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Messages by MoloMowChow

    

Re: [doHna:doHna] Kikuchiyo (Released 10/12/2022)

 October 13, 2022, 07:52:50 pm View in topic context
 Posted by MoloMowChow  in [doHna:doHna] Kikuchiyo (Released 10/12/2022, Updated 10/13) (Started by MoloMowChow October 12, 2022, 08:13:29 am
 Board: Your Releases, 1.0+

Kikuchiyo has been updated to address the bugs and moveset balances issues. There are still a couple things left unattended but those will take some time. Most of the glaring issues should be fixed.

v1.01 Patch Notes:
Spoiler, click to toggle visibilty
    

Re: Kikuchiyo (Released 10/12/2022)

 October 12, 2022, 08:22:14 pm View in topic context
 Posted by MoloMowChow  in [doHna:doHna] Kikuchiyo (Released 10/12/2022, Updated 10/13) (Started by MoloMowChow October 12, 2022, 08:13:29 am
 Board: Your Releases, 1.0+

Some things I noticed:
Kikuchiyo when doing a match with herself (like AI vs AI)
the intro will stuck never able to start the game unless you press a button.

Thank you very much for the feedback! I'll be working to address all these issues systematically and hopefully be able to push an update out soon.
I was wondering if my characters had problems with Ikemen. I guess they do. I've been thinking of working with Ikemen some day when possible.
    

[doHna:doHna] Kikuchiyo (Released 10/12/2022, Updated 10/13)

 October 12, 2022, 08:13:29 am View in topic context
 Posted by MoloMowChow  in [doHna:doHna] Kikuchiyo (Released 10/12/2022, Updated 10/13) (Started by MoloMowChow October 12, 2022, 08:13:29 am
 Board: Your Releases, 1.0+



Showcase video (Mild fanservice warning)
Spoiler, click to toggle visibilty

For M.U.G.E.N v1.1
Make sure the RenderMethod setting in mugen.cfg is set to OpenGL or the sprites won't show.

Download Link (Character Version 1.01):
http://tstorage.info/lfsvnd13yq64

The newest version is always available at this webpage here (nsfw warning):
https://molomowmugen.wixsite.com/fkgmugen/other-dl

Kikuchiyo Mibu is a port of a character from Alicesoft's RPG called Dohna Dohna. The game is set in a city controlled by a single powerful corporation that has become disrupted by the emergence of clans: gangs of ne'er-do-wells that perform various criminal acts.
Kikuchiyo is the daughter of the Mibu clan, sworn nemeses of Asougi, the powerful corporation in control of the city. When not swinging a sword, she's studious, and always at the top of her class.

In MUGEN, Kikuchiyo is a high speed, high damage character with lots of pressure potential and powerful defensive techniques. Similar to how strong she was in the original game, both story-wise and in gameplay.
She has a speed buff mechanic that gives her more mobility and pressure options.

Note on Controls:
Just like the previous Dohna characters I made, this character originally came from an RPG, and lacks proper movement animations. As such, she doesn't walk back or forward like a normal fighting game character. She can only move via jumps or dashes forward/backward. This also means no crouching either. This can make positioning difficult at times. To compensate, she has a strong moveset that has lots of offensive mobility, and her Speed Buff mechanics giver her more options.

For more details on his controls, check out his readme.

This character was originally made for the purpose of AI vs AI spectacle fights, but it is fully controllable and nothing is stopping you from playing as or against this character.

Thanks for reading!
    

Re: [doHna:doHna] Kuma (Released 05/26/2021, Updated 11/08)

 November 07, 2021, 06:36:08 pm View in topic context
 Posted by MoloMowChow  in [doHna:doHna] Kuma (Released 05/26/2021, Updated 11/08) (Started by MoloMowChow May 27, 2021, 06:29:46 am
 Board: Your Releases, 1.0+

The Dohna characters, including Kuma, have been given another substantial update. This update fixes quite a few bugs, and also adds a couple additional content to his moveset:

v1.02 Patch Notes:
Spoiler, click to toggle visibilty
    

Re: [NSFW] Kirakira (Released 01/16/2021, Updated 11/08)

 November 07, 2021, 06:32:05 pm View in topic context
 Posted by MoloMowChow  in [NSFW] Kirakira (Released 01/16/2021, Updated 11/08) (Started by MoloMowChow January 17, 2021, 07:14:29 am
 Board: Your Releases, 1.0+

The Dohna characters, including Kirakira, have been given another substantial update. This update fixes quite a few bugs, and also adds a couple additional content to her moveset:

v1.05 Patch Notes:
Spoiler, click to toggle visibilty
    

Re: [doHna:doHna] Kuma (Released 05/26/2021)

 May 30, 2021, 06:04:47 pm View in topic context
 Posted by MoloMowChow  in [doHna:doHna] Kuma (Released 05/26/2021, Updated 11/08) (Started by MoloMowChow May 27, 2021, 06:29:46 am
 Board: Your Releases, 1.0+

Although I hope you or someone could do a patch that removes some of the stuff related to the assist system.

I was thinking making a Kirakira DL without the assist system. To be honest I'm considering just patching out the assist system altogether from Kirakira in a future patch, as after some thinking I felt it doesn't really add anything to Kirakira herself. The whole assist system idea originally stemmed from Kuma being able to do the same from the original game anyways, so it'd make more sense to keep it exclusively to him, considering his ranged gun playstyle.

    

Re: [doHna:doHna] Kuma (Released 05/26/2021)

 May 30, 2021, 05:04:30 am View in topic context
 Posted by MoloMowChow  in [doHna:doHna] Kuma (Released 05/26/2021, Updated 11/08) (Started by MoloMowChow May 27, 2021, 06:29:46 am
 Board: Your Releases, 1.0+

any plan to let Kirakira have it?

I actually recently put out an update for Kirakira, along with fixing bugs and some rebalances, gives her the exact same assist system that Kuma has. But it's basically a straight copy with no modifications. To quote myself from Kirakira's thread:
Kirakira has been given a substantial update. This is to achieve parity with Kuma's release, fix a few bugs, and rebalance her moveset a bit.

You may notice the hefty increase in her filesize compared to her last version. That was because I was originally using her as a test character for making Kuma's assist system, and as such she has all the sprites and code of Kuma's assists in her file too. I was originally planning to make it so that all Dohna characters would be able to use the same system to call other Dohna characters for joint attacks. However, the further I went along making it the more I realized how much work would need to be done to keep it updated for every character. In the end I decided to scrap the idea of making the assist system interchangeable with each character and keep it exclusive to Kuma. I thought it'd be a waste to scrap it on Kirakira though, so I kept it in as an optional toggle in Config.txt for the players to turn it on if they want to. It's set off by default.

The assist system was originally meant for Kuma, and was not balanced for Kirakira's use. There may be bugs or balance issues if you turn on the assists for Kirakira (such as being able to call herself for assists). Her AI uses the assists just fine regardless, if it's activated.

tl;dr i was gonna make the assists system for all dohna characters, but too much work so I gave up
    

Re: [NSFW] Kirakira (Released 01/16/2021, Updated 05/26)

 May 28, 2021, 04:13:34 am View in topic context
 Posted by MoloMowChow  in [NSFW] Kirakira (Released 01/16/2021, Updated 11/08) (Started by MoloMowChow January 17, 2021, 07:14:29 am
 Board: Your Releases, 1.0+

Kirakira has been given a substantial update. This is to achieve parity with Kuma's release, fix a few bugs, and rebalance her moveset a bit.

v1.04 Patch Notes:
Spoiler, click to toggle visibilty

You may notice the hefty increase in her filesize compared to her last version. That was because I was originally using her as a test character for making Kuma's assist system, and as such she has all the sprites and code of Kuma's assists in her file too. I was originally planning to make it so that all Dohna characters would be able to use the same system to call other Dohna characters for joint attacks. However, the further I went along making it the more I realized how much work would need to be done to keep it updated for every character. In the end I decided to scrap the idea of making the assist system interchangeable with each character and keep it exclusive to Kuma. I thought it'd be a waste to scrap it on Kirakira though, so I kept it in as an optional toggle in Config.txt for the players to turn it on if they want to. It's set off by default.

The assist system was originally meant for Kuma, and was not balanced for Kirakira's use. There may be bugs or balance issues if you turn on the assists for Kirakira (such as being able to call herself for assists). Her AI uses the assists just fine regardless, if it's activated.

Download Link Updated
    

[doHna:doHna] Kuma (Released 05/26/2021, Updated 11/08)

 May 27, 2021, 06:29:46 am View in topic context
 Posted by MoloMowChow  in [doHna:doHna] Kuma (Released 05/26/2021, Updated 11/08) (Started by MoloMowChow May 27, 2021, 06:29:46 am
 Board: Your Releases, 1.0+

Showcase video (Mild fanservice warning)
Spoiler, click to toggle visibilty

For M.U.G.E.N v1.1
Make sure the RenderMethod setting in mugen.cfg is set to OpenGL or the sprites won't show.

The newest version is always available at this webpage here:
https://molomowmugen.wixsite.com/fkgmugen/other-dl

Kuma is a port of a character from Alicesoft's RPG called Dohna Dohna. The game is set in a city controlled by a single powerful corporation that has become disrupted by the emergence of clans: gangs of ne'er-do-wells that perform various criminal acts. Kuma, the main protagonist of the series, is the second-in-command of one such organization: Nayuta. He is tasked with increasing his clan's power through criminal activities. Along the way, he and his allies must contend with rival clans, as well as the corporation itself, while unraveling a greater conspiracy surrounding the city.

Note on Controls:
Just like the last Dohna character I made, Kirakira, this character originally came from an RPG, and lacks any proper movement animations. As such, he doesn't walk back or forward like a normal fighting game character. He can only move via jumps or dashes forward/backward. This also means no crouching either. This can make positioning difficult at times. To compensate, he has a strong moveset that utilizes his long range gun attacks, and his hops forward/backward are mostly invulnerable (except grabs).

He exclusively uses a handgun in the RPG, and ended up being a heavy zoner-type character here as a result. He plays completely different from Kirakira, with his own gimmicks and systems separate from her, and thus should be approached/played differently. He has an ammo system that uses a bullet every time he fires his gun, and must reload periodically. He also has an assist system that allows him to call allies for help, which is a throwback to him being able to do the same in the original RPG. He uses the Assist system to supplement his combat. Combined, this allows him to keep distance and pelt away with his handgun.

For more details on his controls, check out his readme.

Some devblogging for those that care:
Spoiler, click to toggle visibilty

This character was originally made for the purpose of AI vs AI spectacle fights, and wasn't meant for human challenge.
But it is fully controllable, and nothing is stopping you from playing as or against this character.

Thanks for reading!
    

Re: [Gunvolt] " from "Azure Striker Gunvolt Series" by Perroris.

 March 02, 2021, 05:36:59 am View in topic context
 Posted by MoloMowChow  in [Gunvolt] " from "Azure Striker Gunvolt Series" by Perroris.  (Started by perroris February 27, 2021, 04:44:37 am
 Board: Your Releases, 1.0+

A very nice adaption of Gunvolt. I like how you try to be faithful to the source game, and I love the way you implemented Joule.

Thank you for your hard work.
    

Re: [NSFW] Kirakira (Released 01/16/2021, Updated 01/18)

 January 26, 2021, 06:50:19 am View in topic context
 Posted by MoloMowChow  in [NSFW] Kirakira (Released 01/16/2021, Updated 11/08) (Started by MoloMowChow January 17, 2021, 07:14:29 am
 Board: Your Releases, 1.0+

Simply amazing!

Thanks for the video. I actually noticed a bug in the video, so I pushed out an update with fixes and some added features:

v1.03b Patch Notes:
Quote
- Fixed Burst incorrectly always launching enemies towards the right
- Fixed Killer Pain and Killer-go-round causing crashes in Simul Mode when hitting two targets
    - Killer pain now only ever effects one enemy
- Added graphical player arrows for out of height bounds, and simul mode situations
- Sped up the Killer World cutscene a bit
- Slightly modified the frequency that "Hurt" voice lines play
- Renamed AIConfig.txt to Config.txt
- Implemented censored versions of special KO sprites (white ray of light variety), to be slightly more worthy of the NSFW tag
    - In addition to this, added a new setting in the Config.txt file to toggle special KO sprites on/off
    - Made special KO portraits horizontally flip properly when on P2
    - Note: If you previously downloaded the R18 patch before, it is necessary to redownload it for this update
- Added partner intro compatibility with other Dohna characters
- Shifted the .st categorization of some states
- Renamed some moves within the readme

Download link updated
    

Re: [NSFW] Kirakira (Released 01/16/2021)

 January 18, 2021, 06:33:37 am View in topic context
 Posted by MoloMowChow  in [NSFW] Kirakira (Released 01/16/2021, Updated 11/08) (Started by MoloMowChow January 17, 2021, 07:14:29 am
 Board: Your Releases, 1.0+

Thank you for the comments everyone. Also i just realized that I somehow forgot to set a forum icon...

found a couple of bugs along the way, so here ya go...
- activating Overhead Chainsaw Swing precisely after Killer Peach will make her either float up or (rarely) down for a bit

- in debug she displays a remappal error saying not having a dest Pallette 1,4

-during certain intervals in battle KiraKiras air attacks against certain oppnents will cause them to either float up or liedown indefinitely making them unbeatable
Thank you for the bug reports. I have patched the character to v1.02 and updated the download link, and also took the opportunity to apply a few of my own fixes. Patch notes at bottom of post. The remappal error was due to not having any actual palettes in her default selection palettes. I originally ignored them since I used RGBa sprites and those can't use palettes anyways. I have put dummy palettes in its place so the error shouldn't pop up anymore.

As for her air attacks causing weird effects on certain opponents, I have a suspicion that it's mainly her Killer Air Peach doing that. Some enemies have their own reactions/recoveries/special effects when they detect that they've hit the ground on a Hit state. A lot of characters like to get up or recover almost instantly with their own states, such as rolling. This probably conflicts with Killer Air Peach pushing them into the floor. I'll take a bit more testing with various characters to see if it's really the problem, and what I can do about this.

Also, I'm cusrious to know about your sprite ripping method.
It really depends on the game. Different games require different tools as they tend to store their asset files differently. The end result is just always PNGs I can use as sprites.

the only dissapointing was that it isn't a NSFW char,she is always covered and never showed something ,i don't know if prudes are ruling or trying to change definition (happened in another site) but from what i know NSFW is something that shows either genitals or have something sexual but if is covered it isn't.
Ah, I read the forums rules about risky characters, and they didn't mention if actual private parts/sexual content were required to be labelled NSFW, just "mild boobs and butts". So I added it anyways just to be safe. Sorry for disappointing you on that front.
Spoiler, click to toggle visibilty


v1.02 Patch Notes:
Quote
- Fixed using Overhead Saw after Killer Peach causing Kirakira to float
- Made chainsaw sounds stop when cancelling out of Killer ride
- Fixed remappal error console message
- Added missing landing dust effect from her intro
- Extended the duration of how long the Firecracker item image shows when taunting
- Nerfed Killer World, by halving the amount of passes allowed before failing (10 basically guranteed hits)
- Slightly nerfed power gain of Killer Pain
- Modified or added more info to readme file
    

[NSFW] Kirakira (Released 01/16/2021, Updated 11/08)

 January 17, 2021, 07:14:29 am View in topic context
 Posted by MoloMowChow  in [NSFW] Kirakira (Released 01/16/2021, Updated 11/08) (Started by MoloMowChow January 17, 2021, 07:14:29 am
 Board: Your Releases, 1.0+

Note: The character design is very fanservicey. Although there is no outright nudity, it shows a lot of skin.

Showcase video
Spoiler, click to toggle visibilty

For M.U.G.E.N v1.1
Make sure the RenderMethod setting in mugen.cfg is set to OpenGL or the sprites won't show.

The newest version is always available at this webpage here:
https://molomowmugen.wixsite.com/fkgmugen/other-dl

Kirakira is a port of a character from Alicesoft's recent RPG called Dohna Dohna. The game is set in a city controlled by a single powerful corporation that has become disrupted by the emergence of clans: gangs of ne'er-do-wells that perform various criminal acts.
Kirakira joined one such organization: Nayuta, to escape the monotony of life in the city. She wields a chainsaw and swings it everywhere in combat. Her gas mask is totally legit.

Note on Controls:
Unfortunately, since the character originally came from an RPG, she lacks any proper movement animations. As such, she doesn't walk back or forward like a normal fighting game character. She can only move via jumps or dashes forward/backward. This also means no crouching either.

This can make positioning difficult at times. To compensate, she has a strong moveset that allows her to attack while moving, and her hops forward/backward are mostly invulnerable (except grabs). She also has a spot dodge which can cancel into some of her other attacks.
For more details, check out the readme.


This character was originally made for the purpose of AI vs AI spectacle fights, and wasn't meant for human challenge.
But it is fully controllable, and nothing is stopping you from playing as or against this character.

Thanks for reading!
    

Re: Fighting Retromix Lifebar (1280,720) for M.U.G.E.N 1.1

 January 08, 2021, 11:59:06 pm View in topic context
 Posted by MoloMowChow  in Fighting Retromix Lifebar (1280,720) for M.U.G.E.N 1.1 (Started by Dissidia January 02, 2021, 02:33:19 am
 Board: Your Releases, 1.0+

I just wanted to say that these are my new favorite 720p lifebars. Thank you for your hard work! I think I'll be using these for a long time.

I like how you modified the sound effects. I also appreciate that a custom port is not required, so it works right out of the box.
    

Hallow Knight Girls (Halloween Release 10/31/2020)

 October 31, 2020, 03:45:39 pm View in topic context
 Posted by MoloMowChow  in Hallow Knight Girls (Halloween Release 10/31/2020) (Started by MoloMowChow October 31, 2020, 03:45:39 pm
 Board: Your Releases, 1.0+

Showcase video


For M.U.G.E.N v1.1

Download Link (v1.0):
http://tstorage.info/c73oprxtlysc

This is a festive Halloween release character I've been working on for fun, and is a remake of a previous Halloween character I made a couple of years ago but never finished. I decided to use a new thread instead of necroing the old one.
This was basically made for fun and is more of a Boss/Joke type character similar to Flower Drunk Girls, better suited for AI spectacle fights. There was more I wanted to do with this, but I ran out of time before the deadline. Well, I could always save it for next Halloween.

Mechanics
Spoiler, click to toggle visibilty


This character was originally made for the purpose of AI vs AI spectacle fights, and isn't meant for human challenge.
But nothing is stopping you from playing as or against this character.

Thanks for reading!
    

Re: [Nitroplus Blasterz] Mora (Custom) Released 06/04/2020

 October 03, 2020, 11:34:34 am View in topic context
 Posted by MoloMowChow  in [Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020 (Started by MoloMowChow June 04, 2020, 05:29:06 pm
 Board: Your Releases, 1.0+

An overdue update to Mora, a couple nerfs and some minor visual tweaks
Updated Download link in starting post, as well as here:
http://tstorage.info/ll247gpdleof

Quote

v1.04 (Oct 3, 2020)
- Increased cost of Infinite Blast after initial free one (1000+ power per use)
- Applied damage dampening to Assistant damage.
- Hide Assistant Icons during final hit of "Ashes to Ashes, Dust to Dust"
- Lowered the height of camera zoom position during final hit "Ashes to Ashes, Dust to Dust"
- Disabled leftover DebugDisplay code

v1.03 (June 05, 2020)
- Fixed Dragon's Assist Icon not showing when playing on p2 side.
    

Kitsune no Botan (Released 08/26/2020)

 August 26, 2020, 11:00:56 am View in topic context
 Posted by MoloMowChow  in Kitsune no Botan (Released 08/26/2020) (Started by MoloMowChow August 26, 2020, 11:00:56 am
 Board: Your Releases, 1.0+

Showcase video


For M.U.G.E.N v1.1

Download Link (v1.01):
http://tstorage.info/daky50mo6pvj

NOTE: I've been getting complaints about my characters being invisible. In order for this character to display properly in MUGEN 1.1, your RenderMode setting in mugen.cfg should be set to OpenGL. There's no reason it shouldn't be set to this. It is necessary for characters who use RGBa sprites, and is an overall better render method.

Kitsune no Botan, true to her name, is a twin-tailed kitsune, who's also a bit of a trickster at times with a blunt way of speaking. She uses her fire magic and quick mobility to gain the advantage in a fight. Hop and bounce around all day!

Since making Mora, I've learned about using a localcoord value of 960,720, instead of the previous 1280,720 value I used for my older high-res characters. The end result is that the sprites I use no longer need to be scaled nearly as big, while still keeping the similar quality sharpness of the high-res sprites I use. I used to scale them 3x times, now i only need to scale them 2x times.

This means the overall file size of this character is a lot less bloated, and I plan to incorporate the new localcoord values for similar creations in the future. I hope this will make it easier for people wanting to download these characters from now on.


This character was originally made for the purpose of AI vs AI spectacle fights, and isn't meant for human challenge.
But nothing is stopping you from playing as or against this character.

That's all for now. Thanks for reading!
    

Re: [Nitroplus Blasterz] Mora (Custom) Released 06/04/2020

 June 05, 2020, 06:19:51 am View in topic context
 Posted by MoloMowChow  in [Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020 (Started by MoloMowChow June 04, 2020, 05:29:06 pm
 Board: Your Releases, 1.0+

I can't find link in your website.
Ah, sorry about that. I hadn't updated my website yet. You could use the link in the topic post until then if you'd like, it'll be the same link anyways.
I'll be updating my website soon

1 bug
2P side the support char doesn't shown
Thanks for catching that. It seems only a display bug with the icon is missing, and Dragon can still be called off cooldown. I'll make a quick fix soon tho.

2 too overpowerd
Lol yeah, figured as much
    

Re: [Nitroplus Blasterz] Mora (Custom) Released 06/04/2020

 June 05, 2020, 05:22:18 am View in topic context
 Posted by MoloMowChow  in [Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020 (Started by MoloMowChow June 04, 2020, 05:29:06 pm
 Board: Your Releases, 1.0+

Nice Work :sweetheart:
I think you can disable the bg/fg and pull the characters to the middle of the screen when Mora is performing Ashes to Ashes, Dust to Dust.

Thanks Eiton. It's great that you like it despite not being a 1:1 conversion. It means a lot to me.
Thanks for pointing out improvements for Ashes to Ashes.
I didn't account for possible stage zoom when coding zoom for Ashes to Ashes which resulted in the zoom being a lot higher pos y than it should be, i think anyways. It seemed fine when i tested it in non-zoom stages, but i should lower the zoom centerpoint anyways. Disabling bg/fg would be good as well. Speaking of which, i should've also made the partner blitz icon disappear during it too!

That'll be something for a future patch.
    

[Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020

 June 04, 2020, 05:29:06 pm View in topic context
 Posted by MoloMowChow  in [Nitroplus Blasterz] Mora (Custom) Updated 10/03/2020 (Started by MoloMowChow June 04, 2020, 05:29:06 pm
 Board: Your Releases, 1.0+

Showcase video


For M.U.G.E.N v1.1

Download Link (v1.04 Updated 10/03/2020):
http://tstorage.info/ll247gpdleof

Special Thanks to:
- KDT, for ripping the sprites and being kind enough to share it publicly.
- aokmaniac, for ripping the sounds and voice clips and being kind enough to share it publicly.
- Eiton, having made the first Nitro Blasterz characters and being a excellent example of how they can be done. I borrowed a quite a bit from their creations, such as FX and partner blitz code.
- Examu and Nitroplus for their legacy

This is a port of Mora from Nitroplus Blasterz created by Examu. The "Custom" abbreviation in her name is to represent how she is not a completely accurate 1:1 conversion from her source game. There were either creative liberties taken, or some mechanics left out due to either time constraints or inexperience. Additionally, I was unfortunately unable to get Mora's unique FX from the source game, and settled for substitutes or nothing at all.
While most of her moves and button inputs are present from NitroBlast, some have been tweaked or changed to better fit a MUGEN environment. Details of known changes are listed in spoilers further below.

In general, she's more OP than from her source game. There's probably some infinites or nasty 100% chain combos present for player's to exploit as well since I mainly tested the AI side of things outside of making sure button inputs functioned.
That being said, if you've played Mora from NitroBlast, Mora Custom should have the same inputs.

I've been meaning to try and port a character from an actual fighting game, and Nitroplus Blasterz interested me. Overrall, I think I learned a bit more about how fighting game mechanics work. It was fun, but also quite tedious and time consuming.
This character was originally made for high-res screenpacks at 720p resolution.  You may have to tweak her "localcoord" values for 640x480p resolutions depending on your setup and the size of the other characters in your roster. She functions fine on lower res otherwise.

Important Note: In order for characters like this to display properly in MUGEN 1.1, your RenderMode setting in mugen.cfg should be set to OpenGL. There's no reason it shouldn't be set to this. It is necessary for characters who use RGBa sprites, and is an overall better render method.

List of deliberate changes:
Spoiler, click to toggle visibilty
There is likely other differences that aren't so deliberate and more due to inexperience, such as hit velocities.

Thanks for reading!