Infinity MUGEN Team

IMT Main => M.U.G.E.N WIP => Topic started by: Sabaki on April 30, 2011, 05:10:27 PM

Title: Red Earth: Final Mix Update 2011
Post by: Sabaki on April 30, 2011, 05:10:27 PM
Hey everyone. Here's a quick report on the latest updates for my Final Mix characters. Most of these updates are a few months old (most already implemented while Leo was still a WIP), but I figured I'll mention them in detail in preparation for the next update release. Note that not everything is being mentioned, but will be listed in each characters' readme.


AI
- My original goal was to make AI that resembled human gameplay (i.e. less scripted, as well as prone for error). As I learn more about properly coding AI, many fixes to triggers and revising AI behavior have been implemented. Current AI are less spammy on certain moves, less exploitable (hopefully), and are more technical in executing certain strategies and responses based on the situation. I also took the time to play through with each character, testing what sort of combos, special traits, etc. they have, and tried my best to implement those into the AI. Still not perfect, nor designed for AI fights, but should still offer a challenge.

- AI settings between 1 to 10 should be much easier to play against now, due to many fixes on some bad triggers


SYSTEM
- Many revisions on how each Dizzy counter gets filled up. Originally, it was based on only physical & projectile attacks separated in categories Light, Medium, Heavy, Special, and Hyper. Now, the Dizzy counter responds to throws of all types, and the categories have been changed to Light, Medium, Heavy/Throws (Normal), Special Throws, Special, and Hyper. Also, the rate in which the Dizzy Counter increased has been adjusted for almost all categories, as well as everyone's default Dizzy limit have been increased.

- Hit pauses and envshakes have been unified amongst all characters

- All throws now have screen-edge spacing when executed in the corner, similar to how Capcom does it for their fighting games. This helps both visually, as well as for the fluidity of gameplay to prevent glitches in coding,and unbalanced corner traps.

- Sudden Jump has been changed to Sudden Air. This works now like a mini-jump, which allows Leo, Kenji, and Mai-Ling to jump in for a quick overhead attack during a Forward Dash. You can only do a Vertical Sudden Air and Diagonal Forward Sudden Air.

- Ultimate Guard got a few updates in regards to spacing. For example, when an enemy connects while you are in the corner, there will be pushback, which will help to reduce UGL (Ultimate Guard Lock-up) abit.

- Each character's Back Dash has reduced invinciblity from startup

- Gethit animtime have been made universal amongst all characters (using Leo as base). So, doing combos on my characters should be easier as opposed to before.

- Some jump attacks can now be used for cross ups (yes, this exists in Red Earth). Some are straight from Red Earth, few are new.


LEO
(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen712.jpg)(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen715.jpg)
Since Leo is the latest addition to Red Earth: Final Mix, it was easier to develop him with better coding & less room for error. His gameplay's pretty much set, so no new changes and/or additions are plan (other than fine tuning).

- Combo and juggle potential has been improved while using Venus Satellite, which includes all basic attacks having 0 juggle points and all Heavy basic attacks putting p2 into an ice-stunned state (same as Counter Impact), while damage has been adjusted to avoid 100% combos.

- The fire burst during Blaze Pulse does less damage, while some basic moves gain different properties. For example, Stand HK will now knock down followed by the fire burst during Blaze Pulse

- Various tweaks and cosmetics were implemented for Mystic Pulse abit, such as missing FX on some moves

- Those special taunts are gone...but are being used for another system that's being implemented for all characters (more on that next time)


KENJI
(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen748.jpg)(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen756.jpg)
Being the character with the most "tricks" and versatile abilities, Kenji gets some adjustments that balances him out more, which includes some damage reduction, and slower startup on a few moves. Despite that, he does gain a new move and a few extra tweaks to improve his abilities.

- F+MP becomes much slower on startup since it is an overhead, which prevents it from being spammed repeatedly with little risk.

- LK Kagero -> MP gets a slightly slower startup

- M Jumonji (ground) now acts more like the Red Earth version, and now the kunai fully homes in onto the opponent no matter where he/she goes. There is a time limit on the kunai homing, though. Due to its effectiveness, damage has been reduced.

- M Kagero -> MK move's been renamed from "Shoten" to "Ishu". Ishu represents when Kenji is rolling in midair to catch an opponent for a throw.When he actually connects, the type of throw executed changes depending on where the opponent is: "Shoten" for grounded opponents and a new Izuna-type throw for airborne opponents.

- Rasetsujin's startup has been slightly reduced, which allows it to connect & register in real combos


TESSA
(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen752.jpg)(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen753.jpg)
Tessa got alot of attention to fix certain areas that affected her gameplay and limited her effectiveness. Many tweaks were implemented to improve combos and strategies for most of her basic attacks, special moves, and Mystic Breaks, while some other properties from Red Earth were added to enhance her personality. At the same token she recieved some power downs for the sake of balancing, most of it involves slower recovery to prevent safe long-range attacks, as well as changes to how some of her attacks' properties. Her overall zoning game is still there, but the opponent will have an extra sec or two to react and try to retaliate.

- 4 ghosts during Jamming Ghost have limited cases where they can attack. For example, opponents in a liedown state will not be hit anymore, and there's a greater chance of the ghosts not attacking while opponents are in a falling state from midair. These changes, however, do not change the way this move works, for it still opens up opportunities for comboing, pressuring on defensive opponents, and juggles (only if opponent is in a gethit state, as opposed to a knockdown & falling state). On top of that, there is a separate damage reduction coding that reduces Tessa's attacks while Jamming Ghost is activated.

- Her midair crossover Pop Wand combo (was possible until the last public update which nullified it by accident) is now doable again

- All basic attacks that involve her cats have been retimed animation-wise. Instead of hitting early, they now hit based on the cats actual attack animation frames. This makes timing combos better (animation-wise), especially for all MK versions

- There is more recovery time after a few moves, such as all special cannon-related moves, and Dragon's Roar

- All cannon-related moves have better spacing in corners so that the actual projectiles can hit. So, combos in the corner like Stand MK (2 hits) -> LK Electron Cannon (cannon hit & electro bug hit) are now possible

- Cannonballs' speed adjusts in order to hit multiple times when Hyper Cannon is done upclose against a cornered opponent

- There is now a recovery time when Chaos Seal misses (forgot to implement this initially)

- All life and power up items from Fortune Seal have had their power up values lowered, so the boost is not too advantageous. Also, a new life up item has been added, called "Turkey Dinner". This will come out more frequent than Roasted Pig (which still heals the most, but not as much as before)

- More float values have been added for certain moves so that they work more similar to their usage in Red Earth

- Evasive Air's jump height and ascending duration have been lowered. While it still works the same to get Tessa over her opponent's head quickly, it won't be as "safe" as a 2nd Super Jump.


MAI-LING
(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen739.jpg)(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen755.jpg)
Other than adding/revising new systems, Mai-Ling's update consists mainly of fine-tuning her gameplay and improving certain moves' effectiveness.

- Basic moves received some tweaks for improved chaining, juggling, and combo potential

- Kononyu's counter startup time has been reduced, making it easier to time when to use for countering an opponent's attack

- Revised Kasen's hit properties, so it knocks the opponent back instead of acting like a launcher, while improving its counter properties against normal physical attacks

- Tentsuiga now puts opponents into a custom state for the air combo segment so to bind some characters with particular codings against physical attacks to take all hits.

- Revised Rolling's invincibility coding, giving it full invincibility for a few ticks at startup before making Mai-Ling vulnerable to crouch attacks only.

- Koen now connects on a falling opponent for juggling purposes


More info on the final features being implemented for the next update. Once everything's in order, I plan to move on to some new WIPs. But, I leave you all a small preview of what's to come.

(http://i113.photobucket.com/albums/n203/cray_16/WIPS/mugen735.jpg)
Title: Re: Red Earth: Final Mix Update 2011
Post by: fatalfreak on April 30, 2011, 06:47:07 PM
I'm happy to know your new update (e.g., Sudden Air, improved chaining, moves, AI, and so on). 

 ^^(PM)^  :)



 >:-(-|
Sorry.  This is an off-topic a little bit, but I wanted to tell about this (or maybe someone told you about this already).  When I played Kenji, and did hyper move Jumonji :2 :3 :6 :bk :bk in Super Marvel vs. Capcom: Eternity of Heroes Version 6.1, I found out that he can do the move without hyper gauges.  By the way, I didn't find this bug in your Kenji, but Kenji in EOH6.1 game.

Title: Re: Red Earth: Final Mix Update 2011
Post by: O Ilusionista on April 30, 2011, 06:57:30 PM
hey, cool to see this chars are still on working. They seams to be so cool.
Knowing your past works, I know its would be very well done.

Congrats
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on May 01, 2011, 01:52:29 PM
@fatalfreak: Thanks for the support. As for EOH Kenji, I'm looking into it. There may be an update for him and my other EOH characters. Remember, the one in the last EOH release was never released to the public.

@.(O). : Thanks for the kind words. Really trying hard to make high-quality stuff, although I still have a lot more to learn  :)
Title: Re: Red Earth: Final Mix Update 2011
Post by: fatalfreak on May 05, 2011, 04:52:02 AM
@fatalfreak: Thanks for the support. As for EOH Kenji, I'm looking into it. There may be an update for him and my other EOH characters. Remember, the one in the last EOH release was never released to the public.

@.(O). : Thanks for the kind words. Really trying hard to make high-quality stuff, although I still have a lot more to learn  :)
@Sabaki:Thank you for explaining.  I look forward to see your updated EOH Kenji also.  That's great news too!!!

 :) ::salute::
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on May 16, 2011, 11:21:19 AM
Small update. I started a showcase vid series that displays how to play with my characters (lots of inspiration from how game companies promote their up and coming fighting games). The two vids available show how to play with Leo, showing his potential in capable hands. These vids also show some of the changes and fixes applied, so some things will not work (right) in the current build available right now. For example, when using Blaze Pulse Jump HK and Stand HK do not knock down, thus causing infinites. However, I've now changed their properties, so those infinites are no longer possible.

1st vid shows some of Leo's combos and strategies in normal mode
http://www.youtube.com/watch?v=CflldUMN2kA# (http://www.youtube.com/watch?v=CflldUMN2kA#)

2nd vid shows of his gameplay while using Mystic Pulse
http://www.youtube.com/watch?v=kz9u0blKnWc# (http://www.youtube.com/watch?v=kz9u0blKnWc#)

More vids to come on the remaining three characters, as well as news about the upcoming updates  :thumbsup:
Title: Re: Red Earth: Final Mix Update 2011
Post by: DEMONKAI on May 16, 2011, 07:55:54 PM
:O*D ahhh

Im digging those combos man. very very interesting stuff there. pretty damn technical
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on June 23, 2011, 11:56:07 AM
Today I will introduce the latest and final new system for my Red Earth: Final Mix project, which is simply called Bluff.


WHAT IS THE BLUFF SYSTEM?

Bluff system consists of 3 unique actions called Bluffs, where each is a fake version of a particular attack or move a character possesses. As the name implies, you can bait your opponent into thinking it's one of your real attacks, but you are not limited to just this one purpose. The Bluff system allows you to use these unique actions in two different situations: Manual Bluff and Bluff Canceling.


MANUAL BLUFF

Manual Bluff is when you use a Bluff action on its own. While one of these are in use, you won't be able regain control by until a few moments. However, you can cancel into an attack, a Dash, or a Super Jump. Along with this, each Bluff action has special attributes, and can prove handy in a fight against certain scenarios.

In the following example, Mai-Ling uses one of her Bluff actions, called Run Bluff. It's startup resembles Koen, and will move Mai-Ling abit forward in a similar fashion. Bluff Run ends fairly quickly, however, which can put her in an advantageous position if her opponent falls for her "bluff".
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B09.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B10.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B11.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B12.png)

In another example, Leo uses Rush Bluff, which is a fake version of Chronos Rush. Rush Bluff will advance Leo forward, similar to how the original move those. Upon getting close, He can then cancel into an attack according to his opponent's reaction, such as Gaia Driver.
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B01.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B02.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B03.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B04.png)

As mentioned above, each Bluff action has a special attribute or two. In this example, Kenji is able to avoid being hit by timing his Bluff action according. This Bluff action, called Utsusemi Bluff, is essential for not only faking a teleport, but from avoiding harm as well.
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B05.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B06.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B07.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/M_B08.png)


BLUFF CANCELING

Normal attacks can be cancelled out of through a Bluff action when they make contact with a target, thus the label Bluff Canceling. You'll know when you've successfully Bluff Canceled as you will flash a light blue color. This will open many opportunities you normally don't have, such as making certain moves safer on block, apply pressure, and to create unique combos and juggles!

An example of Bluff Canceling is presented with Tessa. As her Stand MK hits twice, performing a Bluff will cancel her recovery animation and put her into one of her Bluff actions while her opponent's stun. She then attacks again before her opponent recovers with another Stand MK that hits twice, allowing her to perform a 4-hit combo.
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C01.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C02.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C03.png)

Bluff Canceling affects certain moves' properties, allowing for combos and juggles that are normally not possible. For instance, Tessa cannot combo Reverie Sword after her DF+HK hits. However, if you Bluff Cancel after DF+HK connects, Reverie Sword can then be used in the combo and deliver additional damage.
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C07.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C08.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C10.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C11.png)

Bluff Canceling is not only reserved for ground situations, for it can be done in the air as well. Using Tessa as an example once again, Jump MK is Bluff Canceled upon the 4th hit, and followed up with another Jump attack.
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C04.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C05.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/B_C06.png)


There will be a little more info regarding Bluff system and more examples on its usage. Also, stay tuned for there will be a chance to participate and try
out this new system!
Title: Re: Red Earth: Final Mix Update 2011
Post by: Acey on June 23, 2011, 02:46:02 PM
That is an extremly well thought out system. It will open up an entire new demension to the game play. I'm really looking forward to trying this out.
Title: Re: Red Earth: Final Mix Update 2011
Post by: DEMONKAI on June 23, 2011, 07:30:45 PM
Nawce!! ^^(PM)^
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on June 27, 2011, 11:42:57 AM
@Demonkai: thx for the support  :)

@Acey: Yeah, I'm still trying to offer something different from the original game to make playing Red Earth chars worthwhile in mugen. Since sky's the limit when coding for mugen, why not take advantage of it?

As I mentioned in my last post, I will be offering everyone a chance to play around with this new feature. I plan to release 1 or 2 test versions of my current chars through limited download that have the Bluff system (along with the dizzy system) fully functional. This will give everyone a chance to give feedback and let me know what they think about it, any bugs, etc. Being test versions, be aware that these are "lite" versions and not full releases, so certain features and options will not be available.

Be on the lookout for these test versions in the next few weeks or so.
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on August 01, 2011, 08:51:24 PM
Here's some extra tidbits about the Bluff system:

BLUFF'S ATTACK PROPERTIES

All Bluff actions have "attack" properties for about 20 ticks, and will put an opponent into block animation if he/she holds back.
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/BG01.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/BG02.png)
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/BG03.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/BG04.png)

This can come in handy for setups and mixups against opponents who are on the defense.

OTHER METHODS FOR CANCELING BLUFF

Other than through an attack, you can cancel out of a Bluff by the following methods:
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/DJ_C01.png)

Forward Dash
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/DJ_C02.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/DJ_C02A.png)

Back Dash
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/DJ_C03.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/DJ_C03A.png)

Super Jump
(http://i113.photobucket.com/albums/n203/cray_16/FM%202011/DJ_C04.png) (http://i113.photobucket.com/albums/n203/cray_16/FM%202011/DJ_C04A.png)


Now, for some really good news! I will be releasing 2 test versions this week, most likely at the start of the weekend. This will give everyone who's interested a chance to test out the Bluff system and the revised Dizzy system. I will have these test versions up for a limited time, so be sure to check back either at this thread or the Mugen Releases section so you can get your copy while the getting is good  :)
Title: Re: Red Earth: Final Mix Update 2011
Post by: DEMONKAI on August 02, 2011, 01:49:13 AM
 ^^(PM)^ :O*D
Title: Re: Red Earth: Final Mix Update 2011
Post by: GrayFox on August 02, 2011, 09:24:35 AM
Awesome man!
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on August 06, 2011, 07:11:13 AM
For those who want to see the Bluff system in action, here's a short promo vid. Enjoy  :)

http://www.youtube.com/watch?v=pPeVOMAyAso# (http://www.youtube.com/watch?v=pPeVOMAyAso#)
Title: Re: Red Earth: Final Mix Update 2011
Post by: DEMONKAI on August 06, 2011, 02:59:17 PM
 ;*)) cool video man. definitely look forward to those releases :)
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on August 07, 2011, 11:26:51 AM
The test versions are now available. Check out the release thread here  :)

 http://www.infinitymugenteam.com/Forum_345/index.php?topic=35309.0 (http://www.infinitymugenteam.com/Forum_345/index.php?topic=35309.0)
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on September 12, 2011, 02:22:09 AM
Time's up for participating in feedback of the test versions of my Red Earth: Final Mix. I want to thank everyone who responded and helped with this. These test versions are no longer available, so look out for the full update on my Final Mix characters, which will be sometime this winter.

I've also put up two vids, this time highlighting Mai-Ling's gameplay and strategies. It's pretty technical and informative in regards to how she can be played, from combos to mixups. Note that there are probably more extensive combos and juggles that can be done with the current version, but some of those will no longer work unless you utilize Bluff Canceling. For info on the special notations it's best to watch the vids on Youtube.

http://www.youtube.com/watch?v=qMSBbCs28UY# (http://www.youtube.com/watch?v=qMSBbCs28UY#)

http://www.youtube.com/watch?v=lLTSDlXpDqY# (http://www.youtube.com/watch?v=lLTSDlXpDqY#)


Title: Re: Red Earth: Final Mix Update 2011
Post by: DEMONKAI on September 13, 2011, 02:53:08 AM
very  ^^(PM)^

the combo set is very interesting. that arranged music sounds like its from some old beat em up game
battle toads and double dragon? :(|) lol

anyway ive been sucked away from for a bit due to dead island

cant wait to DL the final versions :)
Title: Re: Red Earth: Final Mix Update 2011
Post by: Acey on September 14, 2011, 01:26:07 AM
I love how you've developed the game system, I also like how you're building into a group of related Warzard chars rather that just one separate release. It would be a shame to have a group of Other Warzard chars in a roster with only one char with the system you are building.
Title: Re: Red Earth: Final Mix Update 2011
Post by: GrayFox on September 14, 2011, 09:07:51 AM
Very unique and well designed concept my friend. I will be looking forward to adding them to my new screen pack. Good luck with finalizing everything.
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on September 17, 2011, 11:50:39 AM
Thx for the comments everyone   :)

@Acey: yeah, I know what you mean. Well, gonna do my best to have all my chars use the same system...sorta like a full game  ;)
Title: Re: Red Earth: Final Mix Update 2011
Post by: soniku2 on September 17, 2011, 01:13:19 PM
Good luck on the project! Can´t wait for the update
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki on November 14, 2011, 09:52:14 AM
Been a while since I've posted any news. Well, good news is during my time of silence I've been working on all characters and updates are coming along better than expected!  Unfortunately I have nothing to show atm (maybe next week) but rest assure everything's going according to schedule.

Here's some info about the recent changes concerning the new Bluff system:

1) All bluff actions will not have attack traits, only those that are fake versions of an actual attack move
2) There are now more unique traits for each bluff action. While they still work to psych your opponent out, each one possess multiple usages to be more useful. Some of the unique traits range from forward dash, to increased meter gain, to even projectile absorption to power up a specific attack!

It won't be long before everyone can try out what I have store, for the next release date I'm aiming for is around the holidays, after Thanksgiving. I will try to have a new vid sometime next week that showcases the changes and updates that have been implemented.

Stay tuned :)
Title: Re: Red Earth: Final Mix Update 2011
Post by: Acey on November 14, 2011, 10:16:25 AM
I'm really excited Sabaki, I love how you're really working hard to bring more innovation to the gameplay.
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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 -

(http://i113.photobucket.com/albums/n203/cray_16/Bluff_B01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Bluff_B02.jpg)

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)

(http://i113.photobucket.com/albums/n203/cray_16/Bluff_B03.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Bluff_B04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Bluff_B05.jpg)


- SPECTRUM PUSLE -

(http://i113.photobucket.com/albums/n203/cray_16/Spect_E0000.jpg)
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.

(http://i113.photobucket.com/albums/n203/cray_16/Spect_B01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_B02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_B03.jpg)

(http://i113.photobucket.com/albums/n203/cray_16/Spect_D01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_D02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_D03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/Spect_D04.jpg)
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.

(http://i113.photobucket.com/albums/n203/cray_16/Spect_C01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_C02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_C03.jpg)
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.

(http://i113.photobucket.com/albums/n203/cray_16/Spect_E00.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_E01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_E02.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/Spect_E04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_E05.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Spect_E06.jpg)
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 -

(http://i113.photobucket.com/albums/n203/cray_16/Tumb_A02.jpg)
One of Leo's Bluff action, Bluff Tumbler, resembles that of the Special Move it imitates, which is Swift Tumbler.

(http://i113.photobucket.com/albums/n203/cray_16/Tumb_B01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Tumb_B02.jpg)
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?

(http://i113.photobucket.com/albums/n203/cray_16/Tumb_C01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Tumb_C02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Tumb_C03.jpg)
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.
Title: Re: Red Earth: Final Mix Update 2011
Post by: DEMONKAI on December 05, 2011, 06:26:33 PM
GROOOOVEY!  :O*D
Title: Re: Red Earth: Final Mix Update 2011
Post by: Ref Cortez on December 05, 2011, 07:48:39 PM
 :o looks tight. my only question is, does he only have 1 sword?
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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.
Title: Re: Red Earth: Final Mix Update 2011
Post by: Macaulyn97 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 (http://www.infinitymugenteam.com/Forum_345/index.php?topic=35309.0)

this link is broken, it says the topic or board does not exist
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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.
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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 -

(http://i113.photobucket.com/albums/n203/cray_16/BluffA00.png) (http://i113.photobucket.com/albums/n203/cray_16/BluffA01.png) (http://i113.photobucket.com/albums/n203/cray_16/BluffA02.png)
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.

(http://i113.photobucket.com/albums/n203/cray_16/BluffB01.png) (http://i113.photobucket.com/albums/n203/cray_16/BluffB03.png) (http://i113.photobucket.com/albums/n203/cray_16/BluffB04.png)
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.

(http://i113.photobucket.com/albums/n203/cray_16/BluffB02.png) (http://i113.photobucket.com/albums/n203/cray_16/BluffB02_1.png)
(http://i113.photobucket.com/albums/n203/cray_16/BluffB05.png) (http://i113.photobucket.com/albums/n203/cray_16/BluffB06.png)
Or, use other attacks in a similar fashion with Bluff Enryusho for different strategies.


- ISHU -

(http://i113.photobucket.com/albums/n203/cray_16/Ishu00.png) (http://i113.photobucket.com/albums/n203/cray_16/Ishu01.png) (http://i113.photobucket.com/albums/n203/cray_16/Ishu02.png)
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.

(http://i113.photobucket.com/albums/n203/cray_16/IshuA01.png) (http://i113.photobucket.com/albums/n203/cray_16/IshuA02.png) (http://i113.photobucket.com/albums/n203/cray_16/IshuA03.png)
First outcome is the original throw, "Shoten", which can be done when the opponent is on the ground.

(http://i113.photobucket.com/albums/n203/cray_16/IshuB01.png) (http://i113.photobucket.com/albums/n203/cray_16/IshuB02.png) (http://i113.photobucket.com/albums/n203/cray_16/IshuB03.png) (http://i113.photobucket.com/albums/n203/cray_16/IshuB04.png)
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 -

(http://i113.photobucket.com/albums/n203/cray_16/Rai01.png) (http://i113.photobucket.com/albums/n203/cray_16/Rai02.png)
Ikazuchi Dame, Kenji's gun holding posture, is not only renamed to "Raion", it has been revamped and will feel brand new!

(http://i113.photobucket.com/albums/n203/cray_16/RaiA01.png) (http://i113.photobucket.com/albums/n203/cray_16/RaiA02.png)
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.

(http://i113.photobucket.com/albums/n203/cray_16/RaiB01.png) (http://i113.photobucket.com/albums/n203/cray_16/RaiB02.png) (http://i113.photobucket.com/albums/n203/cray_16/RaiB03.png)
(http://i113.photobucket.com/albums/n203/cray_16/RaiB04.png) (http://i113.photobucket.com/albums/n203/cray_16/RaiB05.png)
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.
Title: Re: Red Earth: Final Mix Update 2011
Post by: DEMONKAI on December 07, 2011, 10:31:44 PM
NAWCE! =D> Bring em on Sabaki! :thumbsup:
Title: Re: Red Earth: Final Mix Update 2011
Post by: Jelux Da Casual on December 08, 2011, 03:18:54 AM
NAWCE! =D> Bring em on Sabaki! :thumbsup:

Oh, he's gonna bring it alright.
Title: Re: Red Earth: Final Mix Update 2011
Post by: GrayFox 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.
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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  :)
Title: Re: Red Earth: Final Mix Update 2011
Post by: Ref Cortez 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!!!
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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.

(http://i113.photobucket.com/albums/n203/cray_16/BluffKon01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffKon02.jpg)


- 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.
(http://i113.photobucket.com/albums/n203/cray_16/BCancel_A01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_A02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_A03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BCancel_A04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_A05.jpg)

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.
(http://i113.photobucket.com/albums/n203/cray_16/BCancel_B01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_B02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_B03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BCancel_B04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_B05.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_B06.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BCancel_B07.jpg)  (http://i113.photobucket.com/albums/n203/cray_16/BCancel_B08.jpg)

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.
(http://i113.photobucket.com/albums/n203/cray_16/BCancel_C01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_C02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_C03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BCancel_C04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_C05.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BCancel_C06.jpg)


- GORANDA KAIFU -

(http://i113.photobucket.com/albums/n203/cray_16/KononA01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/KononA02.jpg)

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.
(http://i113.photobucket.com/albums/n203/cray_16/KononB02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/KononB03.jpg) (http://i113.photobucket.com/albums/n203/cray_16/KononB04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/KononB01.jpg)

Other changes include some attack and defense properites, as well as some graphical touchups.
(http://i113.photobucket.com/albums/n203/cray_16/Goran_05.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Goran_056.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/Goran_01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Goran_02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Goran_03.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Goran_04.jpg)


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.
Title: Re: Red Earth: Final Mix Update 2011
Post by: DEMONKAI on December 19, 2011, 08:29:56 PM
 :O*D
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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.
(http://i113.photobucket.com/albums/n203/cray_16/BluffCA01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCA02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCA03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BluffCA04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCA05.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCA06.jpg)

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.
(http://i113.photobucket.com/albums/n203/cray_16/BluffCC01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCC02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCC03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BluffCC03_A1.jpg)
 
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.
(http://i113.photobucket.com/albums/n203/cray_16/BluffCC03_B1.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCC03_B2.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCC03_B3.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BluffCC03_B4.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCC03_B5.jpg)
 
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.
(http://i113.photobucket.com/albums/n203/cray_16/BluffCB01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCB02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCB03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BluffCB04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCB05.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffCB06.jpg)
  
 
- BLUFF DRAGON -

(http://i113.photobucket.com/albums/n203/cray_16/BluffDragon01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffDragon02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffDragon03.jpg)
 
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.
(http://i113.photobucket.com/albums/n203/cray_16/BluffDragonA01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffDragonA02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffDragonA03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/BluffDragonA04.jpg)
 
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.
(http://i113.photobucket.com/albums/n203/cray_16/BluffDragonB01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffDragonB02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/BluffDragonB03.jpg)
 
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.
(http://i113.photobucket.com/albums/n203/cray_16/IceCan01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/IceCan02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/IceCan03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/IceCan04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/IceCan05.jpg)
 
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!
(http://i113.photobucket.com/albums/n203/cray_16/Hyper01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Hyper02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Hyper03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/Hyper04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Hyper05.jpg)

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.
(http://i113.photobucket.com/albums/n203/cray_16/Ghost01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Ghost02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Ghost03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/Ghost04.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Ghost05.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Ghost06.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/Ghost07.jpg)
 
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.
(http://i113.photobucket.com/albums/n203/cray_16/Seal01.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Seal02.jpg) (http://i113.photobucket.com/albums/n203/cray_16/Seal03.jpg)
(http://i113.photobucket.com/albums/n203/cray_16/Seal04.jpg)
 
 
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  :)
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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# (http://www.youtube.com/watch?v=42VCZWhlMdY&list=UUfHsnbM7a_nYAXPOYH6nxeg&index=1&feature=plcp#)
Title: Re: Red Earth: Final Mix Update 2011
Post by: Sabaki 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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