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Reuben Kee styled Shin Akuma released (Read 13815 times)

Started by Sir Ghostler, March 02, 2019, 06:34:43 am
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Re: Reuben Kee styled Shin Akuma released
#21  March 22, 2019, 05:00:54 am
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Almost every character I have fought against with him. Whenever they hit the ground after receiving a gou shoryu, he lands right as they have recovered fully leaving just barely enough time to block against fast characters or characters with quick projectiles. Sometimes he can block but sometimes he can't end the animation in time to block and gets punished. A good example of this would be ZXAkuma, his A.I. loves to punish openings
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Re: Reuben Kee styled Shin Akuma released
#22  March 26, 2019, 07:06:39 am
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I was wondering if someone would make :gouki: Akuma/Gouki :gouki: like Evil Ryu and Evil Ken
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Last Edit: April 20, 2019, 09:04:50 pm by K.T. MasterMind777
Re: Reuben Kee styled Shin Akuma released
#23  March 27, 2019, 02:13:13 pm
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Is out any ai for this good akuma?
Re: Reuben Kee styled Shin Akuma released
#24  March 28, 2019, 03:30:26 am
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Absolutely loving the feeling of this Shin Akuma, very nicely done. My only two issues with him are that the Tenshou Kaireki Jin is unsafe even on hit, since the opponent can get up before Akuma comes back on-screen and can attack him as a result, and you can't combo a medium attack into an opposite heavy attack, as in something like MK > HP doesn't work. I'm not sure if this is intentional though, but since you can combo a light attack into an opposite medium, I figured that it's worth mentioning.

Edit: Also, I remembered you mentioned the stance earlier. I personally do like it, but I feel like it should be used for once Shin Akuma's at 3+ meter, like how Reu's Evil Ryu and Ken are.
Last Edit: March 28, 2019, 04:02:14 am by Project.13
Re: Reuben Kee styled Shin Akuma released
#25  April 03, 2019, 07:04:28 pm
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Almost every character I have fought against with him. Whenever they hit the ground after receiving a gou shoryu, he lands right as they have recovered fully leaving just barely enough time to block against fast characters or characters with quick projectiles. Sometimes he can block but sometimes he can't end the animation in time to block and gets punished. A good example of this would be ZXAkuma, his A.I. loves to punish openings

I've modified his Shoryuken a bit. Please lemme know if this is fixed or at least mitigated now.

Is out any ai for this good akuma?

Thanks. He doesn't have any AI at the moment.

Absolutely loving the feeling of this Shin Akuma, very nicely done. My only two issues with him are that the Tenshou Kaireki Jin is unsafe even on hit, since the opponent can get up before Akuma comes back on-screen and can attack him as a result, and you can't combo a medium attack into an opposite heavy attack, as in something like MK > HP doesn't work. I'm not sure if this is intentional though, but since you can combo a light attack into an opposite medium, I figured that it's worth mentioning.

Edit: Also, I remembered you mentioned the stance earlier. I personally do like it, but I feel like it should be used for once Shin Akuma's at 3+ meter, like how Reu's Evil Ryu and Ken are.

I'm glad you like him. The Tenshou Kaireki Jin issue should be fixed now. The chaining limitation is intentional, you can only switch from punches to kicks and vice versa from his lights.

Also, I'm happy someone likes the new stance at least, lol. I was planning to just make another one for when he has full meter and leave the current one as default. Idk, I'll figure it out eventually.

Thanks for the feedback.

Updated! https://1drv.ms/u/s!AgiPXTIYC2lbmwy-BRqhghuQT4I7

- Adjusted hit velocities of Shoryuken.
- Adjusted recovery of Tenshou Kaireki Jin.
- Adjusted the positioning of the kanji displayed at the end of Shun Goku Satsu when it kills, and added a second effect for when it doesn't kill.
- Updated readme again, lol. Added some information that maybe should've been there from the beginning.

Please redownload.
Re: Reuben Kee styled Shin Akuma released
#26  April 03, 2019, 07:50:09 pm
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I've updated slightly Akuma's stance, but I'm not sure if this is what you tried to achieve. Feel free to trash it if you don't like it.


It's really fun character to play. Great job and thanks for the update!
Re: Reuben Kee styled Shin Akuma released
#27  April 03, 2019, 08:00:26 pm
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Hey, that's a sick improvement! Thank you so much! I'm glad you enjoy him. :)
Re: Reuben Kee styled Shin Akuma released
#28  April 21, 2019, 07:55:54 am
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Great job brother I really wanna see a sick AI for this akuma
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Re: Reuben Kee styled Shin Akuma released
#29  April 21, 2019, 03:34:16 pm
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Well, since this was bumped...

I've updated slightly Akuma's stance, but I'm not sure if this is what you tried to achieve. Feel free to trash it if you don't like it.


It's really fun character to play. Great job and thanks for the update!

The upper body is still too stiff, no arm or hair or the shoulder thingies moving...
Re: Reuben Kee styled Shin Akuma released
#30  April 21, 2019, 04:49:36 pm
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[...]

Oh, there's much more that could be fixed here, but that wasn't my intention - I've only changed the position of Akuma's hand.

Of course I cannot disagree with you Alex. Adding some movement to fingers/clothes/hair and fixing the belt's movement would be a great improvement.

Re: Reuben Kee styled Shin Akuma released
#31  April 22, 2019, 04:43:25 am
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