Mugen Characters Blazblue Ragna
This category should contain characters that originate from the BlazBlue series. List of BlazBlue characters. This article has multiple issues. Please help improve it or discuss these issues on the talk page. Ragna the Bloodedge.
Click on image to download: CHARACTERS Websta: For Mugen 1.1 only, Source game Continuum Shift Extend Neat Unsou: For Mugen 1.0 only, Plays like the source game calamity trigger.Remember this is the.sff file Part 2 Download. Nu 13.sff: Seraph Ares: Plays like the source game but an edit version.winmugen version.Remember this is the.sff file Part 2 Download.
Ares.winmugen version.sff: SxVector: Has the gameplay style of Blazblue Continuum shift extend. Only for 1.0 Devilipp: Plays like Source game Blazblue Continuum shift extend style. RonTiChu: The first noel made has Blazblue style. Jeff Locos: Both are Blazblue style gameplay.collection Purposes.
DaNaru250: Style as Kof gameplay. QY China: It feels like a Beta or unfinish Blazblue(edit) gameplay.Collection Purposes. Daimonmau's: Plays like some other style and has fatalities.There is a balance patch for Ragnamau only. Scroll down to add on's Kal: All these have Mvc style.collection purposes. Speedy9199: Idk what style these are.
Only for 1.0 1280x720. These are not well made unfortunate.Collection Purposes. Others Kettosee:. Miyakaka Miyukaka Add-ons.640x480.Copy and paste the files into ragnamau folder Lifebars.640x480.1280x720.1280x720.1280x720.1280x720 Blazblue Chrono Phantasma By DartzPie for version, Version.1280x720.1280x720 Blazblue Calamity Trigger By DartzPie for version, Version.1280x720 SCREENPACK.640x480.
Not the original file.1280x720 STAGES For 1.1 only.
I removed any slowmotion of the astral finishers, But I couldn't remove that big lag because of the way the move is, with the gigantic sprites (the 'cut' effect of hakumen's astral or the one that happens on the end of the ragna's) and the lot's of effects (also ragna becomes a 'gigantic sprite' when using his scythe (I mean, the size of his sprite increase). Anyway, my bad, I was dumb for not thave tought about at least eliminate some of the effects and leave the astral more simple (so it would be at least more fast). But even if I would have done it, still the end move of Ragna and the cuts of Hakumen would cause serious lags (and the cut effect is essencial for the astral of Hakumen). If you change the localcoord and decrease the size of the chars, then almost all the lag go away, but the char becomes too small (but can be seen by this that the cause of the lags is the size of the sprites). They are bigger on this version, I did it this way because they shrink down when you load the char (I mean, the localcoord thing reduce the size of the portrait). I tested here on my version of the new mugen and it worked fine,. Are you talking about the screenshots?
I took then before I fixed that. And Nanashi, I explained on the inicial post that the big portrait is not on the right size (I was lazy and let to fix it on the last moment before the release. I ended not fixing it, haha) And don't need to rush on giveme some feedback. Gotta admit the new intro is badass because i always think glowing red eyes add the wicked effect.the AI is certainly good Ky put a thrashing on him the first round and got a perfect then the AI started to show in which Ragna got him half-way but Ky was to beast for him he didn't get grappled once but Air raved him a lot.
All-in-all it's still a good job and i look forward to your future releases. Sorry about that, don't post on here often enough to know the likes and dislikes of the staff but my first post was removed Thanks for telling me Nanashi. Feedback: - Yeah, I know you're tired to hear this, but please, remove the superarmor. If your Hakumen was as slow as in the source game, maybe I would consider it.
But this one moves way too fast. Please, remove it.
'a', first attack from '6y' and 'z' miss if the opponent is really close to you. '5z' too depeding on the distance between you and the opponent (medium distance or a little less). Hey, your medium normal attacks are considered weak for your superarmor. Didn't you say only weak attacks makes the armor protect you once?
I'm talking about '5y' and '5b'. The same goes for your 'B,F,y', even though it's done with the medium punch. Should I say how ridiculous it looks your jump animation? - Dogde shouldn't make CLSN disappear. You should still be able to grab an opponent that dodges.
This is an error that I found sometimes, and that I've been able at last to reproduce easily with your Hakumen. In a mirror match, if you use DEFLECT BREAKER and it succesfully stops an attack, when I counter Hakumen with a weak attack it seems he repeat the attack again automatically. Just Deflect Break, then 'x' normal attack to create the problem.
I've seen it happen sometimes too. You may want to look into this. I insist, remove Faultless Defense. Or Deflect Breaker.
I don't need two of them, only one is enough for defense. The Hado problem. Aka you're adding attack CLSN to a place you don't need.
Don't add them to the hand that throws the projectile. It's enough with the projectile doing the attack. You did the same with Ragna. Not something bad, but I'm sure glad to see that ZANSHIN is easier to block for Hakumen. In Ragna, you made an attack impossible to block since it change from high to low attack in an instant. Let's consider MUGEN again (the super). An increase of attack, well not bad; an increase of defense, acceptable; an increase of superarmor (aka now medium hits don't stun the first hit), NO.
Superarmor is already cheap to make it even more cheap. In fine with increasing attack and defense once. And seriously, you don't need a second boost super, it's unnecessary. And besides, since it decreases health it's not useful for you (different from Ragna, who could recover health if he attacked somebody).
Seriously, remove it. Include the blackout effect to the list, it doesn't look good at all. Put a limit to the time you can hold SHIPPU.
Remarking that since even the animation of the aura surrounding your sword stops moving after a while. A slowdown effect would look cool in Yukikaze, like in source. That's when you have to place one to give the attack more effect.
Also, that and the other counter moves should have the seal, but I don't know if it's possible or not. There's a part in the aerial and ground version of the combo super in which time freezes (everything stops). Was that intentional? - Now the number one problem in Hakumen. His insane range. Try to work a little in the sword moves. While I'm not asking you to cover it completely with blue, try to make it more fair.
Mugen Characters Blazblue
The range of some moves and the speed of it is not fair. Change the 'b' pallete to the 'a', please, since it's the standart one. Also, the one placed in 'a' looks really ugly. I recommend another person to do a feedback of it too.
Mugen Blazblue
I like Hakumen as a character, so maybe I was biased here.