Feliro and Aurumo WIP Patreon Update
This info here is copied from the Patreon post. The link to the post and download for $5 patrons is here:
https://www.patreon.com/posts/wip-update-and-44384721
EDIT: I decided to do a quick update to this post, updating Feliro to WIP 11-30-20, where he now has a super attack with a temporery animation, along with other minor tweaks to the knock back, damage and scaling of some attacks.
Feliro's available super is done by F,D,DF y b. It can be done from ground or air.
The file at the bottom as be updated.
Well, here's the mentioned WIP drops for Felrio and Aurumo. I also decided to throw in a bonus of a stage experiment I started with making a more 3d look for other types of settings.
Aurumo honestly only may have small tweeks to his kit since the last update, the main one being the adjustments I've been testing to how his heat meter functions, trying to find a better balance of how his special attacks effect it. I started workin on the concept that instead of automatically overheating over a certain threshold, I instead made it so that he will over heat if another ice ball is used before he has enough head meter to do it, it will then peak and do it's passive damage from that point until cooled.
Aurumo otherwise still requires all the missing stuff mentioned in the previous posts about him. I took a break from him for a while to start something fresh and avoid burnout.
NOW FOR THE NEW BOY, Feliro:
He's going to be the fastest critter in my roster, so the speeds you experience with him are peak. I got pretty far with him, so here's what moves he has so far:
• Feiro has 2 mid-air jumps or dashes.
• ATK 1 has his standard 3 kick combo
• ATK 1 also has an air variant of the grounded attack, which also bounces him up when it connects.
• Both ATK 1 and 2 have upward attacks, 1 being a standard upward hit and the other being a jumping double kick that allows him to air-combo after.
• ATK 2 in the air, doe sa long lasting kick attack, which has a sweet-spot at the very start of the move, and then do a weaker hit for the rest of the active time. It has a wide hitbox that spans under him for cross-up options into combos. When this attack hits, his air-momentum is heavily reduced and he will drop to the ground quickly.
• Down ATK 1 or 2 (for now) Both perform a diving "bicycle kick" where he wil stike 6 times before kicking himself up and away.
• Up ATK 2's double kick can also be done mid-air, with no upward motion, but useful with short hops to also start a juggle. This has some landing lag when done close to the ground though.
• SPECIAL, Flurry Feets [D,F, x], is a multi-hit kick which can be held by holding the button. Releasing the button will do a finishing kick. Can be done mid-air.
• SPECIAL, Twist Gale [D,U, x or b] is a upward flying multi-hit attack that carries the foe up before they are flung out of the attack at the end. The grounded 1st hit extends out in the direction of his facing or the direction the input is leaned. (So UB will make him turn around for the 1st hit, and U or UF will do it to his front.)
• Special, Mirage Dash [CURRENTLY just F b, but this is subject to change] That attack make's Feliro dash forward with a glowing aura and do damage as he passes foes. A 2nd, shorter ranged dash can be dun by inputting another button input. This can also be turned back around by holding back for the 2nd hit. [b]Can also be don mid-air but only once until landing.
• Ult: "Full Fen Mode" (working title) [D,D y b] When activated, Feliro's Ult meter becomes a timer. Feliro will gain the ability to cancel any attack with any other attack, jump or dash when a target is hit. All of Feliro's attacks do a fixed 1/3 damage with no scaling effects taking place. This "install" styled Ultra will later on, will allow the use of supers during the attack, but will cost the meter time during it's activation.
So, there's still plenty to do here but I managed to fill out a lot for him. I will be giving him two version of his dive kick for the two bottons, one of them likely to be an attack that instead of bouncing him, making him kick as he drops so he can air-to-ground combo with it. He's Soon to get 2 super moves, which I have a good idea on the plan for them.
Feliro still turns into Gejhi and Aurumo for various things, since I worked on top of Aurumo's file for this boy.Feliro's throw does work, but it's Aurumo's throws until I replace them, same with some of his hit-states.
Lastly, enjoy the lil extra WIP stage I tossed in. I am going to flesh that stage out a lot more later on, but I wanted to get the math settled out on the 3D perspective tricks before I committed too far in to the design. It worked out well. So I'll be going forward with it!
Thanks for the support and I hope you all enjoy these WIPs! <3
Places:
FurAffinity | InkBunny| Weasyl| Deviantart| Twitter
Buy Me a Coffee! (Ko-Fi Tip Jar)
Buy My Merch!
Piczel - Art/Animation/Mugen Stream
Twitch - MUGEN Streams
PATREON FOR MUGEN WORK!
https://www.vinvulpis.com/
Commission Info
Posted using PostyBirb
https://www.patreon.com/posts/wip-update-and-44384721
EDIT: I decided to do a quick update to this post, updating Feliro to WIP 11-30-20, where he now has a super attack with a temporery animation, along with other minor tweaks to the knock back, damage and scaling of some attacks.
Feliro's available super is done by F,D,DF y b. It can be done from ground or air.
The file at the bottom as be updated.
Well, here's the mentioned WIP drops for Felrio and Aurumo. I also decided to throw in a bonus of a stage experiment I started with making a more 3d look for other types of settings.
Aurumo honestly only may have small tweeks to his kit since the last update, the main one being the adjustments I've been testing to how his heat meter functions, trying to find a better balance of how his special attacks effect it. I started workin on the concept that instead of automatically overheating over a certain threshold, I instead made it so that he will over heat if another ice ball is used before he has enough head meter to do it, it will then peak and do it's passive damage from that point until cooled.
Aurumo otherwise still requires all the missing stuff mentioned in the previous posts about him. I took a break from him for a while to start something fresh and avoid burnout.
NOW FOR THE NEW BOY, Feliro:
He's going to be the fastest critter in my roster, so the speeds you experience with him are peak. I got pretty far with him, so here's what moves he has so far:
• Feiro has 2 mid-air jumps or dashes.
• ATK 1 has his standard 3 kick combo
• ATK 1 also has an air variant of the grounded attack, which also bounces him up when it connects.
• Both ATK 1 and 2 have upward attacks, 1 being a standard upward hit and the other being a jumping double kick that allows him to air-combo after.
• ATK 2 in the air, doe sa long lasting kick attack, which has a sweet-spot at the very start of the move, and then do a weaker hit for the rest of the active time. It has a wide hitbox that spans under him for cross-up options into combos. When this attack hits, his air-momentum is heavily reduced and he will drop to the ground quickly.
• Down ATK 1 or 2 (for now) Both perform a diving "bicycle kick" where he wil stike 6 times before kicking himself up and away.
• Up ATK 2's double kick can also be done mid-air, with no upward motion, but useful with short hops to also start a juggle. This has some landing lag when done close to the ground though.
• SPECIAL, Flurry Feets [D,F, x], is a multi-hit kick which can be held by holding the button. Releasing the button will do a finishing kick. Can be done mid-air.
• SPECIAL, Twist Gale [D,U, x or b] is a upward flying multi-hit attack that carries the foe up before they are flung out of the attack at the end. The grounded 1st hit extends out in the direction of his facing or the direction the input is leaned. (So UB will make him turn around for the 1st hit, and U or UF will do it to his front.)
• Special, Mirage Dash [CURRENTLY just F b, but this is subject to change] That attack make's Feliro dash forward with a glowing aura and do damage as he passes foes. A 2nd, shorter ranged dash can be dun by inputting another button input. This can also be turned back around by holding back for the 2nd hit. [b]Can also be don mid-air but only once until landing.
• Ult: "Full Fen Mode" (working title) [D,D y b] When activated, Feliro's Ult meter becomes a timer. Feliro will gain the ability to cancel any attack with any other attack, jump or dash when a target is hit. All of Feliro's attacks do a fixed 1/3 damage with no scaling effects taking place. This "install" styled Ultra will later on, will allow the use of supers during the attack, but will cost the meter time during it's activation.
So, there's still plenty to do here but I managed to fill out a lot for him. I will be giving him two version of his dive kick for the two bottons, one of them likely to be an attack that instead of bouncing him, making him kick as he drops so he can air-to-ground combo with it. He's Soon to get 2 super moves, which I have a good idea on the plan for them.
Feliro still turns into Gejhi and Aurumo for various things, since I worked on top of Aurumo's file for this boy.Feliro's throw does work, but it's Aurumo's throws until I replace them, same with some of his hit-states.
Lastly, enjoy the lil extra WIP stage I tossed in. I am going to flesh that stage out a lot more later on, but I wanted to get the math settled out on the 3D perspective tricks before I committed too far in to the design. It worked out well. So I'll be going forward with it!
Thanks for the support and I hope you all enjoy these WIPs! <3
Places:
FurAffinity | InkBunny| Weasyl| Deviantart| Twitter
Buy Me a Coffee! (Ko-Fi Tip Jar)
Buy My Merch!
Piczel - Art/Animation/Mugen Stream
Twitch - MUGEN Streams
PATREON FOR MUGEN WORK!
https://www.vinvulpis.com/
Commission Info
Posted using PostyBirb
Category Artwork (Digital) / Fantasy
Species Canine (Other)
Gender Male
Size 578 x 314px
File Size 2.22 MB
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