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Two releases from dragoon316?! (Read 12669 times)

Started by dragoon316, September 03, 2007, 08:06:50 pm
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Two releases from dragoon316?!
#1  September 03, 2007, 08:06:50 pm
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Decided to release two new characters today.
Both Ryu and Ken ver. DX are available @ my site. Get em' both @ http://www.freewebs.com/dragoon316

Enjoy and please leave commets.

Here some screenshots:
Ryu DX



Ken DX


dragoon316: The definition of Defiance.

hjk

Re: Two releases from dragoon316?!
#2  September 03, 2007, 08:16:49 pm
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Saw this coming.


AND - I know that I'm going to LOVE them.


I mean after Chun-Li and Sagat  :suttrox:.....  Nuff said.


Expect feedback in a few hours. Gotta sleep for a while.
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Re: Two releases from dragoon316?!
#3  September 03, 2007, 08:18:39 pm
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I have always been a big fan of your characters and can't wait to try them out ;D
Re: Two releases from dragoon316?!
#4  September 04, 2007, 02:26:04 am
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same here been a big fan love the sakura very much ill give feed back later  :sugoi: :sugoi: :sugoi: ;D
Re: Two releases from dragoon316?!
#5  September 04, 2007, 02:27:36 am
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how do these comments help in any way?  yes I know mine does not as well...
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: Two releases from dragoon316?!
#6  September 04, 2007, 02:45:16 am
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sorry to bother...but I can't seem to get this to work ><
*ish a newb....*
No typo's in the select file, and everything is where it should be...I just don't know what I'm doing wrong ><.
Re: Two releases from dragoon316?!
#7  September 04, 2007, 03:07:38 am
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The most I can tell you is make sure the folder and the *.def file match.

dragoon316: The definition of Defiance.
Re: Two releases from dragoon316?!
#8  September 04, 2007, 03:16:27 am
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It's like this for Ryu DX, Ken DX, and even the Sakura's!
Well I'v looked at it several times, thinking that might be my problem, but I see nothing wrong with it. I unzipped, and just tossed said folder into the char folder. From there everything is where it is said to be...
Re: Two releases from dragoon316?!
#9  September 04, 2007, 03:17:17 am
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is there a folder within a folder?

if so move the stuff from the inner folder into the other folder
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: Two releases from dragoon316?!
#10  September 04, 2007, 03:35:29 am
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well, there is a folders in there, but the *.def file point to said folders, and I even tried taking it all out, with and without changing the def file. so far nothing has worked. I even tried it as just the zip, both folder and zip, and folder alone.
I'm rather stuck with this, the characters look really good, and I want to use them damn it!
Re: Two releases from dragoon316?!
#11  September 04, 2007, 03:55:00 am
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Try this:

In the "Chars" folder in your MUGEN folder, create the folders, RyuDX and KenDX.
Unzip both .7z files in the respective folders.


dragoon316: The definition of Defiance.
Last Edit: September 04, 2007, 04:30:21 am by dragoon316
Re: Two releases from dragoon316?!
#12  September 04, 2007, 04:06:51 am
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HellsFait I had the same problem what I did was just copy the Def files name to the folders name so that they are the same that should clear it up.
Re: Two releases from dragoon316?!
#13  September 04, 2007, 04:11:36 am
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actually what dragoon316 said worked, ^^ all I really had to do was change the folder name to the respected files within the folder. That cleared it right up, and now that I've played with these character, I must say HOLLY CRAP! They are sooo cool. Very nice job, sound is nice, lots of nice moves, plenty of supers. Ryu's charge hadoken is one of my favs at the moment ^^.

^^ !!!!!!!THANK YOU VERY MUCH!!!!!!! ^^
Re: Two releases from dragoon316?!
#14  September 04, 2007, 04:12:18 am
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OK! more new characters! thank you Dragoon! ;D :D

Been Through Worse....
Re: Two releases from dragoon316?!
#15  September 04, 2007, 04:29:50 am
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For future revisions, you should rename the def file the same name as the 7z file to avoid "newb" problems.

For both, the icons look like CvS sprites but the portraits look like Alpha.  Maybe changing the portraits to CvS would help make it more consistent.

Also for both, there's no dizzy sound or dizzy star/birds animation.  In addition, after your characters are knocked down, the opponent can walk over them TO THE OPPOSITE side.

If you jam on buttons for both, Ryu will pause and then perform his auto-dizzy or roll.  It also occurred while jamming on buttons for Ken's shinryuken.  After he lands, he either rolls or does the auto-dizzy.

Ryu's jab dragon punch arcs out a little too far.

Ryu's ES Hurricane Kick is perhaps a little too controllable.  Having it controllable is good, but I would have it move around at half the current speed.  Also, I probably wouldn't have the ES hurricane kick be able to go down lower than the regular hurricane kick height.

The first hit of Ryu's Shin Shoryuken (if connects) should cause a vacuum effect and suck the opponent in.  Also, I'm not sure if it was intentional to allow Ryu to hit the opponent on the way down.  Maybe have the opponent travel higher faster and fall faster.

For Ryu's Denjin Hadouken, there's need to be a charging fx in his palms (+/- lightning from the sky).  Otherwise, it looks like Ryu is having a seizure!

It seems odd that Ryu's largest fireball is his air ES fireball.

For Ken's crazy kicks, the opponent is set into stun mode for way too long.  I understand this was done to combo into the follow-up kick, but this never comboed in the original games.  Also, the roundhouse krazy kick should be knockdown.

For Ken's Ryusenkyaku, he goes too high and too far for each respective kick button.

Ken's es hurricane is a great idea.  It should also have a vacuum effect after the first hit.  If you barely connect with the opponent, some of the hits miss and looks odd.

Ken's Shippu-Jinraikyaku needs some work.  Maybe having a vacuum effect would also help here.  The end hurricane kick goes up too high as well.

Ken's Hadou-Shouryuu is an interesting concept, but it seems like it needs to do more if a single hit is going to take off half the life bar.  This is also a move where it would benefit from having your own hit sparks & burn effects included to make it look more dramatic.

That's about it for now.
Re: Two releases from dragoon316?!
#16  September 04, 2007, 04:42:49 am
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All I can really say *due to not being a creator* is that I think the AI should be just a little bit harder, they just seem a bit slow to me...

can't wait for the %100 versions ^^
Re: Two releases from dragoon316?!
#17  September 04, 2007, 04:56:44 am
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Cool, I like your DX creations (even when their AI is very hard :sadgoi:)... and I don't say to you before, but I liked your Shotonigga, very original :sugoi: congratulations!!


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Re: Two releases from dragoon316?!
#18  September 04, 2007, 05:14:56 am
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For future revisions, you should rename the def file the same name as the 7z file to avoid "newb" problems.
Mostly intentional, but I've done worse.  >:D

For both, the icons look like CvS sprites but the portraits look like Alpha.  Maybe changing the portraits to CvS would help make it more consistent.
It was intentional to match my other characters.

Also for both, there's no dizzy sound or dizzy star/birds animation.  In addition, after your characters are knocked down, the opponent can walk over them TO THE OPPOSITE side.
I never planned on adding dizzy stars/birds to my characters. As far as them walking over and crossing to the other side; that never happen to me before.

If you jam on buttons for both, Ryu will pause and then perform his auto-dizzy or roll.  It also occurred while jamming on buttons for Ken's shinryuken.  After he lands, he either rolls or does the auto-dizzy.
I need more details on this.

Ryu's jab dragon punch arcs out a little too far.
To be checked...

Ryu's ES Hurricane Kick is perhaps a little too controllable.  Having it controllable is good, but I would have it move around at half the current speed.  Also, I probably wouldn't have the ES hurricane kick be able to go down lower than the regular hurricane kick height.
Wasn't a problem with M.B. Shotoman (which used simular code to Ryu).

The first hit of Ryu's Shin Shoryuken (if connects) should cause a vacuum effect and suck the opponent in.  Also, I'm not sure if it was intentional to allow Ryu to hit the opponent on the way down.  Maybe have the opponent travel higher faster and fall faster.

For Ryu's Denjin Hadouken, there's need to be a charging fx in his palms (+/- lightning from the sky).  Otherwise, it looks like Ryu is having a seizure!
Too bad I don't have thunder effects or energy particles.

It seems odd that Ryu's largest fireball is his air ES fireball.
I'll scale it to match Ken's ES Hadouken.

For Ken's crazy kicks, the opponent is set into stun mode for way too long.  I understand this was done to combo into the follow-up kick, but this never comboed in the original games.  Also, the roundhouse krazy kick should be knockdown.
The timing is a bit harsh. I don't know about making his D,DF,F+Roundhouse attack a knockdown, but it might work (for his axe-kick follow-up, maybe  :-\).

For Ken's Ryusenkyaku, he goes too high and too far for each respective kick button.
I'll check the velocities for all three.

Ken's es hurricane is a great idea.  It should also have a vacuum effect after the first hit.  If you barely connect with the opponent, some of the hits miss and looks odd.

Ken's Shippu-Jinraikyaku needs some work.  Maybe having a vacuum effect would also help here.  The end hurricane kick goes up too high as well.
Vacuum effect: This could work. I've fix the velocity of the Tatsumaki follow-up.

Ken's Hadou-Shouryuu is an interesting concept, but it seems like it needs to do more if a single hit is going to take off half the life bar.  This is also a move where it would benefit from having your own hit sparks & burn effects included to make it look more dramatic.
One hit should be effective enough. I don't like to add hit sparks or burn effects to my characters because of possible load times. Also, I wasn't planning on adding anything else (except maybe fix the BGPalFX if the attack connects).

Cool, I like your DX creations (even when their AI is very hard :sadgoi:)... and I don't say to you before, but I liked your Shoto*****, very original :sugoi: congratulations!!


[size=4pt](just wait your character being crushed by my Eric, hehehe...)[/size]

I appreciate you liking my M.B. Shotoman but try to refrain from using the "special N-word" around me.
I am Black after all. ;P

[size=5pt]*Calls Jesse Jackson*[/size]

dragoon316: The definition of Defiance.
Last Edit: September 04, 2007, 05:20:21 am by dragoon316
Re: Two releases from dragoon316?!
#19  September 04, 2007, 06:36:53 am
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Cool, I like your DX creations (even when their AI is very hard :sadgoi:)... and I don't say to you before, but I liked your Shoto*****, very original :sugoi: congratulations!!


[size=4pt](just wait your character being crushed by my Eric, hehehe...)[/size]

I appreciate you liking my M.B. Shotoman but try to refrain from using the "special N-word" around me.
I am Black after all. ;P

[size=5pt]*Calls Jesse Jackson*[/size]
Sorry man, I didn't want to say it with offensive intentions ;P I like very much your chars... and maybe soon I'll make palettes for some of them, especially MB one ;)


[size=4pt](and soon he will be crushed by my Eric, hehehe)[/size]

Rest in peace, Toriyama-san...
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Re: Two releases from dragoon316?!
#20  September 04, 2007, 09:57:51 am
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If you jam on all the attack buttons at the same time, the characters just sit still.  After you stop hitting all the buttons, the characters will then do the auto-dizzy move.

After your characters are knocked down, during the flip-up animation, the opponent can walk through your character.

Just played SFIII again, which is the only series to use Denjin Hadouken.  No lightning from the sky; just an electrical charge effect in his palms.  Your Ryu even makes the sound fx, but just looks strange without the actual charge fx.

I forgot you made M.B. Shotoman as well, but, it just looks odd if you can make the hurricane kick go lower than it usually does.
Re: Two releases from dragoon316?!
#21  September 04, 2007, 10:01:36 am
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For the denjin hadoken, you could ask POTS. His Ryu has it, and is open-source, so you could gather lightning sprites..
Concerning the lightning effect, you could also check my nxc_Ryu, it has one made by Bloodstorm. Just contact me if you want the full version of it.
Re: Two releases from dragoon316?!
#22  September 04, 2007, 11:21:08 am
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Also noticed another thing for both.  When charging, the dust effect is misaligned.
Re: Two releases from dragoon316?!
#23  September 05, 2007, 01:36:58 am
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If you jam on all the attack buttons at the same time, the characters just sit still.  After you stop hitting all the buttons, the characters will then do the auto-dizzy move.
This might only happen with a keyboard. I tried it with my PS2 joypad and nothing happen.  ???

After your characters are knocked down, during the flip-up animation, the opponent can walk through your character.
:oops: Missing collisions...

Just played SFIII again, which is the only series to use Denjin Hadouken.  No lightning from the sky; just an electrical charge effect in his palms.  Your Ryu even makes the sound fx, but just looks strange without the actual charge fx.
It's a good thing I had that electric SFX. I might have a ki effect stored away that might help.

I forgot you made M.B. Shotoman as well, but, it just looks odd if you can make the hurricane kick go lower than it usually does.
Mostly against short characters. Of course, you're screwed if they crouch lower than his kick.  :S

Also noticed another thing for both.  When charging, the dust effect is misaligned.
All my characters (thus far) use the same axis, unfortunately. It's mostly based on my custom (and unreleased) motif and spark set.

For the denjin hadoken, you could ask POTS. His Ryu has it, and is open-source, so you could gather lightning sprites..
Concerning the lightning effect, you could also check my nxc_Ryu, it has one made by Bloodstorm. Just contact me if you want the full version of it.
I was gonna ask P.o.t.S if I can use his Ryu's Joudan Sokutou Geri sprites instead. As for the lightning effect, I let you know if I need it.  ;)

BTW, thanks for all the feedback thus far, everyone.  :2thumbsup:

dragoon316: The definition of Defiance.
Re: Two releases from dragoon316?!
#24  September 05, 2007, 01:47:37 am
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For the button jam, I'm using a ps2 controller.  I think if you hit a few other attack buttons and C+Z at the same time repeatedly, this results in a pause.  I noticed this mainly with Ken's shinryuken.  I'd jam on the buttons to get more hits, but after he lands, he pauses and then does the auto-dizzy.
Re: Two releases from dragoon316?!
#25  September 05, 2007, 01:57:35 am
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Strange, I'm doing just that and still nothing bad happens. This is one glitch even I can't figure out. ::)

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Re: Two releases from dragoon316?!
#26  September 05, 2007, 08:50:23 am
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Sorry, I'm too lazy to read the previous feedback, so there may be some repetitions. :P

Ryu :
- ES Hadoken : the palfx also affects the fireballs, which is weird. I believe you should therefore rely on a helper and not on projectiles. Note that this is a winmugen graphical glitch which isn't present in the dosmugen version.
- If too close to the opponent, the hadoken may go through him. You may want to review his width during the move.
- Dragon punch doesn't lift the opponent high enough, in none of its variations.
- Dragon punch lacks a fall.recover=0 parameter.
- ES moves would look nicer if you gave them some afterimage.
- palfx on the opponent during shakunetsu hadoken is horrible.
- WTF is this ugly huge ES air hadoken ? o_O Try some photoshop on it please, or stick to a double version as the ground one. Plus, same story applies concerning the palfx.
- The opponent should fall when hit by shakunetsu hadoken, at least when Ryu is close to him.
- Shinkuu Hadoken has the same horrible palfx as shakunetsu hadoken.
- The air version of shinkuu hadoken doesn't give any palfx. Plus, it doesn't make the opponent fall when he's on the ground. Finally, if the opponent gets hit while he's jumping, he can recover (lack of fall.recover=0)
- Shinkuu Hadoken is a bit fast IMO (not enough pauses between each hit), but it's a matter of personal preference.
- Shin Shinkuu Hadouken is a lame name. Whatever...
- Shin Shinkuu Hadouken lacks fall.recover=0
- Shin Shinkuu Hadouken is usually an Evil Ryu move... are you planning on adding this kind of mode ?
- The denjin hadoken is useless because it takes too long to charge (and Ryu can't move) and you have to charge it a very long time to actually make the opponent dizzy.
- Plus, I believe the opponent should fall on the ground before becoming dizzy.
- Why in hell does he disappear from the ground when he loses ? :S Strange lose anim...
- The stance CLSN boxes shouldn't move. Please, stop using FF's auto-box tool if it's what you're doing (just for the sake of following 2D fighting game rules, it doesn't really affect gameplay).
- I once performed two air hadokens while being in the air. Couldn't reproduce it though.
- The AI sometimes slides on the ground before actually running.
- No special effects during guard push or alpha counter ?
- Superpause sparks are misaligned, but you know that. :P
- The big portrait doesn't match CVS style, but that's really a minor detail.
- The AI once jumped out of Shinkuu Tatsumaki. During superpause, he just performed a jump and continue the fight.


Ken will be faster too write, since I can obviously quote some of my other feedback. :P
Quote
- ES Hadoken : the palfx also affects the fireballs, which is weird. I believe you should therefore rely on a helper and not on projectiles. Note that this is a winmugen graphical glitch which isn't present in the dosmugen version.
- Dragon punch doesn't lift the opponent high enough, in none of its variations.
- Dragon punch lacks a fall.recover=0 parameter.
- ES moves would look nicer if you gave them some afterimage.
- WTF is this ugly huge ES air hadoken ? o_O Try some photoshop on it please, or stick to a double version as the ground one. Plus, same story applies concerning the palfx.
- Why in hell does he disappear from the ground when he loses ? :S Strange lose anim...
- The stance CLSN boxes shouldn't move. Please, stop using FF's auto-box tool if it's what you're doing (just for the sake of following 2D fighting game rules, it doesn't really affect gameplay).
- The AI sometimes slides on the ground before actually running.
- The big portrait doesn't match CVS style, but that's really a minor detail.
- I actually managed to perform 3 air hadoken in a row.
- Almost all the super arts are lacking the mendatory air.recover=0.
- If you perform the kick throw near the border of the stage, instead of Ken being corner pushed, the opponent passes on the other side.
- The last kick of ES Tatsumaki sempuu kyaku feels wrong. Bad velocities IMO : the opponent doesn't go in the right direction when hit by the final kick.

IMO, Ryu could have also taken benefit of the diagonal air hadoken because, after all, he's the one who mastered it the best.

Despite the huge quantity of feedback I've just written, these characters were quite fun too play, as all your creations. Too bad you didn't include any totally new move, as you did with some of your other chars, even though I know it's kinda hard to create something new for good old Ryu and Ken. :)
Re: Two releases from dragoon316?!
#27  September 06, 2007, 01:17:24 am
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*looks at Demitri Maximoff's (a.k.a. Cybaster) list*
That's... alot. :o

Honestly, I don't know where to begin.  :P

The one thing I hated about WINMugen was that PalFX glitch, but I've kept the old "Projectile" codes since I'm used to them.

I had the same problem with Sagat DX concerning the corner fireball at one time. To be fixed.

I'll fix the velocities on the DP for the next update.

I haven't used afterimages on ES moves since my failed unreleased character (sorry for not mentioning this characters name, BTW).

I was thinking about changing the burn FX anyway. (Both Shakunetsu Hadouken and L3 Shinkuu Hadouken)

I screwed up on the scaling. It should've matched Ken ES Hadoukens. I didn't plan on making his ES Kuuchuu Hadouken a double, unfortunatley.

EX Moves under DX-groove weren't meant to have fall.recovery = 0. I don't know why...  :-\

I was trying to avoid something like *insert random words and/or phrases follow by of doom/of terror/etc. for his Shinkuu Hadou-BEAM.  :sugoi:

I am thinking of creating Evil Ryu as a seperate character.

I'll reduce the charge time for his Denjin Hadouken.

I used the "death" animation as a tribute to how a character loses (if his/her partner is still alive) in MSHvSF and above.

Actually, I used MCM for my *.air files.

I never figured out how to stop the random sliding.  :wall:

ziltama on September 03, 2007, 16:29:50 said:
For both, the icons look like CvS sprites but the portraits look like Alpha.  Maybe changing the portraits to CvS would help make it more consistent.
dragoon316 said:
It was intentional to match my other characters.

Maybe I should disable the "floater" code for his Heavy Punch and ES Soukuu Hadouken.

I know I forgot to add the width code for his Kick throw. (or at least adjust it.)

It's been a while since I've played MvC2 to get the right velocities. I research it and fix the problem.


Large list I admit. Thanks for the feedback.

dragoon316: The definition of Defiance.
Re: Two releases from dragoon316?!
#28  September 07, 2007, 01:46:16 am
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I just noticed that Ken's air hurricane kick is a knockdown move...only Ryu should be able to do that.
Re: Two releases from dragoon316?!
#29  September 07, 2007, 05:59:24 am
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Well, I played with both characters and they play good, but I found some stuff the other doesn't mentionated in before feedback, just minor stuff I guess:

Both:
-Walk velocities are too fast, IMO
-Air Tatsumaki and Hadoken rest the same with any button
-Shoryuken should have a little more pausetime, IMO

Ryu:
-Lv1 Shinku Hadoken should be rests a little more (rests 120, I think with 150 should be good)

Ken:
-Shinryuuken rests a little bit of energy in all his levels, in lv1&2 rests 105 and lv3 rests 130 (175 pushing buttons)... since just lv1 Shoryureppa and Shippu-Jinraikyaku rest 150 each one
-Medium D,DF,F+kick rests less energy than the other 2 (who rests the same)
-Inazuma Kakoto Geri doesn't hit in some characters
-After Shoryureppa, when you get in the ground, you can hit the opponent with any button and it counts as another hit in the super and can launch him to the other side of the screen
-Other stuff Cybaster and the rest discovered (like PalFX in Hadokens)

In general, good characters, but I still prefer your MB ;)

Rest in peace, Toriyama-san...
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Re: Two releases from dragoon316?!
#30  September 08, 2007, 03:46:30 pm
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UPDATE: Both RyuDX and KenDX updated and available @ my site.

Both:
-Walk velocities are too fast, IMO
-Air Tatsumaki and Hadoken rest the same with any button
-Shoryuken should have a little more pausetime, IMO

Ryu:
-Lv1 Shinku Hadoken should be rests a little more (rests 120, I think with 150 should be good)

-Shinryuuken rests a little bit of energy in all his levels, in lv1&2 rests 105 and lv3 rests 130 (175 pushing buttons)... since just lv1 Shoryureppa and Shippu-Jinraikyaku rest 150 each one
-Medium D,DF,F+kick rests less energy than the other 2 (who rests the same)
Not sure if the velocities are too fast, compared to Warasaki's Ryu and Ken.
Sorry for my lack of terminoligy (sp?) but what do you mean by "rest". Is that the damage count?  ???
Wasn't sure about the pausetime for the Shouryuken.

Ken:
-Inazuma Kakoto Geri doesn't hit in some characters
-After Shoryureppa, when you get in the ground, you can hit the opponent with any button and it counts as another hit in the super and can launch him to the other side of the screen
-Other stuff Cybaster and the rest discovered (like PalFX in Hadokens)
I check the collision for his "axe-kick"
The last one was on purpose since EX and DX Super don't use JuggleCheck. Subject to change.

In general, good characters, but I still prefer your MB ;)
No surprise. I also perfer Shotoman (and Sagat DX  :sugoi:).


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Re: Two releases from dragoon316?!
#31  September 09, 2007, 02:44:07 am
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Sorry for my lack of terminoligy (sp?) but what do you mean by "rest". Is that the damage count?  ???
Wasn't sure about the pausetime for the Shouryuken.
Well, I'm not very known for being a good english speaker, but yes, I refer to the damage... Ken's Shinryuken makes less damage than the other supers, very less damage, IMO (as I specified you in my last readme :P)

Rest in peace, Toriyama-san...
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Re: Two releases from dragoon316?!
#32  September 09, 2007, 03:31:28 am
hmmmmm........... i wonder when people are gonna stop making different versions of ryu and ken and make characters that we yet have not seen? oh not sayin your work is bad actually there pretty good .
Re: Two releases from dragoon316?!
#33  September 09, 2007, 04:48:26 am
  • ******
  • Take better care of the plants around u or become
  • the fertilizer that feeds them.The choice is yours
    • Chile
    • network.mugenguild.com/basara/
hmmmmm........... i wonder when people are gonna stop making different versions of ryu and ken and make characters that we yet have not seen? oh not sayin your work is bad actually there pretty good .
Well, you can do that, too :P

Rest in peace, Toriyama-san...
Normal WIPS - ClayFighter - Ideas - Anti-Gouki Project - Lifebars - Facebook - X