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 Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME

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skhsato123

skhsato123

Posts : 2065
Join date : 2013-04-04
Age : 33
Location : Egypt

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 4:59 am

The Huntress, also known as Helena Rosa Bertinelli

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  357r4310


hello friends and happy hallowen  ....and let's wellcome Helena Bertenelli the Huntress of  Earth Prime which is totally different from Helena Wayne daughter of Bruce Wayne and Selena Kyle   the Huntress of Earth two

In the 1989 Huntress series, Helena Bertinelli was born into one of Gotham City's most prominent Mafia families. In this iteration of the character, she was kidnapped as a child (aged 6) and raped by a rival mafia don purely to psychologically torture her father, and is a withdrawn girl. Her parents, Guido and Carmela, send her to a boarding school and assign a bodyguard for her protection where she learns all forms of combat. After she witnesses the mob-ordered murder of her parents at the age of 19, she crusades to put an end to the Mafia. She travels, accompanied and trained by her bodyguard Sal, before returning to Gotham to make her debut as the Huntress

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  120

http://www.mediafire.com/file/a1hfq05k5kkaemw/MVD-Huntress.rar/file

Twisted Evil  Twisted Evil  Twisted Evil
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thatguy

thatguy

Posts : 1185
Join date : 2014-05-29
Age : 42
Location : Canada

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 5:23 am

@skhsato123 congrats on her release. Thanks for sharing yes

Your sprites are getting better and better, keep up the great work Very Happy
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brucewayne74

brucewayne74

Posts : 490
Join date : 2012-11-29

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 10:41 am

Thanks,finally a good Huntress for the roster
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Shining

Shining

Posts : 1539
Join date : 2013-03-26
Age : 39
Location : Italy

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 11:02 am

thanks for sharing friend
awesome work but as always you should make jumping attaks fluid

[StateDef 600] ; removing that code from [StateDef 600] to [StateDef 650]> all jump attacks
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0   <---- remove this code as it stops the player from moving while in air
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 45
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s601
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1


i add this and he doesn t continue to hit but contine to fall down
i would he continue to complete the jump to have fluid movements as all mugen chars

[State 600] ; add this from [State 600] to [State 650]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      
persistent = 0
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yolomate

yolomate

Posts : 5338
Join date : 2013-06-18
Age : 42

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 3:43 pm

ok I download and see!!look fine but not the classic Helena Wayne! Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  670481599
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skhsato123

skhsato123

Posts : 2065
Join date : 2013-04-04
Age : 33
Location : Egypt

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 4:34 pm

yea this is Helena Bertenelli different bio
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yolomate

yolomate

Posts : 5338
Join date : 2013-06-18
Age : 42

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 5:35 pm

@Shining wrote:



i add this and he doesn t continue to hit but contine to fall down
i would he continue to complete the jump to have fluid movements as all mugen chars

[State 600] ; add this from [State 600] to [State 650]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      
persistent = 0
thank you for this fixed!! but in red lines I put in ????
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Doom

Doom

Posts : 7280
Join date : 2014-08-22

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 10:20 pm


Thank you very much my friend ... ilu
Now we just have to wait for LESSARD to finalize my The Question ... dx
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Shining

Shining

Posts : 1539
Join date : 2013-03-26
Age : 39
Location : Italy

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 3rd 2018, 10:57 pm

@yolomate wrote:
@Shining wrote:



i add this and he doesn t continue to hit but contine to fall down
i would he continue to complete the jump to have fluid movements as all mugen chars

[State 600] ; add this from [State 600] to [State 650]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      
persistent = 0
thank you for this fixed!! but in red lines I put in ????



VVVVVVVVVVVVVVV try all complete ...change old code from 600 to 650 with this VVVVVVVVVVVVVVVVV

[StateDef 600]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s241
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 600]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46 ;<---- change to 50 or 52
persistent = 0

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy

[StateDef 610]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 610
poweradd = 20
sprpriority = 2

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s241
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 610]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46 ;<---- change to 50 or 52
persistent = 0

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy

[StateDef 620]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 620
poweradd = 20
sprpriority = 2

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s251
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 620]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46 ;<---- change to 50 or 52
persistent = 0

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy

[StateDef 630]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s251
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 630]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46 ;<---- change to 50 or 52
persistent = 0
;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy

[StateDef 640]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 640
poweradd = 20
sprpriority = 2

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s241
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 640]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46 ;<---- change to 50 or 52
persistent = 0
;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 650]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 0
anim = 650
poweradd = 20
sprpriority = 2

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s241
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 650]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46 ;<---- change to 50 or 52
persistent = 0
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skhsato123

skhsato123

Posts : 2065
Join date : 2013-04-04
Age : 33
Location : Egypt

Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  EmptyNovember 4th 2018, 9:32 pm

@Shining wrote:
@yolomate wrote:
@Shining wrote:



i add this and he doesn t continue to hit but contine to fall down
i would he continue to complete the jump to have fluid movements as all mugen chars

[State 600] ; add this from [State 600] to [State 650]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      
persistent = 0
thank you for this fixed!! but in red lines I put in ????



VVVVVVVVVVVVVVV try all complete ...change old code from 600 to 650 with this VVVVVVVVVVVVVVVVV

[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s241
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 600]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      ;<---- change to 50 or 52
persistent = 0

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy

[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 20
sprpriority = 2

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s241
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 610]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      ;<---- change to 50 or 52
persistent = 0

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy

[StateDef 620]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 20
sprpriority = 2

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s251
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 620]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      ;<---- change to 50 or 52
persistent = 0

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy

[StateDef 630]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s251
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 630]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      ;<---- change to 50 or 52
persistent = 0
;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy

[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 20
sprpriority = 2

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s241
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 640]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      ;<---- change to 50 or 52
persistent = 0
;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 650]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 20
sprpriority = 2

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s241
sparkxy = -10, -76
hitsound = s200, 1
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 650]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 46      ;<---- change to 50 or 52
persistent = 0


thanks dear friend
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Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty
PostSubject: Re: Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME    Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME  Empty

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Helena Bertenelli ( The Huntress) DC Comics from EARTH PRIME
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