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[COMPLETE]閧:神罰 BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s)

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Balelynx
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Phant0mD

Phant0mD

[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Alright lads, so now we are going to work on his LVL 3 Ultimate attack!

In the original version, his LVL3 was kind of messy and it was hard to really see what was going on, but it involved some kind of firey explosion.

I thought that the best way to handle this, would be to totally just remake the whole thing from scratch lol.

So My idea is, since he is a monk that traps and slays demons but also attracks them,
We would have a high level holy attack.

Also, If you have been paying attention to the secret little hints that we have been giving in our preview videos, you will see that [Di Kong] is mentioned in the story intro when the 2 teams are about to face off:



Here, the fighter on the left, "Yin Master" mentions that she had found the ancient relic that was hidden by Di-Kong.
Then the other fighters got angry because she disrespected him, as they were his students.

The reason for this will be revealed in future videos of course lol, but the clue here is that Di-Kong knows something about extremely powerful ancient weapons. So it is natural that he also has some tricks up his sleeve even though he is a monk. And the trick is that he ALSO has access to forbidden weapons if he needs them.

SO My idea is to give him access to a holy sword. A Legendary sword weapon that will be extremely powerful and do one mega holy slice and massive damage.
And also he will be invincible while it happens,
So that is what we will be doing. Stay tuned!


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the awazement continues my friend, keep it up he feels very close now


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Phant0mD

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So first we have to design the holy sword that will be used, and it will of course be a magical sword that he can summon when needed.
It will be a semi holy, semi cyber styled sword. Just like the training stage he lives on, but a mix of the two. ancient holy technology.
This is not an exact one i will use, but something like this:

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Now we have to animate and work on the effects for the sword.

Back to the mountains!


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Phant0mD

Phant0mD

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iT'S ANIMATION TIME BOYS!

Now this holy sword slash is going to have to have some glowing holy flames on it, so we have to first create the holy fire effect that will come off the sword.

So here is the starter animation i have made for the sword:



Of course we have to change it up a little, add extra things and color effects to make it all match but this is the start.
Now to add it to the sword and create the slash motion.
Back to the mountainz!


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Phant0mD

Phant0mD

[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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And we're back with progre$$$$

Now here is what the Holy cyber sword looks like with the holy flame attached, and after adding various effects to it in order to make it really pop!

Now to add even additional extra detail, and keep with our theme and story, I am going to make the holy sword appear as if it was made from the same energy as the Shuriken that we added to Cipher guy.

This is because they are teacher and student, so here is what we have:



Now that is looking good!
But now we have some very complicated stuff to work on for making the blast effect on the ground when the sword hits, and also add invincibility to out warrior when he uses it, because this will be his most powerful attack of course!


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oh HELL YEAH, i like whats coming. keep cooking


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The sword effect looks very incredible so far, lets wait and see the outcome


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Phant0mD

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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Aaaaand we back!!!
Now where were we?

Ok, so we have our swordslash.
But what we need to create, is the energy aura type effects that will happen when the sword slash hits the ground. like cyber electric shocks

So this is what we have created



This will appear below his feet, and around the point of impact of the sword.
Back to da mountainz!


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Phant0mD

Phant0mD

[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Next up is the first part of the actual attack area,
the part that will have collision boxes and cause the damage lol.
When the sword hits the ground it will create a sort of blast beam of holy light.
This is the effect for the holy cyber beam:



Now we are cooking lol!
But we aren't done yet!
Next we have to add the invincibility Aura to our character!
Back to da mountains!


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Phant0mD

Phant0mD

[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Now we continue with the final parts of his ultimate attack, the effects that happen around the area of sword impact.
There are several parts so lets start with the 1st



this is a variation of the holy energy beam you saw earlier but this comes from around his body so he is invincible during the attack

Now on to the next parts!


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this shit looks really nice, especially that little whisp at the end.
elite mugen fx as usual bro, keep cooking


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Phant0mD

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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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CancerManXIII wrote:this shit looks really nice, especially that little whisp at the end.
elite mugen fx as usual bro, keep cooking

thx broski, this is probably the most OP i've gone on a single character mod ever if im honest lol. But this is something special I want you guys to be able to enjoy for years to come, whether its via mugen or the Ikemen engine when mugen eventually is replaced, but for now, we have everything we need to make this masterpiece work!

aND NOW A LITTLE EXTRA BLUE HOLY FIRE BURST FOR THE EDGES OF THE ATTACK I HAVE CREATED,


We dont stop there!
back to da mountainz!


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Phant0mD

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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Aaaaaaaaaaaaand we are Back in the gym!

Now,
If you are familiar with God Rugal's final attack,
You will remember he uses a skull in his moves.
Well our monk uses a similar energy but with dark buddha cyber energy!



Now we are almost done on this attack!
One last piece to go before we put it all together!


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I like what you cook my friend, it's really very impressive.


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Flame mist with the power of lightning ...
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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Thank you brother! I can't wait for you to try them all very soon!


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And now, we stack our buddha energy to see how it looks



Seems good!
Now the final step is to stick it all together and code it up!
We are almost there!
his final move to complete him!


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Phant0mD wrote:Alright lads, so now we are going to work on his LVL 3 Ultimate attack!

In the original version, his LVL3 was kind of messy and it was hard to really see what was going on, but it involved some kind of firey explosion.

I thought that the best way to handle this, would be to totally just remake the whole thing from scratch lol.

So My idea is, since he is a monk that traps and slays demons but also attracks them,
We would have a high level holy attack.

Also, If you have been paying attention to the secret little hints that we have been giving in our preview videos, you will see that [Di Kong] is mentioned in the story intro when the 2 teams are about to face off:



Here, the fighter on the left, "Yin Master" mentions that she had found the ancient relic that was hidden by Di-Kong.
Then the other fighters got angry because she disrespected him, as they were his students.

The reason for this will be revealed in future videos of course lol, but the clue here is that Di-Kong knows something about extremely powerful ancient weapons. So it is natural that  he also has some tricks up his sleeve even though he is a monk. And the trick is that he ALSO has access to forbidden weapons if he needs them.

SO My idea is to give him access to a holy sword. A Legendary sword weapon that will be extremely powerful and do one mega holy slice and massive damage.
And also he will be invincible while it happens,
So that is what we will be doing. Stay tuned!

Yo, this video was lit the dedication and presentation was on point. Thanks for also using the Legacy BlazBlue custom-style lifebars I commissioned awhile back. I will honestly tell you guys that I am job hunting at the moment to get more pay and be more financially stable. Once I get my finances in order I will be sure to commission and collab together with CancerManXIII or any other individuals who are interested to make an awesome Legacy Cross tag Battle screenpack that is similar to the project you guys are doing right now.

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Shadic12 wrote:Yo, this video was lit the dedication and presentation was on point. Thanks for also using the Legacy BlazBlue custom-style lifebars I commissioned awhile back. I will honestly tell you guys that I am job hunting at the moment to get more pay and be more financially stable. Once I get my finances in order I will be sure to commission and collab together with CancerManXIII or any other individuals who are interested to make an awesome Legacy Cross tag Battle screenpack that is similar to the project you guys are doing right now.


hahaaa yeeeah man! Dat behind Dat behind Dat behind
Well we are all usually so busy working on our individual projects for different peoplez, whether its stages, screenpacks, character edits, or graphic design work for streamers, youtubers or other stuff, we rarely take the time to actually showcase all the amazing and original works that go on here.
Much to the point, that I would say most of the mainstream Mugen community have no idea what is actually possible in mugen when you have all the skillsets and powers in the hands of masters at the ready lol.
SO it was more than an honour, to be able to make a video every once in a while, to showcase the collective various Newagemugen creations, and the amazing ladz just like yourself, that think beyond the norm of mugen, and strive for something better, and of higher quality.
They really came out well! Its a dope Screenpack! you guys nailed it! And yeah, anytime man! we look forward to it thawotitizboi

Now back to business!
Fine tuning the code for Di Kongs level 3 hyper

JUST A SMALL SAMPLE OF THE TROUBLESOME CODE WE ARE WORKING WITH!

Code:

;---------------------------------------------------------------------------
;HDM Soul Burster
[Statedef 3200]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3200
ctrl = 0
sprpriority = 2


[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0 && var(50) <= 0
value = -3000

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0 && var(50) > 0
value = -2000

[State 0, PowerAdd]
type = PowerAdd
triggerall = time = 0
trigger1 = prevstateno = [1000,2999]
value = -1000

[State 3000]
type = Explod
trigger1 =prevstateno = [1000,2999]
anim = 20050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000]
type = Explod
trigger1 =prevstateno = [1000,2999]
anim = 20051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000]
type = Explod
trigger1 =prevstateno = [1000,2999]
anim = 20052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3500,DCE]
type = Explod
trigger1 = prevstateno = [3000,4999]
anim = 20055
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3500,DCE]
type = Explod
trigger1 = prevstateno =  [3000,4999]
anim = 20053
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3500,DCE]
type = Explod
trigger1 = prevstateno =  [3000,4999]
anim = 20054
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

;LVL3 HDSM
[State 2000]
type = Explod
trigger1 =  time = 10
anim = 20014
pos = 0, 0
postype = back
scale = 0.5,0.5
sprpriority = -7
ownpal = 1
bindtime = 1
supermovetime = 1000000000
pausemovetime = 1000000000

[State 2000]
type = Explod
trigger1 = time = 10
anim = 20015
pos = -10,-70
sprpriority = 20
ownpal = 1
bindtime = 1
supermovetime = 1000000000
pausemovetime = 1000000000

[State 2000]
type = AssertSpecial
trigger1 = Time < 32
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9000,37

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S9000,40

[State 3300, BGPalfx]
Type = BGPalfx
triggerall = time =0
trigger1 = 1
time = 120
add = -70,-70,-90
mul = 150,150,150
sinadd = 20,20,30,60
color = 0

[State 0, NotHitBy]
type = SuperPause
trigger1 = time = 10
time = 30
anim = -1
sound = -1
movetime = 30
darken = 1
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 40
value = SCA

[State 2000,]
type = PlaySnd
trigger1 =  time = 10
value = 20010,2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3210
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 30
ownpal = 1
removeongethit = 1

;==========================================================
;CIRCULAR FLAMES
;===========================================================
[State 1040, 1]
type = helper
trigger1 = time = 0
stateno = 1170
ownpal = 1
pos = 4,20
facing = -1
id = 6000
name = "Oni Yaki Flame"
persistent = 0
supermovetime = 1000000000
pausemovetime = 1000000000

[State 1040, 1]
type = helper
trigger1 = time = 0
stateno = 1170
ownpal = 1
pos = 4,20
facing = 1
id = 6000
name = "Oni Yaki Flame"
persistent = 0
supermovetime = 1000000000
pausemovetime = 1000000000
;=====================================================================
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 3200
value = 3201

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 3201
value = 3202

[State 3000, ヒット中アニメ停止]
type = null;changeanim
trigger1 = anim=3200 && animtime=0
trigger2 = numhelper(3210)>0 && helper(3210),anim=6050 && helper(3210),animelemtime(22)=0
trigger3 = numhelper(3210)>0 && helper(3210),anim=6170 && helper(3210),animelemtime(8)=0
value = ifelse(anim=3200,3201,3202)

[State 3000 炎 発生]
type = Helper
trigger1 = time = 0
name = "Flame"
ID = 3210
sprpriority = 4
postype = p1
pos = 0,0
facing = 1
stateno = 3232
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
supermovetime = 1000000000
pausemovetime = 1000000000

[State 3000 炎 発生]
type = Helper
trigger1 = anim=3201 && animelemtime(1)=1
name = "Burster"
ID = 3210
sprpriority = 4
postype = p1
pos = 100,0
facing = 1
stateno = 3230
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0

[State 3000 炎 発生]
type = Helper
trigger1 = anim=3201 && animelemtime(1)=0
name = "Blast"
ID = 3210
sprpriority = 4
postype = p1
pos = 100,0
facing = 1
stateno = 3231
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0

[State 3000 炎 発生]
type = null;Helper
trigger1 = anim=3201 && animelemtime(1)=1
name = "Burster"
ID = 3210
sprpriority = 4
postype = p1
pos = 100,ifelse(var(53)=8671&&helper(16000),var(1)=32,10,0)
facing = 1
stateno = ifelse(var(53)=8671&&helper(16000),var(1)=32,3210,3220)
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0

[state 3100 炎剣エフェクト]
type = explod
trigger1 = anim=3200 && animelemtime(5)=0
ID = 3200
anim = 6040
postype = p1
pos = 0,0
facing = 1
bindtime = -1
scale = 0.25,0.25;1.1,1.14
sprpriority = -1;4
supermovetime = 1000000000
pausemovetime = 1000000000

[State 3210]
type = hitdef
trigger1 = movecontact = 0
attr = S, HP
damage = 20,2
animtype = diagup
guardflag = M
id = 3220
hitflag = MAF
getpower = 100,10
pausetime = 0,5
guard.pausetime = 0,5
air.juggle = 4
sparkno = s8223;s20003
guard.sparkno = s20040
sparkxy = -30,-60
hitsound = s110,12
guardsound =  s20002,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -0.5,-7
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
guard.velocity = -8
air.velocity = -0.5,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.26
fall = 1
kill = 0
fall.recover = 0
p2facing = 1
sprpriority = 499
palfx.time = 60
palfx.add = 40,-70,-200
palfx.mul = 256,256,256
palfx.sinadd = 40,30,0,10
palfx.invertall = 1
palfx.color = 0

[State 3000, Chamar Helper do zoom]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Zoom Effect"
ID = 7000
pos = 0,0
stateno = 7000
ownpal = 1
supermovetime = 1000000000
pausemovetime = 1000000000

[State 0, NotHitBy]
type = NotHitBy
trigger1 =  anim = 3200
value = SCA

[State 0, NotHitBy]
type = NotHitBy
trigger1 =  anim = 3201 && animelem  = 1 ,<= 20
value = SCA


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0 && anim = 3202
value = 0
ctrl = 1


[State 3000]
type = null;changestate
trigger1 = anim=3202 && animtime=0
trigger2 = anim=3202 && animelemtime(2)>=5 && numhelper(3210)>0 && helper(3210),numtarget(3220)>0
value = ifelse(animtime=0,0,3400)
ctrl = ifelse(animtime=0,1,0)

now we are almost there!
TIme to import all the sprites and test this bad boy out!
Back to the mountains!


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Phant0mD

Phant0mD

[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Alrighty ladz,

I'm pleased to announce, that after strenuous hours of coding,
We have finally completed the 2nd to last attack!
Now lets test ou our holy sword buddhist slash!



Well, that took many hours but it sure paid off!
Now its time to move on to the last final attack, the sprit bomb~!

We're almost there!
Back to da mountainz!


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Phant0mD

Phant0mD

[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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no muckin round today bois!
Straight into it!

Here is the final attack, updated and perfected.
His Dragon Trigram Seal attack!



This attack catches the opponent iside the holy seal barrier and you can attack the opponent while he is in a frozen state!

Now we have almost finished, we just have 2 last things to do:
Add the aura, and add his minion!
The most exciting part!
Back to the mountainz!


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Oxocube

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As usual, amazing!
We see things never seen before in mugen, and the finished attacks look impressive my friend,
I cant wait to see the final version all complete.


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Filthy Fredo

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There has been many disruption in Europe Because of Ukraine war,
So I did not have the time or chance to access Mugen activities, but for now I have little time and I come back. It looks very good the progress on it. You are a crazy mugen science man u wot m8?


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Phant0mD

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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Hey frog mane! whats gud? and yeah i am a mad scientist when it comes to these shenanigans lol!

And we are back....

Now this is something I am excited for...

As you know, we have our powerful Monk who is able to expell evil spirits, but he is also able to summon them.
We have seen him summon evil feinds for his low fireball attack,
And we have also seen him destroy demons during his intro....
And if any of you know, or have seen the Berserk series, or movies like Insidious, or know about the occult, you will know the rules of black magic...
When you summon power from the other side, or try fight it, you attract it also....
So it is only natural our monk is followed by an ominous spirit feind minion...



Now all we need to is code and export/import and test it!
Exciting! There's work to be done!


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CancerManXIII

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siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiick!
It's like the Shinigami. I'm so hype right now Dat behind


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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 9 52697050446_f068e68a44_o
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Are you excited?
Well I am lol.
Now lets test out our new Minion!
And boy this one is by far my most favorite yet!



So now our mighty monk has his evil haunting spirit that follows him
now the final and last puzle piece to make him complete is to add his aura!
Are you ready for the hype?
Lets goooo!


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