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Dniw

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Everything posted by Dniw

  1. Version 04.14.2002

    106 downloads

    You can download all character of this game.
  2. Kaiser_knuckle_playable_Character_pack View File Only characters that can be selected in this game are included. Submitter Dniw Submitted 02/25/2020 Category Packs
  3. Version 04.14.2002

    57 downloads

    Only characters that can be selected in this game are included.
  4. View File Dispersing_Marino ;https://ux.getuploader.com/kyouakuchar14/download/98;Boggy address ;https://ux.getuploader.com/kyouakuchar14/download/95;J-McCoy address ;https://ux.getuploader.com/kyouakuchar14/download/91;Kazuya address ;https://ux.getuploader.com/kyouakuchar14/download/87;Gekkou address ;https://ux.getuploader.com/kyouakuchar14/download/69;Lihua address Submitter Dniw Submitted 02/23/2020 Category Kaiser Knuckle
  5. Version 1.0.0

    14 downloads

    ;https://ux.getuploader.com/kyouakuchar14/download/98;Boggy address ;https://ux.getuploader.com/kyouakuchar14/download/95;J-McCoy address ;https://ux.getuploader.com/kyouakuchar14/download/91;Kazuya address ;https://ux.getuploader.com/kyouakuchar14/download/87;Gekkou address ;https://ux.getuploader.com/kyouakuchar14/download/69;Lihua address
  6. Dniw

    Flying_Dancer

    View File Flying_Dancer ------------------------------------------------------------------------------- Boggy / Kaiser Knuckle - Global Champion-(TAiTO 1994) ----------- Story Little cat: "Boggy, when are you going to be a superstar?" Boggy: Huh. Don't be so hasty.If you're an artist like me, you're on stage.      I'm kind of crazy and I'm canceling it.Well, there's no rest for the big star.      I need it... do you know... Baby." Little Cat: Hey! Boggy: Chick!I can't do that! But I still want a chance...."      "As long as I can get on the big stage...the rest will roll in from there...      Status and honor...!And...!Money... I need money!" From the nice little play of OP. ------------------------------------------------------------------------------- --------- Basic operation 7 8 9Mobile keys are represented in the keyboard ten-key arrangement 4 6 1 2 3 X : Poor punch Y : Medium punch Z : Strong punch X+Y : Super-punch Y+Z : Strong punch A ?weak kick B ? Medium kick C : Strong kick A+B ? Superkick B+C : Strong kick (Boogie is usually no different from the superattack.) Feint: 8 + ABC while jumping Back Step: 44 (*Choose option, only fang mode) Grips: Approach 4 or 6 + Y Trenching: Approach 4 or 6 + Z Farewell in the air: One attack can be made against a person in a jump state.        Do not enter the down-blown (fall). ----------a lethal technique a storm dancer :41236 + K Input is 426. ■ Wheelspin : 247 + K Krisky step : 3 + K As we solve the problem that it does not damage at the same time, I timed the damage right after the hit. The original work is not compatible, so 1P will win in the event of a simultaneous occurrence. blast hurricane :28 + K invincible From weak point to strong point, Only the second one is above. ----------- The last part (when you are less than a quarter of your physical strength, you cannot blink the lifesaver, so it blinks red.) dead dance : 624 + zc at pitch intervals Input is 624. ------------- Crash Battle System The crash gauge at the edge of the screen is raised when an attack from the other party is received. When the MAX gauge is full, the lethal technique and the attacking power of the final secrets are 1.5 times (including shavings). Gauge is not lost unless the technique hits and is consumed even if guarded. ----------About Guard Cancellation According to MUGENwiki's various behind-the-scenes story, ●KK-style guard cancellation Actually, Caesar knuckle also has a guard cancellation function. But it doesn't cancel instantly like the vampire series. If you complete the command while the guard is rigid, the rigid time is shortened by only a few frames. It's not so much as it's not attached. It seems that In the case of a stand-up guard in MUGEN, the time for the stand-up guard is shortened, not in [stateno = 150]. I checked it accordingly and found that the timing of cancellation is different. Since it seems that GetHitVar (animtype) cannot be determined in the guard, I made it to be determined by GetHitVar (hittime). Hittime is 10 or less → 7F or later Hittime is 11-15→9F or later Hittime is 16+→11F+ Cancelable to . This is not an exact number. ---------- Specification notes We're lowering our offensive power to 80%. As I don't use any power gauges, I won't increase the number of singles. Tags and team battles are increased. There is no telling what to do with a weak attack. It's like a long-distance strong P, a superattack P, a weak P, a weak P. To solve the problem that attack determination is slightly increased even though images are the same and axial positions are the same when the attack determination occurs. The hittime and velocity of the air attack are all the same. Animtype is also unified with Low's Hrad, but changed due to crash gauge judgment. cancelable normal attack Near P, Near P, Distinct K, Near K, Near K, Near K, P, K, K, K, K The lethal technique is weak to violent and has no change in damage, and it becomes distance and duration. It seems that I have a little defensive power up below 50% and below 70% but I have not adopted it. ------------------------------------------------------------------------------- ---------- options From -OPTION- in Boggy-2-3.cns, you can select: ※ ON/OFF of [air guard] The default is ON. ※ ON/OFF of [Backstep] This is a backstep added with a fang. The default is ON. ※Select the transition conditions for [winning performance]. Tag with the character who has the winning performance and turn it off if you want to avoid the performance from happening. The default is ON. If you want to add female winning introductory characters, Search [Winning Intro Switch for Women] and add a name to the trigger. ------------------------------------------------------------------------------- ----------- AI It has AI. The level change is in [Boggy-2-3.cns] in [State -3, AI flag set]. Please change the numbers below. var (59) = 10;Left Arrow AI level (1 to 10, off) *As I confirmed the operation mainly with 10. Think about the other levels as if they were ok. ------------------------------------------------------------------------------- --------- Special Trunks This character was created based on GATT-like NAOK. Dear seki-rou, "I used the crash gauge of the Kaiser Nacul and the winning performance for reference." Dear Heisei, nine nameless Dear Zagi, I used it as a reference for AI production. I have referred to a lot of characters from producers. Dear TAiTO, ------------------------------------------------------------------------------- ---------- other You are free to make changes. I think there are many funny parts, but I hope you enjoy them. 110607 Published. 110615 Crash Gauge, Lisky Step Fixes.Added damaged voice. I changed one of the Act files to S color of my teeth.Fine tuning. 120418 AI Update with single game to keep power gauges away. Adds a winning performance selection switch.Fine tuning. 120508 Helper fix for AI boot. ------------------------------------------------------------------------------- ---------- Address https://twitter.com/Dniw53979893 https://ux.getuploader.com/kyouakuchar14/download/87 https://ux.getuploader.com/kyouakuchar14/download/66 https://ux.getuploader.com/kyouakuchar14/download/69 https://ux.getuploader.com/kyouakuchar14/download/95 https://ux.getuploader.com/kyouakuchar14/download/91 Submitter Dniw Submitted 02/19/2020 Category Kaiser Knuckle
  7. Version 04.14.2002

    25 downloads

    ------------------------------------------------------------------------------- Boggy / Kaiser Knuckle - Global Champion-(TAiTO 1994) ----------- Story Little cat: "Boggy, when are you going to be a superstar?" Boggy: Huh. Don't be so hasty.If you're an artist like me, you're on stage.      I'm kind of crazy and I'm canceling it.Well, there's no rest for the big star.      I need it... do you know... Baby." Little Cat: Hey! Boggy: Chick!I can't do that! But I still want a chance...."      "As long as I can get on the big stage...the rest will roll in from there...      Status and honor...!And...!Money... I need money!" From the nice little play of OP. ------------------------------------------------------------------------------- --------- Basic operation 7 8 9Mobile keys are represented in the keyboard ten-key arrangement 4 6 1 2 3 X : Poor punch Y : Medium punch Z : Strong punch X+Y : Super-punch Y+Z : Strong punch A ?weak kick B ? Medium kick C : Strong kick A+B ? Superkick B+C : Strong kick (Boogie is usually no different from the superattack.) Feint: 8 + ABC while jumping Back Step: 44 (*Choose option, only fang mode) Grips: Approach 4 or 6 + Y Trenching: Approach 4 or 6 + Z Farewell in the air: One attack can be made against a person in a jump state.        Do not enter the down-blown (fall). ----------a lethal technique a storm dancer :41236 + K Input is 426. ■ Wheelspin : 247 + K Krisky step : 3 + K As we solve the problem that it does not damage at the same time, I timed the damage right after the hit. The original work is not compatible, so 1P will win in the event of a simultaneous occurrence. blast hurricane :28 + K invincible From weak point to strong point, Only the second one is above. ----------- The last part (when you are less than a quarter of your physical strength, you cannot blink the lifesaver, so it blinks red.) dead dance : 624 + zc at pitch intervals Input is 624. ------------- Crash Battle System The crash gauge at the edge of the screen is raised when an attack from the other party is received. When the MAX gauge is full, the lethal technique and the attacking power of the final secrets are 1.5 times (including shavings). Gauge is not lost unless the technique hits and is consumed even if guarded. ----------About Guard Cancellation According to MUGENwiki's various behind-the-scenes story, ●KK-style guard cancellation Actually, Caesar knuckle also has a guard cancellation function. But it doesn't cancel instantly like the vampire series. If you complete the command while the guard is rigid, the rigid time is shortened by only a few frames. It's not so much as it's not attached. It seems that In the case of a stand-up guard in MUGEN, the time for the stand-up guard is shortened, not in [stateno = 150]. I checked it accordingly and found that the timing of cancellation is different. Since it seems that GetHitVar (animtype) cannot be determined in the guard, I made it to be determined by GetHitVar (hittime). Hittime is 10 or less → 7F or later Hittime is 11-15→9F or later Hittime is 16+→11F+ Cancelable to . This is not an exact number. ---------- Specification notes We're lowering our offensive power to 80%. As I don't use any power gauges, I won't increase the number of singles. Tags and team battles are increased. There is no telling what to do with a weak attack. It's like a long-distance strong P, a superattack P, a weak P, a weak P. To solve the problem that attack determination is slightly increased even though images are the same and axial positions are the same when the attack determination occurs. The hittime and velocity of the air attack are all the same. Animtype is also unified with Low's Hrad, but changed due to crash gauge judgment. cancelable normal attack Near P, Near P, Distinct K, Near K, Near K, Near K, P, K, K, K, K The lethal technique is weak to violent and has no change in damage, and it becomes distance and duration. It seems that I have a little defensive power up below 50% and below 70% but I have not adopted it. ------------------------------------------------------------------------------- ---------- options From -OPTION- in Boggy-2-3.cns, you can select: ※ ON/OFF of [air guard] The default is ON. ※ ON/OFF of [Backstep] This is a backstep added with a fang. The default is ON. ※Select the transition conditions for [winning performance]. Tag with the character who has the winning performance and turn it off if you want to avoid the performance from happening. The default is ON. If you want to add female winning introductory characters, Search [Winning Intro Switch for Women] and add a name to the trigger. ------------------------------------------------------------------------------- ----------- AI It has AI. The level change is in [Boggy-2-3.cns] in [State -3, AI flag set]. Please change the numbers below. var (59) = 10;Left Arrow AI level (1 to 10, off) *As I confirmed the operation mainly with 10. Think about the other levels as if they were ok. ------------------------------------------------------------------------------- --------- Special Trunks This character was created based on GATT-like NAOK. Dear seki-rou, "I used the crash gauge of the Kaiser Nacul and the winning performance for reference." Dear Heisei, nine nameless Dear Zagi, I used it as a reference for AI production. I have referred to a lot of characters from producers. Dear TAiTO, ------------------------------------------------------------------------------- ---------- other You are free to make changes. I think there are many funny parts, but I hope you enjoy them. 110607 Published. 110615 Crash Gauge, Lisky Step Fixes.Added damaged voice. I changed one of the Act files to S color of my teeth.Fine tuning. 120418 AI Update with single game to keep power gauges away. Adds a winning performance selection switch.Fine tuning. 120508 Helper fix for AI boot. ------------------------------------------------------------------------------- ---------- Address https://twitter.com/Dniw53979893 https://ux.getuploader.com/kyouakuchar14/download/87 https://ux.getuploader.com/kyouakuchar14/download/66 https://ux.getuploader.com/kyouakuchar14/download/69 https://ux.getuploader.com/kyouakuchar14/download/95 https://ux.getuploader.com/kyouakuchar14/download/91
  8. Dniw

    amazonian_girl

    View File amazonian_girl Only for test-file. Submitter Dniw Submitted 02/18/2020 Category Kaiser Knuckle
  9. Version 04.14.2002

    17 downloads

    Only for test-file.
  10. Dniw

    Phi-Chyung

    View File Phi-Chyung ;1P~3P: Doesn't have AI. ;4P~6P: Use Thunder Knuckle and Rolling Smash. ;7P~9P: Use Stand Light Punch, Crouching Light Kick, Crouching Light Punch, Standing Geki Kick, Standing Chou Kick and Final Spark. ;10P~12P: Use only Aura Cannon.;1P~3P: Doesn't have AI. Submitter Dniw Submitted 02/16/2020 Category Kaiser Knuckle
  11. Version 04.14.2002

    33 downloads

    ;1P~3P: Doesn't have AI. ;4P~6P: Use Thunder Knuckle and Rolling Smash. ;7P~9P: Use Stand Light Punch, Crouching Light Kick, Crouching Light Punch, Standing Geki Kick, Standing Chou Kick and Final Spark. ;10P~12P: Use only Aura Cannon.;1P~3P: Doesn't have AI. ;4P~6P: Use Thunder Knuckle and Rolling Smash. ;7P~9P: Use Stand Light Punch, Crouching Light Kick, Crouching Light Punch, Standing Geki Kick, Standing Chou Kick and Final Spark. ;10P~12P: Use only Aura Cannon.
  12. Dniw

    ReversalDef

    View File ReversalDef Intro----------------------------------------------------------- J-McCoy (from Kaiser Knuckle (Global Champion) ) for WinMugen OPEN SOURCE Basic----------------------------------------------------------- Jump ↑ Back Step ← ← Light Punch X Medium Punch Y Hard Punch Z Cho Punch X+Y Geki Punch Y+Z Light Kick A Medium Kick B Hard Kick C Cho Kick A+B Geki Kick B+C Throw 1 → or ← +Y (when close) Throw 2 → or ← +B or C (when close) Throw 3 → or ← +Z (when close) Taunt S Normal Move---------------------------------------------------- Feint Move 2+A+B+C (air)(high) Special Move--------------------------------------------------- Boomerang Crush ←(Charge) → +Punch Jet Upper ←(Charge)6 + Kick Thunderbolt 2(Charge)↑ +Punch Spark Blow Punch (rapidly) Sonic Bommer ←(Charge) → ← +Punch Hyper Move----------------------------------------------------- Destructive Combination ← ↑ +Y+Z ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Submitter Dniw Submitted 02/14/2020 Category Kaiser Knuckle
  13. Version 04.14.2002

    29 downloads

    Intro----------------------------------------------------------- J-McCoy (from Kaiser Knuckle (Global Champion) ) for WinMugen OPEN SOURCE Basic----------------------------------------------------------- Jump ↑ Back Step ← ← Light Punch X Medium Punch Y Hard Punch Z Cho Punch X+Y Geki Punch Y+Z Light Kick A Medium Kick B Hard Kick C Cho Kick A+B Geki Kick B+C Throw 1 → or ← +Y (when close) Throw 2 → or ← +B or C (when close) Throw 3 → or ← +Z (when close) Taunt S Normal Move---------------------------------------------------- Feint Move 2+A+B+C (air)(high) Special Move--------------------------------------------------- Boomerang Crush ←(Charge) → +Punch Jet Upper ←(Charge)6 + Kick Thunderbolt 2(Charge)↑ +Punch Spark Blow Punch (rapidly) Sonic Bommer ←(Charge) → ← +Punch Hyper Move----------------------------------------------------- Destructive Combination ← ↑ +Y+Z ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  14. Dniw

    Clone

    View File Clone ;*Option* ;-2/++++++++++++++++++++++++++++++++++++++++++++++++ ;|var(20):5P Combo Cancel|-------------------------- ;[State -2, 5P_Escape] ;type = varset ;TRIGGERALL = PALNO = 5 ;v = 20 ;trigger1 = 1 ;value = 30;10~50 ;|var(23):5P Power Add|----------------------------- ;[state -2, 5P_POWERADD] ;type = varset ;triggerall = palno = 5 ;v = 23 ;trigger1 = 1 ;value = 3 ;-3/++++++++++++++++++++++++++++++++++++++++++++++++ ;var(24):5P Damage Cancel--------------------------- ;[state -3] ;type = varset ;triggerall = palno = 5 ;Trigger1=!ishelper ;var(24)=500; damage cut life ;IgnoreHitPause = 1 ;*Author Address* https://twitter.com/Dniw53979893/ https://ux.getuploader.com/kyouakuchar14/ ;*Etc* ;Modification:Dniw ;Read me:10 Submitter Dniw Submitted 02/13/2020 Category Original Characters
  15. Dniw

    Clone

    Version 1.0.0

    23 downloads

    ;*Option* ;-2/++++++++++++++++++++++++++++++++++++++++++++++++ ;|var(20):5P Combo Cancel|-------------------------- ;[State -2, 5P_Escape] ;type = varset ;TRIGGERALL = PALNO = 5 ;v = 20 ;trigger1 = 1 ;value = 30;10~50 ;|var(23):5P Power Add|----------------------------- ;[state -2, 5P_POWERADD] ;type = varset ;triggerall = palno = 5 ;v = 23 ;trigger1 = 1 ;value = 3 ;-3/++++++++++++++++++++++++++++++++++++++++++++++++ ;var(24):5P Damage Cancel--------------------------- ;[state -3] ;type = varset ;triggerall = palno = 5 ;Trigger1=!ishelper ;var(24)=500; damage cut life ;IgnoreHitPause = 1 ;*Author Address* https://twitter.com/Dniw53979893/ https://ux.getuploader.com/kyouakuchar14/ ;*Etc* ;Modification:Dniw ;Read me:10
  16. Dniw

    Dekkiw

    View File Dekkiw ·Technical Commands ○ Standing Y+Z ○ Standing A+B ○ Standing B+C (far distance changes) The distance is middle, and the distance is two. ○ Scratch A+B ○ Strike B+C ○ throwing technique (approach)→ or ←/Z ○ throwing technique (approach)→ or ←/Z (in the air) ●Black → X or Y or Z ●Redges (in the air) ↑/→X or Y or Z ●Hell Goraku ↓/←/A or B or C ●Hurugi Hell Goku (in the air) ↓/←/A or B or C ●Iitate (in the air) ←/↓/→/Y&Z ●Black thunderbolt (in the air) ↓/+X&Y ◎the art of whirlwind and flame hell →/←/↓/Z&C ;*Author Address* ;https://twitter.com/Dniw53979893/ ;https://ux.getuploader.com/kyouakuchar14/ Submitter Dniw Submitted 02/12/2020 Category Kaiser Knuckle
  17. Version 1.0.0

    36 downloads

    ·Technical Commands ○ Standing Y+Z ○ Standing A+B ○ Standing B+C (far distance changes) The distance is middle, and the distance is two. ○ Scratch A+B ○ Strike B+C ○ throwing technique (approach)→ or ←/Z ○ throwing technique (approach)→ or ←/Z (in the air) ●Black → X or Y or Z ●Redges (in the air) ↑/→X or Y or Z ●Hell Goraku ↓/←/A or B or C ●Hurugi Hell Goku (in the air) ↓/←/A or B or C ●Iitate (in the air) ←/↓/→/Y&Z ●Black thunderbolt (in the air) ↓/+X&Y ◎the art of whirlwind and flame hell →/←/↓/Z&C ;*Author Address* ;https://twitter.com/Dniw53979893/ ;https://ux.getuploader.com/kyouakuchar14/
  18. Dniw

    SS-KFM_2nd

    View File SS-KFM_2nd Setting notes ------------- Var(20): Combo Escape Setting; You can set from 20 to 100. ;[State -2] ;Type=VarSet ;V=20 ;Trigger1=!IsHelper ;Value=60;If struck more than n times by the enemy, escape immediately.(n=Var(20)) Var(38): HP Recovery/Escape at Lie-down State Setting; You can set from -1 to 1. ;[State -2] ;Type=VarSet ;V=38 ;Trigger1=!IsHelper ;Value=0;Until -1: Escape at Lie-down State Mode./0: OFF./from 1: HP Recovery Mode. PowerAdd: You can set from 0. ;[State -2] ;Type=PowerAdd ;IgnoreHitPause=1 ;TriggerAll=RoundState=2 ;Trigger1=GameTime%5=0 ;Value=1;0~ Editor address -------------- https://twitter.com/Dniw53979893/ https://ux.getuploader.com/kyouakuchar14/ Submitter Dniw Submitted 02/12/2020 Category Original Characters
  19. Version 1.0.0

    19 downloads

    Setting notes ------------- Var(20): Combo Escape Setting; You can set from 20 to 100. ;[State -2] ;Type=VarSet ;V=20 ;Trigger1=!IsHelper ;Value=60;If struck more than n times by the enemy, escape immediately.(n=Var(20)) Var(38): HP Recovery/Escape at Lie-down State Setting; You can set from -1 to 1. ;[State -2] ;Type=VarSet ;V=38 ;Trigger1=!IsHelper ;Value=0;Until -1: Escape at Lie-down State Mode./0: OFF./from 1: HP Recovery Mode. PowerAdd: You can set from 0. ;[State -2] ;Type=PowerAdd ;IgnoreHitPause=1 ;TriggerAll=RoundState=2 ;Trigger1=GameTime%5=0 ;Value=1;0~ Editor address -------------- https://twitter.com/Dniw53979893/ https://ux.getuploader.com/kyouakuchar14/
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