Hello folks it's me again here with a update to the original version of P.O.T.S Ryu that I wanted to share with you all.So what's been new since the 2014 version (although some of it is old but I wanted to mention it again to those that's new):1. Can now quickly cancel a normal hadouken or a ex hadouken by inputting any super command just like in SF3 & SF4. (Note: The opponent doesn't need to be hit by or guarding the hadouken in order to super cancel it.)2. Ex Tatsumaki Senpuu Kyaku & Shinkuu Tatsumaki Senpuu Kyaku now gives a free juggle with a Shinkuu/Denjin Hadouken or a Normal/Ex Shoryuken.3. Defense levels in Evil & Master modes don't apply to the AI.4. Added counter message fx on screen just like today's P.O.T.S inspired characters.5. Added backwards roll.6. Added new sound patch with Ryu's current japanese voice from today's street fighter games. You can always use the old CvS2 sound patch if you like.7. Added super k.o. fx for the double shinkuu hadouken team super with when teamed up with Jmorphman's Ken. (The super k.o. fx wasn't added for this double team super when the patch was released.)8. Special intro against Mwryly's P.O.T.S Gouki & BeterHans P.O.T.S Akuma(Good Ghost) character edits now works in evil & master modes.9. No longer does special intro against Sagat while in evil mode.10. No longer does special intro against Reu's Evil Ken in 2 on 2 battles.11. Special intro against Kyo Kusanagi now also works in 2 on 2 battles.12. Master mode is now selectable from palette 10 to 12. Evil mode is only now selectable from palette 7 to 9.13. Changed his continue screen pose & added his draw game pose for his normal & master modes but only the last frame. Still uses the draw game pose when getting a draw game within the end of the round though.14. Any hadouken can be followed by another fireball after hitting the opponent.15. Special intro now works against CrazyKoopa & Jmorphman's Ryo Sakazaki.16. Added a turns intro just like today's P.O.T.S inspired characters.17. Added a special intro vs Victorys Cyborg.18. Added a red parry...now you can red parry while guarding attacks. (Works best against fast multi hit attacks.)19. Added Victory's intro patch to work with his Evil Ryu & Sean Matsuda.20. New AI.21. You can now use his two hit aerial medium punch in Evil mode while jumping forward or backward.22. Added a unused super portrait from Mwryly's P.O.T.S Ryu edit for his normal & master modes.23. Added his Ryusokyaku move from SSFIV:AE for his Evil & Master modes. Adapted from BeterHans P.O.T.S Ryu edit. Doesn't have his EX version I wasn't planning to add it.24. Normal mode Ryu can now change into his Evil mode during the match. However you can't change back into his Normal mode until the round is over. Note: This feature is only available to color palettes 4, 5, or 6.25. Shinkuu Tatsumaki Senpuu Kyaku can now also be done in the air. (Evil & Master modes only.)26. Successful taunts now increase his attack power for one hit. (Evil & Master modes only, use his evil taunt.) 2/8/17 Update:1. Can super cancel Ryusokyaku while using Master mode.2. Source command for Ryusokyaku now works fine for both Evil & Master modes. Command is HCF + K.3. Tweaked the AI a little.2/18/17 Update:1. Added his Hanagashi move from USFIV for his Normal & Master modes. Adapted from Mr. Ansatsuken's P.O.T.S Ryu. Command is QCB + P.2. Added his Shin Messatsu Gou Shoryu from SSFIV:AE. Adapted from Ahuron's IronFist Ryu & Victorys Evil Ryu. Command is QCF2x + 2K. (Evil & Master modes only.)3. Fixed the missing after images for his Aerial Shinkuu Tatsumaki Senpuu Kyaku & evil transformation.4. AI uses the new moves.2/28/17 Update:1. Hanagashi no longer builds meter unless a successful parry is done.2. You can now roll forward/backward during a successful parry while using Hanagashi.3. Tweaked his Shin Messatsu Gou Shoryu.3/16/17 Update:1. Hanagashi now uses source command. Command is F + c + z.2. Tweaked the Hanagashi move. Still doesn't parry projectiles though & I have no intentions of adding that either. Coding that is very frustrating!3. Tweaked the AI.4/5/17 Update:1. Can no longer use Hanagashi during Custom Combo. (This is to prevent a bug with Tesshin/Isshin during CC.)2. Ryu has a faster walking animation when using his evil or master modes.3. Fixed a bug that caused certain characters to have invalid animations from the Shin Messatsu Gou Shoryu.4. Shinkuu Hadouken & Denjin Hadouken no longer misses enemy up close in the corner no matter what the width of the enemy is.5. Input command for the Satsu No Hadou transformation is now HCB + start.6. Fixed a bug that causes the super pause spark to be misaligned if you happen to cancel a normal into a Shinkuu Hadouken in the corner.7. Shin Messatsu Gou Shoryu will now only KO enemy on the last hit.8. Tweaked the AI.You can download it here:https://onedrive.live.com/?id=C64ED8D6FA2ED5A9%21118&cid=C64ED8D6FA2ED5A9Credit:P.O.T.S - Making the Original RyuBeterHans - Codes for the Ryusokyaku moveMr. Ansatsuken - Codes for the Hanagashi moveAhuron & Victorys - Codes for the Shin Messatsu Gou ShoryuAnd of course myself for the heavy modifications & AI patch. Enjoy this edit folks! Comments & feedback are always welcome.
Aumio Khan said, February 03, 2017, 07:34:32 amGreat release. Do you mind to add a ai option or, scale the ai? Your ai is really harder.Umm it behaves by the difficulty you set it on. Try it on easy 1 bro.
Great edit, but why change how the hadouken behaves, the way you have it set it up you can spam them, AI is great, what else hmm a small nitpick why not update the hitsparks with the new ones ? thats the only thing. Good job.Edit: He can cancel a level 1 hyper into a level 1 hyper.
Good edit man. I agree with Pexxer on the hitsparks that they could be swapped for newer ones. Any plans to give the same treatment to Gouki/Shin Gouki as well?
mete122 said, February 03, 2017, 02:26:28 pmI was actually also working on a edit of POTS Ryu,would it be ok If I merged it with yours?As long as you credit me.
Nice edit. Like it.Some short feedback... - why no short "taunt" at the start of the Shakunetsu Hadou Ken? - Ryusokyaku with punch button is very weird... IMO use the source command of HCF + Kick - Joudan Sokutou Geri is listed with (N) in the readme, but Evil Ryu can do it too
PeXXeR said, February 03, 2017, 02:07:23 pmGreat edit, but why change how the hadouken behaves, the way you have it set it up you can spam them, AI is great, what else hmm a small nitpick why not update the hitsparks with the new ones ? thats the only thing. Good job.Edit: He can cancel a level 1 hyper into a level 1 hyper.The hadouken behaves the way it does because it has a projectile flag similar to Jmorphman's POTS characters. Today's POTS styled characters have a projectile flag variable. The reason why POTS Ryu doesn't have that was because it wasn't thought of at the time. Same with his backwards roll. After a while POTS finally decided what he wants in his battle mechanics so that's why todays POTS characters have the backwards roll, projectile flag variable, new hitsparks, new hitsounds, super cancel level 1 hypers into level 2 hypers only, etc. This POTS Ryu edit of mine is based on POTS original version which is why he has the old hitsparks & is able to super cancel level 1 hypers into other level 1 hypers. As for the hitsparks I wasn't planning to change it since I still want to keep the retro style to him. But if I decide to change it to the new hitsparks then it'll just be that.
YugaCurry said, February 03, 2017, 02:18:37 pmGood edit man. I agree with Pexxer on the hitsparks that they could be swapped for newer ones. Any plans to give the same treatment to Gouki/Shin Gouki as well?Maybe.
Staubhold said, February 03, 2017, 03:22:53 pmNice edit. Like it.Some short feedback... - why no short "taunt" at the start of the Shakunetsu Hadou Ken? - Ryusokyaku with punch button is very weird... IMO use the source command of HCF + Kick - Joudan Sokutou Geri is listed with (N) in the readme, but Evil Ryu can do it tooEver play Capcom vs Snk or Street Fighter Alpha 3? Shakunetsu Hadouken is based off from those games......mostly CvS in terms of animation. Umm when I first used the source command HCF + k for his Ryusokyaku while Joudan Sokutou Geri is enabled the input command doesn't register for some weird reason. But that only happens when both moves are enabled & I wanted to have both for his evil mode as well as his master mode. Mwryly's version of POTS only has both enabled for his master mode only. However when using his evil mode the input command for his Ryusokyaku is QCF + k & that's because Mwryly disabled Joudan Sokutou Geri. For his master mode Mwryly added the actual source command for Ryusokyaku separately in the cmd. BeterHans POTS Ryu edit has both moves enabled for both evil & master modes however he used the easy input which is B, D, F, + k (Mortal Kombat style command input) instead of the full half circle forward which is B, DB, D, DF, F, + k. I assume BeterHans too had the same problem getting the Ryusokyaku to work with the actual source command. Unless Mwryly's method is used however Joudan Sokutou Geri would have to be disabled in evil mode & I don't want to make that sacrifice.
Still, it should be possible...Is just the same as p.e. Evil Ryus normal Hadou Ken (D, DF, F, p) & his Shakunetsu version (B, DB, D, DF, F, p)
Nice although I have a question: Is this an update to your previous edit of Mwryly's edit of Pots Ryu? That was definitely a tongue twister but I was just wondering if I can replace that edited char with this one?
Zatoichi 03 said, February 07, 2017, 10:49:55 pmNice although I have a question: Is this an update to your previous edit of Mwryly's edit of Pots Ryu? That was definitely a tongue twister but I was just wondering if I can replace that edited char with this one?No it's not an update to my previous edit of Mwryly's PotS Ryu. This is an update to my previous edit of the original PotS Ryu.
Will release an update tonight or tomorrow folks.What I updated so far:I got the source command to work properly for the Ryusokyaku move. So it will no longer be that weird command QCB + p.When using master mode you'll be able to super cancel Ryusokyaku.
Hey folks my PotS Ryu edit has been updated.2/8/17 Update:1. Can super cancel Ryusokyaku while using Master mode.2. Source command for Ryusokyaku now works fine for both Evil & Master modes. Command is HCF + K.3. Tweaked the AI a little.Redownload please.
【MFG】gui0007 said, February 09, 2017, 12:55:24 amMarvelous update ShinSmoke, thanks a lot!! Thanks dude. You're welcome!
Staubhold said, February 09, 2017, 09:42:28 pmSolid. Couldn´t find any flaws. Good.Thank you for your feedback dude.
Negi Springfield said, February 09, 2017, 11:45:05 pmDunno how I missed this release. Great edit all around.Thank you!
Hey folks my PotS Ryu edit has been updated.2/18/17 Update:1. Added his Hanagashi move from USFIV for his Normal & Master modes. Adapted from Mr.Ansatsuken's P.O.T.S Ryu. Command is QCB + P.2. Added his Shin Messatsu Gou Shoryu from SSFIV:AE. Adapted from Ahuron's IronFist Ryu & Victorys Evil Ryu. Command is QCF2x + 2K. (Evil & Master modes only.)3. Fixed the missing after images for his Aerial Shinkuu Tatsumaki Senpuu Kyaku & evil transformation.4. AI uses the new moves.Redownload please.
Oh, I ´ve missed that update.Some very quick feedback... - you should add that Hanagashi into Tesshin or Isshin cost power - Hanagashi without parrying anything should not gain power... only after a successful parryWill test further.
Staubhold said, February 26, 2017, 11:28:31 pmOh, I ´ve missed that update.Some very quick feedback... - you should add that Hanagashi into Tesshin or Isshin cost power - Hanagashi without parrying anything should not gain power... only after a successful parryWill test further.Umm Hanagashi into Tesshin or Isshin does consume super gauge just like how ex moves do. You're not going to see that in practice mode cause the super gauge is unlimited on practice mode. I'll patch the Hanagashi move not to give power unless he parries an attack with it.
I meant to add the power cost in the readme...Sorry.Feedback... - Shin Messatsu Gou Shouryuu should k.o. p2 on the last hit - change the Hanagashi command to F + c+z like in the source game... It´s a parry and a "throwback" to SF III, so IMO it should be a Forward command
Hey folks my PotS Ryu edit has been updated once more.2/28/17 Update:1. Hanagashi no longer builds meter unless a successful parry is done.2. You can now roll forward/backward during a successful parry while using Hanagashi.3. Tweaked his Shin Messatsu Gou Shoryu.Redownload please.
Staubhold said, February 27, 2017, 07:10:50 amI meant to add the power cost in the readme...Sorry.Feedback... - Shin Messatsu Gou Shouryuu should k.o. p2 on the last hit - change the Hanagashi command to F + c+z like in the source game... It´s a parry and a "throwback" to SF III, so IMO it should be a Forward commandUmmm what if the rest of the Shin Messatsu Gou Shoryuu misses the enemy depending on how he or she is getting juggled by it. The enemy will be left with no health but still alive.Having the source command for the Hanagashi can interfere with activating custom combo according to my experience when I first added the Hanagashi to this edit. In the heat of a intense battle custom combo came out more than Hanagashi did. That source command gave me losses in Mugen matches to be honest.
ShinSmoke said, March 01, 2017, 03:58:29 amUmmm what if the rest of the Shin Messatsu Gou Shoryuu misses the enemy depending on how he or she is getting juggled by it. The enemy will be left with no health but still alive.Yeah, you´re right, that´s my only gripe.ShinSmoke said, March 01, 2017, 03:58:29 amHaving the source command for the Hanagashi can interfere with activating custom combo according to my experience when I first added the Hanagashi to this edit. In the heat of a intense battle custom combo came out more than Hanagashi did. That source command gave me losses in Mugen matches to be honest.Understandably, but a forward command is common for a parry and the CC messing with the parry is ok IMO. A parry should never be to easy to perform.I definitely would prefer the source command.How about adding UMVC3 Ren Hadoken & Baku Hadoken to the master mode? Just a thought...
Staubhold said, March 01, 2017, 08:27:23 pmYeah, you´re right, that´s my only gripe.I wouldn't mind it only killing the enemy on the last hit however in certain situations in a match depending on how the enemy is hit by it is my main concern. Like for example say you're a bit far away from p2 & he or she is down to almost no health left. He or she throws a punch that can reach you from where you're at but you reverse that attack with the Shin Messatsu Gou Shoryuu but managed to land only the first hit while the rest of the it misses.Staubhold said, March 01, 2017, 08:27:23 pmUnderstandably, but a forward command is common for a parry and the CC messing with the parry is ok IMO. A parry should never be to easy to perform.I definitely would prefer the source command.How about adding UMVC3 Ren Hadoken & Baku Hadoken to the master mode? Just a thought...I feel you bro however the source command for moves can be an issue in Mugen with characters that have a lot of moves. I'll think about it ok. Ummm I never played UMVC3 so I wouldn't know about those extra Hadouken moves that Ryu has. Plus I never liked MVC3 either due to it's play style & button layout.
ShinSmoke said, March 01, 2017, 10:22:38 pmUmmm I never played UMVC3 so I wouldn't know about those extra Hadouken moves that Ryu has. Ren Hadoken - Ryu can rapid fire up to 5 short range projectiles.Baku Hadoken - a charged Ren Hadoken that vanishes from sight, reappearing a split second in front of the opponent, and promptly detonates with explosive force. Causes wall bounce but has a slow startup.You can see the moves at about 2:30 minutes in the vid below.Spoiler, click to toggle visibiltyShinSmoke said, March 01, 2017, 10:22:38 pmPlus I never liked MVC3 either due to it's play style & button layout.Same... I just like the idea of "new" Hadokens for Ryu and it would fit the master mode.More info. http://static.capcom.com/umvc3/manuals/04ZD_Ryu.pdfEDIT:I tried it but couldn´t get it to work...Hanagashi should work against projectiles too.Maybe you could add the Jodan Nirengeki & Jodan Sanrengeki target combos from SF V? Just realized Ryu had the exact target combos in his USFIV: Omega mode.
Staubhold said, March 01, 2017, 11:20:40 pmI tried it but couldn´t get it to work...Hanagashi should work against projectiles too.Maybe you could add the Jodan Nirengeki & Jodan Sanrengeki target combos from SF V? Just realized Ryu had the exact target combos in his USFIV: Omega mode.Hmmmmm I first thought of that for the Hanagashi but I then I thought he already has the SFIII parry mechanism for that. I don't know I'll think about it. As for the target combos from USFIV: Omega mode I wasn't planning on adding that to him. Also I'm not familiar with it either cause I only got to play USFIV twice & that was during the time Omega mode was first introduced to the game.
You can see both target combos in USFV Omega at about 0:12 minutes in the vid...Spoiler, click to toggle visibilty...and at 2:50 minutes in SFVSpoiler, click to toggle visibiltyYou could even add the new animtion for the HK in the SFV combo from Memos CVTW2 RyuLike I said, just a suggestion. Really enjoy your update on PotS Ryu.
Been updating & so far I tweaked the Hangashi move to fully work with the source command F + c + z. Sadly I couldn't get it to work well against multi hitting projectiles since it leaves him wide open after he finishes parrying only the first hit of it. And I mean wide open as in no chance to block or anything. Also it doesn't even weaken multi hitting projectiles either. I tested this against Ryu's Shinkuu Hadouken & his Shinkuu Hadouken was still five hits. The first hit of his Shinkuu Hadouken was parried multiple times while still in his parry animation. This is one reason why I only made the Hangashi move work against non projectile attacks cause I couldn't work my way around it when coding the move. Sorry I don't know how to code counter based attacks that involves destroying projectiles on contact.
Nice that you tried. I´m pleased if the Hanagashi can parry normal projectiles and I don´t think it should parry super projectiles.Keep up the good work.
Staubhold said, March 05, 2017, 04:00:58 pmNice that you tried. I´m pleased if the Hanagashi can parry normal projectiles and I don´t think it should parry super projectiles.Keep up the good work.Normal projectiles that are multi hit is what I have a problem with when it comes to the Hanagashi code. The multi hit projectile doesn't get weaken from Hanagashi let alone reduce the hits to it. I tested it against PotS Shin Gouki's HP version of his Shakunetsu Hadouken. After it was parried by Hanagashi Gouki's Shakunetsu Hadouken was still a 3 hitter. However against a normal projectile that's only 1 hit it works fine though. I wouldn't know what trigger code to use to make it weaken a multi hit projectile after a successful parry. I'm not familiar with every trigger code in Mugen especially ones that involve weakening or destroying projectiles. Which is why I still consider making the Hanagashi move parry non projectile moves only. Unless I was given help on how to make it work against projectiles 100% then I'll change my mind. As for right now I'm just going to give up on trying to make it work against projectiles since my coding skills suck in that department.
Sorry, can´t help you with that. EDIT:Just found out... - Normal Ryu Shinkuu Hadou Ken & Evil Ryus version both miss p2 up close and in the corner of the stage...
Hey folks my PotS Ryu edit has been updated once more & hopefully it's the final update release.3/16/17 Update:1. Hanagashi now uses source command. Command is F + c + z.2. Tweaked the Hanagashi move. Still doesn't parry projectiles though & I have no intentions of adding that either. Coding that is very frustrating!3. Tweaked the AI.Redownload please.
Wow it might be definitive P.o.T.S Ryu (there is so many versions of him). Little suggestion. Have you ever thought about giving him transformation from Normal Ryu to Evil Ryu in middle of battle like Mr Ansatsuken did . It would be cool I think and with 1.0 yu can change colors after transformation etc. MvC had this kind of thing and it worked great so why not ? It would be great to switch back & forth between different movesets.
From the first post...ShinSmoke said, February 03, 2017, 06:41:50 amNormal mode Ryu can now change into his Evil mode during the match. However you can't change back into his Normal mode until the round is over. Note: This feature is only available to color palettes 4, 5, or 6....and yes, he changes into a "Evil" palette.Thanks for the update. Much appreciated.Dunno if you have read the edit of my post...Staubhold said, March 06, 2017, 10:46:27 pmJust found out... - Normal Ryu Shinkuu Hadou Ken & Evil Ryus version both miss p2 up close and in the corner of the stage...Nice tweaking of the Hanagashi. Totally missed the three hit Tesshin on my research. Good. - Tesshin up close has misaligned hit sparks
Wait.....what?! Shinkuu Hadouken misses p2 up close & the corner of the stage? Never seen that glitch happen in my mugen so far. I never messed around with the shinkuu hadouken code let alone his hit box for the move when I worked on this edit. I'll investigate that alright.Never noticed the misaligned hitsparks for the Tesshin when it hits p2 up close. Alright I'll fix it over the weekend.
It depends on the width of p2...Tested againts plain KFM.Spoiler, click to toggle visibiltyShinkuu Hadou KenEvil Ryus versionOn the other hand, Denjin Hadou Ken will hit under the same circumstances. I even rearranged the command to not step back while doing the Denjin.Spoiler, click to toggle visibilty
Staubhold said, March 17, 2017, 05:45:45 pmIt depends on the width of p2...Tested againts plain KFM.Spoiler, click to toggle visibiltyShinkuu Hadou KenEvil Ryus versionOn the other hand, Denjin Hadou Ken will hit under the same circumstances. I even rearranged the command to not step back while doing the Denjin.Spoiler, click to toggle visibiltyHmmmmm must be his hit box for his super projectiles. Does this happen for his normal & ex hadoukens as well?
Oh about the misaligned hitsparks for his Tesshin when it hits p2 up close well I can't fix that problem cause there's no issue with it. The hitsparks is still on his arm anyway. Look at his hit sparks for his Kyuubi Kudaki (F + z) when it hits p2 up close. Hit sparks becomes misaligned due to the hit box for the attack.
Some bug I found.While in Excel/Custom Combo (c+z) you should only be able to perform an EX special or a LV1 Super at the end of the EC/CC when Ryu is flashing faster... and it will end EC/CC.Ruy can do the Hanagashi into Tesshin & Isshin any time while in EC/CC. It will not end the EC/CC ... and every move after the Tesshin or Isshin has the yellow afterimages as if they are EX moves while the EC/CC is still on.IMO handle the Tesshin & Isshin like a normal EX move while in Excel/Custom Combo. Just the Hangashi parry should work, but not build meter after a successful parry.
Staubhold said, March 19, 2017, 07:50:42 pmSome bug I found.While in Excel/Custom Combo (c+z) you should only be able to perform an EX special or a LV1 Super at the end of the EC/CC when Ryu is flashing faster... and it will end EC/CC.Ruy can do the Hanagashi into Tesshin & Isshin any time while in EC/CC. It will not end the EC/CC ... and every move after the Tesshin or Isshin has the yellow afterimages as if they are EX moves while the EC/CC is still on.IMO handle the Tesshin & Isshin like a normal EX move while in Excel/Custom Combo. Just the Hangashi parry should work, but not build meter after a successful parry.Well I'm not big on EC/CC use so I wouldn't have known about this bug but I'll fix it. In the meantime continue testing him.
I do. Found another bug... - Shin Messatsu Gou Shouryuu (tested in MUGEN 1.0 against plain KFM & DivineWolfs version). P2 will not hit the ground, float in the air and then switches into the get up animation. You can read the debug messages.Spoiler, click to toggle visibilty
Staubhold said, March 19, 2017, 09:19:46 pmI do. Found another bug... - Shin Messatsu Gou Shouryuu (tested in MUGEN 1.0 against plain KFM & DivineWolfs version). P2 will not hit the ground, float in the air and then switches into the get up animation. You can read the debug messages.Spoiler, click to toggle visibiltySeem to be all against KFM. Other characters don't have this problem though. That bug comes from p2 not having the required animations not the shin messatsu gou shoryu itself.
Hmm... Dunno if you should work something in like "if this required animation is not there, use this/that required animation".Have a suggestion for a win animation when Ryu uses Satsu No Hadou transformation into Evil Ryu.Evil Ryu should transform back into Ryu (since he starts the next round as normal Ryu) then add the win by Ryuu Koku Hadou Ken animation-> Ryu falls on his knees, exhausted.
Staubhold said, March 19, 2017, 11:57:04 pmHmm... Dunno if you should work something in like "if this required animation is not there, use this/that required animation".Don't worry I already fixed it. Also Shinkuu Hadouken & Denjin Hadouken no longer misses KFM up close in the corner of the stage.
Staubhold said, March 19, 2017, 11:57:04 pmHave a suggestion for a win animation when Ryu uses Satsu No Hadou transformation into Evil Ryu.Evil Ryu should transform back into Ryu (since he starts the next round as normal Ryu) then add the win by Ryuu Koku Hadou Ken animation-> Ryu falls on his knees, exhausted.What if he finishes his enemy with Shun Goku Satsu? Can't use his Ryuu Koku Hadouken recovery animation then.
Maybe he goes into the "back transformation, falls on his knees exhausted" animation after the normal SGS win animation?Should cut the SGS win a bit short...
Staubhold said, March 20, 2017, 12:36:35 amMaybe he goes into the "back transformation, falls on his knees exhausted" animation after the normal SGS win animation?Should cut the SGS win a bit short...I would consider it however that would involve color palette configuration & I don't know how to code that. The same coding that Victorys have for his characters is what I'm talking about. When I first thought of the Satsu no hadou transformation I had a hard time making him turn back into normal mode with the correct color palette. If you happen to input the command for his transformation while still in evil mode that is. That issue alone made me lose interest in giving an option to switch between normal & evil modes anytime during a round. The very frustrating stuff in Mugen character coding I avoid.
I hope you can find a solution.IMO a option to change back into normal mode after "Satsu No Hadou" transformation in a fight doesn´t make much sense.Really small nitpick... - maybe change the "Satsu No Hadou" command to F, DF, D, DB, B, s instead of the "easy" D, DB, B, s... Would be a nice "throwback" to MvC1 Ryu and his "mode change" supers
Staubhold said, March 20, 2017, 10:53:53 pmI hope you can find a solution.IMO a option to change back into normal mode after "Satsu No Hadou" transformation in a fight doesn´t make much sense.Really small nitpick... - maybe change the "Satsu No Hadou" command to F, DF, D, DB, B, s instead of the "easy" D, DB, B, s... Would be a nice "throwback" to MvC1 Ryu and his "mode change" supers[youtube]www.youtube.com/watch?v=wgUzyAl8_7E[/youtube]Ummm the original PotS Sakura had that option too you know. If I would've forced Ryu to stay in his Satsu No Hadou transformation after he transforms into it....there will be no point in holding start + any kick button to chose his Satsu No Hadou mode from the character select screen. Are you suggesting that I should have him stay in evil mode once he transforms like how it was done with Infinite's Ryu edit?Funny that you mentioned about the command change cause I am planning to have that half circle back + start for the Satsu No Hadou transformation. It was already thought of.
The way it is now is great. "Satsu No Hadou" transformation as a Super, but next round he should start as normal Ryu.IMO while in "Satsu No Hadou" Evil mode he should not have another command/super to transform back at will.That's why I suggested those win animations, to show that he transforms back into normal form...Sorry if I didn't made myself clear.
Staubhold said, March 21, 2017, 12:44:47 amThe way it is now is great. "Satsu No Hadou" transformation as a Super, but next round he should start as normal Ryu.IMO while in "Satsu No Hadou" Evil mode he should not have another command/super to transform back at will.That's why I suggested those win animations, to show that he transforms back into normal form...Sorry if I didn't made myself clear.I never gave him a command input to transform him back to normal mode. When I first worked on it I did just to test it out & I saw the color palette bug when he transforms back into normal mode. I never released this edit with that option cause of the bug. Which is why he stays in his Satsu No Hadou mode till the round is over. I understand what you're suggesting but dude I don't know how to code stuff like that. That level of coding is far beyond my skill to do. I don't have that skill! At the end of the day is what I choose to have for him.....not what everybody else wants him to have. Bro calm down with the suggestions, it's starting to annoy me. You want those extra features do it yourself! I don't know how to code that shit understand!
No problem.This was just a suggestion & minor detail (since it doesn't effect his gameplay at all).Keep up your work.Really enjoy your edit.
Hey folks my PotS Ryu edit has been updated once more.4/5/17 Update:1. Can no longer use Hanagashi during Custom Combo. (This is to prevent a bug with Tesshin/Isshin during CC.)2. Ryu has a faster walking animation when using his evil or master modes.3. Fixed a bug that caused certain characters to have invalid animations from the Shin Messatsu Gou Shoryu.4. Shinkuu Hadouken & Denjin Hadouken no longer misses enemy up close in the corner no matter what the width of the enemy is.5. Input command for the Satsu No Hadou transformation is now HCB + start.6. Fixed a bug that causes the super pause spark to be misaligned if you happen to cancel a normal into a Shinkuu Hadouken in the corner.7. Shin Messatsu Gou Shoryu will now only KO enemy on the last hit.8. Tweaked the AI.Redownload please.
Staubhold said, April 05, 2017, 11:45:52 pmThanks. Much appreciated.Your welcome dude! And thank you for your honest feedback. I appreciate it.
-Ash- said, July 24, 2017, 02:20:11 pmHi, is there a way to fix his intro against Ken by Jmorphman?His intro against Jmorphman's Ken works fine on my end bro. You must have done something wrong when you added PotS Ryu to the Mugen. I even checked the intro against BeterHans PotS Ken with my PotS Ryu edit & their special intros work fine.