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God Akuma second beta released ^^ (Read 32766 times)

Started by -_Shadow_-, October 23, 2007, 12:46:09 am
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Re: God Akuma first beta released ^^
#41  October 23, 2007, 02:00:25 pm
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Soooo, you ripped the sprites from the guy who made Orochi Akuma....

And recolored the mouth....

Made no effort for Origonallity either





Mr.Resetti, please express my feeelings
Re: God Akuma first beta released ^^
#42  October 23, 2007, 02:03:32 pm
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He's used stuff from others with authorization (mainly POTS, since it's only a modification). There's an "over 20 pages" topic in the WIP section about it. :-X
Re: God Akuma first beta released ^^
#43  October 23, 2007, 02:13:25 pm
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Re: God Akuma first beta released ^^
#44  October 23, 2007, 02:30:55 pm
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Re: God Akuma first beta released ^^
#45  October 23, 2007, 02:39:06 pm
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nnnkay fine, i'll stop dah hatin'
Bagel
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BAAGEL!!!! .... Its just that everytime I use Charge, i get my eardrums blown out of my head from lightning
Re: God Akuma first beta released ^^
#46  October 23, 2007, 03:07:10 pm
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  • I like the hitsparks and the projectile choice for HCB Hadouken. Looks cool.
  • The charge ROAR is the worst thing thing in this edit, but I don't like the all-purple superpause fx either.
  • The most fun I had was going against Kung Fu Man in Arcade, trying to use Gouki's ability to air-jump after a basic hit to stay up in the air as long as possible. All in all, not very exciting. ^_^
  • His alternate Shouryuken cannot be cancelled once he's up in the air. Since it does exactly as much damage, why would the player use it over a normal Shouryuken which can be cancelled at any time? What's the purpose of this move?!?!
  • Are there any other moves you added apart from the alternate Shouryuken and the 20 hit Orochi super attack? This download clearly lacks a movelist. >:
"Several times now, Achamian thought he had glimpsed golden haloes about Kellhus's hands. He found himself envying those, such as Proyas, who claimed to see them all the time."
--R. Scott Bakker
The Thousandfold Thought (2006)
Re: God Akuma first beta released ^^
#47  October 23, 2007, 03:41:12 pm
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  • I like the hitsparks and the projectile choice for HCB Hadouken. Looks cool.
  • The charge ROAR is the worst thing thing in this edit, but I don't like the all-purple superpause fx either.
  • The most fun I had was going against Kung Fu Man in Arcade, trying to use Gouki's ability to air-jump after a basic hit to stay up in the air as long as possible. All in all, not very exciting. ^_^
  • His alternate Shouryuken cannot be cancelled once he's up in the air. Since it does exactly as much damage, why would the player use it over a normal Shouryuken which can be cancelled at any time? What's the purpose of this move?!?!
  • Are there any other moves you added apart from the alternate Shouryuken and the 20 hit Orochi super attack? This download clearly lacks a movelist. >:

There is a Vajra Slash that is not very useful if your opponent is always jumping.
There is also a life-draining move. I don't know what is the name of it.
Last Edit: October 23, 2007, 03:44:56 pm by UltraSonic50
Re: God Akuma first beta released ^^
#48  October 23, 2007, 03:44:03 pm
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There is a Vajra Slash that is not very useful if your opponent is always jumping.
I suppose this is the D,D,D,2K move which was already in POTS' version and which IS very useful when you know how to use it. --;
Re: God Akuma first beta released ^^
#49  October 23, 2007, 03:48:02 pm
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Hei

Re: God Akuma first beta released ^^
#50  October 23, 2007, 04:40:40 pm
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Love it, although one of the two new attacks I found, the new punch or whatever makes the opponent freeze in the air, giving me time to power up about 1 and a half energy bars. You should probably fix that in the next release. Comparing it with other super CVS Akumas that first come to my head: (haven't tried Rare Akuma yet, so he dosen't count) Holy Akuma and Orochi Akuma, (I know Plaza used his sprites but...) you see the reason why people are better off editing an existing character for their first, rather than starting from scratch. However starting from scratch or should I say Kung Fu Man, (GTFO Shazzo and your stupid Axel) and then continually improving it by looking at other codes from other chars and posted online ones is a better way to learn, however a much slower way to make a playable character. Just play Holy Akuma to see why; the creator should really take a look at POTS' Shin Gouki's command file for great success.

Umm btw work on the intros a little, like Akuma talks in the one he Misogis down before he's even on screen, although this could be on purpose. And the other one with Mizuchi looks a little rushed, maybe in the next release that can be fixed. Oh also please don't tell me you were 'forced' to release so it's not your fault. I'm just giving contrustive critisim so you know what to fix for a later release, maybe one where you're convinced to relase before you're ready.  ;) Maybe you should also think of adding in one of the original intros as well, like one of the short simple ones, and maybe just add lightning or something. (To any haters of the excessive lightnining GB2 your SF1 'classic' characters.)

Keep up the good work.
Re: God Akuma first beta released ^^
#51  October 23, 2007, 05:02:23 pm
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Usually, the quicker a character is made the shittier it is.  This is more true for first time creators than for experienced ones.

A guy named #Shaun comes to mind  :sugoi:

Looking at the stance in the pics it looks like this is Orochi Akuma with some helpers thrown in to spruce up his stance.  I'll download him and try him out anyway - my hypothesis of this char being a rip-off may be proven wrong.
Re: God Akuma first beta released ^^
#52  October 23, 2007, 06:29:26 pm
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Re: God Akuma first beta released ^^
#53  October 23, 2007, 06:33:40 pm
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Re: God Akuma first beta released ^^
#54  October 23, 2007, 06:35:17 pm
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D, DF, F, D, DF, F, K = Bright Lightning

For a level 1 Super Special, this move does too much damage. It's almost as strong as the Shun Goku Satsu.

His AI is ok. Although P.o.t.s old version of Shin Gouki is much tougher.

Gameplay-wise, he plays just like P.o.t.s. Shin Gouki. Yeah, he has some new moves, but I just can't see my self using any of them.

UltraSonic50 said:
New Moves:

B, D, DB, P = Reverse/Alternate Gou Shoryuken
F, B, F, z = Vajra Slash
F, B, F, x =
D, DF, F, 2p = Life Drain (must be close)
D, DF, F, D, DF, F, K = Bright Lightning
Reverse Shoryuken can't be canceled.
Life Drain is too weak
Bright Lighting is a cheap full screen move

The forward back forward moves aren't really worth using. Yeah, this is a beta, but I was expecting something different from this Super hyped character.
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Re: God Akuma first beta released ^^
#55  October 23, 2007, 06:47:22 pm
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i think you should've used the stance i made. the one that was used is super sloppy.  --;
Re: God Akuma first beta released ^^
#56  October 23, 2007, 06:51:27 pm
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i think you should've used the stance i made. the one that was used is super sloppy.  --;

Relax It's Just A Beta But He'll Probably Change It On His Updated Version...
Re: God Akuma first beta released ^^
#57  October 23, 2007, 07:26:39 pm
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Even for a beta, this thing feels a bit underwhelming. Way too similar to PotS's Shin Akuma/Orochi Akuma by JDeuce, and Bright Lighting is way too abusable.

I won't lie though: There still is potential, just hasn't completely reached it yet. I as well was expecting different
Re: God Akuma first beta released ^^
#58  October 23, 2007, 07:48:28 pm
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Re: God Akuma first beta released ^^
#59  October 23, 2007, 08:08:50 pm
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So, a good Akuma edit.
Speed is alright and for a boss and combo-ability ok for me.
I find special the Orochi move qcfx2+k, why not try an akuma move lmike his ragin daemon (x,x,f,a,z).

vyn

Re: God Akuma first beta released ^^
#60  October 23, 2007, 08:15:12 pm
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theres no reason for attack to be at 100