Seth.
Spoiler: Preface (click to see content)
Initially I was in the process of ripping Oni's sprites with the help of "Odb718" and was going to use Slitherware's hitbox viewer for accurate hitboxes, but after the update to Ultra, the software was not compatible so I was forced to halt the progression. After learning that FrameTrapped ( http://frametrapped.com/ ) was going to include this, I was going to continue once the software was released ( said "Coming Soon" around September 2014 so I assumed it would be out in October-ish ). As I waited for it and continued into the month of October, Capcom sent a notice to the Frame Trapped team that they would like the team to license the software through them, which basically delayed the release of FrameTrapped up until now. After this, I decided to postpone Oni's progression until FrameTrapped is released.
Ripping this guy was rather easy, though I see potential challenges with: Spinning Pile Driver, and Ultra 1 - Tanden Stream. Other than that, I think think the rest of the character should progress smoothly.
(http://s6.postimg.org/tp8rj0pov/stand.gif)
Spoiler: Screens/Hitboxes (click to see content)
(http://s6.postimg.org/92k1xp6a9/mugen288.png)
(http://s6.postimg.org/ligrrfzm9/shot1.png)
(http://s6.postimg.org/6jycx0kk1/shot2.png)
(http://s6.postimg.org/xznfelus1/shot3.png)
(http://s6.postimg.org/41cnwbytt/shot4.png)
Key:
Green - Completed. Should be finalized pretty much
Blue - Implemented, incomplete or currently inaccurate behavior
Red - Currently being implemented, may be broken.
Progression Schedule
- Required Anims/Required Sprites
- Movement Forward/Back Dash
- Stand Attacks
- Close Stand Attacks
- Crouch Attacks
- Jump Attacks
- Jump Command Attacks
- Dive Kick
- Sonic Boom
- Shoryuken
- Spin Kick
- Tanden Engine
- Teleport
- Focus Attack/Red Focus Attack
- Spinning Pile Driver
- Wall Jump
- Throw/Back Throw
- Tanden Typhoon (Ultra 2)
- Tanden Stream (Ultra 1)
- Shoryuken Follow ups
- Bars/SF4 System related stuff
- Intro/Loss/Draw/Taunt poses
- General Polish
Want to test it? Here's a dropbox link for Seth's current files. They will be updated as more things get implemented. Do not expect a fully working product as of yet.
https://www.dropbox.com/sh/m6vcsm4c7dxrf05/AABPsLhoBe0Z9ynvdRbBf7Y0a?dl=0
interesting take on the SPD. I was expecting you to rip him with the camera zoomed out and make it look more similar to Werewood's version. Kind of weird how the p2states look though to be honest. A lot of spazzing out on their end.
also, the command for SPD seem more strict than i remember. I think adding a pre jump state where the character remains on the ground for an extra frame or 2 would help the input for SPD to feel more like SF4 leniency.
Also, the hands don't seem to line up that well for SPD. It looks pretty jumpy. See below.
Spoiler, click to toggle visibilty
(http://i.imgur.com/cjQa2Kw.png)
(http://i.imgur.com/i9Y4Z6u.png)
Might be worth considering making it with a zoomed out camera for better p2 state use. http://www.youtube.com/watch?v=xZi-WNUU17E&t=10m21s
Ah, I didn't try pile driving kfm. It indeed does look better when performed on him. :)
Looks like most of the hands have been fixed on your spd, but it appears one frame for the hands is still off. Any chance you would make the right leg appear in front of p2 as well?
Spoiler, click to toggle visibilty
(http://i.imgur.com/Uy1deo1.png)
(http://i.imgur.com/39B2zZc.png)
Also, foreground stage objects with sprpriority seem to appear during his pile driver.
Spoiler, click to toggle visibilty
(http://i.imgur.com/ME4pOdJ.png)