Made for mugen 1.1A few videos:Feedback is appreciated.Download:https://www.mediafire.com/folder/a6bepg66b3bcp/Mugen_CharactersFrom the readme:Spoiler, click to toggle visibilty--SYSTEM--Perfect GuardRecovery Roll (hold back or fwd while on the ground)Hold Back while jumping: Air GuardHP+HK While Guarding: Zero CounterFWD+MK: Overhead--CANCELLING--Normal attacks into stronger normal attacksSpecial moves into special movesSpecial Moves into SupersSupers into other equal or stronger supers--SYSTEM--Neutral PP: Forward ThrowNeutral KK: Back throwPPP or KKK: Power chargeLP+LK: EvadeMP+MK: Ashura SenkuHP+HK: Misogi--SPECIAL MOVES--QCF+P: Hadoken (Air)DP+P: Shoryuken QCF+K: Joudan Sokutou GeriQCB+K: Tatsumaki senpukyaku (Air)--SUPERS--QCF+PP: Shinku Hadoken (Air)QCB+KK: Shinku Tatzumaki (Air)DP+PP: Shin Shoryuken QCF+KK: Messatsu Gouzankuu (lvl2)QCF,QCF+P: Metsu Hadoken (lvl3)(Air)LP,LP,Forward,LK,HP: Raging Demon
A couple things.- Metsu Hadoken doesn't disable the stage foreground like Shun Goku Satsu does. I don't think it's as important for Metsu to do this as it is for Shun Goku Satsu, but it's just kinda weird that both of these supers are cinematic but only one of them hides the foreground.- Shin Shoryuken launches the opponent really high which can lead to near endless Shoryuken loops in the corner. It's not an infinite since the combo eventually drops, but it looks pretty silly.- The back dash always has the StateType set to S even though it has an upward velocity from animelem 2.- The lightning effect inside the beam and the unique hitsparks for Metsu Hadoken don't change colors like the beam itself does. Wouldn't it look better if the colors properly matched?- Personally, it feels very odd how only the light version of air Tatsumaki will travel backwards during a back jump, but the medium and heavy versions will always travel forwards regardless of what direction you're jumping in.
The remake of one of my favorite MUGEN characters releases (almost) on my birthday. Couldn't have asked for a better gift.
Thanks for this lad, combos are pretty neat with the XIII cancelling system.Here's some feedback as I usually promise:1. Light Punch Hit Sound being CvS is kinda odd when set with the other Normal Hit Sounds,2. The Hadouken sounds could be a bit stronger.3. The Shinkuu Tatsumaki Tornado FX seems very rough, a fade in and out effect might help.Also a few Readme nitpicks:1. Overhead is marked as MK instead of MP2. He has a HCF Chargable Hadouken and a Tenma Kujin Kyaku which aren't mentioned.3. Shin Shoryuken isn't marked as a Level 2.4. Raging Demon isn't marked as a Level 5.5. I'd suggest using (Air Also) instead of (Air) and save the latter for the Tenma Kujin Kyaku.
Yea That Hurricane kicks FX just doesnt work with that super, it looked always pretty bad when they added some clouds and rain bs on the move in Marvel Vs Capcom Infinite, everything else looks great. About the colors on the blast , it looks good if it were to change to the same color it will probably look bland