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Possessed Heita, Segalow and Dee Bee Kaw all updated in an OCTDATE

Started by The_None, October 16, 2011, 09:55:32 AM

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The_None

Grit ings, people. Almost a month after my birthday, I've made updates to three of my chars, especially the long overdue one to the character that put me in the map (and he still happens to be the most downloaded of mine too. Perhaps people would finally give other creations a chance, perhaps?). These were actually live yesterday, but the now recurring curse screwed up things a bit, at least I've updated a bit of one of them some more. But yeah, here they go.
Especially Possessed Heita happens to be the first of my to use plentiful of 1.0 cappabilities (palette switching for the super mode, AI scalability) altho the 1.0 versions of the other two updated also make use of AI scalability as well, so few of you would finally be able to beat these guys on lower difficulty levels (on level 8 though, they are as beastly as I was always able to make them so). So yeah.

I can't believe I've attempted the updates of two of the characters since December 2010, but at least the wait is finally over now.

Changelist? Here's your changelist!
    Possessed Heita:
    • His transformation finally alters his pallete now (1.0 def only)
    • Some graphics now position in accordance to the screen proportion (1.0 def only)
    • Did some Segalow-esque reppetive juggle limiting for few moves (you can't juggle with Jinnai style two-step swing over and over unless you add something inbetween)
    • Changed the commands for Falcon Dive and Raptor Boost
    • Added Segalow-esque aerial rave homing
    • Tweaked his Jinnai style two-step swing
    • Remodelled the Raptor Boost, thanks Kamekaze BTW
    • Raptor Boost now jump-cancelable
    • Jumping from his C.HP now homes towards the opponent
    • Made an attempt to limit his basic throw (especially if he has the Super Armor on)
    • Made the Jyuunen knuckle extempt from Damage Dampending
    • Made the Falcon Dive affected by Damage Dampending
    • A certain song playing after Super Heita Mode Transformation
    • Tweaked the Super Armor
    • CLSNs mostly redone
    • Gave him a "Mid" Man's anti-air
    • Gave him airdashes
    • Gave him that projectile special from BBBR
    • Gave the Falcon Punch autoguard property in few frames before he's about to launch a punch
    • Recoded the juggle system
    • Lowered his defense a bit (97%)
    • Realigned Standing Hard Kick, Crouching Hard Punch, and Jinnai style two-step swing and got these moves make use of the posadds
    • Fixed the groove constantly switching before the actual fight when Heita gets his turn in turns mode.
    • You can now backdash out of guts run (also a thing I carried from the sequel)
    • Tweaked hitvelocities
    • Matches slidetimes with hittimes
    • You can cancel from landing states into supers
    • J.HP now puts aerial opponents into a custom state so you can combo after it
    • Man's anti-air has better recovery if used from Guts Run
    • Completely recoded the AI which (1.0 def only) makes use of the AILevel trigger too
    • The Super BG now consists of explods instead of helpers themselves
    • Some other things I don't quite remember now
      Segalow:
      • Disabled aerial chains on low jumps
      • Jesuszilla redrew the small portrait
      • Updated the method of aerial rave homing
      • Updated the SUCKer punch wind psyhics a bit
      • Gave him four powerbars
      • Disabled crouching while running
      • Tweaked the gravity of non-EX Genocide Plasma Cutters a bit to give it a bit more recovery
      • Made the landing recovery of Genocide Plasma Cutter supercancellable
      • One new DM added
      • Few other stuff I won't bother mentioning
      • Matched the slidetimes with hittimes
      • Tweaked the jump physics
      • Modified aerial hitvels of many moves
      • Smoothened doing aerial basic attacks straight from jumps
      • Recoded the damage dampender
      • Recoded the juggle system that is now a hybrid of mugen's "good" ol' (three) jugglepoints and the NJS previously used by Dee Bee Kaw and UMKT Shang
      • Recoded the AI
      • Included DrKelexo's palettes
      • Horizontally nerfed the super jump
      • Made the backstab finish slightly flashier
      • Made the MatadoroSlip launch..... something shall it counter a helper projectile
      • Leap Shoulder Attack and Hop Low Kick made cancelable into from a sweep
        Dee Bee Kaw:
        • Made S.Y safer on block
        • Fixed an oversight of not giving Joseph Joestar projectiles fall.recovertime
        • Fixed velocity limiting from aerial attacks so it won't slow you down if you just do these from a simple jump
        • Neurotic system implemented
        • Guard crush system implemented
        • Four of the specials got EX versions
        • One new move given
        • Smoothened using basic attacks from a jump
        • Voiced by JesusZilla
        • With correct timing of a button press during non-EX Maherl Bombs you can bounce off one more
        • (1.0 def only) AI is now scalable from Mugen's AI Difficulty setting
        Obligatory screenies:



        Grab them all from the characters section.