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Author Topic: Red Earth: Final Mix Update 2011  (Read 6698 times)

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Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #25 on: December 05, 2011, 04:00:14 PM »
As I prepare a few vids to promote the next release for my characters, for the next couple of days I will be posting some remaining info about certain features and changes to expect. These will be specific to each character. I will start off first with Leo.

- BLUFF CANCELING -



For those who got a chance to try out the test version late this summer should be familiar with Leo's strong, yet somewhat limited, Bluff Canceling abilities. Other than crouch HP and Light attacks, there wasn't any other basic attacks that could be used to keep combos going. Well, his Bluff Canceling has been improved, and now has more tools that help in making new & unique combos, such as Middle and Heavy basic attacks.

(Note that below is not a combo, but examples of attacks that can be used as a followup after Crouch HP -> Bluff Cancel setup)




- SPECTRUM PUSLE -


An "official" pulse will replace the the random option of choosing a pulse (F,D,B+HK), named Spectrum Pulse. This new change adds a unique twist to wielding elemental powers.





When Spectrum Pulse is activated, you will randomly be given one of the 4 initial pulses (Solid, Blaze, Frigid, or Shock). Then, after a few moments and you've stopped attacking or are moving around without attacking, that pulse will randomly switch to another pulse. You will know when a pulse switch has taken place when you automatically flash colors. This will continue to happen until Spectrum Pulse ends.


Any pulse you are actively using during Spectrum Pulse will grant you the same powers that you would have if you manually selected that particular pulse (ex. all of Blaze Pulse's abilities will be usable when Blaze Pulse is switched to during Spectrum Pulse). In addition to this, each pulse borrows an extra skill from a particular Pulse.



Here's an example. When Spectrum Pulse switches to Shock Pulse, you can use it the same way as normal. But now, you also Dash Canceling ability from Blaze Pulse (your sword will emit fire during this).

This blending of each of the 4 pulses through Spectrum Pulse adds for some unique strategies, although it takes some practice to get used to this due to its unpredictable behavior.


- BLUFF TUMBLER -


One of Leo's Bluff action, Bluff Tumbler, resembles that of the Special Move it imitates, which is Swift Tumbler.


It can do everything that the original can do, such as receive attacks like physical attacks and projectiles, but will not make Leo immediately counter attack with a throw. Other than being a "fake", what makes Bluff Tumbler so special?


Well, with Bluff's fast recover and the ability to cancel into any of Leo's attacks of choice, you can make your own custom counters if your timing's just right!


That is it for now. Next up will be Kenji.
« Last Edit: December 05, 2011, 04:13:31 PM by Sabaki »

Offline DEMONKAI

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Re: Red Earth: Final Mix Update 2011
« Reply #26 on: December 05, 2011, 06:26:33 PM »
GROOOOVEY!  :O*D
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Ref Cortez

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Re: Red Earth: Final Mix Update 2011
« Reply #27 on: December 05, 2011, 07:48:39 PM »
 :o looks tight. my only question is, does he only have 1 sword?
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Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #28 on: December 06, 2011, 01:25:38 AM »
Thanks for the support as always, DEMONKAI  :) . You too, Acey.


@ Ref Cortez: Leo only uses one sword. Yeah, from the start I wanted to incorporate all the weapons, but it would be too much work to rip them personally considering how my schedule is nowadays. Thus the reasoning behind the Mystic Pulse taking the place of the weapon system.

Offline Macaulyn97

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Re: Red Earth: Final Mix Update 2011
« Reply #29 on: December 06, 2011, 06:27:20 AM »
The test versions are now available. Check out the release thread here  :)

 http://www.infinitymugenteam.com/Forum_345/index.php?topic=35309.0

this link is broken, it says the topic or board does not exist

Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #30 on: December 06, 2011, 07:19:13 AM »
@ Macaulyn: Sorry, but you're about 3 months late. I held a short testing period from August. It's finished, as stated in the post directly under the one you quoted.

Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #31 on: December 06, 2011, 05:44:56 PM »
Next up is Kenji. Not much info has been shown in details since he wasn't one of the test versions I put out recently. Lots of interesting changes and additions were implemented that gives him many options for his gameplay, from being combo-heavy, to being tricky with mixups, to even elusive tactics.

(Sorry for the color lost in some of the pics below. Don't know if it's because I edited them as png or what  :( )

- BLUFF ENRYU -


One of Kenji's Bluff Actions is a fake of Enryusho called Bluff Enryu. A kunai is tossed towards the opponent similar to Enryusho, but then the kunai explodes a moment later, dealing no damage. During Bluff Enryu, the kunai appears in one of three spots, mimicking Enryusho to a tee.


Using Bluff Enryu in conjunction with Enryusho gives Kenji a new level of mind games, as he can bait opponents to guess wrong and get hit.



Or, use other attacks in a similar fashion with Bluff Enryusho for different strategies.


- ISHU -


Pressing MK during M & H versions of Kagero gives you a somersault into a throw attack that was initially labeled as "Shoten". Well, some small changes were made to flesh out this move a bit. First off, an official name has been given to the overall move, which is "Ishu". Ishu will still retain its throw sequence, but now there are two different throws that can be accessed.


First outcome is the original throw, "Shoten", which can be done when the opponent is on the ground.


Second outcome is a new throw called "Toro Otoshi", an Izuna Drop-type of move that connects with airborne foes. Toro Otoshi deals more damage than Shoten, while you can also combo into it as long as the opponent is ascending while in a gethit state.


- RAION -


Ikazuchi Dame, Kenji's gun holding posture, is not only renamed to "Raion", it has been revamped and will feel brand new!


For starters, there is now only 2 charge levels instead of 5 levels of delay (for those familiar with the old version will understand the specifics of this), and each of the 2 levels affect damage output from all followups of Raion.



Next, when you cancel out of Raion, you will retain that level of charge! This means that you can move around and fight as normal, but the next time you use any Basic attacks that utilizes his gun, that attack will be upgraded to a Raion attack, thus dealing the same damage & effects that you would normally do during Raion. With Raion maintaining its unblockable properties, the new offensive possibilities that open up with maintaining a charge at any time will prove to be a big threat for the opposition!  

Overall, Raion should give players a more active-aggressive feel than the old wait-&-bait feel, due to the reduction in charge levels and the ability carry that level of charge and use it whenever you want. Note that you will lose that charge if you take any damage, which helps to balance things out and encourage players to attack hard when a Kenji player tries to keep a charge from Raion.

That's all the info for Kenji. Next up will be Mai-Ling.
« Last Edit: December 06, 2011, 06:52:05 PM by Sabaki »

Offline DEMONKAI

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Re: Red Earth: Final Mix Update 2011
« Reply #32 on: December 07, 2011, 10:31:44 PM »
NAWCE! =D> Bring em on Sabaki! :thumbsup:
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Jelux Da Casual

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Re: Red Earth: Final Mix Update 2011
« Reply #33 on: December 08, 2011, 03:18:54 AM »
NAWCE! =D> Bring em on Sabaki! :thumbsup:

Oh, he's gonna bring it alright.
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Offline GrayFox

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Re: Red Earth: Final Mix Update 2011
« Reply #34 on: December 08, 2011, 05:33:50 AM »
I know what I want for Christmas and yes it will be the coolest gift ever. Still on a serious note, I like the style and concept you have brought to the table with these characters. Keep up the hard work bro will be looking forward to trying them out.

Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #35 on: December 08, 2011, 11:21:04 AM »
Looks like everyone's excited out Kenji's news. Can't blame us, cuz I feel the same way, even while making the updates lol . Rest assure that the wait won't be that long.

And thanks for the comments  :)

Offline Ref Cortez

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Re: Red Earth: Final Mix Update 2011
« Reply #36 on: December 08, 2011, 02:33:59 PM »
i don't know how i missed this thread when it was first made. . . i finally read it from the first post, amazing idea. . . but, wtf! is this even possible? but how?. . . and why? it's almost like your playing god. . .  i think you might've went to far. this will change the way the game of mugen is played. lls. . . i don't think i've ever had the balls to say this to a creator, but, HURRY UP! PLEASE!!!
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Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #37 on: December 19, 2011, 03:22:34 PM »
I'm back again to contiue with the upcoming changes and features to forward to for the remaining Red Earth characters. I was unable be more consistent with this due to work and other obligations.

This post will cover some of the changes made to Mai-Ling. Main focus with her was to readjust & fine-tune her chain combo-heavy gameplay, and reserve some of her options to both the Bluff system and her Mystic Break power up Goranda Kaifu.


- BLUFF KONONYU -

Like in the test version this past summer, Bluff Kononyu retains ts appearance and quick recovery, but now gains a new ability to give it some more purpose. You can use this to absorb most projectiles, which allows Mai-Ling to add a lot of meter to her Super Gauge.While she was never without an option to deal with strong fireball games, This new ability adds a new trick up her sleeve to disuade projectile-heavy characters to stick with a zoning game.




- BLUFF CANCELING -
Some balancing had to be done to Mai-Ling's already strong chain comboing gameplay in order to make Bluff Canceling a viable tool. So, many long combos and juggles you could originally utilize have been "reduced"; all her combos and juggles have been retained, just that now you may need to Bluff Cancel in order to do them.

On a positive note, thanks to her flexible L-M-H chaining style, Bluff Canceling increases her combo potential exponentially. To put it simply, any type of combo is possible based on the player's creativity!

For example, after launching the opponent with a Stand LP->Stand MP->Crouch HP chain, Bluff Cancel using Bluff Run (one of her Bluff Actions) to cross under the opponent, and stylishly continue the combo stopping the opponent's forward momentum.



Air Bluff Canceling also works well if you have fast execution. In this basic example, after jumping up after a launched opponent, do a LK-MK->Bluff Cancel->Idaten->Chou Kigekisho for big damage.


 

You can Bluff Cancel more than once to really extend combos as long as you have meter. In this example, after a standing LP->MP->HP chain, quickly Bluff Cancel->HK->Bluff Cancel->HP->Chou Fujinken. Note that while this looks like an infinite loop, the 2nd HP in this active combo will trigger a knockdown, and cause the opponent to fall down.




- GORANDA KAIFU -



Like with the rest of the adjustments, Goranda Kaifu gains a few traits that Mai-Ling would have normally out of this powerup state. Nothing too ground-breaking, maining concerning Forward Dash and what can be done from it. One of the changes is reserving the Dash Canceling into Normal Attacks ability; while Mai-Ling had access to this in or out of Goranda Kaifu, due to its sheer usefulness, there was no need to ever use Goranda Kaifu.


Other changes include some attack and defense properites, as well as some graphical touchups.




Last on the list is Tessa, along with a exhibition vid and promo vid before I get set for the upcoming release...which is real soon.

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Re: Red Earth: Final Mix Update 2011
« Reply #38 on: December 19, 2011, 08:29:56 PM »
 :O*D
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #39 on: December 23, 2011, 04:21:16 PM »
Here is the final report on the upcoming changes and features coming your way. I end it off with my fave sorceress, Tessa!
 
Out of the 4 characters, I have to say that my progress with Tessa was the most satisfying, because of the amount of work that went into her. Since she has the most sprites, FX, and helpers, having everything sync and work bug-free is not easy. Well, I'm happy to say that a lot of fixes, tweaks, and overall polishing have been implemented, on top of some of the new things added. Most will probably go unnoticed (i.e. better spacing for her cannons, smoother animation & binding for her enchantment seals, etc.), while others should become apparent after playing around for abit (i.e. Jamming Ghost staying active even behind foe, better combo potential, etc.).
 
- BLUFF CANCELING -
 
Tessa's Bluff Canceling abilities is pretty unique because not only can she accomplish this off of her physical attacks (i.e. her cats), but it is also possible to do this off of her staff, pigeon, and ice flasks despite these being helpers! This requires some creativity due to how these can be projected at different angles on the ground and in the air.
 
The following is an example of Tessa's Bluff Canceling setups. Upclose, do Stand MK (1-hit only)->Bluff Cancel->DF+MK, jump fwd, Jump MK (4-hits), land, Tricicle Edge. Due to Jump MK's multihit capabilities, you'll usually land before the opponent, giving you more time to followup with almost any attack of your choosing.



Next example shows how her ice flasks work for combos. If you score a Counter Impact hit with Stand MP, quickly Bluff Cancel and execute another attack, even Stand MP again!. In this case, Crouch MK is used due to it's long reach.


 
Or, looking at the same situation again, after Bluff Canceling quickly do a Dash Fwd->Evasive Air->Purring Sweep (D+LK in midair) to not only start a combo, but to keep the pressure going.


 
Lastly, add another level of offense while using your pigeon! If you can set up just right, do Stand HK->Bluff Cancel->Crouch MK(2-hits)->Electron Cannon. Or, if your timing is off, simply Dash Back after Bluff Canceling off the pigeon hit to eliminate the recovery time, in case the opponent blocked.


  
 
- BLUFF DRAGON -


 
One of Tessa's Bluff Actions is Bluff Dragon, a fake of Dragon's Roar. On the surface, Bluff Dragon possesses the same setup like the real deal, so you can use it to not only trick the opposition, but to advance close and go for a throw or keep the pressure on. However, there is more to this than meets the eye.
 
Bluff Dragon is linked directly to Dragon's Roar where you can use Bluff Dragon to boost it up by absorbing oncoming projectiles! From the start of the game, Dragon's Roar does decent damage while appearing pretty simple. However, if you use Bluff Dragon to nullify a few projectiles, its power level not only increases, but it will gain new visual effects.


 
Below you see Tessa glow as she knocks away Mai-Ling with Dragon's Roar, scoring a decent amount of hits with a full sphere blast. Without any boost through Bluff Dragon, Tessa will not glow, while hits will be fewer as the sphere blast will be halved. Keep in mind that the more projectiles absorbed, the stronger Dragon's Roar is and the more drastic the effects. Note that once you've successfully used Dragon's Roar the boost is gone until you start absorbing projectiles with Bluff Dragon again.

 
For those who prefer not to use this power up system, however, can disable it in the config.txt and use Dragon's Roar as it was originally designed.
 
 
- MISCELLANEOUS -
 
Many important tweaks and fixes were implemented to the point where almost every single one of Tessa's moves have been affected. Since it's too difficult to talk about just one point, I will harp on a few that have noticeable changes to her gameplay.
 
1st up is her Elemental Cannons. It was brought to my attention a while back about how you couldn't get full hits with them on a cornered opponent. Through a lot of trial and errors, I managed to resolve this issue, so now they can be used in many situations with the opponent in the corner and getting full hits through proper spacing between Tessa, her cannons, and the opponent.


 
Similar to the one above, Hyper Cannon was rendered useless on corner opponents not only through bad spacing, but the cannonball would disappear too quickly once in the corner. I've decided to not only implement the same spacing coding, but now all cannonballs slow down if done at a certain time near the corner. Due to this, it is easier to get near full damage with Hyper Cannon in corner combos!



Looking at Jamming Ghost, originally I had to limit its usage and have it only connect on opponents from the front due to issues with the ghosts facing the wrong way. I've managed to figure out this bug and now Jamming Ghost hits opponents from the front or from behind, which enables you to use mixups and crossups with it.



 
Tessa's Fortune Seal received some tinkering as well, as some items have been updated and/or certain inconsistencies have been fixed. One of the newest items is called "Turkey Dinner", which is something that I couldn't add in on time for Tessa's initial release. This is similar to "Roast Pig" in that it fills both lost health and gives meter for the Super Gauge, but the only difference is that the gain is abit smaller.


 
 
That covers all four characters from Red Earth. And with this post, my update on these characters are pretty much done. Keep your eyes on this thread as I will announce the upcoming release here  :)
« Last Edit: December 27, 2011, 10:33:07 AM by Sabaki »

Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #40 on: December 23, 2011, 11:06:22 PM »
Here's a vid I whipped up tonight showcasing Tessa's gameplay.

http://www.youtube.com/watch?v=42VCZWhlMdY&list=UUfHsnbM7a_nYAXPOYH6nxeg&index=1&feature=plcp#

Offline Sabaki

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Re: Red Earth: Final Mix Update 2011
« Reply #41 on: December 25, 2011, 02:01:21 PM »
All 4 characteres are released today  :)

Head over here for more info: http://www.infinitymugenteam.com/Forum_345/index.php?topic=36577.0

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