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Ken v 1.2 (Read 8262 times)

Started by Hero, September 30, 2009, 07:37:22 pm
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Ken v 1.2
#1  September 30, 2009, 07:37:22 pm
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Hi guys.

I already finish this. See the readme for all the explanation.and sorry for the bad english

some screenshots:






F1 : profit.


You can download at : http://herowarpgate.webs.com/

NOTE : My only rip was the CVS Shoryuken Flame. The rest of sprites are of they owners, detailed in the redme file - with a funny name.


SOME FEEDBACK WILL BE GREAT. If any want to make a Intro vs this char, please notify me to view the details, like Ryu or Terry...
Last Edit: October 08, 2009, 10:30:23 pm by Hero.
Re: Ken v 1.0
#2  September 30, 2009, 08:02:57 pm
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Hey not bad.

Im not sure if you are going for PotS style character. Judging from the readme you are. If so the chain combos reallyt clash witht hat style. This is more like Rajaa Ken. Not that there is anything wrong with that.

-His forward MK and HK have no sound.
-His roll has odd velocities. That being said i kinda like them for some reason.
-His lv 1 supers could do a tad more damage. By a tad i mean 15 to 20 more damage.
-Your dampener is very severe.
-I cant do Shinryuuken at all.
-I like his Lv 2 I know its violent kens move but it fits regular ken just as well.

Overall. Aside from the chain combos he feels like PotS early works keep updating him. I may even swap him out if he turns out well.
"If there is a god he pities you. If there is no god I pity you."
Re: Ken v 1.0
#3  September 30, 2009, 08:04:26 pm
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The Clns this strange, in stand  foot his is flashing. :-\

In animation and state 3000, when he hits the P2 in up
the P2 falls very fast in ground.

Good efects.
The character yet this very template, ould put more things in it. :-\

Sorry English!
Re: Ken v 1.0
#4  September 30, 2009, 08:22:11 pm
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Hey not bad.

Im not sure if you are going for PotS style character. Judging from the readme you are. If so the chain combos reallyt clash witht hat style. This is more like Rajaa Ken. Not that there is anything wrong with that.

-His forward MK and HK have no sound.
-His roll has odd velocities. That being said i kinda like them for some reason.
-His lv 1 supers could do a tad more damage. By a tad i mean 15 to 20 more damage.
-Your dampener is very severe.
-I cant do Shinryuuken at all.

The roll has that velocities because I like that. I dont wanna to change... sorry XD

BTW, I can do Shinryuu Ken. Try press two kicks.

Thanks for feedback

Godita said:
The Clns this strange, in stand  foot his is flashing.

In animation and state 3000, when he hits the P2 in up
the P2 falls very fast in ground.

Good efects.
The character yet this very template, ould put more things in it.

Sorry English!

Hahaha, I actually didnt make sure the cls was perfect. I will see and will update.
Shoryuu Reppa´s hits slidetime and  hittime (ground and air) was a little bit fast fall speed, I know. But it is more easy to chain, I think

Thnks for feedback
Re: Ken v 1.0
#5  September 30, 2009, 10:01:00 pm
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this was a good ken release nice job man :kugoi:
Re: Ken v 1.0
#6  September 30, 2009, 10:02:48 pm
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do you have any alternate links? for some reason the link isnt working for me >:D
Re: Ken v 1.0
#7  October 01, 2009, 10:33:39 am
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- The CLSNs still need some work, even though they aren't horrible. Look at K.O.D's CLSN tutorial for more info.
- The CLSNs should not be moving during stance, taunt or walking either, use ClsnDefault.
- If I do Jigoku Goruma with opponent in the corner, Ken ends up on the wrong side.
- Plus, concerning throws, should I be able to perform them with F or B, sending the opponent in different directions depending on the direction presed ?
- You could have some sliding and smoke when Ken stops running quickly.
- Since there are flames around the opponent during shoryukken, maybe he could have his palfx as long as the flames remain. As it is now, the palfx disappears even though flames are still there.
- CLSNs are messed up during tatsumaki, the envshake is a little too strong, and the cornerpush doesn't feel natural.
- No sound during Ryusen Kyaku if it doesn't connect.
- The SFZ FX during super pause in Shinryuu Ken doesn't look pretty, mixed with the CVS one.
- I think you know, but his power charge in AI mode is, well, LOL rifle !!

I don't know if this is your first character, but this is some good work, apart from the CLSNs. Good luck updating him. ;)
Last Edit: October 02, 2009, 12:50:44 pm by Inglourious CyBasterd
Re: Ken v 1.0
#8  October 01, 2009, 09:24:24 pm
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- The CLSNs still need some work, even though they aren't horrible. Look at K.O.D's CLSN tutorial for more info.
- The CLSNs should be moving during stance, taunt or walking either, use ClsnDefault.
- If I do Jigoku Goruma with opponent in the corner, Ken ends up on the wrong side.
- Plus, concerning throws, should I be able to perform them with F or B, sending the opponent in different directions depending on the direction presed ?
- You could have some sliding and smoke when Ken stops running quickly.
- Since there are flames around the opponent during shoryukken, maybe he could have his palfx as long as the flames remain. As it is now, the palfx disappears even though flames are still there.
- CLSNs are messed up during tatsumaki, the envshake is a little too strong, and the cornerpush doesn't feel natural.
- No sound during Ryusen Kyaku if it doesn't connect.
- The SFZ FX during super pause in Shinryuu Ken doesn't look pretty, mixed with the CVS one.
- I think you know, but his power charge in AI mode is, well, LOL rifle !!

I don't know if this is your first character, but this is some good work, apart from the CLSNs. Good luck updating him. ;)

Wow, that´s a great Feedback, thanks.

I already do some things in Ken:

- Now you can launch teh opponent to the diretion you want by press hold forward o backward
- This Time Ken goes into the correct position while Jigoku Guruma is performed in the corner.
- Tatsumaki fixed, I think... maybe it need more work, as CLSN
- Running fix.
- Ryusen Kyaku now with sound! =D
- ShoryuuKen PLFX now according with the flame explod.
- AI Charge fixed, works for me without the "tatattatatatatatata"

Get the V. 1.01. I will include a mirror for who can´t donwload direct from www.webs.com
Re: Ken v 1.01
#9  October 01, 2009, 11:24:11 pm
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You have plans for Violent Ken mode ? It would be cool have ken other than Warusaki3 with P.o.t.s gameplay.

It's great Ken. Thank you for making him.
"If our lives are indeed the sum total of the choices we've made, then we cannot change who we are. But with every new choice we're given, we can change who we're going to be." The Outer Limits S04E04

"If knowledge is power and power corrupts... how will human kind ever survive?" The Outer Limits S04E16
Last Edit: October 01, 2009, 11:31:56 pm by Jarek Bachanek
Re: Ken v 1.01
#10  October 02, 2009, 01:27:05 am
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- The shoryuken's hitsparks are always placed on the bottom of the opponent, so they're misaligned.
- Is it normal I can juggle so much after Kuzuryuu Reppa ? I can even chain a Lv1 super after it. Example :
[opponent in the corner] Kuzuryuu Reppa -> lk -> lk -> Hadouken -> Shoryuuken -> (cancel into) Shoryuu Reppa =
Spoiler, click to toggle visibilty
[opponent in the corner] Kuzuryuu Reppa -> Hadouken -> LP -> Hadouken -> Shoryuuken -> (cancel into) Shoryuu Reppa =
Spoiler, click to toggle visibilty
I know he's supposed to be a combo whore, but nerfing the damage dampening or allowing less juggling may be beneficial to the gameplay. :)
- Same applies to Shinryuu Ken, where you can chain with lk, hadouken, tatsumaki, and mixes of them.
- By smashing LP at close distance, I can go up to 10 hits for 230 damage.
Re: Ken v 1.01
#11  October 02, 2009, 01:59:05 am
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i'll test him out and i'll see if i can give any feedback(i think cybaster has that covered so i doubt it  :'( )
Re: Ken v 1.01
#12  October 02, 2009, 05:51:42 am
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- Shinryuken seems so underpowered for a level 3.
- His QCB+P roll is so...it doesn't seem right. Feels like the LP+LK would do the trick and that his QCB+P should do a command roll that could be canceled from any P buttons.
- LP Shoryuken could have a faster cool down time. Seems like I can't Shoryuken immediately after I land.
- Are you planning to do any EX moves? Short jumps? Super jumps?
- HCF kicks are pretty hard to do (besides to LK one) becuase of the F+MK and F+HK are command kicks. Aside from that you can change it to QCF rather than HCF.

Not bad, closest thing to PotS's unreleased Ken, if I'm allowed to say that is.
Re: Ken v 1.01
#13  October 02, 2009, 11:54:12 am
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I might be repeating somethings that have already been said:

- The clsn need work. Try to make animations' 5000-5017 have the same exact hitboxes as the standing animation. Same for the standing gethit animations. Use this same logic for crouching get hits too.

- I don't know if it was intentional or not, but the taunt gives back power.

- Shouldn't his hadoukens fade after a certain amount of time?
     - I can juggle hadouken up to three times some far in the corner and give up to 234 damage points to the opponent.
     - In fact if recovery time was fast enough, I could keep going for more damage, there seems to beno juggle checking going on here.

- Could realign some of the hitpsarks of the shouryuken, they're off.
    - Can juggle up to 5 times with the shoryuken if you're swift enough. High damage from this.

- The hit-pause on the first possible hit for Tatsumaki Senpuu Kyaku is too quick

- The roll doesn't look right, he still slides and the velocity is like a car accelerating.

- He could use a high jump, low jump, and a running long jump

- Hop back dust effects are not scaled properly, they're too big. The jumping effects are appearing to fast and look to big.


This character is pretty good. I like him. With a few tweaks with the juggling system, hitboxes and cosmetic things, you should have yourself an awesome character here.

:iog::2thumbsup::goi:
Last Edit: October 02, 2009, 12:02:49 pm by Rajaa
Re: Ken v 1.01
#14  October 02, 2009, 12:02:13 pm
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Re: Ken v 1.0
#15  October 02, 2009, 12:44:57 pm
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Re: Ken v 1.01
#16  October 02, 2009, 12:50:33 pm
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Oups, thanks, corrected my post.
Re: Ken v 1.01
#17  October 02, 2009, 07:15:26 pm
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Awesome Ken, it was the ken i was looking for since i have my roster fulll of POTS like characters and i needed a ken.

Feed back.
-Fix up CLSNS
-divide shinryuken in 2: Lvl2 Shinryuken(normal one) Lvl3 Ultra Shinryuken(SF4)
-add another super (idea, How bout the Legendary/Heavenly shoryuken from the streetfighter alpha movie)
-EX moves
-make the roll comand into Forward+lp+lk
 
-separated for more feed back-
Re: Ken v 1.01
#18  October 02, 2009, 08:21:42 pm
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A lot of feedback always will be welcome  ;)

Okay, I will release the new version in a few days.



Kayetayo said:
-Fix up CLSNS

Rajaa said:
- The clsn need work. Try to make animations' 5000-5017 have the same exact hitboxes as the standing animation. Same for the standing gethit animations. Use this same logic for crouching get hits too.

Yes, I need to know more about clsn correct boxes, I think with the default clsn...

Kayetayo said:
-add another super (idea, How bout the Legendary/Heavenly shoryuken from the streetfighter alpha movie)

Mmmm... I don´t believe Ken need another Super Move. With that four, should be balanced.

Kayetayo said:
EX moves

Why?

Rajaa said:
I don't know if it was intentional or not, but the taunt gives back power.

Intentional.

Quote
I can juggle hadouken up to three times some far in the corner and give up to 234 damage points to the opponent.
     - In fact if recovery time was fast enough, I could keep going for more damage, there seems to beno juggle checking going on here.

I fixed Juggle last night, so, the new version should not have that problem, but I will verify...

Rajaa said:
Could realign some of the hitpsarks of the shouryuken, they're off.

Fixed.

Rajaa said:
Can juggle up to 5 times with the shoryuken if you're swift enough. High damage from this.

Fixed. Now you can only 2.

Quote
- The hit-pause on the first possible hit for Tatsumaki Senpuu Kyaku is too quick

That´s was mi iddea. Imperceptible.

Rajaa said:
The roll doesn't look right, he still slides and the velocity is like a car accelerating.

NInJa bReaKa said:
- His QCB+P roll is so...it doesn't seem right. Feels like the LP+LK would do the trick and that his QCB+P should do a command roll that could be canceled from any P buttons.

Okay, years of Physics experiments... That was a style of roll I decided to change. I will think about the cancel...

NInJa bReaKa said:
- LP Shoryuken could have a faster cool down time. Seems like I can't Shoryuken immediately after I land.

Rajaa can. Me too ;P

 NInJa bReaKa said:
- Shinryuken seems so underpowered for a level 3.

I think I already forgot about write "While you perform Shinryuu Ken, press kick rapidly!"

I see is a good damage with a maximum of 22 hits.

Rajaa said:
- He could use a high jump, low jump, and a running long jump

When I learn more about the common1.st

Rajaa said:
- Hop back dust effects are not scaled properly, they're too big. The jumping effects are appearing to fast and look to big.

Thanks to remember me that!

NInJa bReaKa said:
- HCF kicks are pretty hard to do (besides to LK one) becuase of the F+MK and F+HK are command kicks. Aside from that you can change it to QCF rather than HCF.

Mmmm... When I release Violent Ken, he will have that kick moves and another with the command hcf+k

Inglourious CyBasterd said:
- Same applies to Shinryuu Ken, where you can chain with lk, hadouken, tatsumaki, and mixes of them.
- By smashing LP at close distance, I can go up to 10 hits for 230 damage.

All of that Fixed. ShinryuuKen can be linked. And you can only give two kicks combo.- cancelable.





Well, I will release Violent Ken in two weeks aprox.  Should put him in "Projects" section, or you want to see a surprise?

PD : I will include all the people just made the feedback.




Re: Ken v 1.01
#19  October 02, 2009, 08:53:39 pm
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Kayetayo said:
-add another super (idea, How bout the Legendary/Heavenly shoryuken from the streetfighter alpha movie)

Mmmm... I don´t believe Ken need another Super Move. With that four, should be balanced.

You are right here, but on other hand, maybe new super could make him more unique apart other Kens out there. Creators always add something special to make their stuff bit different from others. Of course it's just suggestion and you can freely ignore it.

Kayetayo said:
EX moves

Why?

EX moves are always nice addition for the gameplay especially if you aim for P.o.t.S style gameplay. I mean come on, even Kung Fu Man have them.


Well, I will release Violent Ken in two weeks aprox.  Should put him in "Projects" section, or you want to see a surprise?

Just to clarify, he will be separate char or it will be mode accesible via pallette (holding start + button etc.) ?
"If our lives are indeed the sum total of the choices we've made, then we cannot change who we are. But with every new choice we're given, we can change who we're going to be." The Outer Limits S04E04

"If knowledge is power and power corrupts... how will human kind ever survive?" The Outer Limits S04E16
Re: Ken v 1.01
#20  October 02, 2009, 11:47:39 pm
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Re: Ken v 1.01
#21  October 03, 2009, 12:28:03 am
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Very nice Ken... Needs some work here & there...

but...

What´s up with Ken´s hand??


BC

Re: Ken v 1.01
#22  October 03, 2009, 12:31:28 am
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lol he has 5 fingers and one thumb, no-wonder Eliza is happy.
click the image to join my forum ;)
Re: Ken v 1.01
#23  October 03, 2009, 01:13:59 am
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Re: Ken v 1.01
#24  October 03, 2009, 01:30:38 am
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Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: Ken v 1.01
#25  October 03, 2009, 04:43:31 am
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Welcome to the House of Fighting.
Re: Ken v 1.01
#26  October 03, 2009, 05:29:32 am
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Re: Ken v 1.01
#27  October 03, 2009, 05:44:46 am
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well done
MK vs. SF - Fight for the Universe
Re: Ken v 1.01
#28  October 03, 2009, 11:51:26 am
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Re: Ken v 1.01
#29  October 03, 2009, 03:54:58 pm
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-Why is his QCBx2 + K being mapped to QCBx2 + P?
-No Shoryu Reppa.
-No Custom Combo.

Anyway, nice looking character you made.
Current Status: N/A
Last Edit: October 03, 2009, 08:12:53 pm by Poemi Watanabe
Re: Ken v 1.01
#30  October 03, 2009, 04:03:14 pm
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The technique Shoryu Reppa is included in this character.
Re: Ken v 1.01
#31  October 03, 2009, 04:33:31 pm
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Yeah and about the QCBx2+P thing, I was thinking you could tweak that by making Kuzuryuu Reppa QCBx2+2K and Shippujinrai Kyaku being QCBx2+K, so it'll be as if Kuzuryuu Reppa is a level 2 version of Shippujinrai Kyaku. I also don't get why Shinryuken required two kicks to perform. Doesn't seem necessary.
Re: Ken v 1.01
#32  October 03, 2009, 05:28:24 pm
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YES ANOTER KEN WITH GLOVE PAL!!, Second time people use the glove pal people made  :o Looks good *DL*
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Re: Ken v 1.01
#33  October 05, 2009, 06:48:04 am
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Kayetayo said:
-add another super (idea, How bout the Legendary/Heavenly shoryuken from the streetfighter alpha movie)

Mmmm... I don´t believe Ken need another Super Move. With that four, should be balanced.

You are right here, but on other hand, maybe new super could make him more unique apart other Kens out there. Creators always add something special to make their stuff bit different from others. Of course it's just suggestion and you can freely ignore it.

Kayetayo said:
EX moves

Why?

EX moves are always nice addition for the gameplay especially if you aim for P.o.t.S style gameplay. I mean come on, even Kung Fu Man have them.


exactly, besides other characters have a shitload of specials and supers. This Ken has a decent number but 1 more wouldn't hurt specially if its an original. Oh and he has ex moves in SF3 and SF4 so why not ad ex's to this one
Re: Ken v 1.01
#34  October 05, 2009, 08:56:34 am
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Cos its CVS thats why. Plus he may be going for his own style which doesnt include EX moves
Re: Ken v 1.01
#35  October 05, 2009, 10:12:33 pm
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Nah, Don´t worry about that... Ken will have Ex- Moves, and in a future, could have another special and Super move, like SF4 ShinryuuKen.

So, I´m fixing the clsn to make it perfect.
Re: Ken v 1.1
#36  October 06, 2009, 06:59:07 pm
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Version 1.1 Updated.

- Ex specials.

- Zero Counter Added.

- Damage Reduction

Juggle and clsn fix, but, however, it will be fixed more in the future, when I release V. Ken.

Re: Ken v 1.1
#37  October 07, 2009, 12:59:10 am
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This is the best Ken evah (ever)!!!

I'll give my feedback and questions

-Some hitsparks are a bit mislined, only punchs and kicks that they do in the air (look at the screenshot).
-May be you should add the roll "F + a + x".
-May be you should add a lvl1 shinryu-ken.
-Ideas for intro vs Ryu, TMasta did some sprites, I don't know if they're opensource, but it can help http://mugenguild.com/forumx/index.php?topic=53395.msg700548#msg700548 (see second image and the images with green background).
-Your Ken have fall recovery?
-Only if you want to fit your Ken to SF series (and PotS too xD), you should give he Custom Combo.
-Can I do some palettes!? :D

In spanish, may be, it can be better... cause I speak spanish too! :D
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
[Lifebar] SFZ4: http://mugenguild.com/forumx/index.php?topic=119782.msg1180458
[Stages] SFII remakes and SF custom: http://mugenguild.com/forumx/index.php?topic=138549
Palettes: http://mugenguild.com/forumx/index.php?topic=106850
[BGM] Street Fighter 4 Trailer 01 (MP3) in 44Khz: http://mugenguild.com/forumx/index.php?topic=70434
Last Edit: October 07, 2009, 01:11:03 am by Takato-kun
Re: Ken v 1.1
#38  October 07, 2009, 05:02:02 am
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This is the best Ken evah (ever)!!!

Always will be another better. Thanks anyway


Takato-kun said:
-Some hitsparks are a bit mislined, only punchs and kicks that they do in the air (look at the screenshot).

Right

a dude said:
-May be you should add the roll "F + a + x".

Zenpou Tenshin - roll`s name - is a existent move of Ken. Should not change the command.

Same dude said:
-May be you should add a lvl1 shinryu-ken.

I think not. Because after Ken and Violent Ken, will come Iori and Orochi Iori. So, will have the same number of supers to be balanced.

But is a idea and i cant refuse to think about that.


Same dude said:
-Ideas for intro vs Ryu, TMasta did some sprites, I don't know if they're opensource, but it can help http://mugenguild.com/forumx/index.php?topic=53395.msg700548#msg700548 (see second image and the images with green background).

I was thinking for the CV2 intro. But, can be like the Intros between Evil Ryu y Evil Ken of Reu, RIP.

Sam dude said:
-Your Ken have fall recovery?

Yes... press a+x while falling. I dont have problems.

Same dude said:
-Only if you want to fit your Ken to SF series (and PotS too xD), you should give he Custom Combo

When I have time, Custom combo will be first in line.

Same dude said:
-Can I do some palettes!? :D

Always, you can. You´re able to edit this, do whatever you want, only try to do not make a Orochi God version of this. If you want for include your palletes, first you must send me those.


So, wait for Violent Ken =D


EDIT: So, anyone can make a lvl. 3 portrait for V. Ken?
Last Edit: October 07, 2009, 05:53:44 am by Hero.
Re: Ken v 1.1
#39  October 07, 2009, 12:41:56 pm
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Nice char so far, I like it.

What i have found:

- Medium Ryusen Kyaku doesn't come out.
- Ken is missing his "missed trow" animations
- Ken is missing the "roll back" and "roll fwd" dodges
- What do you think about adding some portraits during super moves (like Kof 2002/Pots/Vyn)?
- Maybe Ken's EX Tatsumaki Senpuu Kyaku  could be like the one in the VS series?
- Same for the EX Hadouken: maybe having a bigger fireball that doesn't travel all screen long?
- Any plan for SF EX moves/super moves?
- Will you use Viofiz edits to make an intro with Pots's Ryu?
If I find anything else I will tell you.

Thanks for your work.


Last Edit: October 07, 2009, 12:49:01 pm by Garuda
Re: Ken v 1.1
#40  October 07, 2009, 06:36:12 pm
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Again, not like "Marvel vs"  Ken, like CVS2 Ken, or SF4 Ken. Even like SF3 Ken. In both games, the Ex Hadou and the Ex Tasuamki perform like mine - I hope....

I was sure he perform the misssing throw animation. Could be is very fast, or wich you can only do if you are near to the enemy. See the AI.  :P

Roll forward is done. In fact, Zenpou Tenshin is nearly unhittable at the start and the medium animation.
I dont feell wich Ken need a roll back.

"Medium Ryusen Kyaku doesn't come out." I´m trying to know ehat you mean... :-\


About Super Portrait Lvl 3 Ken, can be, could be, and should be. I shall think about that.

Abd with the Intro vs PotS`s Ryu... I sended a pmand I hope he will read it.


Re: Ken v 1.1
#41  October 07, 2009, 06:56:30 pm
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"Medium Ryusen Kyaku doesn't come out." I´m trying to know ehat you mean... :-\
B,D,DB+b doesn't do anything.

- F+b at close distance misses the enemy. Expand the hitbox "into" Ken's body.
- Ex Ryusen Kyaku with b+c doesn't work either. There may be some priority issues in the CMD.
- For shoryuken and Ryusen kyaku, it's better to use F,D,DF and B,D,DB, using the diagonal motion at the end (in the CMD).
Re: Ken v 1.1
#42  October 07, 2009, 08:18:00 pm
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... I can do Medium Ryusen Kyaku without problems. I´ll check

The only command over the ExRyusen Kyaku in the CMD and uses kick, is Shippujinrai Kyaku and Shinryuu Ken. Ryusen kyaku has low priority compared with EX version. But, I´ll check.

Thanks both for feedback - especially Inglorious, you helped me a LOT


Anyway, someone has a Lvl.3 Ken portrait to share?
Re: Ken v 1.1
#43  October 07, 2009, 09:13:14 pm
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Again, not like "Marvel vs"  Ken, like CVS2 Ken, or SF4 Ken. Even like SF3 Ken. In both games, the Ex Hadou and the Ex Tasuamki perform like mine - I hope....

Yeah, I know yours are the same as SF4, but for a little more variety and originality you could try. IMO.

I was sure he perform the misssing throw animation. Could be is very fast, or wich you can only do if you are near to the enemy. See the AI.  :P

Yes, but the animation for the missed trow should come up even if you try to "trow" from very far.

Roll forward is done. In fact, Zenpou Tenshin is nearly unhittable at the start and the medium animation.
I dont feell wich Ken need a roll back.

Ok

"Medium Ryusen Kyaku doesn't come out." I´m trying to know ehat you mean... :-\

See what Cybaster said.


About Super Portrait Lvl 3 Ken, can be, could be, and should be. I shall think about that.

Abd with the Intro vs PotS`s Ryu... I sended a pmand I hope he will read it.


I hope to see it!


Re: Ken v 1.1
#44  October 08, 2009, 10:25:05 pm
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Well, well, well, Im sure this is the last update until I release Violent Ken. I want your opinion. Should I make a thread in Projects section? or a surprise is better?

F+b Clsn fixed at close distance.
Medium Ryusen Kyaku command fixed, I tested it in 4 differents Computers.
Ex Ryusen Kyaku with command B,D,DB,b+c fixed. Now works fine.
Aerial sparks fixed.


What`s Missing?

- Custom Combo.
- CLSN Remake or fix.
- Super Lvl. 3 Big Portrait, but, I don´t have any.
- Juggling?


I think this version is very functional. Don´t have GREAT bugs wich attemp against the gameplay.



About Intro vs PotS`s Ryu...

Probably he read the pm, but he already isn´t interested in Mugen stuff breakdancing fuck yeah

Or, he want to make it with Chosen´s Ken.


Or more probably, he believe I stolen his Ken....





 Nah, just kidding guys.  ;P



In that case, after Iori and Orochi Iori, I should do my own Ryu/Evil Ryu. That means wich I will do my own Kyo/Stereotyphical Evil Kyo, that means I must do .... the circle never ends.  :sugoi:

Dream is free.


PD : All who make a decent feedback in this thread appears in the Readme File. Fell free to make news Feedback.

PD2 : Mirror in Sendspace activated for who can´t download Pr0n Ken





 

Re: Ken v 1.1
#45  October 08, 2009, 10:28:24 pm
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When I first started I had a W.I.P thread, but then it got old because I don't really want people's opinions on the creation process of my characters.

If you want people's opinions, then make a w.i.p thread, if you want to show your progress for whatever reason, make a W.I.P thread. If you're asking if you should make a W.I.P thread, you should probably make a W.I.P thread because you're willing to consider what people have to say about the creation process of your character.
Re: Ken v 1.1
#46  October 08, 2009, 10:41:04 pm
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When I first started I had a W.I.P thread, but then it got old because I don't really want people's opinions on the creation process of my characters.

If you want people's opinions, then make a w.i.p thread, if you want to show your progress for whatever reason, make a W.I.P thread. If you're asking if you should make a W.I.P thread, you should probably make a W.I.P thread because you're willing to consider what people have to say about the creation process of your character.

Interesting quote...
Re: Ken v 1.2
#47  October 08, 2009, 10:42:17 pm
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hey Hero can make a link to sendspace for ken plz ???
Re: Ken v 1.2
#48  October 08, 2009, 10:49:54 pm
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Re: Ken v 1.2
#49  October 08, 2009, 10:59:24 pm
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  • Why are pokemon being mistreated?
i dont see it ???
Re: Ken v 1.2
#50  October 08, 2009, 11:42:24 pm
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Yo Hero.

Ken moves a bit forward in MK & HP! On purpose?
Re: Ken v 1.2
#51  October 08, 2009, 11:42:50 pm
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i dont see it ???

I put in the post: "I added a mirror"... it´s in my page dude.

In characters section, see DONWLOAD / MIRROR . Click on mirror

Staubhold said:
Yo Hero.

Ken moves a bit forward in MK & HP! On purpose?

Purpose. When you perform a kick, actually you move forward a bit (not like 20 pixels in the game XD)
Re: Ken v 1.2
#52  October 09, 2009, 11:48:47 am
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shouldn't Kama Barai Geri hit twice and Oosoto Mawashi Geri knocks down?

the king of all cosmos
Re: Ken v 1.2
#53  October 09, 2009, 01:23:47 pm
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Hey! Have you fixed the extra finger?
Re: Ken v 1.2
#54  October 09, 2009, 04:40:45 pm
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Actually was not a finger, was the glove, but it´s in yellow, appears to be a finger.

I say which it´s a finger for the lulz