Fraymakers

Fraymakers

Giraffe
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Update: 30 Jun @ 12:18pm

0.0.8.3
Adjusted HUD sprite on MUGEN template stages.

Update: 29 Jun @ 4:37pm

0.0.8.2
Fixed unintended behavior where angled bullets would travel in the incorrect vertical direction when reflected.

Update: 18 Jun @ 2:36pm

0.0.8.1
Palettes now display correctly with new palette selector functionality.

Update: 12 May @ 5:49pm

0.0.8
added new hud stuff

Update: 3 May @ 9:48am

0.0.7
Please note that this update uses a feature which was introduced in the experimental beta branch, it may not work on the base branch but lets be for real who is on base branch i am not testing to see if it works there

Forward Tilt:
[-] Hitbox size reduced

Up Tilt:
[+] Second and third hit have increased active frames (1f -> 2f)
[+] Third hit hitbox size increased
[+] Hurtboxes tightened

Forward Air:
[+] Hitboxes adjusted so the sweetspot is easier to hit
[-] Damage reduced (sweetspot: 15 -> 14. sourspot: 13 -> 11)

Back Air:
[-] Landing lag increased (13f -> 14f)

Up Air:
[+] Landing lag decreased (15f -> 14f)

Down Air:
[-] Landing lag increased (10f -> 12f welcome back release giraffe dair)

Side Special:
[+] Grounded version should more reliably connect into the finishing hitbox (why does this move get "fixed" every update)

Down Special:
[~] Hitbox size adjusted
[+] Counter hit damage now scales with damage from hit recieved (1.2x multiplier, minimum 11 damage)
[-] Base knockback reduced (92 -> 80)
[!] Fixed issue where you could turn around the animation when landing (had very little gameplay impact but looked weird)

Miscellaneous:
[!] Various visual and audio improvements


Update: 3 Mar @ 10:03am

0.0.6
Character Stats:
[+] Walk speed increased (2.5 -> 2.8)

Jab:
[+] Sourspot hitbox size increased (now hits opponents near Giraffe more consistently)
[+] Sourspot damage increased (5 -> 6)

Forward Tilt:
[+] Startup decreased by 2 frames (f14 -> f12)

Up Tilt:
[~] Reworked. Now has a scooping hitbox at the beginning, and now has a total of 3 hits instead of 5.
Up tilt was a very niche anti air move that usually lost to whatever it was trying to anti air. Now, it should have some more combo utility, and if you miss the move you aren’t going to be stuck in 5 years of animation that came with those extra hits.

Forward Strong:
[-] Hitbox sizes on third active frame reduced.
[-] Damage armor strength reduced from 10 to 9 damage.

Up Air:
[+] Sourspot hitbox extended downwards to cover more of Giraffe’s neck.

Back Air:
[-] Reduced strong/early hit active frames by 1 (3 -> 2). Total active frames remain the same (6).

Ledge Attack:
[+] Hitbox size increased.

Uncrouch Attack:
[!] Removed.
This was an unnecessary gimmick move that made more sense in Giraffe’s conceptual stages during development, but ultimately didn’t really fit into Giraffe’s final kit. It also just got in the way if you wanted to dash, crouch, then jab, which I found to be quite annoying. I’ve moved the scooping aspect of the move into the first hit of the reworked up tilt.

Miscellaneous:
[?] Various minor visual tweaks have been made to improve the Giraffe experience.

Mod Compatibility:
[!] Giraffe is now more compatible with MUGEN stages made with Awesome’s template. Giraffe’s name and meter show up properly, and neutral special’s cooldown works as intended.

Update: 18 Dec, 2024 @ 5:36pm

0.0.5

Final Smash
[!] Compatibility with the Final Smash mod implemented. Unleash the power of Elephant Green Screen Effect on your opponents!

Dash Attack:
[+] Hitbox size increased

Down Strong:
[+] Reduced end lag by 6 frames
[+] Startup (from strong_down_attack) reduced by 1 frame

Neutral Air:
[-] Late hit damage reduced (8 -> 6)

Neutral Special:
[+] Can now be reversed within the first 4 frames of startup (when Giraffe is pulling the gun out)
[-] Takes 3 more frames to pull out the rifle

Side Special:
[!] Tweaked hitboxes so that trades no longer spike (uses manually made hitboxes as opposed to one hitbox with an autolink angle)

Down Special:
[+] IASA added on frame 66 (both grounded and aerial)
[+] Aerial gravity multiplier 0.5 -> 0.15
[+] Y speed conservation 0.3 -> 0.15

This allows Giraffe to use the move offstage a little more easily.

Dspec Counter Success
[-] Angle 90 -> 80
[+] Knockback growth 20 -> 55
The move now functions more like a traditional counter, killing at higher percents.

Grab:
[+] Range extended slightly

Upwards Grab:
[+] Range extended slightly
[+] Startup reduced (15f -> 14f)

Up Throw:
[+] Base Knockback 66 -> 50
[+] Knockback Growth 43->50
[+] End lag reduced by 3 frames
[+]Added IASA on frame 30
These changes make Up Throw easier to follow up on.

Miscellaneous:
[?] Various visual and audio tweaks have been made to improve the overall Giraffe experience.

Update: 3 Nov, 2024 @ 10:24pm

0.0.4
fixed a bug on neutral special that caused the aerial version of the meter/cooldown function to be called twice. this did have unintended consequences regarding the x/y speed but i've tried to replicate what it orignally felt like to the best of my abilities

Update: 27 Oct, 2024 @ 9:31pm

0.0.3

  • Neutral Special: Can now be aimed using the right stick (or if you're on keyboard, whatever you have bound to right stick). This should hopefully solve issues with tap jump.
  • Weight: 130 -> 125
  • Uncrouch Attack: Endlag reduced by 2 frames (again), first frame hitbox angle 74 -> 80.
  • Jab: Hitboxes extended into giraffe slightly
  • Airdash: Replaced animations
  • UI: Timer visual indicator added for neutral special's cooldown. Hud-angry now has correct color transparency for alternate colors.
  • Misc: 'rifle ready!', 'out of ammo!', and 'nice moves!' text now spawns at the correct height while facing left.

Update: 17 Sep, 2024 @ 8:07pm

0.0.2

  • up strong: increased hitbox size backwards towards giraffe
  • side special: moved autolink point on side b upwards very slightly (there were issues of people falling out of the move downwards. i suspect it may also be a knockback thing? not sure yet, let me know if you have any insight on this), removed ledge grab box on grounded side special why was that there
  • neutral special: fixed an error in the animation stats that may have affected landing with the move.
  • forward tilt: added an extra hitbox around the neck area; without this the animation in relation to the hitboxes is misleading, end lag reduced by 2 frames
  • uncrouch attack: slightly extended hitbox backwards towards giraffe on first frame, changed angle of 3rd active frame hitbox (45->55), startup reduced by 2 frames, endlag reduced by 2 frames (this move got nerfed a lot in development because i was scared it was gonna be broken or something but after playing with current giraffe it doesnt really feel like its doing what i wanted it to do)
  • down tilt: reduced end lag by 3 frames, 3rd active frame of sour spot hitbox angle changed (45->40), kbg increased (40->45)
  • up special: ledge grab box starts later (18->32) (you could do some wack ledge stalling stuff with it before, should be less degen now hopefully)
  • back air: now has a lingering weak hit for 3 frames after the strong hit
  • down air: reduced landing lag by 2 frames
Known issues that may or may not get patched later:
  • tap jump makes it impossible to aim up with neutral special if you dont start holding up during the startup animation
  • jumping out of neutral special may be too good, may add an animation thats triggered when you jump
  • you can turn around the down special animation when landing. this doesnt really impact gameplay since giraffe turns to face the foe when the counter succeeds but its still weird