XaiJu
Kazecat

Kazecat

patreon


Kazecat posts

Makuyama Light Kick

Another Basic normal.  Maybe I can make up for lost time and get all of em done this week.  I doubt it cuz I know I'm going out of town this weekend.  So I don't even have the luxury of a Monday thru Friday.  I'll just see what I can get done. 

View Post

Standing Jab

I'm sorry for the week of no updates.  I got hooked on my MMO again.   This week gonna be working on standing normals.

View Post

Makuyama Block

He can now Block.  High/Mid only so far.

View Post

Makuyama Knocked down

He can now be KO'ed.

View Post

Makuyama GetHit frames

He can now get hit.  Crouching stuff excluded for now.

View Post

Tag Battle Demonstration

I tried implementing the tag mod by Shiyo Kakuge and just wanted to demonstrate it. Thanks to Carrotear for getting me interested and also showing the tag feature with my characters.

View Post

Tag Battle Batch 6-26

To do tag battle go to "Team Arcade" and choose "Simul". I have assigned assist to all the characters.

Assist command is light kick+hard punch.

Tag command is forward/backward & light kick+hard punch.

Try this out and see if you like.


Also


Enorma:

• Enorma can do Scissor bomb in the air now.

Makuyama:

• Is not playable!(meaning that ...

View Post

Makuyama Jump

Getting the basic actions down.

View Post

Makuyama Walk Cycle

Now he can move forward!

View Post

Patch Notes 6-21-2018

All:

• Characters no longer have pre-jump invulnerability to grabs.

• Hitting with a super now gives one bar of meter to the opponent.

• Vdisco has started working on a new HUD for the game and that is in this batch as well. I'm fond of it so far!

Jumbo:

• Fixed his sprite positioning on his Standing HK so that when he's hit he doesn't pop a good distance away.

• Fixed a bug with the ...

View Post

Ryu vs Fat furs

This video is to show case the edits I made with the latest bundle. I'm gonna make the patch notes public. Redownload and try this out.

View Post

Batch 6-21-2018 - Updates

This week I've been working on quality of life issues for the characters. I just wanted to make sure they were hard but not annoying to fight against. For the point of testing this I've included Falchion22's Ryu and Ken for testing purposes. If its too much to read I'll summarize and say that they are all pretty much QOL changes.

All:

• Characters no longer have pre-jump invulnerability to grabs.

• Hitting with a super now gives one bar of meter to the opp...

View Post

QOL Update #3 Lardo has Bad Spray

I'm doing tweaks to all characters to make them more fun to fight against. So one of them is that Lardo can simply do bad spray when he's laying down in the default laying down state.


Press any kick when down. Its punishable, but if it connects you get a free combo.

View Post

QOL Changes #2

Enorma now has a hud that tells you how much ammo Enorma has at all times. So I'm happy those are the two HUD interfaces I wanted to get covered done.

View Post

QOL changes

Instead of diving imediately into Makuyama I wanna fix a few things then move on.


Katrina now has a hud that shows Rachelle's HP and when she's ready to assist. Rachelle also comes out faster and leaves faster.

View Post

Aroma Air Launcher

Aroma's version of it. Not a lot of frames but a quite a useful function.


Down+HP, in air.

View Post

Jiggly Air Launcher

Its not a lot of frames but its a fantastic function. Try it out now on the recent update.


Down+HP, in air.

View Post

Batch Update 06-19-2018


All:

• All characters no longer have grab immunity on prej-ump frames. This is so Zafta's super is easier to connect on human opponents. This may buff Jumbo and Bertha a great deal so let me know if they are frustrating this time.

Jiggly:

• Jiggly has a new normal, Air Launcher, Press Down+HP in air to launch further up for more air combo. It chains off most of her air moves too. Experiment and see if she's overpowered. Her damage out...

View Post

Progress on Makuyama's walk

Well now that Zafta is done we're gonna work on Makuyama. He may be an easier character since powerhouses' are straight forward.

View Post

Zafta Demonstration

Video for previous post.

View Post

Zafta Giraffe Public Release

Thanks for contributing feedback and support. I'm gonna try to monitor her reaction on social media and such and I'll add more things to her over time. If she doesn't have something that you wanted her to have I'm sorry but I'm still hopeful that she'll be enjoyed.


Download:

http://www.mediafire.com/file/2jkujwrag99v83j/OC%20Mugen%206-11.zip

View Post

Update to the Batch 6-7

I've updated the batch files to the last update. Same Link

EDIT: 2nd Update made at 3:40 AM 6-8-2018


Jumbo:

Made sure that during the pre-jump frames of his jump a command grab can come out. Before the update the game was not letting you do it in pre jump frames.

Bertha:

Reverted the old facesit victim animation. Don't even know why I changed it.

Jiggly:

Jump Heigh...

View Post

Batch 6-7-2018

EDIT: These files were updated to have additional changes.


A lot of under the hood changes this time around. Most of you may not notice or care but I like these changes.

All:

I made Dcat's shredder a boss on this batch to show everyone's cursed form.

Jumbo:

Can now do his Super via just a 360 motion. This will feel more natural if you play a lot of grapplers. I'm working on making that motion very accepting s...

View Post

Zafta Gethit (really high hit)

Because Zafta is so tall she has two sets of get hit high sprites. I've implemented the sprites and coded it to check height of the opponent.

Also her cursed sprites are done so she can be transformed by shredder and the such.

Currently I'm adding the missing MISC. sprites now then she will need intro animation and run animation. Which basically means shes complete, since most of my girls can't run. But the thing is I wanna change that and actually give them all running animatio...

View Post

Batch 6-04 Update

Ok, in this Zafta has a her Windmill and her CURSED form. Jiggly and Aroma both got speed buffs. Also whenever they lunge they should move far forward now. Try em out and see if I need to tweak more things.

Zafta:

Commands have been swapped around due to her now having windmill. I don't think they will be hard to find.

Windmill added, its great block pressure and damage but a little chaotic.

Jiggly:

Her speed has been increased....

View Post

Zafta Windmill

I got the animation done. In case you're curious the animation flips for the other half of the rotation.

View Post

Batch 6-01

I didn't get the Breakdance animation finished so that's not in this. I did the hit stun timing on Zafta's attacks and she has AI now.

All:

I'm not sure if I should make some anti air attacks unblockable so I won't. but most anti air options doe triple chip damage if they are blocked in air.

Characters that don't have enough normal moves to do a full chain of air combos can mash light punch to extend their combos indefinitely. Also this means all Jumping li...

View Post

Zafta Breakdance early 2

After a certain point you can just flip the sprites and play in reverse order and it still looks right. Believe me this will be used for this animation since that makes it way more doable now.

View Post

Zafta breakdance attack early

I removed Zafta's Rising Knee anti air move since I didn't feel like I wanted her to have and such long range. The animation for that rising knee was added to the heel kick, which now doesn't combo as easily as it used to. So this move will be something for her to combo into. It will have great reach because its Zafta, but terrible recovery. It should take a while to animate.

View Post

Good new, bad news

BN: I decided to cancel the Nidoqueen planned project. I kept putting it off and thats dickish of me since it was gonna be a collab.

GN: I'll replace the time of that slot with Violet Bunny. Who is one of my bottom heavy bunnies if you remember. The Sprite above was just a concept. It won't be her final design.

View Post