The Mugen Fighters Guild
M.U.G.E.N Central => Inactive Projects => FullGame development => Capcom Fighting Jam 2 => Topic started by: Lost_Avenger on August 21, 2012, 10:01:30 pm
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(http://i1044.photobucket.com/albums/b443/lost_avenger/46f67f52.gif)
Info:
Name: Sakura Kasugano
Hp: 925(low)
Stun: 60(below average)
Progress: released with the beta1.5 pack
Dash type: hop/dash(pretty much a dash though)
Move list:
Specials:
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/34b25e7e.png)
Hadouken (S)
command = qcf+p(hold p to charge)
notes: The more the hadouken is charged, the less distance it travels(but the more damage it does). EX can also be charged.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/8e5311ae.png)
Hadoushou
command = hcf+p
notes: Input increases hit count. Doesn't travel and can block some projectiles. EX has an extra hit.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/ab43d1d5.png)
Shououken (S)
command = DP=+p
notes: input changes hit count. EX does more hits.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/bf90509d.png)
Shunpuu Renkyaku
command = qcb+k (can also be done in the air)
notes: input determines height. Inputting the tatsu command during the attack will activate the follow up when Sakura lands(adding a hard knock down). EX follow up is automatic and is a free juggle.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/fc85eb0a.png)
Oukakyaku
command = qcf+k. Air only
notes: A dive kick type move giving you a large frame advantage. EX is an even bigger advantage with more damage.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/90752640.png)
Sakura Otoshi
command = DP+k
notes: Pressing punch after Sakura has left the ground will trigger the attack. Pressing kick cancels it(causing her to drop down). You can land the attack up to 3 times in mid air(its also a knock down). EX has an adjusted angle and more damage.
Supers:
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/bff2df96.png)
Shinkuu Hadouken
command = 2qcf+p
notes: Projectile. Input determines hit count. It loses hits as it travels.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/6bbb3eff.png)
Shinkuu Hadouken(Anti Air)
command = 2qcb+p
notes: input determines hit count. It loses hits over time.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/e6aa749b.png)
Haruichiban
command = 2qcb+k
notes: hit count is based on input.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/f482749d.png)
Haruranman
command = 2qcf+k
notes: LV3 only
Sample combos:
Legend:
- = link
, = chain/rapid fire
xx = cancel(special/super)
S.lp - S.mp
c.lp - c.hp
c.lk, c.lp - S.mp
c.hp xx hk Shunpu Renkyaku, follow up
S.mp xx hadouken xx Shinkuu hadouken
c.hp xx lk shunpuu Renkyaku - c.lk
jump in - c.hp xx lk shunpuu Renkyaku - c.lk,c.lp xx ex shunpuu renkyaku - ex Shououken
jump in - c.lk, c.lp xx lk shunpuu Renkyaku - c.lk, clp xx lk shunpuu Renkyaku - c.lk, c.lp xx ex shunpuu renkyuaku - Sakura Otoshi(x3) (I think this is possible, my keyboard sucks too much to be sure)
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I still seriously think Hadoushou should be HCB+P. Less clashing with the normal fireball.
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I'm considering it. The issue is how lenient my half circles are. Guarding/walking back and then doing hadouken will net hadoushou. That input allows other dumb things(taking a step forward or two and then doing sonic boom for one).
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You've been considering it for quite a while now, haven't you? I also have a secondary reason for it: Akuma's Shakanetsu Hadouken is HCB. 'Nuff said.
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Yeah, I've been busy with other things lately. Ryu's shakunetsu was a hcf so ha(which is what I based the command on iirc)!
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Ah, ok.
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Changes for the FG beta:
-Ouyaku cant be Tigerkneed anymore. EX version has a longer recovery, the same damage as regular, and adjusted stun.
-File size reduction
-hadoushou will be adjusted. In rare cases, it stays in play after Sakura was hit
-system update
Anything else she needs?
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Hadoushou needs a HCB command. I'll keep saying this until it's shot down for good. Wait, why no Tiger Knee for Ouyaku?
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Gives an incentive for the ex version, making it more useful. Nerfs the special version a tad also. I'll probably do the same thing with Cammy.
Hadoushou is because of lenient commands. Ryu's half circle hadouken is forward too. E.Ryu/Akuma/E.Ryu/Chun-Li have it backwards
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Evil Ryu? I didn't know you were making him... Wait, you listed him twice.
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Wow Im tired. I basically meant the Akuma style characters. And I made an E.Ryu for SFAS/SFE/SF game thing. Ryu was probably a rare exception? Should the hadoushou command?
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Should the Hadoushou command what? I think either less leniency or HCB command.
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odd. I meant to say should I poll the command
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Go for it. That's probably the closest thing we'd get to a "final" decision.
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I rarely make final decisions lol
Posted: October 11, 2012, 07:52:46 pm
I added another option to the poll that I forgot last night.
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Beta update:
-Fixed a couple of stun values(ex dp mostly)
-Fixed guard damage values on a couple moves(upping them in most cases)
-Added width to hadouken(ex too)
-Hadoushou should die when Sakura is hit now
-Ex qcf+k(might have been air tatsu?) no longer gives power back
-New sparks, throw tech, etc. System stuff
-Shinkuu hadouken no longer has a chance of stun damage(I dont think it did before, but I forgot to add 0 stun).
-Sparks work now(damn FF linking my stuff)
-AI was tweaked a little. I'll do a full redo eventually
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-Hadoushou should die when Sakura is hit now
-Ex qcf+k(might have been air tatsu?) no longer gives power back
-Aww, that was so hilariously OP.
-It was her EX Dive Kick.
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I just happened to see it a couple days ago.
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-Adjusted her hadouken/shou clsn upward. No more ducking under Sagat's hp/high shot
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Stuff:
-AI update
-c.mk xx hp shououken combos much easier now. c.lk, s.lp(x2) - c.mk xx hp shououken is now possible
-System update
She tends to crush your guard a bit faster than others.
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Stuff:
-S.lk properties changed a bit. Added recovery and dropped the far lk(its a cl.mk now). She can hit confirm s.lk into hp shououken now. it gives her a better option for her tatsu links imo
-ex shououken juggle properties adjusted.
-AI is a bit more aggressive. I'm going to improve it more
-some damages tweaked. same for clsn.
I'm considering giving her an ex mode, but I prefer making my ex characters different.