The new update is finally here!:VIDEO Download link: http://mcjimmy.net/famicomfighters.html Change list:Spoiler, click to toggle visibilty
Stages ---------------------- -Mario's stage now uses a new track: Super Mario Warrior by MC Jimmy! Characters ---------------------- -The buttons for punching and kicking were reversed: A and B now align with the 6-button control scheme. --This also means the default palette is now set to A. -Damage dampener was updated: each attack now scales the player's damage by a certain amount rather than relying on the number of hits. -Attack priority was reworked on all characters and they now rely on hitboxes rather than MUGEN's own priority system. -Mid-position hit sprites were readjusted. -Attacks that cause burn/shocks now don't force the opponent to restand. -All characters now have unique frozen sprites. -Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name. -Certain alternate palettes will use a different victory fanfare from the character's default one. -All characters that had color separation (Mario, Urban Champion, Samus, Simon, Thonolan) have their color separation palettes updated. This was mainly to separate colors for helpers and other objects from the character. --Mario and Simon had their palettes revamped. --Mario's hands are now color separated. -Several characters (Mario, Urban Champion, Star Man, Bomberman, Ryu, Thonolan) have had their horizontal velocities increased for their forwards/backwards jumps. Mario: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, Raccoon Tail (Light, Strong, Air) -High Kick startup decreased by 2 frames. (8F -> 6F) -Standing Hit, Crouching Hit and Popped sprites were redone. -Crouching hitbox was slightly increased height-wise. -Crouching Light Kick startup was increased by 1 frame. (4F -> 5F) -Most of Mario's alt palettes how use alternate victory music based on palette's origins. Urban Champion: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, Low Smash, Face Breaker, Gut Punch, Guard Attack, Quick Dash -> all punches, Fistul Fury, Slide Punch, Fist Fury, Sewer Brawl -Standing Strong Punch startup increased by 2f (6F -> 8F) -Active frames of Low Punch use a consistent hitbox -Standing Light Kick startup increased by 1 frame (4F -> 5F) -Air Strong Punch active frames decreased by 2 (6F -> 4F) Samus: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, High Cannon, Low Hook Star Man: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Air Strong Kick -EX Nova Whip will now grab opponents that are hit and it can be used in the same combo with another regular Nova Whip without the opponent breaking out. Mega Man: -These following attacks have had their range increased: --Standing Light Punch, Crouching Light Punch, Crouching Strong Kick, Air Light Punch Simon: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Crouching Light Punch, Crouching Strong Punch, Air Strong Punch -Back Dash is now slower. Thonolan: -These following attacks have had their range increased: --Standing Strong Kick, Crouching Strong Kick, Air Light Kick, Air Strong Kick -Thonolan's Standing Light Punch active frames increased by 3F (2 -> 5) -Much of Thonolan's mobility has been adjusted, with a slightly shorter jump and faster walkspeeds. Bomberman: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Strong Kick, Crouching Light Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick -Air Light Kick can now crossup. Dig Dug (hold onto your pants): -Walk speed decreased slightly -Both dashes are slower. -Basics in general have much more range (only exception is Jumping Light Kick). Priority has been overhauled (which will apply to all characters later on.) --Stand Light Punch: ---Recovery increased by 3F. (6 -> 9) ---Frame adv. changed: 3F (on hit)/1F (on block) (Originally 4F/-2F) --Stand Strong Punch: ---Startup increased by 2F (5F -> 7F). (Granted this doesn't make much of a difference for a chain-only move) ---Recovery increased by 5F (16F -> 21F) ---Frame adv. changed: from 1F/-5F to -2F/-4F --Rocky Fist (Forward + Punch): ---Startup increased by 5F. (13 -> 17) ---Frame adv. changed; from 10F/-8F to 6F/0F ---Dig Dug doesn't slide as far performing the move. (Despite this, the newer Rocky Fist still has slightly more range than the current one) --Toss Up: ---Startup increased by 1. (1 -> 2) ---Recovery increased by 7 (20-> 27) ---Frame disadvantage on block decreased by 1 frame (11 -> 10) ---Damage removed from initial throw but if the opponent is not hit, they take a bit of fall damage upon landing. --Stand Light Kick: ---Recovery increased by 1F. (13 -> 14) ---Frame advantage changed; from 10F/2F to 5F/2F. --Stand Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (7 -> 5) ---Recovery increased by 4F. (19 -> 23) ---Move now knocks down regardless of what state the opponent is in. On the ground, it as a mini-launcher. ---Frame adv. on block mainly increased; from -12F to -10F --Step Kick: ---Dig Dug steps forward a bit further. ---Startup increased by 7F. (6 -> 13). ---Frame advantage changed; from 2F/-2F to 1F/-1F. --Crouch Light Punch: ---Active frames increased by 1F. (3 -> 4) ---Recovery frames increased by 2F. (9 -> 11) ---Frame advantage on hit decreased by 1F. (4 -> 3) --Crouching Strong Punch: ---Drops the head hitbox starting the later startup frames, active frames and the earlier recovery frames. This allows Dig Dug to go under mid-projectiles and certain attacks. ---Is now only super-cancellable. ---Frame advantage mainly increased; from -7F/-10F to -1F/-4F. --Crouching Light Kick: ---Startup decreased by 1F. (5 -> 4) ---Active frames increased by 2F.(3 -> 5) ---Recovery frame decreased by 2F. (12 -> 10) --Crouching Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (5 -> 3) ---Recovery increased by 1F. (19 -> 20) ---Frame disadvantage decreased by 1F. (8 -> 7) --Jump Light Punch: ---Active frames increased by 16F. (2 -> 18) --Jump Strong Punch: ---Startup decreased by 2F. (12 -> 10) ---Active frames increased by 1F. (3 -> 4) --Jump Light Kick: ---Active frames decreased by 6F. (14 -> 8) ---The range on this actually decreased both downwards and to the right. However, he hits a bit deeper behind and directly under him. --Jumping Strong Kick: ---Startup decreased by 1F. (6 to 5) ---Active frames decreased by 1F. (6 to 5) ---Dig Dug goes back to his jumping sprite rather than leave his legs out. -Hook Toss now has a light version with less range and damage but comes out way faster. -Earth Smasher now has a strong version with less range but more damage. -Drill-In's motion was readjusted and the damage was nerfed. -Earthquake now doesn't put Dig Dug in the center. -Super Driller's damage was nerfed but now causes the opponent to be launched up. Ryu: -These following attacks have had their range increased: --Standing Strong Punch, Crouching Strong Punch