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Ryu and Gouki (3-17-13 update) (Read 46671 times)

Started by mwryly, September 05, 2012, 10:48:27 am
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My first character

Dudley (SF3)
10 (15.2%)
Gen (SFA)
48 (72.7%)
Captain Commando (MVC -- Mix of MVC and Warusaki's version)
4 (6.1%)
Yun (SF3)
4 (6.1%)

Total Members Voted: 66

Voting closed: March 21, 2013, 04:58:36 pm

Re: Ryu and Gouki (1-31-13 update)
#161  February 10, 2013, 11:46:27 pm
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It's always been like that before, and I guess mwryly wanted to keep this feature of one of POTS' older chars (Lv1 > Lv1), no Ex moves, more chaining, etc.

Xan

Re: Ryu and Gouki (1-31-13 update)
#162  February 10, 2013, 11:57:29 pm
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Yeah, but his other mode doesn't allow that and PotS' newer style doesn't have lvl 1<lvl 1 chaining, just lvl 1<lvl 2 chaining. The Normal mode and Ryu don't seem to have a problem with this, that's why I brought it up.
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Re: Ryu and Gouki (1-31-13 update)
#163  February 11, 2013, 12:08:32 am
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He's always been able to do that since the very first time POTS released him.  In fact most of POTS old characters can do that.

Xan

Re: Ryu and Gouki (1-31-13 update)
#164  February 11, 2013, 12:24:52 am
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What I'm saying is that it's inconsistent with PotS' newer style, which is what these chars were updated to resemble.
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Re: Ryu and Gouki (1-31-13 update)
#165  February 11, 2013, 12:28:31 am
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Hence why only the boss version has it.

Xan

Re: Ryu and Gouki (1-31-13 update)
#166  February 11, 2013, 12:34:18 am
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I'm not following you there. What're you talking about?
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Re: Ryu and Gouki (1-31-13 update)
#167  February 11, 2013, 01:03:13 am
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Even after POTS started releasing his new style chars, he'd update Shin Gouki without removing the Lv1 > Lv1 chains. He always developed Shin Gouki as a boss and these chains are part of what makes his charm, even if they don't follow POTS' current standards. Note how his Ryu, even if going by his old standards, doesn't have this kind of chains.
Re: Ryu and Gouki (1-31-13 update)
#168  February 11, 2013, 01:08:44 am
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^ Exactly.  POTS Shin Akuma is meant to break the rules with a bunch of OTG attacks and chains that aren't normally possible, just like how in CFJ Akuma breaks the rules by having parries and multiple supers.

Xan

Re: Ryu and Gouki (1-31-13 update)
#169  February 11, 2013, 01:12:37 am
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You forgot to mention him having multiple hidden supers in SF3:TS as well. I'll hush up about that now.
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Re: Ryu and Gouki (1-31-13 update)
#170  February 11, 2013, 03:24:27 am
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Even after POTS started releasing his new style chars, he'd update Shin Gouki without removing the Lv1 > Lv1 chains. He always developed Shin Gouki as a boss and these chains are part of what makes his charm, even if they don't follow POTS' current standards. Note how his Ryu, even if going by his old standards, doesn't have this kind of chains.
^ Exactly.  POTS Shin Akuma is meant to break the rules with a bunch of OTG attacks and chains that aren't normally possible, just like how in CFJ Akuma breaks the rules by having parries and multiple supers.
Actually, both Ryu and Shin Gouki break a ton of the rules. I guess that's because the gameplay for PotS' characters was heavily based on SF3 as opposed to CvS. I'd go as far as saying Ryu's juggling capabilities are as broken/cheap as hell because PotS didn't dampen any of his characters' juggling damage values (which, again, probably stems from SF3...still pretty damn cheap though).



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Jesus Christ! I always wondered how accurate the lp hadouken is with regards to either SF# or CvS. That thing is ridiculously slow and ridiculously easy to combo off of. My word.
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Last Edit: February 11, 2013, 03:30:02 am by hjk

Xan

Re: Ryu and Gouki (1-31-13 update)
#171  February 12, 2013, 06:02:29 am
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Ryu:
-I just realized that Shin Shoryuken doesn't seem to allow juggles afterwards any more.
-I've also noticed that his juggles after Reppuu Jinrai Shou are a but too limited for my liking. Maybe he could connect with a Joudan Sokuto Geri afterwards?
-I don't think Shin Shoryuken's third hit should have the awesome circle FX on it. It's too close to the fourth hit and they're both pretty much the same hit, anyways.
-Maybe you could just have Master mode have the FX on the Shoryukens? It'd help give him a sense of being powerful.
-Nidan Shouryuu Tsuki doesn't have the chain to Shin Shoryuken (it's useless even in normal mode anyways) in Master mode, you might want to make mention of that in the readme.
-P2 can air recover after Hadouken hits them in the air.
-Nidan Shouryuu Tsuki should do less damage than Messatsu Gou Shoryu, they're too similar especially in Master mode.
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Last Edit: February 14, 2013, 12:52:21 am by C.A.N
Re: Ryu and Gouki (1-31-13 update)
#172  February 14, 2013, 06:51:24 pm
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Just when I thought there wouldn't be any replies to this post anymore. Anyways. :P

Ryu:
-I just realized that Shin Shoryuken doesn't seem to allow juggles afterwards any more.
-I've also noticed that his juggles after Reppuu Jinrai Shou are a but too limited for my liking. Maybe he could connect with a Joudan Sokuto Geri afterwards?
-I don't think Shin Shoryuken's third hit should have the awesome circle FX on it. It's too close to the fourth hit and they're both pretty much the same hit, anyways.
-Maybe you could just have Master mode have the FX on the Shoryukens? It'd help give him a sense of being powerful.
-Nidan Shouryuu Tsuki doesn't have the chain to Shin Shoryuken (it's useless even in normal mode anyways) in Master mode, you might want to make mention of that in the readme.
-P2 can air recover after Hadouken hits them in the air.
-Nidan Shouryuu Tsuki should do less damage than Messatsu Gou Shoryu, they're too similar especially in Master mode.

-Yeah, I definitely intended that. But would think to reconsider because of Ryu's Shin Shoryuken in MVC3 where you can juggle a shinkuu hadoken afterwards. But then again, Shin Shoryuken depletes all gauges and it's simply too damaging to allow anymore juggles afterwards.
-Well, I've also noticed that too. The fact that it resets the juggle points to 1 on the last hit is the reason why I've made it more strict. And you could connect that with LK Joudan and I thought you'd like it better for the MK and HK joudan to be combo enders. But I'll do something about it.
-Okay.
-You really like it that way, dontcha. I'll see what I can do. If I could find better FX for the shoryukens, then I'll add it to all modes.
-I can still do it in normal mode. If juggled then, it doesn't.
-Going to fix it
-I should really think about that.

And Shin Gouki super cancelling lvl 1 to lvl 1 is intentional. (didn't I mention it in the changelogs?) same reason as what the argument above had said. And I'd really like it to have the old versions of POTS' character feel with these edits.

@hjk
that being slow is why I like it. But I'll see what I should do.

Xan

Re: Ryu and Gouki (1-31-13 update)
#173  February 14, 2013, 06:55:50 pm
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And Shin Gouki super cancelling lvl 1 to lvl 1 is intentional. (didn't I mention it in the changelogs?) same reason as what the argument above had said. And I'd really like it to have the old versions of POTS' character feel with these edits.
If you did, I probably never bothered to read the changelog.
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Re: Ryu and Gouki (1-31-13 update)
#174  February 14, 2013, 07:03:46 pm
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Well, at least that that made it clear now.

Xan

Re: Ryu and Gouki (1-31-13 update)
#175  February 15, 2013, 05:46:27 am
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Gouki:
-Gou Shouryuu Ken can cancel into Tenma Shinzui Heki but not Tenma Gou Zankuu.
-No Kara cancels from his overhead?
-He can combo into his c.C from his ground Tatsumaki, but not air Tatsumaki.
-I don't think his Normal mode should say anything when he uses SGS, just a jab noise sounds odd to me.
Ryu:
-In his changelog my name has a period at the end; it shouldn't. :P
-He can combo into his c.C from his ground Tatsumaki, but not air Tatsumaki.
-I don't think his C Axe Kick (Evil/Master mode) should be super cancelable. Nothing connects after it, anyways.
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Last Edit: February 15, 2013, 06:34:50 am by C.A.N
Re: Ryu and Gouki (1-31-13 update)
#176  February 15, 2013, 11:29:52 am
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^
Gouki
-I'll fix that
-Do you mean cancelling the move before it hits the opponent?? SGS is the only super that can do that as far as I know.
-It does connect. You should time it right because Air Tatsumaki knocks the opponent higher than ground Tatsumaki.
-I've used warusaki3 as reference for that. So I might no change it anyway.
Ryu
-Alright, whatever. :P
-Evil Ryu's air Tatsumaki is totally different from Gouki's. It doesn't reset the juggle points like Gouki's so that combo won't work.
-I think it should. Because C Axe Kick is unsafe on block at some point. Canceling it to a super, like Shinkuu Hadoken for example, can help him get out of the disadvantage safely for the sacrifice of a super bar. Also, you can do more cheap damage. Or just give me more reason to reconsider.
Re: Ryu and Gouki (1-31-13 update)
#177  February 15, 2013, 05:16:58 pm
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Xan

Re: Ryu and Gouki (1-31-13 update)
#178  February 15, 2013, 05:19:32 pm
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Is was also in SF3, mang. :P
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Re: Ryu and Gouki (1-31-13 update)
#179  February 15, 2013, 05:23:21 pm
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I know.

Guess what game these characters were based on?

Xan

Re: Ryu and Gouki (1-31-13 update)
#180  February 15, 2013, 05:29:15 pm
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I'm pretty sure the Kara cancels were in SFIV. Eh, my memory can be faulty.
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