The Mugen Fighters Guild

M.U.G.E.N Central => Inactive Projects => FullGame development => Capcom Fighting Jam 2 => Topic started by: Lost_Avenger on September 06, 2012, 05:39:42 am

Title: Shin Akuma(Street Fighter Alpha 2)
Post by: Lost_Avenger on September 06, 2012, 05:39:42 am
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/SAkuma.gif)
Info:
Name: Shin Akuma
Health: 700(very low)
Stun: 50(very low)
Progress: Released with the beta 1.5 pack
Dash type: dash

Move List:
Specials:
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/5108874c.png)
Gou Hadouken (S)
command = qcf+p
notes: Up close its a knockdown. Speed and damage are based on input. EX is a 2 hit knock down
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/ee954c17.png)
Shakunetsu Hadouken
command = hcb+p
notes: input determines hits and damage. EX is faster and does more damage.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/d44a2e7b.png)
Tatsumaki Zankuu Kyaku (S)
command = qcb+k(can be done in the air)
notes: Can juggle. Input determines range, damage, and juggle possibilities. EX is 5 hits
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/64caa8ba.png)
Gou Shoryuken (S)
command = DP+p
notes: input determines damage and range. EX is 3 hits
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/1b0ccab4.png)
Tenma Shurettou
command = D, D, 3p/3k
notes: A non exable counter move. 3p is a high counter, 3k is the low counter.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/51d67c13.png)
Zankuu Hadouken (S)
command = qcf+p (air only)
notes: input determines vels. EX does more damage
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/00f405e9.png)
Ashura Senkuu
command = DP+3p/3k or BDP+3p/3k
notes: Input determines where the teleport goes. Forward goes forward and vice versa. Punch/kick determines range.
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/cafb3baf.png)
Messatsu Gou Shouryuu
comand = 2qcf+p
notes: input determines hit count
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/df823bb1.png)
Messatsu Gouhadou
command = 2hcb+p
notes: input determines hit count
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/59e3d831.png)
Tenma Gouzankuu
command = 2qcf+p
notes: Air only. Hit count is input based
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/1345d1f6.png)
Shun Goku Satsu
command = x,x,F,a,z
notes: Level 3 only
(http://i1044.photobucket.com/albums/b443/lost_avenger/Mobile%20Uploads/ab30299a.png)
Misogi
command = 2hcb+k
notes: Level 3 only

Additional notes:
Shin Akuma is a monster with insanely damage possibilities. He's a boss tier character.
He has a target combo, cl.mp-hp. Its a hard knock down, but it cant be canceled
F.Mp is an overhead
Title: Re: Shin Akuma(Street Fighter alpha 2)
Post by: Sinnesloschen on September 06, 2012, 06:21:10 am
Terrible shame you decided against the target combo being cancelable.
Title: Re: Shin Akuma(Street Fighter alpha 2)
Post by: Lost_Avenger on September 06, 2012, 07:46:42 am
He's a monster with or without it. I might make it super cancelable, but I just dont think he needs it
Title: Re: Shin Akuma(Street Fighter Alpha 2)
Post by: Sinnesloschen on September 22, 2012, 03:51:23 pm
His LK Tatsumaki knocks the enemy back just a bit too much on the first hit for the obligatory SRK followup to hit properly. Only one or two hits connect on most occasions. I know I've brought this up a lot, but his Tenma Gou Zanku still launches him at an odd angle, and I've just noticed the timing that he gets knocked back at is sort of delayed.
Title: Re: Shin Akuma(Street Fighter Alpha 2)
Post by: Lost_Avenger on September 23, 2012, 12:12:04 am
I mixed waru's and Pot's versions together and got that. I'll look at it again, but... I dont think its that bad.

I'll look at the lk tatsu
Title: Re: Shin Akuma(Street Fighter Alpha 2)
Post by: Sinnesloschen on September 23, 2012, 12:13:10 am
Needs more POTS. I'm sure you've noticed I'm kinda nit-picky, so it should be a given I brought that up again.
Title: Re: Shin Akuma(Street Fighter Alpha 2)
Post by: Lost_Avenger on September 23, 2012, 12:26:41 am
Old Pots isnt as good as new Pots. His stuff isnt always as perfect as people make it out to be. Waru's isnt either for that matter and that was where the previous vel came from.

-sighs- I left out another AILevel trigger in EX shoryuken. And Lk tatsu is an infinite. Fixing both.
Title: Re: Shin Akuma(Street Fighter Alpha 2)
Post by: Sinnesloschen on September 23, 2012, 12:27:34 am
Yeah, I'm definitely of the opinion some of his works need tweaking. But yeah, I was kinda raised (Mugen-wise) on his stuff.
Title: Re: Shin Akuma(Street Fighter Alpha 2)
Post by: Lost_Avenger on April 17, 2014, 08:22:44 am
S.Akuma
-I apparently forgot to give him a punch alpha counter. Now his dp is his Alpha counter
-system update
-AI updated
-TC can be super cancelled now

I need to make his AI a lot better. It sucks currently
Title: Re: Shin Akuma(Street Fighter Alpha 2)
Post by: Prime SC on April 17, 2014, 09:01:50 am
I love your characters ai man
Title: Re: Shin Akuma(Street Fighter Alpha 2)
Post by: Lost_Avenger on April 17, 2014, 07:34:59 pm
S.Akuma probably had the weakest AI of the group. It dropped combos most of the time. Rarely air to aired. Etc. Now Guy is probably the weakest. Boss mode S.Akuma(has 1200 health) was able to pull off a less aggressive AI since he could absorb hits better. Meh. I'm still working on him. Ryu and Sakura probably have the best AI now