Killer Instinct Mugen Character Marvel

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Killer Instinct Mugen Character Marvel Average ratng: 4,6/5 9091 reviews
  1. Killer Instinct Mugen

UPDATE: 3rd new video on page 2 The Video. Sorry, its a little choppy: I've wanted to port an arcade quality Killer Instinct character for quite a while. Finally I sent out and did it using the Mame background remove cheat. I picked Eyedol because I thought he'd be the simplest to start with and he's one of my favorite fighting game bosses. Features: - All his moves - The complete arcade sprite set and visuals. Fully functional KI combo system.

Amigos, if you like Killer Instinct you can found chars here: The author of. 41 rows Aug 30, 2017 Important Security Information. Only use MUGEN builds from your trusted sources, you shouldn't need any other executable. Do NOT use any executable you may find here. They offered more characters at base than any season of Killer Instinct. Borrowing MUGEN. The pack has 3 marvel characters and no capcom.

The extended combos Eyedol had in the Snes version. Crude but compatible combo breaker and projectile reflection systems. KI combo announcer. Life recover stomp usable by the player at the cost of super meter. To Do: - KI Blood (Sprites already ripped) - Create an Ultra and Ultimate combo system for him.

Killer Instinct Mugen Character Marvel

Add more sparks and the pyrotechnics to his fireball. Complete the combo annoucement system.

AI - Other stuff I'm sure I forgot I plan to make Eyedol open source so others trying to make KI characters have some base layout code to work with, covering the combo system/combo breakers/ultras/KI fall physics/etc. I may or may not add the danger mode to Eyedol, since fatality systems in Mugen are so glitchy and KI has Ultimate combos that do the same thing. Any thoughts? Sorry, its a little choppy: I've wanted to port an arcade quality Killer Instinct character for quite a while. Finally I sent out and did it using the Mame background remove cheat. I picked Eyedol because I thought he'd be the simplest to start with and he's one of my favorite fighting game bosses.

Features: - All his moves - The complete arcade sprite set and visuals. Fully functional KI combo system. The extended combos Eyedol had in the Snes version. Crude but compatible combo breaker and projectile reflection systems.

KI combo announcer. Life recover stomp usable by the player at the cost of super meter. To Do: - KI Blood (Sprites already ripped) - Create an Ultra and Ultimate combo system for him. Add more sparks and the pyrotechnics to his fireball. Complete the combo annoucement system.

AI - Other stuff I'm sure I forgot I plan to make Eyedol open source so others trying to make KI characters have some base layout code to work with, covering the combo system/combo breakers/ultras/KI fall physics/etc. I may or may not add the danger mode to Eyedol, since fatality systems in Mugen are so glitchy and KI has Ultimate combos that do the same thing. Any thoughts? I intend to finish what Rare started and make Eyedol a complete KI character. That means adding in an Ultra, Ultimate, and Shadow moves.

Got the shadow move system in last night. Eyedol now has a shadow version of his leap attack and triple fireballs.

Also I nice little counter appears in the corner showing you how many more shadow s you have left. Shadow moves were aquired after you performed a combo breaker. Then you could perform powered up versions of some of your moves that had a gray afterimage. That was back in 94' when afterimages in fighting games were a new thing.

They lost their afterimages in the Snes version: I also got a proper hit count display for the combo system. Will count the number of hits you dished out up to 80 just like in KI: Eyedol's nasty infinite from the arcade version will only be able to land a limited number of hits in this version (Though the damage is so reduced by that many hits it was more annoying than broken).

However after performing his Ultra he'll get it back if you want to further your show boating on an already dead character. Wow just Wow man finally someone is making Killer Instinct characters, i know that there was a KI Project but i think it died and Ruben is working on a KI2 Tusk. Man that video is awesome just from the preview he looks like he plays like the original game, i would know i play the game a lot on my Xbox. What type of KI combo system are you using KI1 or KI2. KI: Kinda hard to explain, but you got the idea. KI2: if you didn't play it this is how the combo system works. The Chains are as follows: -HP or HK can be chained into MP or MK -High Special Moves(HP or HK) can be chained into MP or MK -MP or MK can be chained into LP or LK -Medium Special Moves(MP or MK) can be chained into LP or LK -LP or LK can be chained into HP or HK -Low Special Moves(LP or LK) can be chained into HP or HK These chains are called 'Auto Doubles' like the name says it two hits after each previous hit.

Hope this helps. New video: New stuff it shows: - Shadow moves. Eyedol has a shadow move version of his jump attack and fireballs he can perform after landing a combo breaker. They're the ones with the gray afterimages. I even added a little counter in for how many shadow moves you have left when you have them. Got all the KI blood effects in, or at least all the ones Eyedol uses.

I even incorporated my c o l o r e d blood system. Notice Reptile bleeds green in the video? - P2 won't KO in the middle of a combo.

They'll KO after recovering or hitting the ground like in KI. Better projectile FX. Added more sparks and the all move more at random. Also added in the burning effect to P2 that the arcade KI had when you hit with a projectile. Shame Mario was the only one who actually got hit with one of Eyedol's projectiles.

When you download a game, you are downloading someone else's copy, and that is not what the law covers. The law gives the owner permission to make backups of their discs provided it is still in their possession and has not been sold off or given away. If you post in a forum for support and you are found to be in possession of illegal content, your thread will be immediately closed and direct support will not be given from thereon. Click to expand.Um, saying that, then quoting your piracy policy just makes you look like an idiot. Simply put, it has to be YOU'RE DISC. Nestopia.

Killer Instinct Mugen

But at least you can see the FX then. The Ultra Combo! I thinking of replacing the hop part with a few projectile shots. Any thoughts on that idea? - After landing an Ultra Eyedol can perform his infinite juggle to add insult to an already defeated opponent. There's a juggle cap on it normally in my version. I believe one exists, but i don't know where it is.i myself would love to see more KI characters in mugen, especially the arcade versions.

KI was also a favorite of mine, as well as Primal Rage. We need characters from both those games in mugen. Edit: finally got around to looking more closely at the videos. Looks like hes coming along very well.

Couple questions: 1. Does he have alternate palettes? Just curious.

Though i dont think he had any in KI, you could try some yourself. Green skin might look good. In the snes version, i remember his jump hurting people, because he slams the mace down.

He could do a regular jump, or do a low far jump, and hit people. Does he have that? I thought i saw it in the video, but i wasnt sure.