#DCvsM Project DevWork
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therosiestofrubys · 1 month ago
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Former light version of Star Cyclone now the default version, with the former heavy version being altered into a new super, Super Star Cyclone. Both are also now confirmable, of course.
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therosiestofrubys · 2 months ago
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From experiment with allowing (air) back dashing out of guard-prox while not actively blocking something
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therosiestofrubys · 1 month ago
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All 236K specials now have slightly more startup than before.
236LK is hopefully less absurdly safe for a really fast & far reach low than it was prior, 236MK now has the standard DP pre-active invuln to normals & specials, and 236HK can no longer be jailed into on block.
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therosiestofrubys · 2 months ago
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Thing I've noticed come up during test set streams on occasion (especially with projectiles) is attacks having a far larger guard prox trigger distance then they should. Will be slowly working on making the rounds and fixing that as I see examples pop up.
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therosiestofrubys · 2 months ago
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Last minute adjustment before I actually head to bed, adjusted on-hit physics for projectiles from Earth Pound so this super should at least be way harder to loop into itself than before now, hopefully.
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therosiestofrubys · 1 month ago
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Would be rrrrreal silly if a couple of command/hit grabs on the more recent chars just didn't have the typical invuln to regular throws and command grab specials up until now because I just forgot huh.
Anyway, that's fixed now.
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therosiestofrubys · 2 months ago
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Testing the waters with ways to circumvent some of the more... stumpy launchers in this, trying to do anything too drastic (yet), but hopefully this should at least alleviate a couple edge cases.
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therosiestofrubys · 1 year ago
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Hulk SMASH now properly has a separate confirmed-into version that is blockable like every other command grab in this, so it can no longer be unavoidably jailed into.
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therosiestofrubys · 1 year ago
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Day 6 of Assist Implementation.
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therosiestofrubys · 1 year ago
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First hit of Hulk's cr. HP now slightly suctions in on hit to avoid issues where both hits wouldn't connect at max range.
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therosiestofrubys · 29 days ago
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Falling Star has been heavily adjusted. Along with faster startup, the first part now also hits high, and meteors airborne opponents on hit, and the second part now also hits OTG, as well also hitting low if the first part didn't previously make contact with the opponent.
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therosiestofrubys · 3 years ago
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yeah ok I guess
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therosiestofrubys · 2 years ago
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I have slipped anti-stump pills into Ryu's water without  any ice to cure his stump limbs (They don't work on block, before you get any sneaky ideas)
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therosiestofrubys · 2 years ago
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Ryu from Streets and his limb stumps
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therosiestofrubys · 3 years ago
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What is it with this specific awkwardly angled and awkwardly looking crouching kick normal and why do I keep running into it so often
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therosiestofrubys · 3 years ago
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Sandman's done, here's the PV
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