One Piece Fighting Adventure – Update 1.31.02

Posted on Actualizado enn

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Hello everyone. Here I bring you the update that represents the definitive jump to the Ikemen engine. Therefore I remind you that this update will no longer apply to previous Mugen versions of the game.

The menus and game modes have been reconditioned to the new Ikemen structure, having both a visual and organic facelift. Likewise, new game modes are added, such as Boss Rush (the most violent singleplayer that I can offer you), and chapter 2 of the Story Mode. We also began to take advantage of Ikemen’s capabilities for training options, so the most competitive players will be able to generate their own laboratory situations. Likewise, as is customary, there is a polishing of the universal mechanics as well as each of the characters. Let’s start with the detail!

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Single Player

– Story Mode: Chapter 2 – Arabasta
The entire Alabasta arc is added to story mode.
It has 8 fights, and includes Nico Robin in Boss mode and Crocodile in Boss mode.

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– Extra Mode – Boss Rush
Here you can face all the bosses that are added to the game, in a kind of ultra-violent Arcade.
As you add characters with Boss mode in story mode, they will be added to this game mode.

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Training

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Dummy Options

– [NEW] Recover: the option to set the type of recovery that we want it to have in the dummy is added.
By default, the Air Recover option will be selected, but you can also select the options Landing recover, Wake up Roll Forward, and Wake Up Roll Backwards.

– [NEW] Mash Type: the option to set in the dummy when we want it to press a button is added.
It will be possible to choose between pressing the selected button as long as possible, pressing it only in wakeup (it also counts towards the end of the different rolls), or when finishing blocking.
This last option is especially useful to verify which blows our movements are punishable with. It is also used to prepare strings with frame traps.

Stages

– Scissors: the dimensions are rearranged so that it has a view more in line with other stages.
– [NEW] The Alubarna stage is added for chapter 2 of the story mode.

General Mechanics

– Final Hit Zoom: a slight zoom is added when delivering the last hit to the opponent.
It’s just a visual question. I hope it doesn’t cause any inconvenience. If it generates them, I will remove it.

– Landing Recover: it is now possible to cancel the landing recover on any of the jumps starting from frame 2.
The landing recover will continue to be punishable throughout the animation depending on the size of the character.

– Air Recover: the air recover animation time is increased, from 20 to 25 frames, before the player can regain control of the recovered character in the air.
Now if A+B is pressed in the air, and the character has a chance to be controlled, NO MOVEMENT WILL BE MADE. This makes it impossible to optionselect to mash A+B in the air and when recovering, the character performs the A button.

– Short projectile-type Normal Moves: Many of these moves, once they were invoked, were still active after the character was hit. This encouraged the mash-up of normals between rival strings, hoping to impact and confirm. In order to avoid rewarding this type of «undemanding» game, this situation will be avoided as much as possible. (Examples: Moriah’s Button B, Nico Robin’s Button B, Perona’s Button B).

– «Trap» type Special Movements: All movements that leave a projectile still or with little movement and with active damage frames, will disappear if the character is hit, and in some cases also if it goes into block.
Previously there were movements that had this penalty, but starting with this update this rule will apply to all movements of this type. This rule will not apply to movements that do not have active frames (such as walls).

– Buffer for half circles: Now forward or backward half circle inputs will have 30 frames of buffer instead of 25, thus facilitating execution with certain types of peripherals.

CAMBIOS EN LOS PERSONAJES

Ace

– Without changes.

Akainu

– Maguma Fisures: The projectile will now be erased if Akainu is hit.
– Ryuusei Kazam [lvl1]: Projectiles will now stop falling if Akainu is hit.

Aokiji

– Iceball: the projectile will be erased if Aokiji is hit.

Arlong

– Air A button: now has 5 start up frames instead of 9.

Bartholomew Kuma

– Button C (lock on): now you have 10 frames less than recover.
– Enemy Teleport: in raw, will now not hit jumping enemies. In combo it will impact in any case.

Boa Hankock

– AA button: now advance a little further to the beginning.
– AAA button: removed.
– [NEW] Diagonal down-forward button A: old AAA movement. Can cancel any normal hit.
– Button B: will no longer knock down the opponent.
– [NEW] Down Button B: old Button B. Now it’s a low blow. It can be executed during the jump (in that case, it will not be a low blow).
– Jump B button: now it will have two different animations depending on the height at which Hancock is when doing it.
– Amazon Combo: now you will advance more in each rekka, but you will have more recover in each case.
– Kuja Somersalult: now produces Knockdown and can only be done once per combo.
This better enables combos that continue Salome’s stance.
– Snake Mount: Now both A and down+A hits can be canceled in Jump, short jump, dash forward, backward and down.
– Impossible Heart: can no longer be performed by canceling normal or special hits. It can only be done in raw.

Brook

– Without changes.

Buggy

– Bara Bara Car: can now be performed in the air and during the Bara Bara Tobu.
– Bara Bara Hinan: The nominal damage of this move is reduced by 20%.
– Bara Bara Tobu: the hurtbox during this mode is increased to the size of the jump animations.
– Bara Bara Tobu – B Button: the buffer to cancel the B button on hit and block in the specials of this mode is improved.
– Bara Bara Festival (super lvl 1): can now be performed in Bara Bara Tobu mode.

Chopper

– Without changes.

Coby

– B Button: now performs 16 frames of hitstun instead of 20.
– Bushido Run: can now be canceled with the down button B. It can also be stopped if you press back after 16 frames of starting the movement.
– Call Hellmepo (Super lvl 2): ​​now has 4 startup frames instead of 6 and comes out forward. Additionally, when entering, he deals 150 points of damage instead of 50.

Crocodile

– Button C (air): multihit scaling reduction is applied.
– Spada: the hitbox is reduced downwards if done in raw. If done in combo, it will continue as before.
Now you will push back more during the first hits to hit the three hits more consistently.

Doflamingo

– Without changes.

Don Krieg

– Morning Star: You can now cancel any other special. Now produces hardknockdown.
– Shield Ground: now any of the two hits are cancelable.
– Kaen Hosha: now performs a fixed number of hits. The final hit is improved to make it more easily cancelable.

Enel

– Volt Vari: the projectile will now be erased if Enel is hit during the cast. Now produces 6 more frames of block stun.
– Oku Volt Vari: now produces less pushback and performs fewer block hits. In short, you will have more recover the fewer block hits.
– The Thor: now it will not increase its power if charged. Instead, the beam can be directed in the desired direction.
The hold can also be canceled in Back Dash and Fwd Dash. It is now cancelable in supers moves.

Eusstad Kid

– Without changes.

Franky

– Coup de Poo in air: can now be performed only once per combo.

Geecko Moria

– B Button (all versions): the attack will be deleted if Moria is hit. The hurtbox is enlarged forward.
– Scissors Slash: the second hit now has 22 frames of recover instead of 13.
– Brick Bat – Bat Protection: The projectile will now be erased in case Moria is hit.
– Black Box: now the opponent will have to be inside the box for a few seconds for it to close. In combo it will close automatically without waiting.
– Kage Chain Saw: hitbox is reduced downwards in raw. In combo it remains the same as before. The projectile will now clear if Moria is hit.
– Tusono Tokage: The caster projectile will now be erased in case Moria is hit.

Ivankov

– Button A (Run): now fully cancelable on other normal hits.
– Ganmen Seichou Hormon: now has 11 recover frames instead of 18.
– Ganmen Seichou Hormon (up C): now advance a little further to hit more consistently.
– Ganmen Seichou Hormon (down C): now produces hard knockdown. It is no longer jump cancelable.

Jabra

– Down button A: the hitbox enlarges forward. He can now deliver up to three hits while crouching.
– Tekkai Kempo (Zoan): Upswing is now marked Down Down during the Tekkai state. In this way the input is not crossed with the jump cancel in that state.

Jessus Burgess

– Olympus Over: will now deal 100 points of damage if it hits raw. If performed in a combo, it will have a nominal damage of 70 points (same as before).
– Screw Pile Driver: a slight zoom is added when impacting the ground. I know well that for grapplers, spectacularity is important.

Jinbei

– Button A: cancellation window is improved in the next button A. It now has 3 fewer active frames.
– Fishman Biruto Appar: Now has a wider hitbox while going down but will have fewer active frames when hitting the ground.
– Tiger Shark Asault: Fixed an issue where this move could not properly cancel Fishman Biruto Appar and Samehada Soutei.

Jozu

– Diamond Shield: Now when the shield is active, the guard bar will decrease over time. It will decrease by 10% for each hit that the Diamond Shield receives.
The Diamond Shiel can be deactivated by marking the same activation input at any time (no animation required).

Kaku

– Button A: now you have 6 frames less recover.
– Button B: now you have 3 more frames of recover.
– Rankyaku Air: will no longer have colddown shared with its ground version. The cancellation window in super is improved.
– Rankyaku Hakurai: will no longer have shared colddown with any of the Rankyaku versions.
– Rankyaku Roudan (both versions): The projectile will now be erased in case Kaku is hit.
– Rankyaku Combo (super lvl 1): now deals 230 points of base damage, instead of 280.

Kalifa

– B Button: The cancellation window on the next B button is now improved.
– Rankyaku: the cancellation window in super moves is improved.
– Golden Awa: The projectile will now be erased if Kalifa is hit.

Kizaru

– Replaces palette 4 with One Piece Red style.
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– Button A: new animation. Now it has a 6 frame startup and has less range.
– Button B: now has 11 startup frames instead of 16.
– [NEW] FWD A button: It is the old animation of the A button. It now has 15 startup frames and can cancel all normal hits.
– Sun Light Beam: Now it will have a 9 frame startup if done in a combo. In raw it will maintain a startup of 19 frames.
– [NEW] Blink: It’s a teleport. It can be done forward or backward by reversing the input. It has 6 frames of intermediate invulnerability. If done in combo, the recover can be canceled 8 frames faster. It can be done in the air. It can only be done once per combo.

Kuro

– Death Wings: If this move is performed during Sky Hight, then it will now knockdown.
If performed outside of Sky Hight, then it will take the opponent to the ground. Now you will only have 3 frames of landing recover in case of impact.

Kurohige

– Without changes.

Luffy

– Without changes.

Magellan

– Toxic Cloud: The projectile will be erased in case Maguellan is hit.

Marco

– – Button C: now the transformation into a phoenix can be canceled in any of the buttons and specials from frame 11 instead of frame 19.
– Wings Shoot: can now only be performed once per combo.
– Double Knee: now has 7 frame startup instead of 12. Now has 10 frames of invulnerability from farm 1.
Now you can also continue with the A and C buttons (in addition to the B button), but only if you have hit. If the movement fails, you will have more landing recover.
– Phoenix Goen: The hitboxes and juggle are improved so that they impact the sequences more easily in case of impact. Finish hits now have less hitbox, perform less blockstun and more pushback.

Miss Doublefingger

– Dash: now the cancellation on normal hits goes from 3 to 6 frames.
– Stinger Fail: now the last hit of the rekkas will produce more aerial hitstun so that it can be confirmed with the dash cancel.
– All supers: now they can cancel specials both on hit and block.

Mihawk

– Trust Catch: Can now be performed by canceling Kokutou Arahoshi.

Monkey D. Garp

– Palettes 4,5,6: Young Garp’s paddles now take the place of the X,Y,Z buttons. The 6/Z palette now happens to be with a younger style.

Garp_Pal6
– Counter Lessons: now has a startup of 4 frames instead of 10.
– Meteo Gambling: now has a startup of 15 frames instead of 21, and now has 8 frames less recover.
– Busoshoku Haki: now has 7 startup frames instead of 19. Will now break projectiles. In raw it charges less bar, but in hit it will now charge twice as much as before.

Mr.1 Daz Bones

– Button C: multihit scaling is reduced.
– Spar Break: The projectile will now be erased if Daz is hit.
– Atomic Spurt (follow up B): now it will have more aerial hitstun so that it can confirm combos more consistently.
– Spiral Defense: can now be canceled in fwd Dash and back dash from frame 11.
– Spiral Hollow: will now have two versions depending on how long the C button is held down.
The fast version will have a startup of 17 frames (2 after releasing the button) and will be punishable by light hits.
The loaded version will have a startup of at least 67 frames (7 after releasing the button), will advance further, will produce wallbounce, and will not be punishable in block.

Mr.2 Bon Kure

– Okina Fuette: can now be canceled in Bombardier Arabesque if the last hit hits.

Mr.3 Galdino

–  Button C: the wax spikes that remain on the ground when projectiles fall will now be erased if Mr.3 is hit.
– Doru Doru Ken (ground): now it will be possible to cancel it as soon as it hits the opponent, without having to wait for it to hit the ground. That is, 10 frames faster.
– Doru Doru Ken (enchanted-air): will now launch the opponent a little higher on the third hit, to be able to confirm it with a super jump if it connects with the opponent.

Nami

– Cyclone Burst: The projectile will now be erased if Nami is hit.
– Cold Tempo: The cold area will now disappear in case Nami is hit.
– Cold Tempo – Blizzard: Projectiles will now stop if Nami is hit.

Nico Robin

– B, down B, Down C, Air B buttons: hands will now be erased in case Nico Robin is hit.
– Tree: the projectile will now be erased if Nico Robin is hit.
– Spider Net: the projectile will now be erased if Nico Robin is hit.
– Gigantic Hand (super lvl 3): now has a startup of 13 frames instead of 33.

Perona

– B Button (all versions): all projectiles are now deleted in case Perona is hit.
Now it has only 7 frames of blockstun. It remains at 0 in block.
– Atral Projetcion (super lvl 1): Perona will now only be able to move his projection in the frame of the screen.

Rob Lucci

Zoan Mode
– [NEW] Shigan Air: Can now be performed in the air.
– Rankyaku Hyobi: the projectile will be erased if Lucci is hit.

Sanji

– Intros: Sanji will now remain in love for less time after having an intro with a girl.

Sengoku

– Bombardier Call: Projectiles will now stop falling if Sengoku is hit.
– Buster Call [lvl1]: Projectiles will now stop falling if Sengoku is hit.

Shanks

– A/AA button: animations are inverted. I think that with this they have a more logical distribution.
– Button A: now has 5 startup frames instead of 6.
– AA button: now advances less and now has 8 start up frames instead of 6.
– Chaoz Slash: will now hit characters in the air better. Now the followup below A will have a startup of 14 frames instead of 25.
– Revenge Counter: will now have 14 active frames instead of 30 and will have 19 recover frames instead of 8.
– Rush Double Kick: now the second hit will no longer be overhead. Hitboxes are improved to have a better impact in juggle.

Shirohige

– Without changes.

Shiki

– Rocks: the amount of time they will remain active is increased, between 200 and 100 frames depending on the size of the stone.
– Zanpa: projectiles now produce 5 frames less blockstun. Can now be performed only once per combo.
– Gravity Expansive (with rocks): Fixed an issue that prevented the movement from dealing damage.
It can now be canceled in Zanpa and Imperial Press.

Smoker

– Fixed a bug that caused Smoker to have more pushback between strings.

Tashiji

– Haru (fwd): now has 3 frames less blockstun, but produces more pushback.
– Haru (down): now has 5 frames less blockstun, and has even less pushback than the front version.
– Shigure Reflect: can now be performed in the air.

Trafalgar Law

– Button B: now has 2 more active frames, and the cancellation buffer on the next button B is increased.
– Jump Button B (Room): now you can continue with the next button B in block.
– Injection: to cancel this movement in fwd dash or back dash, it will be necessary to wait at least 12 frames.

Usopp

– The Usopp East Blue palette is added replacing palette 4.
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– Makibishi Jigoku: Projectiles will now be erased if Usopp is hit.
– Usopp Pound 5t: now if it hits the opponent in the air, it will produce a hard knockdown.

Vivi

– Button A: now you have 3 frames plus recover frames. The buffer for the second hit is improved.
– Button C: now it will travel more distance if the rival is further away.
– Rush Slasher Combo: if performed while Carue hits the C standing, he will advance further at the beginning.
– String Slasher Airback: if performed while Carue impacts the C standing, he will advance further at the beginning.
– Carue Assault: if Carue’s C standing is canceled, he will have a 10 frame startup. In raw it will maintain the 20 frame startup.

Wapol

– Vomit Toy (all version): now the toys will disappear in case Wapol is hit.
– Cannon Mortar: now has 20 frames of recover instead of 35.
– Royal Drum Crown 7: now has less corner pushback. The casting animation now has 11 frames less than recover.

Wiper

– [NEW] Shandia Rush Knee (Air): can now be performed in the air. This move can cancel Wavers Dive Kicks on the last hit. It can only be done once per combo.
– Wavers Dive Kicks: the float version is reinstated when performing this movement by jumping backwards.
The neutral jumping version will descend at a 45° inclination, and the forward jumping version will have less inclination.
Again to activate the first hit, it will be necessary to press the B button. Now the landing recover decreases from 16 frames to 8.
– Bazooka Shoot (air): will now rise less when performed canceling other movements.
– Reject Dial (super lvl 3): Can now be performed in the air. If the opponent is below Wiper, the descent trajectory will be more vertical.
Scaling conditions are improved, to ensure damage the more the hit bar is loaded.

X-Drake

– Mace Smash: now has 5 active frames instead of 9, but has 10 fewer frames to recover and perform less pushback.

Zoro Roronoa

– Palettes: Add the East Blue story mode palette to the selection with the B button.

Zoro_Pal2
– Shishi SonSon (forward): the hitbox is increased upwards so that it is more consistent in certain combo routes.
Likewise, the hurtbox is increased upwards and backwards.
– Yasha Karasu: now once the first hit hits, all the others will enter more consistently.
– Dai Butsu Giri: now the final hit throws less at the opponent.
– Nigorizake (super lvl 1): The speed of the bounce off the wall will now depend on the distance Zoro is from the opponent.
With this, it will be more consistent to continue the combo later. Now deals 220 points of base damage instead of 240.

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Un comentario sobre “One Piece Fighting Adventure – Update 1.31.02

    Estefano Joao Campoverde Cervantes escribió:
    23 abril, 2024 en 3:33 pm

    Del screamPack, ahora al no estar los textos alineados a la izquierda se ha vuelto difícil de leer

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