MK vs. SF - Fight for the Universe
[BETA V0.2]
Info:
This version includes three game modes: Arcade and the new Story and Online Mode.
The Arcade Mode is used to play against friends, practice (movelist included by pressing the start button) and configure the game (here is where you'll want to configure your binds and such for story mode as well).
Story mode features the MK vs. SF story with cut scenes, which is in demo stages (and don't freak out, this will not bring forth awkward parenthood angles).
Online Mode is featured as well, using IKEMEN, and is a work in progress. It might present a few bugs here and there, but it's nothing gamebreaking and it's still very well worth the fun.
Content and Updates:
General:
-Movelist-
-Story Mode-
-Online Mode (IKEMEN)-
-MAX Combo Limit (Basic Moves)
MAX Combo Limit:
Depending on a character's current level, there will be a maximum combo counter on the bottom part of the screen for each player. This number indicates the number of standing/crouching basic hits you can perform in a single combo (aerial, special and super moves are not included). The more power you gain, the longer are your combo strings.
Updates:
-Updated Lifebar-
-Fixed some issues with the Interactive Stage-
-Added a better AI-
-Added Movelist-
-Fixed and balanced damage-
-Added 4 New Characters-
-Added 2 New Stages-
-Added Wall Bounce-
[GAME CONTENT]
Mortal Kombat:
-Chameleon-
-Scorpion-
-Kung Lao-
Street Fighter:
-Shin LVL2 Akuma-
-Ryu-
-Sagat- (Chatman Sprites)
STAGES:
-The Street-
-The Riverside-
-The Dark Temple (Interactive Stage)-
Screenshots:
(https://imagizer.imageshack.us/v2/320x206q90/802/u2ok.png) (https://imagizer.imageshack.us/v2/320x206q90/199/1ycp.png)
(https://imagizer.imageshack.us/v2/320x206q90/401/mwwa.png) (https://imagizer.imageshack.us/v2/320x206q90/208/fepl.png)
(https://imagizer.imageshack.us/v2/320x206q90/691/okva.png) (https://imagizer.imageshack.us/v2/320x206q90/199/hjqv.png)
(https://imagizer.imageshack.us/v2/320x206q90/30/mr6b.png) (https://imagizer.imageshack.us/v2/320x206q90/822/2w70.png)
(https://imagizer.imageshack.us/v2/320x206q90/23/qmgk.png) (https://imagizer.imageshack.us/v2/320x206q90/163/r4n4.png)
(https://imagizer.imageshack.us/v2/320x206q90/23/imig.png) (https://imagizer.imageshack.us/v2/320x206q90/844/29md.png)
(https://imagizer.imageshack.us/v2/320x206q90/197/jddl.png) (https://imagizer.imageshack.us/v2/320x206q90/838/at93.png)
(https://imagizer.imageshack.us/v2/320x206q90/839/w569.png) (https://imagizer.imageshack.us/v2/320x206q90/20/jfq0.png)
IKEMEN Online Mode:
For those who are unaware, here's how you setup an online match:
-Make sure your router's gateway is open if you're creating the game.
-If you're creating the game, simply select "Connect" and hit OK without typing in an IP adress. Remember the Port number you're using
-If you're joining, select "Connect", type in the IP adress and use the port the host is using.
IKEMEN Bind Setup:
-The binds are located in the SSZ folder. Open it and edit config.ssz with notepad. Find a piece of text that looks like this:
Spoiler, click to toggle visibilty
-1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
(int)k_t::q, (int)k_t::w, (int)k_t::e, (int)k_t::a, (int)k_t::s, (int)k_t::d,
(int)k_t::RETURN);
Simply edit every character you see after "(int)k_t::". The directions are self-explanatory, and the rest of the binds go in the following order: a, b, c, x, y, z, start.
Download (https://mega.co.nz/#!ax4jVayT!EC2mdHk1f5zEJ2kWyL6XfxlGPtn5Ksrt-FOxWA2o0OM)
PASS: erifdrol
Please we need feedbacks.[/center]
Will try to report bugs, and keep editing this post as I go on testing. I'm trying to get debug to show but no luck. Glad to see this project is still in progress :3!
On a side note, I'm not liking the angle of view for the characters. If they jump, they are literally pixels away from being off the screen. Also, the MK characters have little differentiation in their normals, and I can understand why. It's just that, in this game that I seen SF characters air normals have the same amount of hit stun in their other normals, it makes me believe what's the purpose of using the Jumping Strong (Medium Punch) for some MK characters if it's the same as Jumping Fierce (Heavy Punch) when it has nearly identical frames, but more damage? Also, keep in mind, hitbox data from the looks of it hasn't changed either. But since this is early WIP, I can understand this issue, just hope it gets fixed in some point.
I think the proximity hitbox (if possible to adjust) on projectiles need to be adjusted too. Players can go in block animations (and make the opponent take advantage of movement) at far ranges from some projectiles, and it could hurt them in the long run.
Music needs to loop properly btw, if you need help in me making .ADX format, I don't mind.
~Sagat~
(Tested against SL2 Akuma)
PLAYSTYLE
Hmm... well, the game is designed for crazyness, and it is given to Sagat properly. Sagat can actually be dangerous in nearly all ranges for good reasons. The only area I would probably say he lacks in is control in the air, he feels more like a grounded type, and even the issue of air mobility shouldn't affect him much.
He recovers fast in zoning with Tiger Shots, and essentially he can throw a Low Tiger Shot into a High Tiger Shot trap pattern (he cannot, however, do High Tiger Shot into Low Tiger Shot). For example, he can zone well against SL2 Akuma in fireball war, since Sagat's ground fireball game dominates SL2 Akuma's ground fireball game. SL2 Akuma may retaliate with air control to adapt with Sagat's playstyle, potentially stuffing/trading with his own air fireballs.
Mid-range, he has decent pokes, notoriously St.Short (which could lean to insane pressure, probably needs adjustment), Low Fierce (hitstun needs fixing, but you can chain it if close enough into St.Roundhouse), and St.Forward along with St.Roundhouse. Essentially, St.Roundhouse and St.Forward can be used as Anti-Air, but you can air block in this game. You can also cancel the anti-airs into Tiger Shots if you want to apply pressure on their landing. Tiger Uppercut avoids the air blocking properties and is a guaranteed answer for opponents who love to block while jumping unless the opponent parries in the air, uses an air super or special that's invincible, or stuff it. Now, even though Tiger Uppercut trades, it's likely you can win the favor of trades by following up the trade with a super (Tiger Cannon or Tiger Genocide) if close enough.
Up close is rather interesting, and took a very interesting approach that perhaps fit his style in MK VS SF. It will be explained in a few lines below though. When up close, Cr.Short atm is very fast, and is a decent starting normal. If you hit-confirmed it and want to chain it, the chain setup is as followed:
Cr.Short -> Cr.Strong -> Cr.Jab -> Cr.Fierce -> St.Roundhouse -> St.Fierce.
You could potentially do this string twice by walking up slightly after this chain, since you are at an advantage. As for what to do after the chain combo, you could do a Toward/Away+Throw (knockdown setup if close enough), Roundhouse (Hard Kick) Tiger Shot (knockdown setup if not close for throw), or Super of your choice (damage).
Now... here is the interesting thing, regardless of the fact that the block animation in this game apparently covers cross-ups and fake cross-ups. Sagat, can essentially set up a vortex. The use of this vortex is very valuable in getting a lot of mileage with Sagat. Remember those knockdown setups I mentioned from throw or Tiger Shot in the line above? Well, you can set up a meaty Low Tiger Shot (and possibly High Tiger Shot afterwards for more pressure) and setup a decent high-low mix-up along with a possible wake-up vortex in which you have to guess which way to block on wake-up (as long as the opponent wakes up at the time the Sagat player is able to react with).
BUGS
• After applying any Standing or Crouching Light attack, or a St.Strong (Standing Medium Punch)/Close St.Fierce (Close Standing Heavy Punch) against any opponent, Sagat is able to perform an unescapable throw setup (the opponent is in block stun).
Answer: Prevent throw hitbox from colluding with block stun animations.
• St.Short from Sagat is WAY too good as far as hit stun goes. You can apply insane amount of block pressure and lead a St.Short loop, it's pretty bizarre.
Info: I believe start-up of St.Short is 9 frames. On block it's +26 (and yes, this is A LOT as far as frame advantage goes), on hit it's +18.
Answer: Reduce St.Short hitstun by a decent margin. At most, make it around +2 on block (considering his normals are being slow, otherwise, make it 0 if his normals get faster with the oddly exceptional Low Short, which I'll explain later) and on hit +6.
Suggestion: St.Short having 9 frames of start-up is slow. 5 or 6 frames sound more reasonable. If you do make it start-up faster along with Cr.Jab and other normals, change the +2 block and +6 hit respectively to +0 block and +4 hit.
• Cr.Fierce (CVS2 ^_^ oh... Low Heavy Punch) has very very *VERY* little hitstun. It has odd properties most likely due to the chaning system from the looks of it. (Btw, I love the idea you did in this version of Sagat where you can Cr.Fierce chain into special moves, that's awesome imo).
Answer: Give it more hitstun, at least enough where you can properly combo it into any Tiger Shot from a decent distance.
• Cr.Short is pretty darn fast, and surprising, faster than Cr.Jab??
Info: 5 frame start-up, that sounds like something his Cr.Jab should have swapped with at least. For reference, his Cr.Jab atm has a 9 frame start-up.
Answer: Make it a 4~6 frame start-up, and instead make Cr.Jab faster with a 3~5 frame start-up.
• Sagat's Tiger Knee input only works as followed: 6236+Kick (numpad notation).
Answer: Unless this is intentional, than it should be either the current 623+Kick (I prefer this), or old school TK 2369+Kick.
~Chameleon~
BUGS
• Chameleon can perform an infinite using Jab (Light Punch) Teleport Punch (Air) consistently.
Answer: Well, the hitstun on it on both block and hit is ridiculous, especially on block. It is +20 (yes, very positive :O!!!) on block for an instant cross-up attack. Generally, they shouldn't be safe, especially for something at this speed. Definitely should be punishable on block imo. I believe Strong (Medium Punch) Teleport Punch doesn't do it very well compared to the Jab one, but it's still + on block, and the opponent displays a
"getting hit" animation when blocking on the Strong version.
Video Demonstration using Scorpion (same concept): https://www.youtube.com/watch?v=6FFVF0N_AFA
~Scorpion~
BUGS
• Scorpion can perform an infinite using Jab (Light Punch) Teleport Punch (Air) consistently.
Answer: (Check Chameleon section, same issue.)
~Shin Level II Akuma~
NOTES
• Misogi (QCF->QCB+Kick) is missing in the move list.
Chain strings
5-hit limit (meterless)
Anywhere
Low Short -> Low Forward -> St.Forward -> St.Strong -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
Close
Low Short -> Low Forward -> St.Strong -> St.Fierce -> St.Roundhouse -> QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
Low Short -> Low Forward -> St.Strong -> St.Fierce -> St.Strong xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
Far
Low Short -> Low Forward -> St.Strong -> St.Jab (Must be Far St.Jab animation) ... Cr.Roundhouse
7-hit limit (meterless)
Nearly Close
Low Short -> Low Forward -> St.Forward -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
Low Short -> Low Forward -> St.Strong-> St.Fierce -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
9-hit limit (meterless)
Nearly Close
Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Jab (Must be Far St.Jab animation) ... Cr.Roundhouse
11-hit limit (meterless)
Nearly Close
Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Fierce -> St.Strong -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
Low Short -> Low Forward -> St.Strong -> St.Jab -> St.Short -> St.Forward -> St.Strong -> St.Fierce -> St.Jab -> St.Roundhouse -> St.Fierce xx QCF+Roundhouse ~ (Air) QCF+Kick -> QCF+Forward ~ (Air) QCF+Kick -> Fierce DP
This game is super awesome! It's like the from the movie! But I have a problem. (Please fix it):
I want the buttons to be like this:
Up: W
Down: S
Left: A
Right: D
Light punch: U
Medium punch: J
High punch: L
Light kick: I
Medium kick: K
High kick: O
PS: Please don't write bad comments to me/this letter, I'm still a newbie of M.U.G.E.N.
Ya, I have the same problem, can you guys tell US what to do please? (on mugen.cfg please)
If you're playing Arcade or Story, the options are set in Arcade for both. A, B and C are kicks light through heavy, and X, Y and Z are punches from light to heavy.
If you're playing online mode through IKEMEN, this is how you set the commands up:
IKEMEN Bind Setup:
-The binds are located in the SSZ folder. Open it and edit config.ssz with notepad. Find a piece of text that looks like this:
(int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
(int)k_t::q, (int)k_t::w, (int)k_t::e, (int)k_t::a, (int)k_t::s, (int)k_t::d,
(int)k_t::RETURN);
Simply edit every character you see after "(int)k_t::". The directions are self-explanatory, and the rest of the binds go in the following order: a, b, c, x, y, z, start.
Have fun!