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WIP Character Update July 27 2022 - Mango

Hello all, I squeezed in some time this month between my heavy commission workload to get some more work on this stuff out.

This update is focused on Mango, But ALSO, I fixed the issue that was crashing the updated AI characters in the MUGEN Engine. I got some help to figure out the weird error message I was getting and it turned out the be a simple fix, it was just really hard to find. So the Mugen versions should now be working.

I haven't updated the AI work further just yet, as I've been swamped with work, but when I did get to this, inspiration slapped me to work on Mango some more. I'm gonna try to get some more AI done for the August update.

He's got 2 new attacks. The basic one is a new turning air-2 attack. Which is a slow, but strong double tail whip along the lines of a Mewtwo back-air in Smash. This attack can be canceled after the first upward tail swish with his Drill attack (down-1). I'm still playing with exactly how the attack should work. It feels a lil too slow right now, so I'll be tweaking it to make it more fun and useful.

The really fun new move he has is Mango Ball. This attack has two different input commands done with the Power Attack button (default to B button).
Forward Mango Ball is done by inputting a half circle (L,D,R or R,D,L)+ P in the desired direction. This version will send him barreling in the direction in a slight arc. When done in the air, he will move slower.
Angled Mango Ball is done with a Z-motion input (F,D,DF) + P in the desired direction. This version will send him at an upward angle as if an anti-air. When done from the air, Mango will dart downward sharply and bounce off the ground.
Both version of this attack can have the gravity accelerated by pressing down as he flies, giving lots of unique attack angles to play with.
He can also cancel any ground-based version into the air version as he flies. This can only be done once if the attack does not hit any targets.
As of right now, the attack can be repeated after he bounces off of a target. But I'm going to see about how I should limit this to not let it be too crazy and spamable. The only limit I have on this right now is that the target will be forced into knock-down after it's comboed or hits a 2nd time quickly.
This attack can also hit foes in a lie down state to tack on a lil more damage after a knockdown.

For now, this attack has the attack property of a projectile, so he can bounce back off of projectiles. Useful to hit a projectile and then use the 1 air-cancel to keep going. I might tweak this behavior and attribute later to make it more interesting, or interact differently with projectiles, but this is a decent stand-in behavior for now.

Another tweak was done to the Heart Bomb. I recoded how this attack works to make it operate smoother and have less clunky code. (This attack probs still doesn't work as intended in the Mugen version, if I can't remedy that, I'll just make alternative version for that engine, but it's going to lose the Wii-Fit Ball gimmick that makes it fun in IkemenGo. I also nerfed the speed that hitting it sends it off at, sending it at slightly different and weird angles. 

My goal is generally to make Mango goofy, with a weird moveset that's over the top with gimmicks. I'm liking what I have so far. I still have a few more moves to make for him, and I'm mulling over some ideas I have. Namely one to replace that temporary move I have for his air-P attack, which is going to get completely changed at this point, I'm just trying to decide with what exactly.

As usual, my altered tag script for IkemenGo is included in the pack.

Thanks all for the continued support! <3

WIP Character Update July 27 2022 - Mango WIP Character Update July 27 2022 - Mango WIP Character Update July 27 2022 - Mango

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