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Quickie - Jeibu's EX Dark Leap Combo Test
YOUTUBE LINK HERE: (It looks better there)
https://www.youtube.com/watch?v=xnbRjI2dNsg
Quick test of Jeibu's EX Dark Leap. Not costing meter in this video, but will cost one bar to start.
Whole Combo here will cost 3 bars.
Some sounds and effects still missing. Generally a lot to still work on but I'm gettin close to releasing him.
This video is mostly a combo concept test. Things are still subject to change.
The General idea is that Jeibu (like the rest of my characters) will have two "EX" style moves that give two of his specials extra utility at the cost of some meter. In this case, Jeibu's Dark Leap can be used this way to grant him a bounce-based combo from a ranged start up. Dark Leap has projectile invincibility, so using this can lead to punishing an opponent for using a projectile at the right time.
https://twitter.com/VinVulpis
https://www.youtube.com/watch?v=xnbRjI2dNsg
Quick test of Jeibu's EX Dark Leap. Not costing meter in this video, but will cost one bar to start.
Whole Combo here will cost 3 bars.
Some sounds and effects still missing. Generally a lot to still work on but I'm gettin close to releasing him.
This video is mostly a combo concept test. Things are still subject to change.
The General idea is that Jeibu (like the rest of my characters) will have two "EX" style moves that give two of his specials extra utility at the cost of some meter. In this case, Jeibu's Dark Leap can be used this way to grant him a bounce-based combo from a ranged start up. Dark Leap has projectile invincibility, so using this can lead to punishing an opponent for using a projectile at the right time.
https://twitter.com/VinVulpis
Category Flash / All
Species Exotic (Other)
Size 1280 x 720px
File Size 3.49 MB
Thanks a bunch! A lot of the animations are still unfinished. X3
And honestly, no, I'm definitely not open for doing full playable character commissions. I tried it once. Waaaaay too much work and stress. I'm only open for taking some slots for background critters to populate my stages with.
And honestly, no, I'm definitely not open for doing full playable character commissions. I tried it once. Waaaaay too much work and stress. I'm only open for taking some slots for background critters to populate my stages with.
No, no. I mean you're putting some awesome effort into your animations, trying to make them smooth and the character balanced, vs broken.
I've downloaded some very broken builds by others and it was infuriating to vs them because they're nothing but counter stuns or max damage defense designs with an almost two button input design for their ultimate attack
I've downloaded some very broken builds by others and it was infuriating to vs them because they're nothing but counter stuns or max damage defense designs with an almost two button input design for their ultimate attack
I like what Joel from VineSauce said in one of his MUGEN videos, where like everyone who makes a MUGEN character are like the kids play fighting, where their character always needs to be a lil stronger and have extra powers they call at the last minute.
Granted, my characters might all ended having a high-damage output because it might be the style of game I'm going for. Possibly something with a standard Best of 5 rounds with faster rounds. Also trying to build there designs around a 2v2 tag concept.
I'm definitely tryin not to make them broken verses other characters. I have a collection of characters I find really fun to fight against that I used as balance testers and such too. And yuh, I put a lot of effort into the animations. Thanks!!
Granted, my characters might all ended having a high-damage output because it might be the style of game I'm going for. Possibly something with a standard Best of 5 rounds with faster rounds. Also trying to build there designs around a 2v2 tag concept.
I'm definitely tryin not to make them broken verses other characters. I have a collection of characters I find really fun to fight against that I used as balance testers and such too. And yuh, I put a lot of effort into the animations. Thanks!!
Well all of my characters are gonna deal 'high damage' with my currant plans. Might make the standard set be best of 5 rounds instead of 3 but have rounds end much quicker.
I'm even toying around with the idea of 'exceed' type moves or something. Moves that can only be used once per-match, but can either KO or do huge damage to try claiming a round.
Also because I'm looking to build this concept around 2v2 tagging.
I'm even toying around with the idea of 'exceed' type moves or something. Moves that can only be used once per-match, but can either KO or do huge damage to try claiming a round.
Also because I'm looking to build this concept around 2v2 tagging.
Well, I have the bare-bones of my own tagging script working. I'm not 100% on how I'm going to handle tagging just yet, but I migh do something like KoFXI did, where you can just regular tag in place, or use meter to defensively tag out on a successful block, or use it to extend combos by tag canceling out on the right hit-confirms.
Well, I have a working tag scrpt so far, wasn'[t too hard for my to figure that one out. I just see the rest of it being making the tag look good and then setting the control conditions for when taggin and what type is okay.
The only thing that sucks is that it still needs to be done, in debug mode simul, making you have to manually turn off the AI at the start of each match. Wish there was just a way to turn that off by default.
So mostly all I can do is use MUGEN to demo the concept, but it's not practical for everyone to know, nor WANT to have to turn off the partner AI each match.
The only thing that sucks is that it still needs to be done, in debug mode simul, making you have to manually turn off the AI at the start of each match. Wish there was just a way to turn that off by default.
So mostly all I can do is use MUGEN to demo the concept, but it's not practical for everyone to know, nor WANT to have to turn off the partner AI each match.
FA+

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