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Gouken SF2 Sprite Sheet (and SF1 Portrait of him) (Read 190087 times)

Started by SiL3Nt J, August 10, 2015, 04:33:09 pm
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Gouken SF2 Sprite Sheet (and SF1 Portrait of him)
#1  August 10, 2015, 04:33:09 pm
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Just finished this, I know that there is a version of him already, but I saw that it had supers and the projectiles looked like they were from CvS. It's a cool character, but was looking for something more old school, like a SF2 style character.

Well, if anyone's interested, here is the sprite sheet that I just made. I know that it says not to request characters to be made, but I don't know anything about programming, I'm just an artist.

Credit goes to Grim for the Ryu sprite sheet that I used as a base.  You can see it here:

http://spritedatabase.net/game/632

Also, a huge thanks to T0misaurus and Cavery210 from spriter's resource for their sprite rips, and to fightersgeneration for the Akuma sprites.

Without them, this sprite sheet wouldn't have been possible.

UPDATE: 1/6/2017

Here is the final product (Note: I apologize for the large number of colors. This was my first, and probably only sprite sheet and I had no idea you could use the little dropper thing in paint to pick a color to use. I thought all colors had to be made from scratch so I would actually try to custom make them every time I resumed work. So again, I apologize):


and here is a slightly different head, added some detail:




Win Quotes (from SF4):

Listen to your heart. Understand its language and you will be unstoppable.     

 I may be old, but my time is far from over!

(thanks to streetfighter wikia)


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GAMEPLAY

Here are his moves

According to eventhubs.com, he has 5 specials and 3 "Ultras." Since supers did not exist until SSF2T and in that
game the characters only had one super, I have only given him one super as well.

His specials were:

Fireball - QCF + P
Counter  - Drag. Punch Motion Backwards + P
Rush Punch - Drag. Punch Motion Forwards + P
Demon Flip - Drag. Punch Motion Forwards + K

and

Airborne Hurricane Kick which was done the same way as Ryu/Ken/Akuma's but travels vertically instead of horizontally.


this can all be seen here:

http://www.eventhubs.com/moves/sf4/gouken/


I just wanted to explain a few things:

First is the Hadouken:



^ The strength of the button pressed determines the angle of the fireball, not the speed. From top to bottom: The LP version, MP version and HP version. All 3 of  his fireballs are thrown at an extremely fast speed, like Champion Edition Ryu's HP Hadouken. If they connect, they knock the opponent across the screen like SSF2T Akuma's HP Hadouken. I think it is a good way to make him look really powerful while keeping him balanced.

Next Is the "Counter" done by doing the zig zag motion backwards + any punch or any kick



^From left to right: The High and Middle Counter Animations, The Low Counter Animations, and the Punch he performs if he is hit while in the block animation. The strength of the button pressed  isn't that important, it just determines whether or not he does slightly more damage. Pressing a punch button does the high/medium counter. Pressing a kick button just does the low counter. This is similar to Takuma's Counter Punch from the KOF series. He gets into his horse stance, block high and holds it for a second. If hit during this time, he performs a counter punch which knocks the opponent across the screen but is still vulnerable to low attacks as it only counters high and middle attacks. However, if a kick button is pressed, he does the low counter, seen in the middle. This counters only low attacks but leaves him vulnerable to high attacks but can counter overheads. If hit during the low block animation, he performs a counter punch. These two counters also counter projectiles.

Note: For the High Block, you could change the counter to the left handed dragon punch by hiding the move in his defensive counters.

The "Rush Punch," done the same way as the Shoryuken



When the command is performed, he dashes forward using the first frame and then performs the punch. The strength of the button pressed determines how far he travels. LP is the shortest distance, HP is the furthest. If it connects, the opponent is knocked across the screen. This move goes through projectiles.

The "Hurricane Kick," done the same way as Ryu/Ken/Akumas



The difference between his version and the others is that this travels vertically. It can get up to 3 hits. The reason it has the Ken Middle Kick animation is because that's how he does the move in SF4. Also, is very essential in making this move an anti air.'


The "Demon Flip," done with the dragon punch motion forward + any kick button



Gouken jumps forward and if a kick button is pressed while he is airborne, he does a diving kick. If nothing is pressed, he lands, crouches down, and does a sweep. How the diving kick hits is up to you. It could either hit like Kyo's R.E.D. kick and knock the opponent to the floor, or just knock them back to set up a combo, like a regular attack.


The "Shin Shoryuken"

Double Quarter Circle Motion Forward + Kick (to make it a little different from Ryu's)



The first two frames are very important. If the move connects, he then turns, does the left handed uppercut and then jumps into the air like Ryu's Shin Shoryuken. HOWEVER, if it misses, Gouken holds the pose of the second frame for a split second and then turns and jumps into the air but the air version alone doesn't get near the same amount of damage as the version that starts with the two hits on the ground. Also, maybe if it connects on the ground the opponent can turn blue as if they have been hit by the Psycho Crusher? Always dreamed of seeing an electric Shin Shoryuken :-)


^ One animation Gouken uses when he turns around

Ryu's Shuffle Side Kick, and the Sidekick Gouken uses in SF4:



Done by pressing backwards and then forwards + kick. If it connects, the opponent is knocked across the screen. The strength of the button pressed determines how far he travels. For an "EX" version, maybe the HK version can bounce the opponent off of the wall.

Punch Animations


From left to right: Jab, Middle, and Heavy punch. The animations below are what the punch animations change to when Gouken is close to an opponent.

For his standing kicks, I didn't give them close animations on the middle  and heavy kicks because the range on the middle kick is pretty short and I figured that up close, the standing heavy kick could just get two hits (like maybe have him throw the knee, when close, and then extend his leg for two hits like Fei Long's move where he hops forward and does that front kick).

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Basically, give him the same moves he has in SF4, but make his Hadoukens really fast and with the ability to knock the opponent off their feet, like Akuma's in SSF2T.

Also, give him Zangief's attributes for speed, strength and lifebar. Make him really slow but strong. Remember, Akuma is like a pumped up Ken, so Gouken should be like a pumped up Ryu.

For his voice, I would recommend either Zangief or Akuma from SSF2T.

ALSO DON'T HAVE HIM SAY THE NAMES OF HIS MOVES! He could either grunt like Akuma or make that "YEEEAW!" Sound that Zangief makes in SSF2T when he does his spinning piledriver :p



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Since one of the mods moved it over here, thought I might as well post it in this post too. I was looking at the SF1 Gouken and saw that his portrait was the "Heavens" symbol on the back of Akuma's Gi, so threw this together if anyone's interested:


Last Edit: January 12, 2017, 05:22:06 am by SiL3Nt J
Re: Old School SF2 Gouken (Sprite sheet inside)
#2  August 10, 2015, 04:35:25 pm
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Nice work, but what about the intro frames and the win poses? They seem to be missing.

Also if it doesn't bother you, do you mind if I have a jab at the portraits?
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Re: Old School SF2 Gouken (Sprite sheet inside)
#3  August 10, 2015, 04:38:23 pm
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Sure go for it, all I ask is that if you post it somewhere just mention my name if you don't mind, just because I spent so much time on them.

As for the win poses, if you look at the bottom 3 sprites, next to portraits, the first two sprites (the arms folded one and the horse stance) are his two win poses. He doesn't have any intro poses because the SF2 characters didn't and I was just trying to make him old school.
Last Edit: August 10, 2015, 04:42:51 pm by SiL3Nt J
Re: Old School SF2 Gouken (Sprite sheet inside)
#4  August 10, 2015, 04:46:08 pm
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Sure go for it, all I ask is that if you post it somewhere just mention my name if you don't mind, just because I spent so much time on them.

As for the win poses, if you look at the bottom 3 sprites, next to portraits, the first two sprites (the arms folded one and the horse stance) are his two win poses. He doesn't have any intro poses because the SF2 characters didn't and I was just trying to make him old school.

I remember SF2 having a few frames worth of poses, like the folding of arms and the horse stance, there would be like 2 or 3 frames that would lead up to those respective poses. But its your call though.

When I finish it, I'll definitely mention your name and put a link to your thread. ^_^
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Re: Old School SF2 Gouken (Sprite sheet inside)
#5  August 10, 2015, 05:23:46 pm
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Cool thanks, I look forward to seeing it.

I misunderstood what you meant about the intro frames. I was thinking you meant like having him do a taunt before the start of the round like in SF Alpha and the newer games. I did try to have an intro animation for the horse stance but I didn't really think it was necessary for the folding arms one but you could probably use one of the block poses. The main thing I had working against me is time just because my job is starting back up today. So I had to cut corners whenever possible just so I could be able to finish it. I didn't want to do that but it was either do that or don't do it at all.

Here's what I meant for the win poses though. For the introduction frames, these could be used:

Re: Old School SF2 Gouken (Sprite sheet inside)
#6  August 10, 2015, 05:44:25 pm
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Man those look pretty awesome. If someone codes this, I want to be the first to take him for a spin. ^_^

For the horse stance win pose, I recall only Akuma doing it in SF2 Turbo. Maybe you could just take the frames, and do edits on the head position to make it look like Gouken's (as in edit the head in the frames in a rough pixely manner, and once you the head of the animation flows in the way you want it to flow, edit it to make it look like Gouken;s). That's up to you though.
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Re: Old School SF2 Gouken (Sprite sheet inside)
#7  August 10, 2015, 07:50:42 pm
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I could have swore this was at "Graphics" at one point. Oh well, moving.moved.
Re: Old School SF2 Gouken (Sprite sheet inside)
#8  August 11, 2015, 01:19:39 am
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Man those look pretty awesome. If someone codes this, I want to be the first to take him for a spin. ^_^

For the horse stance win pose, I recall only Akuma doing it in SF2 Turbo. Maybe you could just take the frames, and do edits on the head position to make it look like Gouken's (as in edit the head in the frames in a rough pixely manner, and once you the head of the animation flows in the way you want it to flow, edit it to make it look like Gouken;s). That's up to you though.


Lol thanks, I would love to play as him too. I don't currently use Mugen, but I would consider getting it if this got made.

I actually wanted to use a few of Akuma's SSF2T sprites but I couldn't find a sprite sheet any where so I had to make do with what I could find on google. I was originally going to give him sandles with no marks on the belt, but added the marks at the last minute to make him look different from Ken, Ryu, and Akuma.
Re: Old School SF2 Gouken (Sprite sheet inside)
#9  August 11, 2015, 10:59:11 pm
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I think some frames are still missing. I only see 1 frame of his standing pose.

"You must defeat my flaming
dragon punch to stand a chance."
Re: Old School SF2 Gouken (Sprite sheet inside)
#10  August 12, 2015, 12:28:18 am
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Yeah I know, I was thinking about that too. It isn't that big of a deal though is it? If you think about it, Guy and Strider don't move unless you make them and some real fighters don't bounce around.

Here is a breakdown of his moves, if you missed it in my other topic. Btw, he should be extremely slow, like as slow as Zangief or Dhalsim and should have Zangief's strength. Slow, but good at everything else, I think that would suit him well. For his voice, I would say give him Zangief's voice effects from SF2 and have him say "safe" when he does his fireball like Zangief and Sagat do  when they do their throws. Also, his moves should have superior priority.

On top are his crouching attacks, self explanatory. On the bottom are his jumping attacks. He only has one animation for jumping forward and kicking and jumping straight up and kicking, but that doesn't really matter. Ryu and Ken's jumping light attacks were pretty much useless in SF2. The animation in the bottom right corner is the animation for his punches when jumping straight up. For his jab animation when jumping forward or backwards, he uses his lead hand. For the middle and heavy punch animations, it is his rear hand.





His standing attacks. Top row, his light and medium standing punches. Second row, his standing heavy punch. 3rd row, his animation for his medium and heavy punches when standing close. 2nd to last row, his standing light and medium kicks, which share the same animation. Bottom row, his standing heavy kick which would be a bad ass poke. ^_^ Up close, it gets two hits.




His demon flip and hurricane kick:

Demon Flip: Dragon Punch motion forward + Kick

His diving kick from SF4. If a kick button is pressed in mid-air, he does a diving kick. Otherwise, he just lands and does the crouching roundhouse.


Hurricane Kick: Quarter Circle Backward + kick

The vertical hurricane kick from SF4. If done in mid air, it travels horizontally.





Rush Punch

Dragon Punch motion forward + punch

His dashing punch from SF4. It can go through projectiles. The strength of the button pressed determines how far he travels.





Hadouken

Quarter Circle Forward + Punch

This one's kinda tricky. It could be done several ways, personally, I prefer the first way :-):

1) The LP and MP versions are straight forward firing projectiles with the LP being the slow version and the MP being  a high speed version. The HP version could be the upward firing fireball that is a high speed projectile.

-or-

2) It is like Fei Long's Rekkaken and both the straight and upward projectiles can be done right after the other with the strength of the button being pressed determining the speed of the projectile.

-or-

3) If you want to make him really cheap, have one Hadouken motion fire both projectiles one right after the other, like Shin Akuma's air fireball(s). Lol





Defensive Counter

Dragon punch motion backward + any punch or kick.

Similar to his SF4 defensive counter except it counters all high and low attacks and projectiles. Gouken gets into the horse stance for a brief second. If he is hit while in the horse stance,  he sticks his lead hand out and performs a counter punch that knocks the opponent across the screen like Hyper Fighting Ryu's hurricane kick. Kind of a cheap move, but he is Ryu and Ken's teacher so he is supposed to be a bad ass. :p





Win Poses, Time Over loss pose, Turning Around

The 2 poses on the left are his winning poses. The third pose from the left is his pose that he does if time runs out and he loses.

The animations on the right are for turning around. I forgot to make an edit of him turning, so one of his blocking animations should probably be used. It's not that big of a deal, just wanted to point out how he should turn.

Last Edit: August 12, 2015, 12:59:52 am by SiL3Nt J
Re: Old School SF2 Gouken (Sprite sheet inside)
#11  August 12, 2015, 12:36:56 am
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His standing pose should be animated, just like the whole SF2 cast. A single sprite as a standing animation would look pretty awkward in game, specially if it's a shoto.

Using Ryu's/Ken's/Akuma's standing sprites as a base would work.

Re: Old School SF2 Gouken (Sprite sheet inside)
#12  August 12, 2015, 03:05:49 am
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Eh, I know, I just really don't have any more time. Maybe next summer I can finish him :/
Re: Old School SF2 Gouken (Sprite sheet inside)
#13  August 13, 2015, 12:51:41 am
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Ok people you're in luck, they gave me an extra long lunch today so I got some work done, added them to the sprite sheet as well:




Re: Old School SF2 Gouken (Sprite sheet inside)
#14  August 13, 2015, 12:53:52 am
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AWESOME, now that's an idle I can stare at for all eternity. Keep up the great work! ^_^
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Re: Old School SF2 Gouken (Sprite sheet inside)
#15  August 13, 2015, 01:01:36 am
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Good job ;)

Last Edit: August 13, 2015, 08:18:05 pm by Víctorys
Re: Old School SF2 Gouken (Sprite sheet inside)
#16  August 13, 2015, 12:31:43 pm
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i would love to code this once its done.
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Re: Old School SF2 Gouken (Sprite sheet inside)
#17  August 13, 2015, 03:31:50 pm
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He finished it.
Re: Old School SF2 Gouken (Sprite sheet inside)
#18  August 13, 2015, 04:02:49 pm
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O_o doh! im gonna do this then
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Re: Old School SF2 Gouken (Sprite sheet inside)
#19  August 13, 2015, 07:17:31 pm
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Thank you very much for the feedback, I'm glad you all liked it so much. Thank you to everyone who viewed this as well and those who are still viewing.

That would be really cool DJ, and yeah, it is finished. I'm thinking about doing another version with the ropes around the waist and ankles, but it will be a while before I can be done with that. Can't wait to see this in action though. ^_^  Just be sure he is slow and hits hard. Also, he should have a good sized lifebar. He shouldn't be too fast and overpowered. I was thinking he should be like Captain America: Slow, but good at everything else. Maybe give him Zangief's speed and strength settings.

 I hope you will make a video when it's done.

(Edit)

Forgot to mention his voice effects. He should only have 2. I don't think he should say "Hadouken" or any of his other specials. I didn't like that they had him do that in SF4, but he especially shouldn't in this game because there are no sound effects that sound like an old guy saying those words.

So I would just give him the "oooaaaahhh" voice effect for when he loses.

https://www.youtube.com/watch?v=axV4iFiuDmE#t=1m


and then this sound effect for his throws and all of his specials. It's the one that Zangief and Sagat use for their throws that sounds like they are saying "Safe"

https://www.youtube.com/watch?v=axV4iFiuDmE#t=1m5s


For his stage, just give him either the night Ryu stage from SF2 Champion Edition or the day one from World Warrior, whichever one the Ryu in your game isn't using. Unless of course someone has made a bad ass SF2 style stage for Gouken.
Last Edit: August 14, 2015, 01:30:44 am by SiL3Nt J
Re: Old School SF2 Gouken (Sprite sheet inside)
#20  August 14, 2015, 08:14:34 pm
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I'm working on a version with a rope belt around the waist, it's almost done, I will post it as soon as it is.

Had an idea for a level today, I'm not saying it has to be done or anything, but it would be cool if there were a full stage of the waterfall from Ryu's SNES ending, if anyone is looking for a cool level to make: