I don't think there's anything wrong with it, but I noticed Piercing Feather's Knives don't do damage.
RagingRowen said, August 06, 2021, 04:00:02 pmI don't think there's anything wrong with it, but I noticed Piercing Feather's Knives don't do damage.This is pretty bad, hotfix coming up.Thanks for letting me know, forgot to check this when I changed the knives to a separate helper.Edit: It's up, also fixed a nasty bug that was found while playing with friends.
Ok, almost everything on the checklist is done. This update has major changes.Spoiler, click to toggle visibilty+-------------+------------------------------------------------------------------------------------+| Misc | · SFX added for states where Hibiki hits the ground. || | · Overdrive timer added. (With adjustable coordinates on HibikiConfig.txt) || | · Added more animations for compatibility. (Such as knockout flip) || | · Changes to the overdrive explods. (Also added support for simul mode) || | · Aura and smoke VFX now auto-align. || | · Background transition now shows properly on 4:3 displays. || | · Changed the overdrive finish BG animation. |+-------------+------------------------------------------------------------------------------------+| Run | · Footstep sounds added. || | · Some sprites were realigned. |+-------------+------------------------------------------------------------------------------------+| Drives | · Every clone hit-stop now affects Hibiki. || | *Previously the clone's hitpausetime was ignored, controls may feel heavier. |+-------------+------------------------------------------------------------------------------------+| Overdrive | · Duration is now the same as in BBCF2. (Was like BBCP) || | · The code has been improved. |+-------------+------------------------------------------------------------------------------------+| 6C | · Knockback is more accurate to the source game. (It's surprisingly high) |+-------------+------------------------------------------------------------------------------------+| 5D | · Can now be cancelled into any ground normal*, special or super. || | *Except 5A, 2A, or 5D. |+-------------+------------------------------------------------------------------------------------+| j5D | · Velocity is reduced on frame 3 instead of frame 1. || | · Increased the minimum time the clone takes to attack, but it's summoned earlier. |+-------------+------------------------------------------------------------------------------------+| j6D | · Velocity is reduced on frame 3. |+-------------+------------------------------------------------------------------------------------+| j3D | · Cancels into landing animation if you're too near to the ground. |+-------------+------------------------------------------------------------------------------------+| 623C | · Fixed a bug that made Hibiki stand on the air if he got hit. |+-------------+------------------------------------------------------------------------------------+| 632146C | · Projectile appears 1 frame earlier. || | · The projectile travels faster. || | · Super-pause time was decreased. || | · Should now prevent victim from getting stuck in some situations. || | · Minor visual changes. |+-------------+------------------------------------------------------------------------------------+| 632146C | · Damage was increased. || (Overdrive) | · Various visual changes. (And a fix) || | · Victim animation on last hit has changed. |+-------------+------------------------------------------------------------------------------------+| 632146D | · Super-pause time was decreased. || | · More visual effects. |+-------------+------------------------------------------------------------------------------------+| ABCD/Exceed | · Additional hit at the beginning. || | · Invincibility ends earlier. || | · More visual effects. |+-------------+------------------------------------------------------------------------------------+
HIBIKI CHANGELOG 03/23/2022Spoiler, click to toggle visibilty- Lowered the Astral Heat BGM volume.- Even if damage reduction is at max, the minimum damage is 1.- Combo untech is not reduced during hitstop (Longer combos are possible now).- More and better animation standards.- Added voice clips for Exceed Accel and ground tech/recover.- Exceed Accel enhanced will be performed when the health is below 20% (Temporary, will use Active Flow in the next version).- Added SFX for high jump.- Reduced high jump buffer time.- 2BB: Fixed a variable that allowed him to do extremely long blockstrings.- 4B: Sword VFX is now affected by the palette selected. Guard effect was changed.- 4BB: Sword VFX is now affected by the palette selected.- 6A: Causes a ground bounce when hitting airborne opponents.*- 6B: Increased horizontal velocity. Sword VFX is now affected by the palette selected.- 6BB: Increased horizontal velocity. Can hit armored opponents. Fixed a variable that allowed him to do extremely long blockstrings.- 6C: Vertical knockback increased. Sword VFX is now affected by the palette selected.- j5B: Increased recovery.- j5BB: Added more active frames.- j5C: Fixed the 2nd active frame hitbox.- j5D/j6D: Remade all the hitboxes.- j214A: Can be Rapid Cancelled.- 214D: Changed victim animation when they don't have a "spin out" anim.- 623C: Frame advantage on block is more accurate to the source game.- Forward Throw: Forces the enemy to enter a custom state even if their hurtbox is weird.- Thrashing Claw: Added guard effect. Improved VFX. Sword VFX is now affected by the palette selected.- Pulverizing Fin: Has a limited range (it cannot grab from too far).- Soaring Slash follow-up (sideswap) will always appear behind the opponent if they are against the wall (did not work previously on IKEMEN).- The wakeup animation after falling face-up was fixed.- Chip KO animation is more accurate.- Added a frame that was missing on "crumple" animation.- Remade hurt animations.- Every sprite has the same offset as in the source game.- Improved the sword VFX quality.- Changed Palette 09: Seth from Under Night In-Birth).- Changed Palette 10: Hisame from Fire Emblem Fates, they have the same VA).- Moved some palettes around.- Removed some unused lines of code.*Mission #04 Expert (from the source game) is possible now.The final version is near, the new palettes were made by me using Aseprite.I'm working on my next project "Celica A. Mercury BBCF 2.0".Edit: Said I was working on Terumi but Celica is more near to be completed.
NEW UPDATE - Next version will be the final release.- 5A: Fixed a problem that made Hibiki face away from the enemy in specific scenarios.- 2B: Travels further if previous state was not walk (Less friction).- 2BB: Can now be cancelled into 5D and 6D.- 4B: Untech increased from 17f to 30f.- 4BB: No longer plays the same voice clip as 4B. Untech increased by 11f.- 5B: Has less friction.- 6B: Has a special property when hitting mid-air opponents (New combo routes possible).- 6BB: Untech increased by 9f.- 2C: Has less friction.- 5C: Has less friction.- 3C: Can now be cancelled into 5D and 6D. Enemy has more vertical knockback.- 6C: Victim trajectory on first hit has changed, now it's possible to combo with 236AB.2nd hit can no longer hit crouching opponents. Different hitbox when the enemy is standing but it's too short.- 5D: Clone has less friction (Has more reach). Requires less distance to attack. Added "air.fall" to the HitDef.- 6D: Less friction (More reach). Added "air.fall" to the HitDef.- j5D: Clone now pushes the opponent (Enabled the collision box).- 214C: Changed victim velocity so it's easier to combo with RC > 5D/6D.- 214C: Victim does not slide when RC'd anymore.- 214C: No longer absorbs a target from far away in simul mode.- j236A: Buffer for the follow-up starts earlier. Less vertical speed.- 236AD: More consistent, removes enemy invul if countered a DP.- 632146C: Added something to prevent enemy getting stuck for a long time if Hibiki gets hit during this super.- 632146C: Enemy no longer slides upwards when KO'd on specific situations.- Forward Throw: Victim bounces higher, making easier follow into j5D/j6D.- Changed animation for the enemy during wall splat state (If animation not present).- Fixed a bug that made Hibiki get stuck on his Idle animation after winning with 236AD.- Fixed OD activation on mid-air combo not causing a pause.- OD activation on ground now pauses earlier, and for a longer time.- Fixed OD Raid not ocurring sometimes during blockstun.- Fixed Burst state showing an incorrect explod in some cases (Green Hibiki).- Burst no longer ignores the opponent's hitpause (Can be baited).- Burst is no longer unblockable.- Exceed Accel: Now has full invul during startup.- Exceed Accel can also be used with Drive+RC (MUGEN buttons A+C).- Fixed some damage scaling problems that resulted in less damage than intended.- Improved the AI a bit.TODO:- Active Flow system.- Keep improving the AI.
Hotfix: Fixed a problem with HibikiCmn.cns.I added Victory Quotes against Kagura, but I forgot the square brackets. It is now fixed and uploaded, same link.This is not the final update.
The character is finished. I will update him again only to fix bugs or add support for other BlazBlue interactions.11/28/24 Final Version- Active Flow implemented.- Many sprites realigned.- Reduced Max Life.- Reduced Attack Multiplier.- Removed unused PlaySnd sctrls.- Minor fix for chars that do not have anim 5061.- Increased character width (collision box).- Reduced character height by 2 (collision box).- Accurate character velocities.- Backdash distance increased.- Backdash invulnerability reduced by 2f, now also invulnerable to projectiles.- Ukemi sound effect added. Fixed a bug that would cause Hibiki to play his damage sound while recovering.- Recovery voice lines added for different types of ukemi.- Slash particle formula has been simplified to improve performance.- Burst: Flashes green before doing the burst animation (As in the source game). Adjusted knockback.- Rapid: Reduces player horizontal speed if the player was on the ground.- Back Throw: Velocity Adjustments. Removed an explod that should not have been there.- 5B: Reduced blockstun. Now resets the 5BB>2BB>5BB gatling variable if previous state was idle.- 2B: Hitboxes adjusted to match the source game. Startup reduced. Recovery increased.- 2BB: Hitbox adjustments. Blockstun reduced.- 5C: Reduced blockstun.- 2C: Reduced blockstun. Reduced knockback on block. Reduced move priority.- 3C: Untech time reduced for grounded enemies. Increased recovery.- 6D: Can now be Rapid Cancelled.- 2D: Can now be RC'd. Frame data adjustments. Hitbox adjustments.- 3D: Adjusted frame data to match the source game. Reduced recovery.- j.5B: Added minimum damage parameter.- j.5BB: Can now be canceled into if 5B was blocked.- j.5C: Added minimum damage parameter. Reduced move priority.- j214A: Changed sound on block. Increased player guardpause. Adjusted velocities.- 214A: Adjusted hitboxes. (Source accurate and increased vertical range)- 214B: Adjusted hitboxes. (Source accurate and taller hurtbox at the end)- 214C: Hitbox Adjustments. (Source accurate. Taller hitbox, wider feet hurtbox)- 623C: Hitbox Adjustments. Can now be hit earlier.- 632146C: Changed sound on block. Slightly increased projectile speed. Adjusted guard effect position. Guard effect no longer appears twice.- 632146C(OD): Simplified particles to improve performance.- 632146D: Greatly reduced recovery if blocked.- Exceed Accel: Realigned sprites. Adjusted hitboxes. Added Active Flow variant. Fixed a problem with a custom state that would set an unwanted animation on specific characters.The download link is the same.
A revision that fixes some problems I've noticed in the past months.- Throw: Reject pushback increased. Throw reject ends with even frame data. (+0). Effects changed for Forward throw.- 6A: Horizontal speed scales with character size. Speed slightly increased. Increased cornerpush.- 236A>A (Knives): Hurtboxes now accurate to the source game.- 214C: Hurtboxes added at the end so enemy can burst against this move.- WinRound: Remade effects in better quality. Reduced filesize.- WinMatch1: Animation is more accurate to the source game. Reduced wait time.- Astral: Added missing visual effects. Added missing sounds. Added velocity at half of the startup. Astral Finish display.- Burst: Can no longer fly away vertically during the startup of this move.- Misc: Different slash hit sizes. Spinning animation fixed. Removed unused sprites.I will also be releasing another BlazBlue character this month.See you all soon.