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Smoke Choked

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Posts posted by Smoke Choked

  1. Lobo edit for 1.0


    Lobo
    by Buyog
    SFA BG sprites by Winane
    edits by Swanky

    Quote from Swanky:

    Quote

    When I first started working on Lobo I thought he'd be just a combo touch up. I was wrong. The project escalated right quick. :P

    List of Changes:
    - His basic combos should no longer feel sluggish
    - specifically increased his jump basics air.hittime to allow for better comboing when using dash into jump attacks when opening an attack
    - tweaked his jMK, should now also hit close enemies and regular sized fighters when dashing
    - can chain basics into pistol shot and frag grenade
    - can also chain basics into BFG, Lights out Clyde and Motorbike Hypers
    - Motorbike Hyper now holds enemy in position if it hits. It's not ideal but better than the enemy resetting in. If blocked, P2 has full movement.
    - can pushblock, touched up the effects (FX from Breakers)
    - can now alpha counter (does a heavy punch with two hits, 2nd hit is overhead and knocks p2 down)
    - fixed some issues with Statedef 5400 (the wallbounce), shouldn't get stuck on walls anymore
    - reworked Hyper BGs and Hyper Combo Finish BGs (edited, originally by Winane)
         - also visually cleaned up Hyper Screens
    - added sound to Hyper Combo Finish BG (taken from MB's MechGouki)
    - fixed a number of errors reported by FF
    - deactivated Amalgam Hyper
    - added slight liferegen (1 every 10 frames) due to him being a Czarnian. Deactivates if roundstate != 2 or life = 0.
    - added a few winquotes
    - switched some Pals around

    Gameplay stuff
    Lobo's gameplay should have improved due to smoother comboing.
    However, most of his specials don't lend itself to chaining very well for various reasons.
    That includes his grappling meat hook which could otherwise set up infinites and his beverage drink.
    You can chain into his pistol shot and grenade, beware that the grenade does inflict selfdamage if you are too close to the explosion.
    It should now be easier setting up combos when using dash to jump into the enemy.
    For optimal launched air combos, delay up for a moment when using cHP launcher.

    Changes to Moveset
    - 412P (blocking)      Counter
    - PP (blocking)         Guard Push

     


     

  2. Corrupted Muscle Man


    A glitchy, messed up edit of Muscle Man, similar to various other edits like (r-slur) Luigi.  This Muscle Man may or may not have been made as a hate character.  He uses the character's original moveset, while also summoning the create.swf character that fights with him.  He transforms into random sprites, both distorted Muscle Man sprites and create.swf characters.  In my opinion, he isn't that great, but he is hilarious!

    By BeanFan112/Pgrs111MAGEN


     

  3. Sattin


    A creepy version of Satsuki from Nijikaku

    By the Nijikaku team

    2nd File: A.I. patch by Lillie's MADs

    Quote from Lillie's MADs about the patch

    Quote

    A fighter with an amazing movepool. Sattin can reach it's opponent from basically any range of the stage and has a
    multitude of strong options at nearly all times. Th AI makes constnat use of whatever it can and will not back down unless
    it's getting hit itself. It will also make use of the unique "card" system that allows it a strong super depending on
    how RNG is treating it each round.
    What Sattin struggles to fight against a characters with a similar range. It also has trouble against dodge rolls
    and other defensive mechanics, espacilly those at close range.
    As of the time of me writing this, my favorite AI patch I've done.

    (one small change I made was that I adjusted the flashing effect on one of it's supers to be less painful on the eyes)

     


     

  4. Ultimate Hol Horse


    Quoted from Yukari Yakumo - Gap Youkai:

    Quote

    This Edit's only purpose is to give Hol Horse both his buddies at once, not much changes attackwise, other than him now having the Truck, and Pipe Supers.

    He uses Hanged Man's version for everything, so he doesn't fire bullets at Mach Speed when Boingo is his partner.

    By y.y, edited by Yukari Yakumo - Gap Youkai


     

  5. Xuigee


    From Weegeepedia:

    Quote

    Xuigee is an odd Fakegee made by 1337gee, the famous fakegee painter. As an honorable "Fakegee", Xuigee had powers that greatly differed from normal Fakegees. He could turn invisible and has fire on his hat (which is actually titanium). Fakreegee also made him a brother named Xalleo, the infamous Malleo clone that started the Fakegee War. He now joins the League of Weegees. He soon then got a Sage form known as Sage Xuigee. When Xuigee is complete rage and Full Power he will forge into Quantum Xuigee. It was soon revealed his real brother is Xaralleo.

    From Russmarrs2 Rise of Sqeegee Wiki:

    Quote

    Xuigee was in the Ninja Clan, where he was trained by Some weird Weegee some random guy requested in in Ancient China. This makes Xuigee one of the oldest Fakegees known to man. Aside from that and being associated with Photohon, nothing else is known about Xuigee's past.

    May or may not be a spriteswap of Shazzo's Bowser, based on the file names?  Perhaps it just uses it as a base.

    By Marcio araujo

     


     

  6. Tigre Negro


    Quote from Gui Santos:

    Quote

    Who remembers this original character for MUGEN, created by MAXIMUS and MamboJambo? Now Tigre Negro was edited and released by my bro Magno César in POTS style, with some different characteristics from the conventional POTS style. Magno used Jmorphman's Guile as the basis for this version of Tigre Negro. During my tests I realized some things that needed to be adjusted and I did it. Well, there may still be some bugs, but nothing that gets in the way of the fun.

    By MAXIMUS & MamboJambo; POTS-ish Style Edit by Magno César + Update by Gui Santos

     


     

  7. Captain Marvel edit for 1.0


    by ZVitor - ReSprite and Edit By Abnerrse4 - Palettes by Yolomate

    original AI codes and Hyper Combo Finish sound by Mystik Blaze
    Hyper Combo Finish BG sprites by Winane
    Edits by Swanky

    Changes
    - added a hyper combo finish BG, sprites by Winane
    - re-enabled her Pushblock. Simple, but effective.
    - Captain Marvel learned how to counter. The move is a copy of her QCF K energy blade and is functionally the same.
       It has slow startup but is invincible all the way through. Due to startup it can be blocked.
    - Her sHP now wallbounces, if close enough to a wall. This can set up/extend combos that QCF K cannot.
    - Her jHP now bounces enemies off the floor. Floor bouncing hight had to be raised to prevent inconsistencies from bouncing.
       You can wall bounce and ground bounce an enemy once each per combo.
    - Bolstered the original AvX code a little as a safeguard. The original code has sometimes issues with multiple bounces (especially of the same kind, as I've learned when working on Black Widow)
       - Bouncing height is now -30 due to consistency issues with it when superjumping
       (There may still be some jank left in this)
    - Every move that can bounce also has now a secondary hitdef to prevent whiffs due to coding.
       - These moves can now also affect boss type characters. Names for affected characters can be set in Statedef -2.
       - by default, this supports Apocalypse, Onslaught, Master Hand and Abyss per p2name ="x"
    - re evaluated basically every damage value in her moveset. Bread&Butter specials are now affected by Damage Dampening, while super moves are not.
    - changed her Nova Super to deal damage as a helper, to set the above.
    - her QCB P orb special now lasts until it actively hits an enemy or until 5 seconds pass. They no longer vanish when the player is hit.
       - They deal very little damage and hitstun, but they can break enemy combos and reset velocities on your combos.
    - checked for consistency on her basics frame data.
    - shortened her lie down anim time
    - cleared out some twenty PALs or so
    - secondary .sff are different sprites. They don't include the new Hyper Combo Finish screens however and will cause errors.
    - not sure whether her portrait was there before or whether it is by Shulbocka. Sorry. There's an alternate portrait in the .sff.
    - Redid her AI. It's not as good as I want it to be for now since the AI seemingly ignores the variables for bouncing but it just won't spam stuff that the original AvX AI did.
       - The old cmd file with the original AI values is still present, if you so wish.

    Changes to gameplay
    Captain Marvel now has a lot more options to set up and chain combos. While the initial damage is about average, landing extended combos can put her far above average damage per combo.
    As stated, her sHP and jHP now bounce opponents, and one of each can be used per combo, else the opponent will just fall down. Many of her attacks can leave her quite open, so beware.
    To compensate, her defensive capabilities are less advanced compared to regular MvC fighters. For instance, she cannot guard push in the air and she has no recovery roll.
    However, you can now use her QCB P orbs special to effectively break/reset enemy combos. Depending on hitstun, you may now have a chance to block / counter.

    Her extended combo ability is the heart of this edit.
    As mentioned she can wallbounce once and groundbounce once per combo. This puts her damage potential through the roof (although there is a damage dampener - I haven't extensively looked for infinites, though).
    Here are *some* possible combo chains...

    sWP, sMP, sHP
    sWP, sMP, sHK, QCF K
    sWP, sWK, sMP, sMK, sHK, QCF K -> Wall bounce -> sWP, sMP, sHK, 4,6 HP
    sWP, sWK, sMP, sMK, sHK, QCF K -> Wall bounce -> cHP -> jWP, jWK, jMP, jMK, jHP -> Ground Bounce -> sWP, sMP, sHK -> QCF PP
    cWK, cMK, cHK, 4,6 HP -> sWP, sMP, sHK, 236 K -> Wall bounce
    You should be able to chain together differently as long as you are aware of what bounces you have already used and where the opponent is.


     

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