No edit summary Tag: sourceedit |
(3 updates later...) Tag: sourceedit |
||
Line 7: | Line 7: | ||
|Version=M.U.G.E.N 1.0 |
|Version=M.U.G.E.N 1.0 |
||
|Sprite=[[File:UtsuhoRP-stance.gif]] |
|Sprite=[[File:UtsuhoRP-stance.gif]] |
||
− | |Update= |
+ | |Update=06/02/16 |
|Download=[http://ricepigeon.webs.com RicePigeon's MUGEN Spot] |
|Download=[http://ricepigeon.webs.com RicePigeon's MUGEN Spot] |
||
|Life=1100 |
|Life=1100 |
||
Line 136: | Line 136: | ||
|command={{RDP}}{{P}} |
|command={{RDP}}{{P}} |
||
|prorate=80%<br>{{MinScale|10%}} |
|prorate=80%<br>{{MinScale|10%}} |
||
− | |properties={{KnockdownS}}<br>Hold [ {{P}} ] to charge<br>Level 2: {{Armored}}<br>Level 3: {{Armored}} for entire duration |
+ | |properties={{AirOk}}{{KnockdownS}}<br>Hold [ {{P}} ] to charge<br>Level 2: {{Armored}}<br>Level 3: {{Armored}} for entire duration |
|cancel={{SuperCancel}} |
|cancel={{SuperCancel}} |
||
− | |block={{ |
+ | |block={{High}}{{Aerial}} |
|description=Utsuho pumps nuclear energy into her wings before charging forward and off-screen. Button press determines how fast Utsuho accelerates and also her point of re-entry, with {{LP}} being close to the ground and {{HP}} being near the top of the screen. Holding the {{P}} button will delay Utsuho's dive and cause her to charge the move for more damage. Level 1 is the default. A level 2 charge will grant Utsuho 1 hit of armor until she reappears from offscreen. Level 3 charge will grant Utsuho armor for the entire duration of the dive until she reappears, allowing her to easily breeze through multi-hitting attacks with ease. The charge can be cancelled at any time by pressing {{D}}{{D}}. |
|description=Utsuho pumps nuclear energy into her wings before charging forward and off-screen. Button press determines how fast Utsuho accelerates and also her point of re-entry, with {{LP}} being close to the ground and {{HP}} being near the top of the screen. Holding the {{P}} button will delay Utsuho's dive and cause her to charge the move for more damage. Level 1 is the default. A level 2 charge will grant Utsuho 1 hit of armor until she reappears from offscreen. Level 3 charge will grant Utsuho armor for the entire duration of the dive until she reappears, allowing her to easily breeze through multi-hitting attacks with ease. The charge can be cancelled at any time by pressing {{D}}{{D}}. |
||
|version={{RDP}}{{LP}} Lv.1|damage=100|meter={{Meter|45|80|40}}|startup=12+4|active=Until screen edge|advhit=D|advblock=-61|nextrow={{Movedata Row |
|version={{RDP}}{{LP}} Lv.1|damage=100|meter={{Meter|45|80|40}}|startup=12+4|active=Until screen edge|advhit=D|advblock=-61|nextrow={{Movedata Row |
||
Line 161: | Line 161: | ||
*Lv.2 versions: 0f~ after button release 1 hit of armor until recovery. 0f~ airborne after button release. |
*Lv.2 versions: 0f~ after button release 1 hit of armor until recovery. 0f~ airborne after button release. |
||
*Lv.3 versions: 83f~ armor until recovery. 83f~ airborne. |
*Lv.3 versions: 83f~ armor until recovery. 83f~ airborne. |
||
− | *Cancel: 12f total frames. |
+ | *Ground Cancel: 12f total frames. |
+ | *Air Cancel: Recovery frames until ground. |
||
}} |
}} |
||
Line 238: | Line 239: | ||
|block={{High}}{{Aerial}} |
|block={{High}}{{Aerial}} |
||
|properties={{ProjInv}}{{KnockdownH}}{{CrossUp}} |
|properties={{ProjInv}}{{KnockdownH}}{{CrossUp}} |
||
− | |description=Like her Rocket Dive, Utsuho surrounds her wings in nuclear energy before charging offscreen. This time however, Utsuho's charge now hits up to four times, and she will zigzag back and forth from each side of the screen, up to a total of 16 hits. The side-switching of this attack forces the opponent to block in the opposite direction each time. Lacks the armor of the fully charged Rocket Dive, but has projectile invincibility during the entire active frames of the attack. |
+ | |description=Like her Rocket Dive, Utsuho surrounds her wings in nuclear energy before charging offscreen. This time however, Utsuho's charge now hits up to four times, and she will zigzag back and forth from each side of the screen, up to a total of 16 hits. The side-switching of this attack forces the opponent to block in the opposite direction each time. Lacks both the armor of the fully charged Rocket Dive, as well as the ability to be used in the air, but has projectile invincibility during the entire active frames of the attack. |
|version={{QCB}}{{QCB}}{{PPP}}|damage=|meter={{Meter|-3000|0}}|advhit=D |
|version={{QCB}}{{QCB}}{{PPP}}|damage=|meter={{Meter|-3000|0}}|advhit=D |
||
}} |
}} |
||
==Character Changelog== |
==Character Changelog== |
||
+ | ==='''<u>06/02/16 - Version 2016.06.02</u>'''=== |
||
+ | {{Hide| |
||
+ | *Control Rod: Fixed interaction with Yukari's Ride the Waves. |
||
+ | *Explosion Sign "Giga Flare": Fixed interaction with Yukari's Ride the Waves. |
||
+ | *Flare Up: Fixed interaction with Yukari's Ride the Waves. |
||
+ | *Hell Geyser: Fixed interaction with Yukari's Ride the Waves. |
||
+ | *Rocket Dive: Can now be used in air.}} |
||
+ | |||
+ | ==='''<u>05/24/16 - Version 2016.05.24</u>'''=== |
||
+ | {{Hide| |
||
+ | *Flare Up: Fixed bug when colliding with other projectiles.}} |
||
+ | |||
+ | ==='''<u>05/20/16 - Version 2016.05.20</u>'''=== |
||
+ | {{Hide| |
||
+ | *Fixed colors on some palettes. |
||
+ | *Rocket Dive: No longer gets stuck offscreen on certain stages. |
||
+ | *Nuclear Heat "Uncontrollable Dive": No longer gets stuck offscreen on certain stages.}} |
||
+ | |||
==='''<u>05/18/16 - Version 2016.05.18</u>'''=== |
==='''<u>05/18/16 - Version 2016.05.18</u>'''=== |
||
{{Hide| |
{{Hide| |
Latest revision as of 15:55, 3 June 2016
This article is currently incomplete. More Specifically:
Please help by expanding this article. |
Utsuho Reiuji (RicePigeon's Version) | |
---|---|
M.U.G.E.N Version Compatibility |
M.U.G.E.N 1.0 |
Last Updated |
06/02/16 |
Download Link |
|
Max Life |
1100 |
Overview
Utsuho is technically a six-button character, but plays like a standard three-button character, using , , and for attacks. The extra buttons are used for shortcuts; , when used combined with or acts as a shortcut for the character's and dash commands, respectively. is used as a shortcut for +, while is used as a shortcut for , used in her Level 3 Supers.
Utsuho may be slow, both mentally and physically, and her combo potential may be limited since she cannot chain normals into normals, but her entire gameplan revolves around using devastating, hard hitting blows, while using her armored attacks to scare her opponent into submission. If having hard hitting attacks alone wasn't enough, Utsuho can charge these attacks for even more power, more hits, increased hitbox size, or even armor on some moves. For moves that have different charge levels, Utsuho will glow a different color to indicate the charge level; yellow or no glow for level 1, orange for level 2, and red for level 3, along with a bar underneath to show her charge progression. Most specials with a level 3 charge will occur automatically once Utsuho reaches that level 3 charge. A fully charged Rocket Dive, for instance, can easily rival the damage of most level 1 Supers, while simultaneously allowing Utsuho to blaze past through the opponent's multi-hitting attacks completely uninterrupted.
Utsuho isn't confined to close-quarter combat either, as she has plenty of ranged and projectile attacks in her arsenal to make her a truly devastating force. The most notable of these Special moves is her Control Rod, which allows Utsuho to charge up the control rod while still being able to move around and attack, akin to Megaman and Zero's Mega Buster and Zero Buster attacks from the Marvel vs. Capcom games.
Of Utsuho's Supers, Explosion Sign "Mega Flare" is unique in that charging the Super will cause it to automatically cancel into another level Super, providing that she has the extra power to do so. With an additional 1000 power and a minimum of 50% charge, this Super will cancel into Explosion Sign "Giga Flare" once either is released, or if Utsuho has less than 2000 power remaining after using Mega Flare. Giga Flare, in addition to dealing more hits and more damage, has a much larger hitbox, covering the entire portion of the screen in front of Utsuho, as well as instantaneous startup after the superpause. If Mega Flare is charged to 100% and Utsuho has an additional 2000 power remaining, this Super will instead cancel into Nuclear Explosion "Tera Flare", which is an unblockable, true fullscreen attack that also hits OTG, however, the long charge time needed to successfully execute the Hyper may not make it practical in most situations, and should usually only be done to if the opponent is knocked down and a good distance away from Utsuho. Unlike her other Level 3 Supers, Tera Flare always accessible regardless of which Level 3 Super is chosen at the beginning of the match.
At the beginning of the match, Utsuho must select from one of her two other Level 3 Supers, as both cannot be used during the same match. Crow Sign "Yatagarasu Dive" is an air-usable diving attack. The air version has use as an air combo ender, but the ground version is the generally more useful version due to its startup invincibility and higher damage output. Nuclear Heat "Uncontrollable Dive" is essentially a powered up version of Rocket Dive that sends Utsuho zigzagging across the stage, forcing the opponent to constantly change block direction. While it lacks the armor capabilities of a fully charged Rocket Dive, it does have projectile invincibility throughout the active frames of the attack, as well as a much faster startup. Just remember, nuclear power is pure power.
Moves
Hovering the mouse cursor over the icons will display a more direct activation method akin to how the move activations are coded; this is what the following key/legend represents.
Movekey
Icons encased in square brackets [ ] require the respective button(s) to be held down.
Normals
Command Attacks
Frame Data | ||||||||
Version | Damage | P1 Meter | P2 Meter | Startup | Active | Recovery | Fr. Adv (Hit) | Fr. Adv (Block) |
+ | 120 | 0 / 120 / 120 | -- | 15 | 19 | -- | D | -- |
Notes on Frame Data | 16f~34f trajectory cancel. |
Specials
Frame Data | ||||||||
Version | Damage | P1 Meter | P2 Meter | Startup | Active | Recovery | Fr. Adv (Hit) | Fr. Adv (Block) |
Level 1 | 50 | 15 / 40 / 40 | -- | -- | -- | -- | -3 | -7 |
Level 2 | 80 | 30 / 80 / 80 | -- | -- | -- | -- | D | +2 |
Level 3 | 23.5x5 | 45 / 18x5 / 18x5 | -- | -- | -- | -- | D | +4 |
Level 1 (Air) | 50 | 10 / 40 / 40 | -- | -- | -- | -- | -- | -- |
Level 2 (Air) | 80 | 20 / 80 / 80 | -- | -- | -- | -- | D | -- |
Level 3 (Air) | 23.5x5 | 30 / 18x5 / 18x5 | -- | -- | -- | -- | D | -- |
Notes on Frame Data | Startup time refers to time after button is released. Minimum charge time 30f. Level 1 charge: 30f~89f Level 2 charge: 90f~149f Level 3 charge: 150f~ |
Supers
Nuclear Sign "Creeping Sun" | ||||
Command | Proration | 99% x N Cancel: 92.5% Minimum: 10% | ||
Properties | Requirements | 1000 power. | ||
Can Cancel Into: | Block* | |||
Description | Utsuho charges up an orb of nuclear energy into a sun above her before throwing it at the opponent, Frieza Death Ball style. Holding will allow Utsuho to charge the sun, allowing it to increase in size before throwing it. The larger the sun, the larger the hitbox and more hits dealt to the opponent, but the slower it moves. Utsuho is able to move while the sun is still moving toward the opponent. The sun can also hit opponents caught inside of it while Utsuho is charging, and will carry them as Utsuho throws it. |
Frame Data | ||||||||
Version | Damage | P1 Meter | P2 Meter | Startup | Active | Recovery | Fr. Adv (Hit) | Fr. Adv (Block) |
Level 1 | [8 x N] 32 x N | -1000 / 0 / 0 | -- | 0+10 | 0 | 56 | D | -- |
Level 2 | [8 x N] 16 x N | -1000 / 0 / 0 | -- | 0+10 | 0 | 56 | D | -- |
Level 3 | [8 x N] 8 x N | -1000 / 0 / 0 | -- | 0+10 | 0 | 56 | D | -- |
Notes on Frame Data | Damage values in [] refers to damage while orb is being charged. Level 2 charge requires charge for 30f after startup. Level 3 charge requires charge for 90f after startup. |
Frame Data | ||||||||
Version | Damage | P1 Meter | P2 Meter | Startup | Active | Recovery | Fr. Adv (Hit) | Fr. Adv (Block) |
Ground | -3000 / 0 / 0 | -- | -- | -- | -- | D | -- | |
Air | -3000 / 0 / 0 | -- | -- | -- | -- | D | -- | |
Notes on Frame Data | None. |
Frame Data | ||||||||
Version | Damage | P1 Meter | P2 Meter | Startup | Active | Recovery | Fr. Adv (Hit) | Fr. Adv (Block) |
-3000 / 0 / 0 | -- | -- | -- | -- | D | -- | ||
Notes on Frame Data | None. |
Character Changelog
06/02/16 - Version 2016.06.02
|
05/24/16 - Version 2016.05.24
|
05/20/16 - Version 2016.05.20
|
05/18/16 - Version 2016.05.18
|
05/17/16 - Version 2016.05.17
|
04/23/16 - Version 2016.04.23
|
02/20/16 - Version 2016.02.20
|