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The_None wrote:Yup, I just brought the other action movie star inspired Battle K-Road character. I've also updated not only my other action movie star inspired Battle K-Road character a bit, but even overhauled a creation of a friend of mine (indeed, he used to be kinda rough in edges, glad I would help. Speaking of Big Bang Beat characters, maybe I'll get around updating my Heita, who knows).
Wolf's changes since last version:
* Remodelled damage dampening
* Mangled around with the CLSN
* Changed the power distribution
* Toned down the previously existing super moves a bit
* No envshakes if the Super KO BG is on
* Made the throws comboable into
* Aerial punches cancellable into his aerial specials
* Negative edge given
* Two new moves
* Tweaked the AI a bit
Ren idagawa's change's since last version:
* He stocks now 4 powerlevels at most, because 5 was kinda too much.
* Inverted the control scheme (though the alternative .cmd is also included)
* Supercancels given
* You can now attack during an airdash
* Recoded the damage dampener once again, now kinda styled after Melty Blood's.
* Thrown stuff, as well as Pachiki/GO TO HELL now affected by the damage dampener
* Gave GO TO HELL two levels, depending on your timing
* Modified the way can/molotov/brick hitting works
* Thrown stuff can bounce off walls too
* QCF+Attacks can be cancellable into Tobe Ora
* Yaki Ire can be done on air now
* Gave him some Segalow-esque juggle limiting (basically, you can't juggle Crouching Hard Attack/Tobe Ora/Yaki Ire into itself before hitting with something else beforehand)
* Aerial raves now home towards the opponent
* Effects of the enhance now last between rounds
* Nigasu Ka Yo should look a bit better now
* B-Counter should be a bit easier to perform
* Implemented a juggle-weight system
* Gave him a bit more voices
* Realigned air basic attacks a bit
* Random tweaks here and there
* Five new moves