Zero-Sennin's WIPs (Aya and Youmu Released)

Started by Zero-Sennin, August 11, 2014, 02:23:10 AM

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Zero-Sennin

Spoiler: Table of Contents (click to show)

Reviving the old WIP thread would remind me too much of the old me. I really don't like the old me that much. Plus it's full of a bunch of posts and that makes me break out in hives. Too much old stuff I don't want to remember.

OK, that's out of the way. Let's start talking turkey.



THE SHRINE MAIDEN OF PARADISE
REIMU HAKUREI


Spoiler: Movelist (click to show)
Basic Moves

   X, Y, Z, etc, refer to MUGEN button notation.

   Light Attack - X (A)
   Medium Attack - Y (B)
   Heavy Attack - A (C)
   Force Attack - B (D)

   Numpad Directional Guide   
         7 8 9
         4 5 6
         1 2 3
         
         All directional commands will be listed according to this numpad guide.
         When on the P1 side, 4 is back, 6 is forward, 2 is down, and 8 is up.
         Therefore, on the P1 side, 7 is up-back, 9 is up-forward, 3 is down-forward, and 1 is down-back.
         On the P2 side, 4 is forward and 6 is backward; 7, 9, 3, and 1 will reverse accordingly.
         
         5 is neutral.
         
         All commands are given assuming that the player is on P1's side (left side of the screen, facing right).
         
         Anything enclosed in [] indicates a charge command, such as [4]6A/B/C (hold 4, then press 6 and A/B/C).
         
   Command Moves
      
      Throw - AB

   System

   Moves marked with [SC] can be super canceled.

         Recovery - any button, if recovery is possible.
            Hold Forward/Back to recover in those directions.
         Run - Tap Fwd twice and hold it. Can cancel into basic attacks, specials, and supers.
         Superjump - Tap Down and then jump in any direction.
         Double Jump - Jump while you're in the middle of another jump. Not allowed after super jumps.
         Jump Cancel - Jump while hitting with any A/B/C attack.
            You get one jump cancel from the ground.
         Air Dash - Press Forward or Backward twice in midair. Can cancel into basic attacks.

   Special Moves
      
      Homing Amulet - [4]6A/B/C/D (air OK)
      Ascension Kick - [2]8A/B/C/D [SC]
      Cautionary Border - 22A/B/C/D
      Rain Dance - [6]4A/B/C/D
      
      -The D versions of these moves cost 500 meter, or 1/2 a super meter stock.
      
   
   Super Moves

   Lv. 1 (1000 power/1 super meter)
      Spirit Sign "Fantasy Orb" - [4]6AB, air OK
      Divine Arts "Wind God Kick" - [2]8AB
      
   Lv. 2 (2000 power/2 super meters)
      Divine Arts "Demon Binding Circle" - 22AB

   Lv. 3/MAX (3000 power/3 super meters; opponent must have less than 30% life. Reimu will be glowing white while this condition is met.)
      Fantasy Heaven - [2]8BD

Spoiler: System Notes (click to show)
   A > B > C > D
   A/B/C > Special Moves or Super Moves
   A/B/C Special Moves > D Special Moves
   Special Moves > Super Moves

Force Attacks (D) cause hard knockdowns when they hit, but can't be canceled by specials or supers. That said, Reimu does have a way to throw on additional damage after using one of them, but it requires meter and won't enable juggles afterward.

The charge buffer is (deliberately) very generous, so it won't be very hard to utilize most of these moves. Of the other characters I have planned to use this system (currently Marisa, Meiling, and Youmu--maybe Sanae too--in no particular order), Reimu is the only one at the moment that will have mostly charge commands. I've also restrained the character's abilities within the system some more compared to some of the work I've done recently, not because I dislike what I was doing with my fake-ass Melty characters, but because I wanted a change of pace.

The only things I have left to do at this point are throw in some missing effects to jazz things up visually, and do portraits. Betas will probably go out within the week, and I may actually do a video or a stream to show off the basics (and look super fraudulent).

Questions, comments, concerns? Let's hear them.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin



A rough preview of Reimu's Fantasy Heaven now that more effects and such have been added. I've already fixed the throw animation for P2 and the extra sparks showing up when they're getting hit, and have already refined some things based on feedback.

Release will be...soon-ish, I imagine.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin

So aside from doing a stream where I was dying on the mic at large, I've been working out a few more system things with Reimu. Of note:
-Her Level 2 hits downed opponents, but if it OTGs they stay unjuggleable, much like if you use j.[4]6D to pick up downed opponents.
-Her 5D causes wallbounce on counterhit, while her j.D causes groundbounce on counterhit.
-It's a lot easier to cancel the landings of [2]8X and and [6]4X into the D versions of her special moves, or into supers.

Still have to work out AI and palettes, but I can't think of much else besides that. Feel free to ask questions if you have them.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Flowrellik

hmmm so far so good to be honest. I'm in need of a good touhou char or two but never expected a POTS Style Reimu.
I would like to ask a couple things though.
1) Will there be more touhou chars in the future?
2) Will she have a spam based attack based on the original Touhou games (The ones ZUN made as side scroller shooter type).
3) Any pal templates opened?
4) As a concept for her Fantasy Nature, is it possible to have the cards shoot out in a spinning pattern along with the YinYang Symbol guards?

Kamekaze

fx is placeholder. shes not pots style brah.
Want to feel useful for a useless show? click here
119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.

Zero-Sennin

Quote from: Flowrellik on August 23, 2014, 05:43:34 AM
hmmm so far so good to be honest. I'm in need of a good touhou char or two but never expected a POTS Style Reimu.
I would like to ask a couple things though.
1) Will there be more touhou chars in the future?
2) Will she have a spam based attack based on the original Touhou games (The ones ZUN made as side scroller shooter type).
3) Any pal templates opened?
4) As a concept for her Fantasy Nature, is it possible to have the cards shoot out in a spinning pattern along with the YinYang Symbol guards?

Looking at the movelist next time will save you a whole lot of embarrassment about assuming a character is PotS style.

To answer the rest of your questions:
1) Yes
2) No, why? This isn't a Touhou game.
3) No, and there probably won't be any.
4) I'll think about it.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Flowrellik

ahhh ok and sorry if I assumed. Im just very overexcited XD

Zero-Sennin

#7
I was going to do a video for this, but I'm terrible, so that's not going to happen.



Spoiler: Meiling's Movelist (click to show)
Basic Moves

   X, Y, Z, etc, refer to MUGEN button notation.
   (A), (B), (C), etc, refer to the button notation in this readme.
   
   Light Attack - X (A)
   Medium Attack - Y (B)
   Heavy Attack - A (C)
   Force Attack - B (D)

   Numpad Directional Guide   
         7 8 9
         4 5 6
         1 2 3
         
         All directional commands will be listed according to this numpad guide.
         When on the P1 side, 4 is back, 6 is forward, 2 is down, and 8 is up.
         Therefore, on the P1 side, 7 is up-back, 9 is up-forward, 3 is down-forward, and 1 is down-back.
         On the P2 side, 4 is forward and 6 is backward; 7, 9, 3, and 1 will reverse accordingly.
         
         5 is neutral.
         
         All commands are given assuming that the player is on P1's side (left side of the screen, facing right).
         
         Anything enclosed in [] indicates a charge command, such as (hold B).
         
   Command Moves
      
      Tetsuzankou - 6D
      Senkyuutai - 4D
      Throw - AB
         Hold 4 to throw the opponent behind you.

   System

   Moves marked with [SC] can be super canceled.

         Recovery - any button, if recovery is possible.
            Hold Forward/Back to recover in those directions.
         Run - Tap Fwd twice and hold it. Can cancel into basic attacks, specials, and supers.
         Superjump - Tap Down and then jump in any direction.
         Double Jump - Jump while you're in the middle of another jump. Not allowed after super jumps.
         Jump Cancel - Jump while hitting with any A/B/C attack.
            You get one jump cancel from the ground.
         Air Dash - Press Forward or Backward twice in midair. Can cancel into basic attacks. Not allowed after super jumps.
         Guard Cancel - Press 4D while blocking an attack. Totally invincible during the move, but it cannot kill opponents and does minimal damage.
            Costs 500 power (1/2 super meter stock).
         

   Special Moves
      
      Spiral Light Steps- 236A/B/C/D *
      Spiral Light Cannon - 623A/B/C/D [SC] *
      Colorful Windchime - 214A/B/C/D [SC]
         Senkyuutai - [A] during 214A/B/C/D *
         Fragrant Wave - during 214A/B/C/D *
      Tiger Chi Release - 22A/B/C/D
      
      -The D versions of these moves cost 500 meter (1/2 super meter stock).
      -The supercancel frames of 236A/B/C/D and 214A/B/C/D extend to their landing frames.
      -Moves marked by * will gain any special counterhit properties if Meiling has a Charge Icon, and *-marked special moves will do bonus damage based on the number she has.
         Hitting an opponent with a * special will consume any Charge Icons Meiling has.
      -22D will give Meiling 4 Charge Icons instead of 3 if she hits the opponent with it.
   
   Super Moves

   Lv. 1 (1000 power/1 super meter)
      Chi Sign "Earth Dragon Sky Kick" - 236AB
      Rainbow Sign "Intense Rainbow Fist" - 623AB
      
   Lv. 2 (2000 power/2 super meters)
      Chi Sign "Fierce Tiger Energy Release" - 22AB

   Lv. 3/MAX (3000 power/3 super meters; opponent must have less than 30% life. Meiling will be glowing white while this condition is met.)
      Brilliance "Rainbow Brilliance Palm" - 236BD

   - "Fierce Tiger Energy Release" will lift fallen opponents off of the ground, but will not allow combos afterward.
      It will also give the following effects when used:
         Meiling gets 5 Charge Icons instead of 4 if she hits the opponent with it.
         Meiling's bonus damage from Charge Icons is increased for 18 seconds.
         Meiling will always retain 1 Charge Icon.

Spoiler: Aya's Movelist (click to show)
Basic Moves

   X, Y, Z, etc, refer to MUGEN button notation.
   (A), (B), (C), etc, refer to the button notation in this readme.
   
   Light Attack - X (A)
   Medium Attack - Y (B)
   Heavy Attack - A (C)
   Force Attack - B (D)

   Numpad Directional Guide   
         7 8 9
         4 5 6
         1 2 3
         
         All directional commands will be listed according to this numpad guide.
         When on the P1 side, 4 is back, 6 is forward, 2 is down, and 8 is up.
         Therefore, on the P1 side, 7 is up-back, 9 is up-forward, 3 is down-forward, and 1 is down-back.
         On the P2 side, 4 is forward and 6 is backward; 7, 9, 3, and 1 will reverse accordingly.
         
         5 is neutral.
         
         All commands are given assuming that the player is on P1's side (left side of the screen, facing right).
         
         Anything enclosed in [] indicates a charge command, such as (hold B).
         
   Command Moves
      
      Throw - AB
         Hold 4 to throw the opponent behind you.

   System

   Moves marked with [SC] can be super canceled.

         Recovery - any button, if recovery is possible.
            Hold 6/4 to recover in those directions.
         Run - 6[6]. Can cancel into basic attacks, specials, and supers.
         Double Jump - Jump while you're in the middle of another jump.
            Triple Jump - Jump while you're in the middle of a double jump. Not allowed after two airdashes.
         Jump Cancel - Jump while hitting with any A/B/C attack.
            You get one jump cancel from the ground.
         Air Dash - Press 66 or 44 in midair. Can cancel into basic attacks or into a second air dash. Not allowed after a triple jump.
         Guard Cancel - Press 4D while blocking an attack. Totally invincible during the move, but it cannot kill opponents and does minimal damage.
            Costs 500 power (1/2 super meter stock).
         

   Special Moves
      
      Wind From the Maple Fan - 236A/B/C/D then
         Advance of the Tengu - 6 during Wind From the Maple Fan
            Ascent of the Tengu - 7/8/9 during Advance of the Tengu
         Retreat of the Tengu - 4 during Wind From the Maple Fan
            Ascent of the Tengu - 7/8/9 during Retreat of the Tengu
         Flight of the Tengu - A, B, or C during Wind From the Maple Fan
      Gust Fan - in air, 236A/B/C/D then
         Advance of the Tengu - 6 during Gust Fan
            Descent of the Tengu - A, B, or C during Advance of the Tengu
         Retreat of the Tengu - 4 during Gust Fan
            Descent of the Tengu - A, B, or C during Retreat of the Tengu
         Descent of the Tengu - A, B, or C during Gust Fan
      Domination Dash - 214A/B/C/D (air OK)
      Tengu Felling - 623A/B/C/D
      Tengu Drum - 22A/B/C/D then
         Tengu Felling ~ Gale Fan - D
         Tengu's Downburst - 2D
         Advance of the Tengu - 6
         Retreat of the Tengu - 4
      
      - D moves cost 500 power (1/2 super meter stock).
      - Ascent of the Tengu acts like a regular jump with slightly boosted vertical speed.
      - Flight of the Tengu gives you more height than a regular jump; the A version travels upward, while B and C are forward and backward respectively.
      - Flight of the Tengu and Ascent of the Tengu are treated as regular jumps, so you're allowed to do two air dashes or double jumps afterward.
   
   Super Moves

   Lv. 1 (1000 power/1 super meter)
      Wind Sign "Wind of the Tengu Path" Revised - 236AB (air OK)
      Squall "Sarutahiko's Guidance" - 214AB (air OK)
         Once Again! - If Squall "Sarutahiko's Guidance" hits, press 4 if the enemy is behind you or 6 if they're in front of you.
      
   Lv. 2 (2000 power/2 super meters)
      Thrust Sign "Tengu's Macroburst" Revised - 22AB (air OK)

   Lv. 3/MAX (3000 power/3 super meters; opponent must have less than 30% life. Aya will be glowing white while this condition is met.)
      Illusionary Dominance - 236BD (air OK)

Reimu is effectively complete, barring AI (which I am now having some trouble with). Meiling and Aya are also in the same state of completion, but I'm tweaking some stuff on them sound and effects wise. Current release order is likely Reimu > non-2hu character > Meiling and Aya, and from there either Youmu, Marisa, or another non-Touhou character.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin

Reimu's been released today.

I used a new method to write the AI so it's likely to be a bit more aggressive and slightly stupider on defense, but I'll keep refining it as I go forward.

I'm changing my planned release order because I need a little time to iron out the rest of the Touhou stuff I've done so far.

After Aya and Meiling are released, we probably have this person up next:



Spoiler: Yuka's Movelist (click to show)
Basic Moves

   X, Y, Z, etc, refer to MUGEN button notation.

   Light Punch - X (LP)
   Heavy Punch - Y (HP)
   Light Kick - A (LK)
   Heavy Kick - B (HK)

Command Moves
   Hiji Uchi - Back + HP
   Hiza Geri - Back + HK
   Smashdown Kick - during a forward or backward jump, press Down + HK

Throws
   Seoi Nage - LP + HP (hold Back to throw opponent behind you).

System

   Variable Mode
   
      Yuka has a special system called Variable Mode. It can be activated by pressing HP + HK while in an idle state, but it requires at least 1 super meter to activate.
      You can cancel the animation into an attack after a specific point in time.
      
      Once Variable Mode is engaged, Yuka's super meter begins to drain at a rate of 300 points a second. During Variable Mode, the damage of EX Special Moves and her Super Move is
      increased, and the normal meter cost of EX Special Moves and Super Moves is cut in half.
      However, any EX Special or Super Move can be performed as long as Yuka has a little power in the meter.
      
      Yuka also gains additional combo chains to use while Variable Mode is active, more of her normal moves can be canceled into Special Moves, and her EX Special Moves can be canceled
      into different EX moves or even into her Super Move.
      
      Using Yuka's Super Move while in Variable Mode will completely empty her super meter, which will then cause Variable Mode to end.
      However, the Super Move will still do its increased damage before Variable Mode completely wears off.
      
      **Not implemented yet, pending feedback**
      Once Variable Mode ends, Yuka can no longer build super meter for the rest of the current round, restricting her to normal Special Moves.
      **Not implemented yet, pending feedback**

   Moves marked with [EX] have EX versions. To perform EX moves, use two punches or two kicks as you input the command.
   Moves marked with [SC] can be super canceled. This applies to the EX version of the move, as well.
   Moves marked with [VSC] can be canceled into EX Special Moves or Super Moves (during Variable Mode only). This applies to the EX version of the move, as well.
      You cannot cancel an EX Special Move into itself during Variable Mode.

      Super Jump - tap Down quickly, then jump in any direction
      Recovery - any two punch/kick buttons, if recovery is possible.
         If near the ground, hold Forward to roll forward as you recover.
      Forward Hop - tap Fwd twice - Yuka leaps forward quickly. Moves a set distance, can jump over downed enemies and cancel the landing
         animation with a basic attack.
      Roll - press LP + LK. Avoids all attacks except throws while moving. Hold Back to roll backward.
      Emergency Evade - press LP + LK while guarding. Uses 1 super meter. Hold Back to roll backward.
      Emergency Blowback - press HP + HK while guarding. Uses 1 super meter.

Special Moves (EX Moves cost one super meter outside of Variable Mode)
   
   Kikoudan - D, DF, F, LP or HP [SC][VSC][EX]
   Souryuugeki - F, D, DF, LP or HP or HK [EX]
   Idatensoku - D, DB, B, LK or HK [SC][VSC][EX]

Super Moves (cost two super meters outside of Variable Mode)

   Kyuukyoku Ki Kou Dan - F, D, B, F + HP (far from opponent)
   Kiryuu Idaten Geki - F, D, B, F + HP (close to opponent)

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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin

Some slight updates on Meiling, since she's next for release within the next few days thanks to a burst of inspiration:
-Her 4D has been changed into an overhead attack.
-I gave her that Typhon Rage move that she has as a bullet in Hisoutensoku; it's a special move that can be used both on the ground and in air with the input 421A/B/C/D.



Aya's been sent out for beta-testing, so once she's been tightened up, Yuka will be released next alongside an update for Reimi. After that, I have one more Touhou character in mind (already started working on her), then I'm switching gears to finish out Variable Geo with two more characters to join Reimi and Yuka.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin

Meiling's been released.

Here's some information on my last Touhou character (for now).



Spoiler: Youmu's Movelist (click to show)

   Special Moves
      
      Lotus Stance Cut - 236A/B/C/D
      Crescent Moon Slash - 623A/B/C/D [SC]
      Slash of Life and Death - 214A/B/C/D [SC]
         Once Again - A/B/C during A/B/C Slash of Life and Death, D during D Slash of Life and Death [SC]
            Yet Again - A/B/C during A/B/C Once Again, D during D Once Again [SC on landing]
      Insightful Sword - 22A/B/C/D
      Intolerant Avici - 421A/B/C/D
      
      -Insightful Sword will parry any regular, special, or super attacks, but does not parry projectiles or throws.
      -The A and B versions of Intolerant Avici will hit when used in combos, but the C and D versions will not.
      
   Super Moves

   Lv. 1 (1000 power/1 super meter)
      Human Sign "Slash of Present" - 236AB
      Reincarnation Sword "Sword of Cycles" - 623AB
      
   Lv. 2 (2000 power/2 super meters)
      Spirit "Secret of Life and Death" - 22AB

   Lv. 3/MAX (3000 power/3 super meters; opponent must have less than 30% life. Youmu will be glowing white while this condition is met.)
      Empty Perception "6-root Cleansing" Revised - 236BD
   
      -"6-root Cleansing" will parry any attacks of any type that hit Youmu while it is active.

She's missing effects at the moment but is otherwise ready for beta; since I've been doing a lot of MUGEN stuff lately, though, I'm probably going to take a little break before I finish that off.

I may try to put together a little video showing off some basic stuff with Youmu and Aya once I'm back together, but we'll see how that goes. I tend to choke on camera when doing combos, unfortunately.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin




Survival Files featuring Aya (and another for Yuka).
Yuka's going to be released within the week.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Zero-Sennin

Yuka's been released.

I'll edit this post a little later with the movelist for the last Touhou character I have planned for the foreseeable future; gotta run right now.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

MCX

Nice wips, and dude you are really fast O_O
I'm impressed.

Any news on your custom melty blood stuff?

Zero-Sennin

#14
Releases only look fast mostly because I do a lot of stuff in advance and then release it bit by bit. Case in point, by the time I released Yuka I got Komachi into beta-ready sans effects, and Aya/Youmu are pretty much ready to go right now, and were before Yuka was finished.

As for Melty Blood, I'm planning maybe one more, but I dunno about releasing her. This is mostly because 1) I feel bad about basically biting part of Kamekaze's shtick when I started making the characters, and 2) I have no idea if her ability is balanced well enough. I might just for the hell of it but then she might be the last MB character I ever do, or do for a very long time if at all.

SPEAKING OF KOMACHI I FORGOT TO DO THAT POST SO I'LL DO IT NOW



Spoiler: Komachi's Movelist (click to show)

Special Moves
      
      Scythe of the Reaper - 236A/B/C/D, air ok [SC]
      Wind on the Last Journey - 623A/B/C/D [SC]
      Scythe of Exorcism - 214A/B/C/D [SC]
      Taste of Death - 22A/B/C/D, hold the button to delay the attack [SC]
         Cancel - while charging Taste of Death, press 4.
      Boat on the Sanzu - 421A/B/C/D
      
      - D moves cost 500 power (1/2 super meter stock).
      - A/B/C Scythe of the Reaper cause wallstick on counterhit.
      - D Scythe of the Reaper will cause a launch on the ground and a bounce in the air.
      - Scythe of Exorcism will release one spirit sphere on hit. When touched, Komachi regains 50 life.
      - Taste of Death will hit grounded opponents.
      - Holding the button for A/B/C Taste of Death will reel the opponent in. The stronger the attack, the faster the enemy is pulled in.
      
   Super Moves

      Lv. 1 (1000 power/1 super meter)
         Soul Sign "Scythe of Wandering Spirits" - 214AB
         Nautical Sign "Flow of the River" - 412AB
         
      Lv. 2 (2000 power/2 super meters)
         Hell "Narrow Confines of Avici" - 22AB

      Lv. 3/MAX (3000 power/3 super meters; opponent must have less than 30% life. Komachi will be glowing white while this condition is met.)
         Poor Fate "Short Life Expectancy" - 236BD
   
      - Scythe of Wandering Spirits will release three spirit spheres on hit.  Each one restores 50 life to Komachi.
      - Narrow Confines of Avici will draw opponents in before striking them.
      - Narrow Confines of Avici will hit grounded opponents.

However, she's not next. Aya and Youmu are, along with another set of updates for the Melty Blood characters.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

AuMiO VXC

Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.

Orochi Gill

I seriously doubt it.

That's a fad that needs to die.

Speedpreacher

Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time

Sinnesloschen

Quote from: One Man Aumio on October 10, 2014, 07:24:58 AM
Pots style?
I wonder if reading the moveset info would help.
* Xan reads said info *
It does. How about that.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Zero-Sennin



Youmu's turn.

@[user id=80090]Xan[/user]: thank you for more or less saying what I was thinking, if a bit more dryly than I was planning on doing it, lol.

I probably will be slowing down some, but once I get Komachi's effects set up, I'll put out a video for her next. It's likely that Aya and Youmu will be released together with the updates for the MB and 2hu characters. Then I'll move on to my next Variable Geo character, and after them should be Komachi.
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Zero-Sennin's Workshop
Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.