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Mr.Giang

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  1. Update: - Fixed the damn glitch that keeps making Nova Blaster's hitsparks disappeared. - Now has velocity change during air-combo with Power Claw. - Power Claw now no longer can chain into itself. - Power Claw no longer has start-up invin. - Sonic Disruptor's attribute is now SP. - Sonic Disruptor now deals 10 chip damage. - Sonic Disruptor's guard hittime reduced to 10f. - Cyber Kick follow up now can always hit opponents. - Techno Tackle now has recovery (I was high as hell when I didn't do this). - Techno Tackle's speed reduced. - Standing Hard's guard hittime reduced to 5f.
  2. “Commie motherf*****r!” - Juggernaunt Character Demonstration: Changelogs (compared to the normal MvC2 Colossus): - Added 4 new hypers. - Added new intro. - Added special interaction when Deadpool is a tag-team partner. - Giant Swing’s input changed to half-circle motion. - Giant Swing is now an special unblockable command grab. - Now has an overhead attack. - Added armor to some normal moves. - Can grab OTG opponents. - Damage dampen's added. - Supported UNO Tag System. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Man of Steel: Some of Colossus’s normal attack has armor. - Recovery Roll. - Super Jump. - Advancing Guard (x+y/y+z/z+x) Normals: X - Weak b.X – Steel Elbow: Has armor from from frame 4 to 8. Y – Medium: Can chain into itself twice. f.Y – Steel Knuckle: Hit overhead. Has armor from frame 9 to 19. Z – Hard: Can be charged for more damage. Also has armor once button is released. A - Dash B - Throw (can be teched by opponents): Can grab OTG opponents. C (G)– Steel Kick: Launch opponents on hit. Can be super jump canceled. Has 4 frame start up armor. C (A) – Iron Force: Cause knockdown to aerial opponents. f.C (A) - Proletariat Posedown. Specials: Giant Swing (F,DF,D,DB,B,x/y/z) (GA): A special command grab. Colossus rushes forward, arm extended. If it connects, Colossus swings his opponent around by his legs, creating a giant whirlwind as he rises into the air, then violently tosses the opponent across the screen. Mashing attacking buttons and directional buttons to increase damage done. Button’s strength determines range and start-up. Power Tackle (D,DF,F,x/y/z) (GA): Colossus glows and rushes shoulder-first into his opponent. Has armor after frame 8. Button’s strength determines dashing pattern. Can hit OTG. The attack can be canceled any time by pressing C. Hypers: D,DF,F,D,DF,F,x/y/z – Rasputin Charge (LV1) (G): Colossus runs forward, plows everything on his way. Has armor from start-up until the every last attack. F,DF,D,DB,B,F,DF,D,DB,B,x/y/z - (LV1) Proletariat Spin (G): A hyper unblockable command grab. Colossus rushes forward, arm extended. If move contacts, Colossus will swing opponents. Mashing attacking buttons and directional buttons to increase damage done. Has zero start-up. F,DF,D,DB,B,F,DF,D,DB,B,x+y/z+y/z+x – X-Slam (LV1) (G): A hyper unblockable command grab. Has zero start up. Colossus grabs opponents and slams them into the ground. There will be 2 consequences that can trigger: - Soviet Mutant: Trigger when Deadpool isn’t a tag-team partner/Single Mode/Turn Mode. Colossus spins opponents, launches them with a kick, super jump to grab them and slam them into the ground. - Wade, is that you?: Trigger when Deadpool is a tag-team partner and still alive. After the slam, Colossus performs Power Dive hyper from MVC2 while Deadpool strikes from above, stabbing opponents then teleports away when Colossus dives into them. Deal slightly more damage than Soviet Mutant. Tag Team Hyper: Tag In: Super Armor: Enters a state of Super Armor. While in this form most attacks will not make him stagger. Tag Out: Power Dive: Colossus jumps up in the air and does a head dive towards the opponent. By pressing an attack button while Colossus is jumping, he will dive faster. Special thanks to: DL for the based character (your works are amazing). ZVitor for the extra sprites. tigree goods for the animated cutscene. Infinite for making Deadpool.
  3. No rhyme 's intended, obiviously. Boys, that's sure fun as hell to read.
  4. A small rework to make playing Airman more enjoyable as well as more Airman-ish. Character Demonstration + Download Link: Changelogs: - Removed weapon system. Air Man =/= Rockman. - Added a new intro. - Added new voice pack. - Air Shooter now behaves similar how it works in Megaman 2. - Added 2 new hypers. - Added trait skill: Blow Away. - Added 2 new specials: Air Tornadoes and Blowing Wind. - Updated with hi-res hitsparks and effects. - Added special BGM when fighting against Rockman. - Damage dampen's added. - Supported UNO Tag System. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Blow Away - (D,DF,F,c) Blow opponents and any Air Tornadoes or Air Shooter’s whirlwinds away. Air Tornadoes can deal damages while being blown away. Has 6-second cooldown. Normals: X - Weak. Y - Medium Z – Hard f.Z – Air Shooter (GA): Shoot 3 small whirlwinds that spread out and rise upward that deals damage and pushes opponents away. A - Dash B - Throw (can be teched by opponents) C (G) – Launcher (can be jump-canceled) C (A) – Air Kick: cause hard knock down when used during air-combo. Specials: Air Tornadoes (D,DF,F,x/y/z) (G): Shoot 6 small whirlwinds that last 10 seconds in a randomized pattern. The whirlwinds can’t be destroyed or damage opponents by themselves. When being enhanced by Airman’s special moves, the whirlwinds can deal damage and cause untechable knockdown. Can have 6 max whirlwinds available on the stage. Blowing Wind (D,DF,F,x/y/z) (G): Create a tornado that can damage, push opponents into mid air while pushing any whirlwinds into the air. The tornado’s location is depended on the strength of the button. Cause techable knockdown. Can hit OTG. Tornado Helix (D,DB,B,x/y/z) (GA): Summon 2 tornadoes on the ground that move around Airman’s location. Has 7 frame non-throw invul start-up when using on the ground. Can hit OTG, destroy projectiles and push whirlwinds into the air. Disappear when Airman is hit. Hypers: D,DF,F,D,DF,F,x/y/z – Wind Zone (LV1) (G): Create a giant pillar of winds that can push whirlwinds into the air and damage opponents. Can hit OTG. The tornado’s location is depended on the strength of the button. D,DB,B,D,DB,B,x/y/z - Wind Surfing (LV1) (G): Counter attack. Cost 500 power per use, when the counter is successful, another 500 power will be spent. If move connects, Air Man will propel himself forward with a huge tornado, damaging opponents and blowing away all whirlwinds on the stage. D,DB,B,D,DB,B,x+y/y+z/z+x - The Undefeatable Airman (LV3) (GA): Has start-up invul. The video will show the rest. Not affected by damage dampen. Tag Team Hyper: Egotistic Wind Special thanks to: MIT (Laspacho, DarkCipherLucius, Magma Dragoon, O Illu,..) for the based character. IsakStopmotion for the new voice pack. RicePigeon, Seravy and Kohaku for the extra effects as well as the codes of many of those moves.
  5. New update: Changelogs: - Added new tag hyper: Fang of Klyntar (credits to MGMURROW's Venom).- Added drooling effects (credits to MGMURROW's Venom as well, you rock man).- Added screenshake for launcher.- s.Hard now can chain into Venom Predate.- Venom Barrel's damage increased from 20 to 30.- Fixed a glitch which made Venom super jump earlier than intended during combo.- Venom Barrel now causes untechable knockdown. Character Demonstration + Download Link (1.1 version): Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Super Jump. - Guard Push - x+y/y+z/z+x while guarding. - Recovery Roll. - Web Swing. Normals: X - Weak Y - Medium Z - Strong f.Z (G) - Venom Predate: Taken from MvCI. Has good range, causes crumble state if hit. If hit when opponents are mid-air, cause wall bounce instead. A - Dash/Web Swing (A) B - Throw (can be teched by opponents) C - Launcher: can be jump-canceled into air-combo. Specials: Venom Fang (D,DF,F,x/y/z) (GA): Venom's symbiote hops forward in a low arc as a big blob face. P strength varies upon the distance of the jump. Venom Rush (D,D,x/y/z) (G): Venom summons the symbiote to attack from far parts of the screen. P strength varies upon how far the symbiote attacks. Web Throw (F,DF,D,DB,B,x/y/z) (G): Venom throws out a web from his wrist and when it connects, he slams the opponent twice on the ground then swings them to the other side of the screen. P strength varies upon how up the web will shoot. Venom Barrel (D,DB,B,x/y/z) (A): Inspired from MvCI, Venom surrounds himself in symbiotes that can damage opponents. Last hit causes wall-bounce state. P strength varies upon how Venom will move during the attack. Hypers: D,DB,B,D,DB,B,x/y/z - Venom Web (LV1) (GA): Venom jumps to the middle of the screen and shoots out a large web that cataches full-screen. Once it connects, Venom rushes down with a barrage of normals and ends it with a Venom Fang. D,DF,F,D,DF,F,x/y/x - Death Bite (LV1) (G): Venom does an extended version of his Venom Rush which can land the opponent to the other side of the screen. Can hit OTG. D,DF,F,D,DF,F,x+y/y+z/z+x - Venom Death Grip (LV3) (G): Original move. This is an anti-air command grab with invincible start-up. If move hits, Venom will inject opponents with symbiotes, neutralize them then rip them in half. Special thanks to: DarkLuigi for the best Venom on MUGEN. MGMURROW for the counter effects + codes. REDHOT for his MvC2 Venom as references. S.Y for the new hyper.
  6. Taking down DarkFlare's team (Part 1): It's a freaking mess, that damn Ky never gives me some down time to come up with a solid gameplan, Reimu being a charge-based character ain't help at all and Venom is useless other than being an assist (poor guy doesn't have a lot of defensive and comeback mechanism against rush-downers while that Ky keeps recovered from Venom's Launcher way too early, screwing his main bread n' butter). The only possible way to deal with this is to fight dirty, rush them in the face, keep using Venom Fang assist (and forget about even using him as a char) to keep up the pressure so Reimu can have enough time to charge her specials. AIs are too hard and unfair, there are no other ways.
  7. Space Pirates's challenge (Part 2) 2 down, 5 to go.
  8. Is it just me or half-circle motion is so hard to perform now? I have no problem with doing it with your previous work yet Tenshi's Beams of Non-Perception is just so hard to perform.
  9. Skyline's challenge (Part 2): Also, Space Pirates's challenge (Part 1): Those are quite challenging and fun though.
  10. Tag Team MUGEN is the best MUGEN. Also, I accepted the Skyline's challenge (Part 1):
  11. This one is my edit of Rice's Reimu (GR, having some elements from IZ as well). I think you might want to include it here (might want to link it to my video to since I update her and change the download link to the newest version a lot).
  12. The only Toriel you need to put all other Toriels in shame. This is it guys. Toriel has been one of my most requested characters to edit (aside from Martian Manhunter). I have picked her up to work and dropped this project so many times (as I literally don’t have motivations to work on her). Only until recently, Deltarune comes and I just love the game. So of course, I gotta decide to do something to celebrate Toby Fox’s new game. Character Demonstration + Download Link: Changelogs: - Added 7 new hypers. - Added 4 new specials. - Sans is now an assist. - Removed EX System. - No longer can cancel normal attacks or guard into roll. - Fixed a glitch makes fireball-related move unable to count combo properly. - Damage dampen's added. - Supported UNO Tag System. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Bad Time - (C): Calling Sans as an assist attack. Normals: X - Weak. Y - Medium Z – Hard A - Roll B - Throw (can be teched by opponents) Specials: Old Lady’s Flame (D,DF,F,x/y/z) (G): Shoot 2 small fireballs with random spread. The fireball’s speed and recovery is depended on the strength of the button. Flare Star (D,DF,F,x/y/z) (A): Shoot 1 fireball while in mid air while push Toriel back a little. X version will shoot the fireball down forward while Y and Z version will shoot the fireball straight forward. Dreemurr’s Flame (D,DB,B, z) (G): Summon a flame pillar in front of Toriel that can launch opponents. Can be jump-canceled. Fire Helix (D,DB,B,x) (G): Summon streams of fireball which hover mid air for a few seconds. If Dreemurr’s Flame is used nearby, the streams of fireball will become Old Lady’s Flame and fly toward opponents. Burning Heartache (D,DB,B,y) (G): Summon a huge fireball which will slowly travel forward for a few seconds before disappearing. If Dreemurr’s Flame is used nearby, the fireball will be destroyed, releasing 4 smaller fireballs which can track opponents. Blazing Love (B,DB,D,x/y/z) (G): Zero counter move. Cost 500 power. Toriel engulfs herself in flame, pushing opponents away. Hypers: D,DF,F,D,DF,F,x/y/x - Toriel looks through you (LV1) (G): Toriel performs a slide attack that hits low. If move connects, 2 follow ups will trigger, depended on the left amount of powers Toriel has: - Paw Sweep (Trigger when Toriel has less than 2000 power left): Toriel performs a Shoryuken attack and ends with a Flare Star. - Queen’s Heat (Trigger when Toriel has more than 2000 power left): Toriel creates a powerful flame pillar after the slide, heavily damages opponents and launches them away. D,DF,F,D,DF,F,x/y/x - Toriel prepares a magical attack (LV1) (A): Toriel shoots down a wave of Flare Stars. Not affected by damage dampen. D,DB,B,D,DB,B,x/y/x - Toriel blocks the way! (LV1) (G): Counter attack. Cost 500 power per use, when the counter is successful, another 500 power will be spent. If move connects, 2 follow ups will trigger, depended on the left amount of HP Toriel has: - Deltarune Seal (Trigger when Toriel has more than 450 HP): Toriel rushes forward, seals the opponents then blows them up. - ♥ FIGHT (Trigger when Toriel has less than 450 HP): Frisk appears and slices opponents. If opponents have less than 200 HP after the attack, the screen will be blacked out while Frisk deals the final strikes, instantly kills them with the last hit. D,DB,B,D,DB,B,x+y/y+z/z+x - Knows best for you (LV3) (G): Has start-up invul. The video will show the rest. Not affected by damage dampen. Tag Team Hyper: Tag In: Flaming Strikes Tag Out: Mass Flare Star Special thanks to: MEGA_X for the based character. RicePigeon, Seravy for the extra effects as well as the codes of many of those moves.
  13. Click here to get the compatible Red Hood. Character Demonstration: Changelogs: - Injustice 2 voice. - Reworked so his gameplay can be more similiar to Injustice 2 version. - Reworked Bat Swarm (old Bat Swarm is glitchy and usually only hit opponents a few hits then knocks them down, making the rest of the bats missed. Now replaced with Zet's Batman's Flash Bomb Strike). - Reworked Grappling Hook (now Batman is invulnerable if countered, the counter hitbox now covers entire Batman instead of only infront of him, animation now changes into Zet's Batman's Grappling Hook which looks better in my opinion). - Removed hyper background as they are resource-costly. - Removed announcer. - Mix-up/Cross-up detection's improved. - Added special LV3 Hyper Portrait. - Fixes a glitch that sometimes makes Bat Swarm cost full power bar. - Double-jump's added. - Parry's added. - Evading roll's added. - Frame data's changed. - Now has the trait system from Injustice 2. - Damage-dampen system's added. - Special interaction with ZVitor's Jason Todd (unreleased). - UNO-tag team's supported. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Wayne Tech: Summoning Bats (C): Batman summons mechanical bats from the sky and they can be used to attack opponents when needed without Batman performing any animations by pressing C again. Has 6-second cooldown. Batman can't tag-out if the bats are on the screen. - Combo Sting: Inspired by Injustice 2's combo system, Batman now can perform auto-combo by pressing X up to 3 times. Can cancel into medium or hard attacks. - Wall Jump: can jump against a wall by pressing the opposite button. - Super Jump. - Double Jump. - Recovery Roll. - Parry. Normal: X - Weak Y - Medium Z - Strong f.Y - Overhead Attack. Hit high. b.Z - Cape Counter: Inspired by the same move from Injustice 2, Batman will counter the next high melee attack with a flash bomb, which leave opponents open to attack. Dash + Z: Dash Kick. Hit high and cause wallbounce. f.A or b.A - Roll B - Throw (can be teched by opponents) D.U: Super jump x+y/y+z/z+x while guarding: Guard Push Hold Fwd/Back while knocked down: Recovery Roll Specials: Batarang (B,F,x/y/z) (Air-usable): Batman throws Batarangs forward. X version throws 2 Batarangs, Y version throws Explosive Batarang and Z version throws Electric Batarang. Bat Grapple (D,DF,F,x/y): Shoot a grapple into enemies. X version pulls Batman into opponents and kicks them, causing wallbounce state to them while Y version pulls opponents toward Batman and launches them. Y version can be jump-cancelled into air-combo. Grapple Swing (D,DF,F,z) (Air-usable): Batman swings away with his grapple. Can cancelled into air-combo if the timing is right. Strike from Above (D,D,x/y/z): Batman grapples away and attacks from above. Hit high. Can cancelled from successful throw. Landing position is decided by buttons. Scattered Bombs (D,DB,B,x/y/z) (Air only): An attack from Injustice 2, Batman scattered bat bombs in front of him. If used during air-combo, cause opponents 60-frame untechable knock down. Dark Knight Combo (D,DB,B,x/y/z): Batman attacks opponents with his martial skills. Can combo 6 times. X/Y version's last hit deals more damage, not safe on block and can be cancelled into Strike from Above if hit. Z version's last hit deals less damage, safe and block and can be cancelled into Batarang. Opponents can act brieftly between the 5th hit and the last hit if he/she isn't in hit state, making this move unsafe on block. Hypers: B,F,B,F,x/y/z - Bat Swarm (LV1): Batman throws a flash bomb while calling his bats to confuse opponents then strikes with a powerful kick. Deal non-scale damage and hit full screen. D,DB,B,D,DB,B,x/y/z - Grappling Hook (LV1): Counter Hyper. Upon hit Batman launches opponents into the sky while grappling away then grab the airborne opponents only to finish them with a Strike from Above. Can be thrown. D,DB,B,D,DB,B,x+y/y+z/x+z - Dark Knight (LV3): Blind opponents with a smoke bomb, Batman performs a series of actions and ends with a Batmobile into their faces. The Batmobile is unblockable but if the bomb is blocked, Batman will not call the Batmobile. F,DF,D,DB,B,F,DF,D,DB,B,x+y/y+z/x+z - Bat Revenge (LV3): Unblockable grab. If hit connects, Batman fills the enemy with his pain and suffer while retelling his origin story and beat the hell out of them without killing them because he is Batman. Has start-up invul. Tag Team Hyper: Tag-out: Bat Swarm Tag-in: Dark Knight
  14. Don't mind me, just reuploading my old stuffs. Character Demonstration: Differences between the original Doctor Strange and this one: - MvCI voice. - Reworked moveset. - Removed many unnecessary specials. - Major input changed. - Now can air-combo properly. - Flying. - Reworked so his gameplay can be more similiar to MVC3 version. - Reworked Spell of Vishanti (old Spell of Vishanti gives Doctor Strange random spells effects and they are all either useless/broken, not fun to play with/agaisnt) - Reworked Spell Shock into MvC3 Seven Rings of Raggadorr. - Removed hyper background as they are too ugly and yet resource-costly. - Air-dash's added. - Some animations changed. - Updated Dormammu's sprites. - Damage-dampen system. - UNO-tag team's supported. Tag system: Start - Partner assist z+c - Tag in/Tag out D,DF,F,z+c - Tag Team Hyper Traits: - Recovery Teleport. - Guard-push. - Super Jump. - Air-dash. - Flying. Normal: X - Weak Y - Medium Z - Strong f.Z - Impact Palm: Cause crumble state to opponents when movehit. Can be used to push Eye of Agamotto. b.Z - Illusion: Counter move. Doctor Strange will teleport behind opponents if they attacks him with melee attacks. A - Dash B - Throw (can be teched by opponents) C - Launcher: hold Up to super jump if launcher hits. Reality Crystal (Air C): Cause an 60-frame untechable knockout to opponents during air-combo. D.U: Super jump x+y/y+z/z+x while guarding: Guard Push Hold Fwd/Back while knocked down: Recovery Teleport Specials: Flying (D,DB,B,c) Bolts of Balthakk (x+y/y+z/x+z) (G): Attack opponents with 2 unscaling beam strike. Can whiff against small characters. Daggers of Denak (D,DF,F,x/y) (GA): Summon Dagger of Denak to attack opponents at their current position. X version can summon 1 dagger while Y version will summon 3. Y Daggers will disappear if Dr.Strange is hit. Eyes of Agamotto (D,DF,F,z) (GA): Summon Eyes of Agamotto. The eye can be pushed and homed to opponents by Impact Palm. Can only summon 1 eye at a time. Mystic Sword (F,DF,F,x/y/z) (G): Strike opponents with Magic Swords. X version is a close ranged, multi-hit attack and Y/Z ver sends a sword toward. Teleport (B,DB,B,x/y/z) (GA): X/Y/Z version teleports Dr.Strange in front of/behind/above opponents. Hypers: D,DF,F,D,DF,F,x/y/z - Spell of Vishanti (LV1): Doctor Strange quickly summons a giant column projectile from the ground beneath the opponent. Can hit OTG. D,DB,B,D,DB,B,x/y/z - Seven Rings of Raggadorr (LV1): Counter Hyper. Upon hit Strange fires a large beam of energy that will completely nullify the opponent projectile and hit them. Once the beam is activated, Strange will remain invincible for the entire animation, making it completely safe should the beam miss. Can be thrown. x,x,F,y,z - Into the Unknown (LV3): The classic Shun Goku Satsu. Dr.Strange dashes forward and if move contacts, send opponents into many dimensions only for them to be attacked by many mystical characters from Marvel. Unblockable grab and Dr.Strange is invulnerable during the active frame.
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