Brandy Oteigh - Karate Gi
(Version 1.3)

Brandy Oteigh - Karate Gi (Version 1.1)
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Palettes
Watanabe Elven Pseudo-casual White Dark blue Orange


Screenshots


Animations Completed
Stance Turnaround Crouch - Turnaround Stand To Crouch Crouch - Stance

Walk Forward Walk Backward Jump Up Hop Forward Hop Backward

Hit High Light  Hit High Hard Hit Low Light

Hit Low Hard

Crouch - Hit Light

Crouch - Hit Hard High Palm Thrust Overhand Chop Knee Kick Front Kick

Block Crouch - Block Dodge Parry High Parry Low

Fall - Standard Fall - Tripped Knock Down - Standard Knock Down - Bounce Get Up - Standard

Fall - Air Knock Down - Air Get Up - Air Chip KO Intro - Standard 1

Intro - Outfit Specific Lose Win - Outfit Specific Crouch - Palm Thrust Crouch - Side Chop 

Crouch - Ground Kick Crouch - Foot Sweep Oteigh Stunner Kata Guruma Osoto Gari

Ippon Seoinage Tomoe Nage Stone Aspect - Enter Stone Aspect - Exit Stone Aspect - Walk Forward

Stone Aspect - Walk Backward Low Palm Thrust Knee Smash Power Bomb Stunned

Ura Nage Thrown Forward Breakout Burst Oteigh Drop Intro - Standard 2

_?_ _?_ _?_
Win - Low Health Win - High Health X X X

Updates

Version 1.2

- Perfected parrying
- Brandy can no longer use her parry to cancel the Ura Nage (321) or the Oteigh Drop (3101)
- Sped up Stand to Crouch (10) and Crouch to Stand (12) animations by reducing number of ticks per frame from 10 to 5
- Reduced number of ticks in Get Up - Standard (5120) from 100 to 83
- Reduced number of ticks in Get Up - Air (5121) from 85 to 72
- Sped up getting up portions of Kata Guruma (811), Ura Nage (321), and Tomoe Nage (341)
- Added explosion effect to the slam portion of the Osoto Gari (821)
- Delayed opponent's recovery in Brandy's Ura Nage (321), Ippon Seoinage (331), Tomoe Nage (341), and Oteigh Drop (3101) so that Brandy now recovers faster than the opponent can after the throw
- Eliminated AngleDraw controllers in all throws to eliminate hitboxes
- Fall and hitting ground (5041) sprites forward by 19 pixels
- Shifted Lie Down - Standard (5110) and all related sprites, (Get Up - Standard, Tripped etc.) forward by 23 pixels
- Fixed missing sprite errors for Thrown Forward (5070, 10 and 5070, 20) by moving Tripped to Group 5073, and copying Thrown Forward sprites to Group 5070
- Moved sprites for Fall - Air (Coming Down) (5061) to Group 5063, and copied 5060 sprites to Group 5061
- Added Hit - Light (Recovery) (5005) (5015) (5025) and Hit - Medium (Recovery) (5006) (5016) (5026) animations
- Added Hit - Lie Down Hit - Stomped (5080) and Lie Down Hit - Bounce (5090) animations
- Added Air Recover (5040) animation
- Added Fall - Standard (Going Up) (5050) and Fall - Standard (Coming Down) (5060) animations
- Added Fall - Recovery (Near Ground) (5200) and Fall - Recovery (Mid Air) (5210) animations
- Fixed debug flow in Block (Hit) (150) and Crouch - Block (Hit) (151)
- Fixed debug flow in knee kick (203) by changing ground.slidetime from -1 to 0
- Fixed debug flow in knee smash (219) by changing ground.slidetime from -2 to 1
- Fixed debug flow in Stone Aspect by adding a Floor trigger to the LifeAdd state controller
- Edited dodge (501) so that Brandy can still be thrown
- Added dummy animations for areal blocks (122) (132) (142) (152) to resolve missing sprite errors
- The initial throws of the Osoto Gari (822) and Ippon Seoinage (332) can no longer knock out the opponent

Version 1.3

- Resprited Block (130)
- Animated Block (Start) (120) and Block (End) (140)
- Animated Block (Hit) (150)
- Resprited Breakout Burst (360)
- Resprited Chip KO (5130)
- Resprited Crouch Block (131)
- Animated Crouch - Block (Start) (121) and Crouch - Block (End) (141)
- Animated Crouch - Block (Hit) (151)
- Resprited Hit High - Medium (Impact) (5001)
- Animated Light (5005) and Medium (5006) hit high recovery animations
- Resprited Hit Low - Medium (Impact) (5011)
- Animated Light (5015) and Medium (5016) hit low recovery animations
- Resprited Crouch - Hit Light (5020)
- Animated Crouch - Hit Medium (Impact) (5021)
- Animated Crouch - Hit Light (5025) and Medium (5026) hit low recovery animations
- Animated Air Recover (5040)
- Resprited Lie Down Hit - Stomped (5080) animation
- Resprited Intro - Standard 2 (192) so that ponytail doesn't bounce a second time while Brandy pumps her arm, and so that Brandy's mouth opens and closes more gradually
- Brandy can no longer be forced to hover in the air while in her Block (Hit) animation (150), her Crouch - Block (Hit) animation (151), or getting hit while on the ground
- Moved ", Miss" from the hitflag parameter to the priority parameter in the HitDefs of all non-counter throws. As a result, Brandy's non-counter throws will always lose to the opponent's strikes.
- C
hanged the movetype of counter attempts from A to I so that opponent doesn't try to block them
- Adjusted the pos value of the sprite mask of the Osoto Gari - Attempt (220) from "1, 0" to "0, 0", and set the mask's bindtime to 21 ticks, which puts the mask exactly over Brandy's arm and holds it there through it's full duration, even if Brandy is moved
- Sped up Osoto Gari - Attempt (220) so that it only takes 8 ticks to grab opponent instead of 10
- Increased ground.hittime of the Overhand Chop (202) from 15 to 25 in order to prevent the opponent from immediately countering it after getting hit
- Adjusted the air.velocity value of the Overhand Chop (202) from "-2, 4" to "-4, 2", which makes it more difficult for an airborne opponent to counter the chop after getting hit by it
- Adjusted the air.velocity value of the Front Kick (204) from "-8, 0" to "-5, 0")
- Increased ground.hittime of the Crouch - Side Chop (214) from 10 to 20 in order to prevent the opponent from immediately countering it after getting hit
- Increased ground.hittime of the Crouch - Ground Kick (215) from 5 to 10 in order to prevent the opponent from immediately countering it after getting hit
- Changed the command of Breakout Burst (360) so that it's now performed by pressing
Forward + Evade instead of Forward + BQ
-
Reclassified Breakout Burst (360) from a special attack to a special technique, so that its action number is now 511, and it now counts as a normal attack
- Breakout Burst (511) no longer knocks down the opponent. Instead, it knocks the opponent back still standing and stuns him/her for two seconds, keeping him/her in range for an ura nage.
- Sped up Ura Nage - Attempt (320) so that it only takes 24 ticks to grab opponent instead of 30
- Increased VelSet X value of Ura Nage - Attempt (320) from 10 to 15, causing Brandy to jump half again as far when lunging towards her opponent.
- Decreased wind up time of Hop Forward (Start & Air) (100) so that it only takes 7 ticks to start moving forward instead of 12.
- Increased forward velocity of Hop Forward (Start & Air) (100) by increasing VelSet X from 4 to 6.
- Cut distance of Hop Forward (Start & Air) (100) by about half by switching to Hop Forward - Land (101) animation after 15 ticks instead of 40.
- Decreased wind down time of Hop Forward - Land (101) so that it only takes 15 ticks to recover instead of 20.

- Decreased wind up time of Hop Backward (Start & Air) (105) so that it only takes 7 ticks to start moving forward instead of 12.
- Increased backward velocity of Hop Backward (Start & Air) (105) by decreasing VelSet X from -4 to -6.
- Cut distance of Hop Backward (Start & Air) (105) by about half by switching to Hop Backward (Land) (106) animation after 15 ticks instead of 40.
- Decreased wind down time of Hop Backward (Land) (106) so that it only takes 15 ticks to recover instead of 20.
- Edited Oteigh Stunner (310) to knock down opponents in Breakout Burst - Stunned state (512)
- Changed numbering of palettes so that 1, 2, and 3 are the two colored gis, and 4, 5, and 6 are the single colored gis
- Edited Kata Guruma - Thrown (815), Osoto Gari - Thrown (825), and Ura Nage - Thrown (325) so that opponent will immediately return to his/her stance if Brandy's throw is interrupted


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