Have you both played sfa3 or earlier before ?Akuma has air projectile, teleport (ashura senkuu), tatsu and shoryuuken juggle abilities, special moves that Ken and Ryu don't have like Hyakki Shuu. Sure all the shoto's are similar, but they're similar in all sf games. Just boils down to who your favourite shoto is.
All characters will have something new eventually. Some may get new supers, some may get new specials. Depends if the move is useless or needed for the character, like for example Adon does he need an more anti air stuff or range ? (hence why his rage 2 is a grab) I gotta think technically when adding stuff.
Shun Goku Satsu should just be a level 3 super, and NOT A RAGE.Rage 1 and 2 should either be....Satsui no Hado Tatsumaki - SSFIV Ultra 2Kongou Kokuretsu ZanMisogi - Maybe if there's a Shin version.Yeah.That's what I think.
I was thinking one Rage could be a combo that ends in an attack similar to Sol Badguy's All Guns Blazing
Kawaii-Desu♥ said, September 05, 2010, 05:09:19 amRage 1 and 2 should either be....Kongou Kokuretsu ZanMisogiimo
Verbal Update:All specials finished. Shun Gouku Satsu coded.Starting on Tenma Gou Zankuu and his other supers.Additional info:Shun Gouku Satsu's background colour in sfa3 is white, due to the games hitsparks having alpha trans applied they almost become camouflage when playing over a white bg, so I've changed the background to black instead. -240,-240,-240 to be exact. Looks better...I have a cool Rage 1 idea for Akuma which I'm looking forward to coding. It does have some unoriginality to it but it should look good. The startup will be something Akuma doesn't already have as a startup.Rage 2 is already planned out.
Just a quick round I recorded, I forgot to show a cool combo I did using lvl 2 Messatsu Gou Shoryuu (14 hit combo)but yeah I just recorded this round:http://www.youtube.com/watch?v=-D8x9KAhibs
MaxBeta is the teams palette guy right now, we're having all new official default palettes for everyone + a bunch of others so we probably wont be needing any more right now. Oh and...Combo Video:http://www.youtube.com/watch?v=VLn8uWIbeP8
Which counter move from CvS2 do you speak of bro? Something like his Alpha Counter?I'm pretty sure the dive kick is there as it is SFA originated.BC...loving the combo-ability on this one. He looks to play like the true beast that he is.Awaiting those files so I can brandish him with the palettes I already have in mind, sir.
Rare Akuma? I had other things in mind if I was actually allowed to make any, but okay.I'm talking about the counter move Shin Akuma has. It was either DD+2P/2K or DD+P/K. Can't remember.
I've seen it before and think it's a good idea...specially for this project and I think if you plan to put Akuma's SF4 tatsumaki ultra in there then Ryon had a hi res tornado effect I think you'd enjoy
the Halfy said, September 30, 2010, 08:00:55 amI've seen it before and think it's a good idea...specially for this project and I think if you plan to put Akuma's SF4 tatsumaki ultra in there then Ryon had a hi res tornado effect I think you'd enjoyRyon actually gave me an idea about the counter before he saw this thread last night, so I guess you'll get your wish but in a different way, you'll see...Also I'm not putting that ugly ultra in
BC said, September 30, 2010, 03:14:20 pmAlso I'm not putting that ugly ultra in LMAO...Sometimes...SF4 looks like Smash Brothers. I can just imagine "GAME!" instead of "KO!" across this screen.
yah...I don't even know why I mentioned it actually...it is kinda ugly...I guess it was reminding me of it or something...who knows...but either way...whatever you do is most likely gonna be good
The only thing good about that move was that it was easier to pull off than SGS(never could pull it off in a pressure situation)Nice video, is the damage going to be that high for everybody or is there a dampener outside of v-ism?
There is actually a dampener applied I just need to tweak his a little, prob not by much though, yeah the damage for basics and specials is pretty much the same for everyone.Also there comes a time every now and again where I have a creators block... I've got Akuma's Rage 2 planned and being worked on, that's all good...But I'm actually struggling to think of a Rage 1... I wanted something original but I really am out of ideas now and other ideas that have been pitched I'm not so sure about.So if anyone would like to give me some ideas as to what akuma's rage 1 should be please let me know. And if your idea is good enough then it will be implemented, please think of the move from a technical point I don't wanna hear anything akuma doesn't need or already has covered.
Uche_of_MFG said, October 04, 2010, 06:43:30 amA good rage would be Akuma juping towards the heavens and coming down and slamming the ground.That would be his Misogi.
He has electricity in MvC you could incorporate that into a ultra or he could dragon ball z teleport attack
Hmm...maybe this:Screen signals rage, and akuma does his hop mock-hurricane kick.If it connects he goes into an auto combo with his heavy and medium punches, ending with an uppercut after which he does his messatsu gou rasen (think rising shinkuu tatsumaki senpuu kyaku) he then either, based on your choice, kicks them away and charges for a messatsu gou zankuu which burns the opponent and knocks them into the ground, or:Giant stomps them, triggering the kangou koretsu zan effects when he stomps the opponent into the ground.
have one of the ultras include his misogi (chop froma bove in cvs2)or even his ground pound super art from 3rd strike, or both
MooMaster the SexyBeast 666 said, October 05, 2010, 07:10:26 pmI'll leave these right here.Spoiler, click to toggle visibiltylolmechy said, October 05, 2010, 06:18:09 pmpunches your fucking heart out
WRONG!Quote- In Non-Canon Masahiko Nakahira's Street Fighter III: Ryu Final vol. 2 manga the nature of the Shun Goku Satsu is revealed. It is apparently a flurry of punches hitting into the body of an opponent, each punch releasing the force of a "Hadou-Ken" wave dealing internal damage. The flurry of fists concludes with one final deathblow bursting through the opponent's chest thereby killing them. Ryu is able to resist Akuma's Raging Demon attack by willingly impaling himself on the deathblow fist.
Well thanks for the ideas guys.I managed to come up with this:http://www.youtube.com/watch?v=IoFcsQBYF6sit's not totally how a SGS is supposed to be like but I improvised a little.
So that's what Gouki's like on a bad day! That seriously blew me away with it's unbelievable level of badassery.
Wow, awesome blood and animation overall.Looks great and makes original something which isn't so much in the first place. Congrats.
Thanks, a couple of people suggested I play the glass shatter after the blood spill from the fist. I think I might do that.
That background was actually a placeholder untill I could find something better, NG30 kindly found a single sprite and made a 150 frame animation out of it.it's black and red and fits more of the Rage theme. I have tested it out but there was a problem with it (maybe on my part) but I think they've been fixed now.
I came up with this, my apologies if it's not smooth, or full of all the necessary bits, but I just did it quickly. I know they're CVS sprites, and your style is Alpha but it was just for the idea really.Spoiler, click to toggle visibiltyWhat I wanted to do was either A) A blood splatter effect once the last hit connected, or B) A Screen Slice effect.Either way I think your effect also looks quite promising.
sketch21 said, October 30, 2010, 02:13:25 amwhere can i get those hit sparks?They're part of the full game.