Skunk from Skunk Fu! for MUGEN 1.0
YOU'RE GONNA NEED MUGEN 1.0 OR HIGHER TO PLAY THIS!
SCREENCAPS: https://imgur.com/a/fAQjF
Welp, this took long enough. Sorry for the wait. Making this system on it's own took some time, let alone what's new. I'll fill you kids in on the skeleton of what he does, now.
GET HIM HERE, DUDE!
http://mugenfreeforall.com/index.ph.....iginal-system/
GAMEPLAY TRAILER DEMO HERE:
https://www.youtube.com/watch?v=7P9X5TPUADY
Oh, here's an offsite link for if that one don't do for some reason, this'll take you right to where I've got it:
https://mega.nz/#!hbQB2boB!8LihqkqnB7TvKzxnKoQC-MREpQP-1AI96vGqZx30llg
Features new to this Skunk are:
-BRAND NEW SYSTEM. It's present enough to shift gameplay towards the strategy you're looking for without being required to win. It just gives you different ways to seal the win. (You'll suffice with supers just fine if you don't feel like learning a lot of new system stuff.)
-A different spin on your average Target Combo.
-Command Normals!
-Supers cancel into one another! You can go from your basic super and empty your meter on the next one right after as the first one ends. Alternatively, sit on that meter for a full blast version of the second super you cancel into for more hurt right away!
-A brand new move! It's 3 in 1! One's a low, basic projectile invincible, low profile roll, one's a palm that's all about timing, and one's an overhead, blockable, basic projectile invincible command throw that can also be a low if you don't do anything about it. Just don't expect that second low to hurt, it's tricky. All of them are combo openers, 2 of them change their deal with a second punch press, all 3 of them can cancel at the start with a kick button, too, and are Crouching Medium Kick cancellable to boot. It's a handy multitool called "The Shaolin Scramble!" It, also, replaces Rockhead Launch (That DP Headbutt) entirely for the trade of more general Kung Fu. This is, also, a Quarter Circle Forward move. It more than balances out!
-A move that came hot off of the cutting room floor of the Alpha 3 Skunk! Hope it's still fresh!
-White Stripe now lets you cancel the attack on versions stronger than the light one by pressing a kick button while he's rushing forward.
-Each move has a stronger version of itself through the new Qi System that ends combos with versatility. One opens up to the most hurt, one gives you bonus meter to play around, and one adds stun with the ability to put the target towards the corner, or you OUT of the corner as a reversal option! Depending on whether or not you wanna hold forward or back, that is!
-Proper Stun! Well, stuns. It's in the manual. They're in the manual, that is.
-Techable throws! Honestly, that deserved to have been in the Alpha 3 Skunk, but it wouldn't be true to the Alpha 3 system.
-Guard Shove! Pay a little meter to get those pesky frame traps, rekkas, and general pressure on block out of your face!
-A new attack that's Dash Cancellable and also completely cancellable on startup by holding back! It can become a lot more, too!
-12 palettes. That's 10 more than I remember releasing last time!
-Taunts for different levels of health remaining and after winning! Also, both at once! He's got heaps more to say in general!
-More intros, winposes, and more to see in general!
-Nifty new system mechanics like a dash that builds a little meter and eases up the push towards dealing stun, a move that catches attacks and pays you Qi for it, two snazzy options to do after that catch that use meter (unless you wanna catch more,) a secondary recovery option off of knockdowns (even the hard ones for the price of Qi), and the ability to unleash your potential! See the manual for details on what Qi is even any good for! (Trust me, it's pretty good for stuff! Especially when that move that catches attacks can be done on blockstun OR HITSTUN for the price of Qi and holding forward during the command! (Hitstun version of that requires you to eat 4 hits, first, though.))
-Finishing moves for when your target's down to their last ounce of health before being knocked out! Signature Finish wins it in style, where Simple Finish closes the match in a snap! Signature Finish features an improvised Meteor Hammer Conker!
Yeah, I know, it's rather meaty for a skeleton. :x If it helps, the skeleton's very fresh. Screencaps may not do a whole lot of justice to show how he's grown like motion would, but he's come a loooooooooooong way!
Do be kind and report any bugs so I can attempt to fix ^^; Thanks for your patience, this one's different, this time! I can patch in an AI when I find the time, I just gotta get this out there, he's been a long time coming.
SCREENCAPS: https://imgur.com/a/fAQjF
Welp, this took long enough. Sorry for the wait. Making this system on it's own took some time, let alone what's new. I'll fill you kids in on the skeleton of what he does, now.
GET HIM HERE, DUDE!
http://mugenfreeforall.com/index.ph.....iginal-system/
GAMEPLAY TRAILER DEMO HERE:
https://www.youtube.com/watch?v=7P9X5TPUADY
Oh, here's an offsite link for if that one don't do for some reason, this'll take you right to where I've got it:
https://mega.nz/#!hbQB2boB!8LihqkqnB7TvKzxnKoQC-MREpQP-1AI96vGqZx30llg
Features new to this Skunk are:
-BRAND NEW SYSTEM. It's present enough to shift gameplay towards the strategy you're looking for without being required to win. It just gives you different ways to seal the win. (You'll suffice with supers just fine if you don't feel like learning a lot of new system stuff.)
-A different spin on your average Target Combo.
-Command Normals!
-Supers cancel into one another! You can go from your basic super and empty your meter on the next one right after as the first one ends. Alternatively, sit on that meter for a full blast version of the second super you cancel into for more hurt right away!
-A brand new move! It's 3 in 1! One's a low, basic projectile invincible, low profile roll, one's a palm that's all about timing, and one's an overhead, blockable, basic projectile invincible command throw that can also be a low if you don't do anything about it. Just don't expect that second low to hurt, it's tricky. All of them are combo openers, 2 of them change their deal with a second punch press, all 3 of them can cancel at the start with a kick button, too, and are Crouching Medium Kick cancellable to boot. It's a handy multitool called "The Shaolin Scramble!" It, also, replaces Rockhead Launch (That DP Headbutt) entirely for the trade of more general Kung Fu. This is, also, a Quarter Circle Forward move. It more than balances out!
-A move that came hot off of the cutting room floor of the Alpha 3 Skunk! Hope it's still fresh!
-White Stripe now lets you cancel the attack on versions stronger than the light one by pressing a kick button while he's rushing forward.
-Each move has a stronger version of itself through the new Qi System that ends combos with versatility. One opens up to the most hurt, one gives you bonus meter to play around, and one adds stun with the ability to put the target towards the corner, or you OUT of the corner as a reversal option! Depending on whether or not you wanna hold forward or back, that is!
-Proper Stun! Well, stuns. It's in the manual. They're in the manual, that is.
-Techable throws! Honestly, that deserved to have been in the Alpha 3 Skunk, but it wouldn't be true to the Alpha 3 system.
-Guard Shove! Pay a little meter to get those pesky frame traps, rekkas, and general pressure on block out of your face!
-A new attack that's Dash Cancellable and also completely cancellable on startup by holding back! It can become a lot more, too!
-12 palettes. That's 10 more than I remember releasing last time!
-Taunts for different levels of health remaining and after winning! Also, both at once! He's got heaps more to say in general!
-More intros, winposes, and more to see in general!
-Nifty new system mechanics like a dash that builds a little meter and eases up the push towards dealing stun, a move that catches attacks and pays you Qi for it, two snazzy options to do after that catch that use meter (unless you wanna catch more,) a secondary recovery option off of knockdowns (even the hard ones for the price of Qi), and the ability to unleash your potential! See the manual for details on what Qi is even any good for! (Trust me, it's pretty good for stuff! Especially when that move that catches attacks can be done on blockstun OR HITSTUN for the price of Qi and holding forward during the command! (Hitstun version of that requires you to eat 4 hits, first, though.))
-Finishing moves for when your target's down to their last ounce of health before being knocked out! Signature Finish wins it in style, where Simple Finish closes the match in a snap! Signature Finish features an improvised Meteor Hammer Conker!
Yeah, I know, it's rather meaty for a skeleton. :x If it helps, the skeleton's very fresh. Screencaps may not do a whole lot of justice to show how he's grown like motion would, but he's come a loooooooooooong way!
Do be kind and report any bugs so I can attempt to fix ^^; Thanks for your patience, this one's different, this time! I can patch in an AI when I find the time, I just gotta get this out there, he's been a long time coming.
Category Artwork (Digital) / Miscellaneous
Species Skunk
Size 1097 x 600px
File Size 350.7 kB
Hey, you see the General Rating, dude, you're all clear, here! Have fun, but I didn't have the time to learn how to code an AI, but the moveset and combos are real! If you know what you're doing, Skunk hurts a LOT despite his size! Also, the Counterblocks do HEAPS of good!
Oh, on what? The character is all yours to decide how they play, it's just a matter of realizing that style if you have one in mind, original or preexisting. Like, do you have an idea of what kind of button layout they'll have, like, are they 4-button SNK style, 6-button Capcom style, or what? 4-button's easy for mapping onto pads for people, since all the usual stuff can just go on face buttons, but the utility of 6-buttons is GREAT for having a lot of control with the character's abilities.
Aye, good stuff, you've thought out heaps of this already! 6000 power abilities, huh? Lordy, he'll be a tough customer at that point. Also, I commend your diligence for adding Darkstalkers character Custom State compatibility, that's incredibly thoughtful. Your work's cut out for you on the sprites, but you've got this. Here's to it, then!
Oh, uh, the burn animation is 7697, shock can be 7696 or 9010 (I used both to be safe, but it's probably the former and not 9010), there are more than one values for Midnight Bliss depending on the version of the character who performs it, but 9020 (idle), 9021 (?), 9022 (?), 9025 (?), 9026 (draining), and heaps of other options (66660, 66661, 66662, 99020, 99021, 99022) that I've never used, I only used 9020 and 9060 confirmed to work for Skunk, and Sangue=Passare is 7780. I'll link you where to find some more, but there's many more out there: http://mugenguild.com/forum/topics/.....-138791.0.html
I mean, he can spray people 3 different ways. Fill his meter up to full and do a Quartercircle-forward, Halfcircle-back and kick to do it. You can do that in a combo after the last hit of his normal super for only 2 bars before he lands on the ground. The third way is to build Qi and use his Stink Field mechanic. He's got spray stuff. The lewd version of him's offsite, though, but his spray stuff is all the same.
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