I am attempting to convert Gouken from Super Street Fighter 4: Arcade Edition. This is NOT a joint project as all sprites were ripped by myself at 800x600 resolution. Sprites were ripped at 30fps partially because my computer cannot handle 60fps and because I don't want to rip over 4000 sprites as Werewood did. Therefore character fluidity will be less than Juri, but still acceptable.
This project is planned for OPEN DEVELOPMENT and I will constantly release public test versions until his completion (similar to how the Juri progress thread ran). As of now, the first public test version is up.
Currently, I have ripped everything except winposes and loss poses.
Gouken's entire moveset is complete. Both of his ultras don't have limiters so please use them responsibly
Brief Demonstration Videos:
http://youtu.be/vSuQnrPOMRA
http://www.youtube.com/watch?v=EBrmFM4HmDM
http://www.youtube.com/watch?v=jgNY8Qwt8kk
Here are some progress screens:
Spoiler: Random Pics (click to see content)
Spoiler: Ultra 2 (click to see content)
Spoiler: Counters (click to see content)
Spoiler: Hurricane Kicks (click to see content)
Spoiler: Rush Punches (click to see content)
Spoiler: Projectiles (click to see content)
Spoiler: Hit Box Comparisons (click to see content)
Finished:
- All Normals
- All Specials
- Super
- Shin Shoryuken (Ultra 1)
In progress:
- Denjin Hadouken (Ultra 2)
Spoiler: Changelog of alpha versions (click to see content)
V2
- Added Sakotsukudaki (Overhead)
- Added Hyakki Shuu Demon Flip - 4 versions -
- Added Focus Follow up
- Added Dive Kick Follow up
- Added Slide Follow up
- Added both forward throw and back throw
- Fixed juggle points for Ex Sengokushoha. First hit will cause SKD, 2nd hit causes Float.
- Far Standing Medium Punch is special cancellable and has 1 extra frame advantage on hit and block
- Close Standing Medium Kick gets 6 extra frames of hit/block freeze
- Kongoshin changed to activate with punches only instead of kicks
- 2 extra sprites were added to landing frames to smoothen transition
V2.5
- Added Demon Flip Grab Follow Up
- Delayed velocity stoppage for demon flip focus by 3 frames
- Resized some landing frames for a smooth transtion, it shouldn't look weird now
- Resized landing frames from demon flip follow ups
- Reduced Far Standing Medium punch frame advantage. Correct version is +5 on hit
- Reduced airtime for the second hit of Ex Sengokushoha so it will not juggle in the corner
V3.0
- Added Kinjite Shoryuken (Super)
- Added Super Cancel to Kongoshin when it connects, allowing you to cancel to super or FADC
V3.5 Shin Shoryuken
- Added Shin Shoryuken (Ultra 1)
V4.0
- Added Denjin Hadouken (Ultra)
- Added Tenmakujinkyaku (Dive kick command normal)
- Fixed the debug message caused by Shin Shoryuken damage
- Opponents can be thrown out of the first part of the crumpled state (not aerial)
- Adjusted chip damage for all moves so that all chip damage should be accurate
- Fixed a bug where cancelling into a blocked Tatsumaki Gorasen will send you flying
across the screen
- Jumping Hard Punch (neutral and diagonal) must be blocked high
- Fixed Diagonal Jumping Medium Punch cancelling, you can only cancel into air tatsu on 1st hit
- All Kongoshin counters will float opponent instead of removing a juggle point
- Added one point of combo scaling during the back throw
- Adjusted Mp and Hp Sengokushoha so that they match the Lp and Mp versions of Chocolate SSF4
(AE 2012 change)
- The first hit of Shin Shoryuken has juggle potential JP0
- Shin Shoryuken has corner push enabled
v5.0
- Added Ultra Selection, you may select your ultra at the beginning of round 1 only.
- Added Super/Ultra KO bgs
- Added Ultra and Super Meter Bars.
- Added tech throws. Opponents may now tech your throw by pressing lp+lk 3 frames within
3 frames of the forward throw and 5 frames after the back throw
- Added Armor Break moves. All kongoshin counters, all sengokushohas, ex version of tatsumaki
gorasen, forbidden and shin shoryukens will break armor. In addition, all of Juri's armor
breaking moves should also work. I have chosen Goku Z2's tatsumaki and teleport kick super
as his armor breaking move.
- Counter hit system implemented. You will register a counter hit based on your startup time and
if your opponent attempted to attack during that time. For example: Close St. Mp has a 5 frame
start-up. If your opponent is in an attacking state for less than 5 frames, your hit will register
as a counter hit. Light attack counter hits will give you an extra +1 advantage, and all medium,
hard and special attacks will give you an extra +3 frame advantage. All counter hits will do
1.25% more damage
- Level 1 Focus attack will crumple on counter hit
- Added a stun system for both players. Gouken as well as all other fighters will have a default
maximum stun value of 1000. Gouken will add to his opponents stun via source game values.
Everyone else will add to Gouken's Stun via amount of damage done
- Denjin Hadouken will do 50 stun per contact on opponent's block
If you would like all the sprites I have ripped (possibly for your own WIP attempt) it is available upon request (via PM).
Demo Link: http://www.mediafire.com/?1w2crzh9e55ich9
Spoiler: OLD versions (click to see content)