead of reusing the ones for normals!- Adjusted the A.I.- Slightly altered one colour in the 8th palette.- Altered the animation for the opponent getting hurt during the throw.
Been nearly 2 months, but v1.2 has arrived!Changelog:- Added new mechanics: - Parry - Air Dash- Added a Guard Cancel.- Added a Hyper Combo Finish.- New palette selector graphic.- Fixed a misplaced sprite in Blazer's explod.EDIT: Due to issues with low parrying that cause Roy to stand mid-air after performing Blazer, it was removed completely. This will be also done for my other characters that will receive parrying.
Slight update to v1.2.5. Changelog:- Counter has been reworked: - It now uses ReversalDef instead of HitOverride. This fixes an oddity where Roy would get hit and still flash even if he's countering the attack. - A third frame was added which removes a hitbox for the ReversalDef, reducing the duration on how long Roy has the time to counter. - Instead of dealing 1.5x the damage of the countered move, it now deals 95 damage instead. This heavily makes it no longer an OHKO against ultra strong moves that deal like 700 damage or more.- EX Flare Blade now deals slightly more damage.
New update, v1.3, with more noticeable differences!Changelog:- Revamped gameplay and combo system - Roy now only uses three buttons for normals, though there's a catch - you can now chain a light normal into another light normal into ANOTHER light normal, which can be also chained into a medium normal into a medium normal and then a strong normal, though this only applies to standing normals. However, you can now chain a strong normal into a crouching normal for comboing as doing so will move Roy forward a little.- Added three more normals - they're the "chain" ones which occur if you cancel a light/medium normal into another light/medium normal.To be more specific, the new normals are two more light normals and one more medium normal.- Dodges and the power charge now use their unique buttons, using A for dodges and B for the power charge.- Fixed some sprite errors that caused some an oddity in some palettes.- Added a "Danger!" message. This shows up when Roy's HP is down to 300 to alert the player that he'll be K.O.'d soon if he doesn't K.O. his opponent.