Featuring exciting new features, such as... this intro, I guess
Joe
Kyo
Shingo
None of these contain anything really major, just general cleanup and refinement. These three characters are all at the current quality level that I hope to eventually bring all my other characters up to (Chun-Li is very near; Ken, King, Demitri, Benimaru and B.B. Hood are a little further off, and everyone else I intend to totally remake).
I've actually been spending the majority of what little time I have these days for MUGEN on totally redoing my website, cleaning up and overhauling it, and finally adding some fancy movelists for all my characters. This was mostly just an excuse for me to keep certain CSS skills and other minor web development tricks from totally atrophying from my brain, but the revamp was something I had wanted to do for a long time anyway, so I got to kill two birds with one stone.
Individual changelists:
Spoiler: Joe (click to see content)
- Added in-game movelists (accessible in IKEMEN only)
- Added an HTML movelist to the directory for cleaner, easier-to-read movelist viewing
- Changed command file extension from .cmd to .st
- Crouch friction changed to 0.85
- The air hit velocities of all normals are now based (mostly) on CvS2
- Guard damage is now based on the damage the hit would do if not guarded, instead of dealing 7 damage in all situations
- Throw techs now preserve the original facing, even when done very late and the throwing character is switching sides
- Removed bug where throws would whiff against opponents who remain in state 140
- Replaced EX activation sound with the one from SFIII (previously, it was Demitri's fireball startup)
- Fixed error in projectile flag increment/decrement when projectile(s) are reflected
- Fixed bug where EX Golden Heel did different amounts of damage based on the strength of the last special move used
- Moved the second voicelip during Golden Tiger Kick to be further away from the first voiceclip, to avoid cutting off the first one
Spoiler: Kyo (click to see content)
- Added in-game movelists (accessible in IKEMEN only)
- Added an HTML movelist to the directory for cleaner, easier-to-read movelist viewing
- Changed command file extension from .cmd to .st
- Changed the extension of each mode state file (the ones containing state 5900) from .st to .cns
- Crouch friction changed to 0.85
- Removed bug where gravity would kick in one tick early for jumping normals done at the first possible moment
- Tweaked how hard the damage dampener kicks in when connecting a super off a juggle reset
- The hit velocities of all normals are now based (mostly) on CvS2
- Guard damage is now based on the damage the hit would do if not guarded, instead of dealing 7 damage in all situations
- Throw techs now preserve the original facing, even when done very late and the throwing character is switching sides
- Removed bug where throws would whiff against opponents who remain in state 140
- Replaced EX activation sound with the one from SFIII (previously, it was Demitri's fireball startup)
- Most projectiles now use HitPause, HitTime, and vels identical to the ones used in medium normal attacks; however, the frame data is actually slightly improved by this change.
- Fixed error in projectile flag increment/decrement when projectile(s) are reflected
- Throw whiff animation has a longer recovery period
- All aerial get hit animations now use the same hitbox
- Simplified the timer system that determines how long to apply flame particles to opponents
- Added a Kusanagi vs Shingo intro
- Fixed infinite loop bug in intro states that occured when EX Kyo faced KarmaCharmeleon's Orochi Iori
- Added intro/winquote compatability with KarmaCharmeleon's Ryu
- 88 Shiki must now be blocked low
- Hatsugane now uses a different post-throw animation for opponents with a bounce animation with no y-offset (it looked bad otherwise)
- Issetsu Seoi Nage now displays a hitspark for the second hit
- 125 Shiki: Nanase now uses an air StateType while Kyo is advancing forward
- Renamed R.E.D. Kick to R.E.D. KicK, with a capital K at the end, the offical spelling for the move (this is not a joke, look it up)
- Fixed bug in EX R.E.D. KicK where the velocity calculation did not account for the move's PosAdds, causing Kyo to move too far forward
- Added 910 Shiki: Nue Tsumi and assorted followups for normal Kyo; Kusanagi's crouch HP now uses the Nue Tsumi animation
- Replaced 1999 Shiki: Kiri Homura startup sprites with redone ones by Troy; also replaced voice sample with a higher quality rip
- Added custom hit states for the upward launching punch in 1999 Shiki: Kiri Homura; this should help all the final hit connect, even against opponents who erroneously apply a VelAdd twice on a single tick multiple times as they are falling.
Spoiler: Shingo (click to see content)
- Added in-game movelists (accessible in IKEMEN only)
- Added an HTML movelist to the directory for cleaner, easier-to-read movelist viewing
- Changed command file extension from .cmd to .st
- Crouch friction changed to 0.85
- The air hit velocities of all normals are now based (mostly) on CvS2
- Guard damage is now based on the damage the hit would do if not guarded, instead of dealing 7 damage in all situations
- Throw techs now preserve the original facing, even when done very late and the throwing character is switching sides
- Removed bug where throws would whiff against opponents who remain in state 140
- Replaced EX activation sound with the one from SFIII (previously, it was Demitri's fireball startup)
- Added intro vs Kusanagi
- Minor improvements to the intro vs Iori: no longer plays against certain Iori's Orochi modes, and now has delayed startup vs. KarmaCharmeleon's Iori so that both characters aren't directly talking over one another
- Hatsugane now uses a different post-throw animation for opponents with a bounce animation with no y-offset (it looked bad otherwise)
- Corrected bug where the custom states used by Oboro Gurama Mikansei didn't allow opponent to perform safe fall