#dcvsmikemenprojectstuff
Heavily breaking from stage order for a sec so I can go "Wow look at this slightly updated version of Omega Red's stage, now with authentic '94 fish present".

#dcvsmikemenprojectstuff
October 13, 2025 at 8:09 PM
Steady progress being made on stage camera stuff, also finally getting around to replacing a couple stage themes I've been wanting to do for a while now.

#dcvsmikemenprojectstuff
October 7, 2025 at 4:12 AM
Done with Captain Marvel's normals.

#dcvsmikemenprojectstuff
September 24, 2025 at 10:27 PM
Said stupid throw

#dcvsmikemenprojectstuff
September 25, 2025 at 1:43 AM
Slightly reduced startup for all versions of Joint Knocker, also meaning she can finally confirm into the MP and HP versions. Also tinkered a bit with her hit vels to let her juggle airborne opponents better with her specials.

#dcvsmikemenprojectstuff
December 13, 2024 at 6:49 AM
Whatever, setting the counter temporarily to last forever works too I guess. (Context for stupid interaction I was trying to test)

#dcvsmikemenprojectstuff
December 15, 2024 at 10:37 PM
Still at it. Hulk's been given a lil' bit more of everything, some touch-ups on specials (and a super) that needed it badly, a whole load of new confirms, the works.

#dcvsmikemenprojectstuff
December 27, 2024 at 7:15 AM
Done with Zatanna's normals. Also fixed visual effects incorrectly being called from opponent's side instead of Zatanna's during her throw.

#dcvsmikemenprojectstuff
October 19, 2024 at 4:04 AM
With the heavier versions of Typhoon previously offering longer startup with absolutely no added benefit, all versions now have the same duration, but now with decreasing recovery to match the increasing startup through heavier versions, this on top generally being faster.

#dcvsmikemenprojectstuff
December 23, 2024 at 9:10 PM
March 6, 2025 at 6:09 PM
Some heavy tweaking on Heat Vision's properties, its bizarrely long startup compared to other beams in this in particular felt like a dated relic of the earlier years of this project.

#dcvsmikemenprojectstuff
December 9, 2024 at 8:20 AM
July 31, 2025 at 1:53 AM
December 14, 2024 at 1:16 AM
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.

#dcvsmikemenprojectstuff
March 19, 2025 at 9:20 PM
Spinning Piledriver given the usual for this (Is now confirmable); X-Force Attacks has been altered from a Level 2 to a Level 3, with appropriate damage to match, as well as way less startup and overall being faster. (Quicksilver also now only comes out on hit)

#dcvsmikemenprojectstuff
February 21, 2025 at 2:14 AM
Cajun Slash can now confirm into all versions of Kinetic Card, as well as the air version off of the first hit of MP Cajun Slash (Will probably need a charge ready to actually confirm that).

Also finally has a super-super confirm via Royal Flush into all his other supers.

#dcvsmikemenprojectstuff
December 7, 2024 at 12:19 AM
Another pass on cleaning up Lady Deathstrike's throw. Mostly done out of necessity of making it remotely compatible with Strong Guy's Kinetic Meter system, but also probably been a long time coming on this anyway (Also has an air throw now).

#dcvsmikemenprojectstuff
January 26, 2025 at 12:43 AM
Still looking into the blockstun thing, unlike before the character actually does genuinely seem to leave blockstun before being actionable... Unfortunately, this isn't really super clear visually on some chars "leaving blockstun" anims, at least making it look like that.

#dcvsmikemenprojectstuff
December 11, 2024 at 5:06 PM
Fixed issue(s) causing some of Ibuki's confirms (Including any involving Tsumuji) to not work properly, as well as adding a couple new ones (RDP+K -> QCF+P/DP+K on hit, QCB+K -> QCB+P/QCB+PP on contact, DP+K/RDP+K -> QCF+PP on contact).

#dcvsmikemenprojectstuff
December 7, 2024 at 11:42 PM
Tinkered around a bit to make Scarecrow's Fear Gas Spray assist work in a 3v3 or 4v4 setting, in spite of some code-based limitations.

All of Scarecrow's teammates now count as a singular "source" sharing the phantom, with Scarecrow tagging in still removing it.

#dcvsmikemenprojectstuff
December 11, 2024 at 10:16 PM
It taking longer to make the opponent fall out of this super look normal (And also actually facing the right way) than any other change made via stream rewatch is really something.

#dcvsmikemenprojectstuff
July 31, 2025 at 4:38 AM
I've already got so many questions about this throw

#dcvsmikemenprojectstuff
June 4, 2025 at 4:39 AM
Not much project-stuff done today, but uuuuuh hey finally fixed the camera on this throw being a little too sensitive to the getting-thrown-char's movement

#dcvsmikemenprojectstuff
January 22, 2025 at 7:04 AM
Will absolutely not have the room to properly describe this within [Character Limit], but tl;dr, have been futzing with input detection on supers again to remove unwanted overlap, and think I've finally squashed this particular problem.

#dcvsmikemenprojectstuff
December 26, 2024 at 7:32 AM
On-hit vels for the Bomb variation of Hyper Trick Arrow have been adjusted to ensure a much more consistent connection into the subsequent explosion on the opposite wall.

#dcvsmikemenprojectstuff
January 19, 2025 at 3:39 AM