The Mugen Fighters Guild
M.U.G.E.N Central => FullGame development => Capcom Fighting Jam 2 => Topic started by: Lost_Avenger on July 17, 2014, 01:38:07 pm
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With the adjusted roster, I really dont feel like continually updating the characters. Ill be mostly doing small changes. Biggest being dust changes. If you have any bugs, complaints, etc, now would be the time to mention them.
List of changes planned
Ryu: New sff with color separation of sorts(Pots).
Gains Denjin hadouken. Might lose shinku tatsu
Possible small clsn tweaks and AI adjustments
Evil mode
Chun-Li: New sff
Might lose seneishuu for heel drop
Gains a new super. Might lose Tenshoukyaku and super version
AI and clsn tweaks are possible
Cody
AI tweaks to make it suck less
Might gain Hammerhook once it gets sprited
Guy
AI tweaks
Might gain his teleport as well as extra intros
Ingrid:
AI tweaks. Might open up her juggles a bit
S.Akuma
AI tweaks
Might be swapped for Akuma with an ex mode for Shin
Ill add more as I remember
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Ryu
Gains Denjin hadouken.
Evil Mode
:thumbsup:
Might lose shinku tatsu
:thumbsdown:
S.Akuma
Might be swapped for Akuma with an ex mode for Shin
:thumbsup:
The other stuff looks good to go.
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Ex modes in this case wont count as characters. I prefer E.Ryu to Ryu in AE(I prefer Ken over both though lol).
Concept Akuma seemed potentially stronger than Shin since it had higher health, demon flip(ex being a potential otg dive kick), etc
Is denjin bad? Or the loss of his super tatsu? His ex tatsu is better imo and kind of makes the super useless. By dropping the super, I can buff the ex a tad. I could give him his Alpha metsu shoryuken? Since he would have 3 fireball supers lol
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I like Shinku Tatsu, but you do have a point. A slightly buffed EX Tatsu can compensate. Denjin is good. Metsu SRK sounds interesting.
Free Ken.
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Sakura had a similar issue. Her ex dp made her super dp less useful. Its not even that useful as a combo super either. I might let it stay for now.
Pots Ryu has several missing sprites. Esp on his F.mp. Im having to drop frames and Im wondering why I chose to switch in the first place. I could have just added the denjin stuff to mine and saved so much time. -Sigh-
Ken always gets shafted. Yang too. They are the Flareon of fighting games
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Ken always gets shafted. Yang too. They are the Flareon of fighting games
You have the power to stop this from happening though! If I ever get the strength to make a full game featuring Capcom chars, my first order or business is to give Ryu the boot. Ken for lead, 20XX...
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If I do a super update, Ill readd Ken, Karin, Sakura, Guile, etc. I was tempted to add Rose after she won Evo lol. But yeah. Id like to keep the SF side capped at less than 6. Making it feel more like a Capcom fighter than a SF vs Capcom. Id add more, but the sprite projects need more time
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Wait, so who do you have representing the Alpha series? If anyone at all. Cause Rose sprites are done. You should really add her for the fresh, beautiful sprites alone. I'm not the greatest Rose player, but I can work with her a bit. Using those new sprites for chars will definitely give you game a more fresh feel.
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Awesome stuff and I haven't forgotten about you my friend. Just been a bit busy with other things, I shall have a rough concept. This weekend for you and good luck man. I love your Cody so much.lol
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Oh right. Cody = Alpha... Duh... My bad. Still, Rose deserves to be a main char! Not DLC!
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Ryu : Street Fighter
Chun-Li: SF2
Alex: SF3
Charlie: SFA
C.Viper(when finished): SF4
Cody, Guy, and Haggar are FF
Thanks, man. Ive been really busy lately and haven't had a chance to code much
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Apparently cc doesn't work for like half the cast. Shows how often I use it.
When I do the updates, Im tweaking the system slightly
-Velocity system switches to the X system. Allowing for easier combos and smoother pauses
-Switching to Phantom's dust and hi res fx where I can.
-Hopefully fixing common system bugs. Like Alpha counters not properly knocking down
-Run type dash buffs
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Ryu:
-Damage reduced on lk and mk joudan. Mk and hk travel slightly further. Lk has reduced recovery.
-Lp shoryuken has additional juggle follow ups if you catch the enemy high enough. Now includes all forms of joudan
-Ex shoryuken can juggle off of lk tatsu and lk joudan in corners
-AI gains additional combos off of lp shoryuken.
About his AI, Im trying to buff the hell out of it. Im trying to get him to control a certain range better(55-82 pixels in front of him preferably. Im hoping to get him to better confirm his counter pokes(c.mk xx hp hado or ex joudan). He will still have issues with C.Commando's c.mk and some of Chun-Li's moves. He tends to focus a bit too heavily on getting in(dashing too much) to get max damage off of c.lk and c.mp combos. Once E.Ryu is added, Id like him to have a different approach than Ryu and Akuma.
Should it focus on certain combos only? To make it more unique? Id like to make my AI less... similar.
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You should make it focus on certain combos but not make Ryu's AI really aggressive like Akuma. The AI tends to dash a lot, maybe have him use his fireball as a poke more. Have him space cr.MK more maybe. Also once he's in he should use more frametraps preferably cr.MP, cr.MP/cr.LP/cr.LK for blockstrings. I'd suggest you look at some more footage of Valle's Ryu play to get the jist of how to make the AI more spacing dependent.
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Ive really only seen Daigo play Ryu till now. Ill need to look at Alex more. I need to basically adjust his dash and work on his block strings now. He is reliably landing c.mk xx hado around max range now. Should I make a topic for just AI stuff? Its my favorite part of coding