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Skullomania (Street Fighter EX, CvtW Version) (Read 45927 times)

Started by Sean Altly, August 13, 2012, 09:19:54 pm
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Re: Skullomania (Street Fighter EX, CvtW Version)
#141  December 03, 2012, 01:39:06 am
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Well, unless I really need it after I do Jango's, I plan on doing Axel and Wesker before I take any more commissions. I'll keep it in mind though. Just for fun, any idea what you might have made?
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Re: Skullomania (Street Fighter EX, CvtW Version)
#142  December 03, 2012, 01:45:27 am
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Well, I'd have you make John Cena IF I had the money to give to you. (Since the only type of money I'm making as of right now is through Youtube, which isn't that much. That, and where I live at no one is hiring... Not even McDonalds...)
Re: Skullomania (Street Fighter EX, CvtW Version)
#143  December 03, 2012, 01:49:09 am
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Well if you plan on taking more commissions afterwards, I'd actually like to see Battle Arena Toshinden get a representative in MUGEN through your style. More than likely Eiji since he's basically the Ryu of the series, or possibly Sho (his brother) or Gaia. Honestly it's mostly because I've had this weird urge to play the games, and I own the first 3. If not that I'd like to see Asura from Asura's Wrath but I don't see that as being as easily done since aside from the 2D Street Fighter stages against Akuma and Ryu, there wouldnt be too much to use, without doing a lot of custom stuff.

I also don't want to get anything in the way of you finishing your project, but that's why it's something I can always look into for the future if you're interested still.
Re: Skullomania (Street Fighter EX, CvtW Version)
#144  December 03, 2012, 02:53:52 am
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A BAT character would be cool, I think we discussed it a bit in my commissions thread. Asura looks like a pain, I'd need resources and Skullomania money for that one.

Also, D.Magician, rest assured that John Cena will be made by me at some point. Don't let that stop you from donating though. :D
Son, the last thing you'll realize you need is what you've already got.
Re: Skullomania (Street Fighter EX, CvtW Version)
#145  December 03, 2012, 03:03:21 am
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Yeah, Asura's only "traceable" sprites would be from that so I don't really see it as reasonable. The Battle Arena Toshinden stuff I'd really like to see to come to light someday, your style would definitely make a great fit. Well like I said, it's not something I'd look into until probably after the holidays, and obviously I'm not going to try to delay your progress, but when and if you have time, I'd probably be good afterwards if you wanna go on.

Battle Arena Toshinden 3 might actually be the better choice out of these since I remember you can probably get a lot of the rough shapes done more easily, since I remember it being the only one with this feature to either run the game faster and sacrifice graphics, or make the graphics look normal as shown below.

If not for a brand new character, I guess the other option I'd consider would be to maybe redo that KOF Leon from RE4 that got released a while ago, in your style.

Spoiler, click to toggle visibilty

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Re: Skullomania (Street Fighter EX, CvtW Version)
#146  December 03, 2012, 03:15:31 am
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All the credit goes to you sir. I'm just the dreamer, you're the craftsman. I really have to thank you for taking him on. Worth every penny. I hope you have some more Akira fighters in mind in the future. Gaurda or Hokuto maybe... :deal2: Either way, I look forward to Axel and Wesker as well.
Re: Skullomania (Street Fighter EX, CvtW Version)
#147  December 04, 2012, 02:47:49 am
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wesker is the one i look forward to more than anyone D< I want to see some sprites lol.
You'll fix chuchoryu ? Sounds like a plan. How about you code him from scratch instead ?
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Re: Skullomania (Street Fighter EX, CvtW Version)
#148  December 04, 2012, 03:45:28 am
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Congratulations Sean, on a beautiful work of art in motion.
Re: Skullomania (Street Fighter EX, CvtW Version)
#149  December 29, 2012, 07:55:42 am
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So I put in SFEX3 to get a good idea of Skullomania's damage values in that game. Now, I knew ahead of time I'd probably have to adjust them since these are two different games, but I'm wondering if I have them right because they seem high.

I put him against Ryu in training mode, and from what I can tell, the standard life amount in that game is 200 (since Ryu is usually the standard). I measured this by doing three Super Skullo Crushers in a row, not as a combo, and each one did 50 damage according to the game's attack data. Afterwards, it looked like Ryu had exactly 50 left, and 200 is a nice even number, so I assumed it was correct. So, from there, I just multipled each damage amount by 5 since Mugen's default life value is 1000. Here's what I got:

Normals

         St.     Cr.    Jmp.
LP      10     10     30
MP     80     65     75
HP     120   100   105
LK      25     25     30
MK     80     65     75
HK    120     90    105

Fwd+MP (Step-in Upper) - 105
Fwd+MK (Dangerous Hell, overhead) - 105

Specials (Name - Light, Medium, Heavy Version)

Skullo Head  - 85, 105, 130 (light version did not knock down, heavy version floats for a long time)
Skullo Crusher - 105, 105, 105 (all the same, distance, trajectory, start-up, etc., all looked the same on all three versions, weird?)
Skullo Slider - 100, 100, 100 (no damage difference, but start-up, recovery, and distnce traveled seemed to change)
Skullo Faceslam - 175, 175, 175 (distance changed, which is how I did mine anyway)
Skullo Dive - 105, 105, 105 (all three versions appeared identical)

Super Moves

Super Skullo Crusher - 250
Super Skullo Slider - 235
Skullo Energy - 175
Skullo Ball - 230
Skullo Dream - 385
Super Skullo Energy - 495

Some of those seem really high, especially the Heavy normals. I wish I could find a good strategy guide for SFEX that had frame data and exact values, so I wouldn't feel so much like I'm winging it. Can anyone help? Did Skullo have more/less life in those games? Was he considered fast, strong, top tier, bottom tier, etc.? Some suggestions would be appreciated.
Son, the last thing you'll realize you need is what you've already got.
Re: Skullomania (Street Fighter EX, CvtW Version)
#150  December 29, 2012, 08:02:16 am
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Re: Skullomania (Street Fighter EX, CvtW Version)
#151  December 29, 2012, 08:12:59 am
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Last Edit: December 29, 2012, 08:19:38 am by Captain Bullshit Anime
Re: Skullomania (Street Fighter EX, CvtW Version)
#152  December 29, 2012, 08:43:43 am
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Re: Skullomania (Street Fighter EX, CvtW Version)
#153  December 29, 2012, 09:05:53 pm
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I main Skullo in the EX series. I'm no extreme fighting buff in regards to every single aspect about a char and all. But, I do know that Skullo is overall pretty well-rounded in terms of speed/stamina/etc. Much like Ryu and Ken. He isn't any faster, though, since Ken is a bit faster than Ryu, I'd say Skullo's speed in more even with Ken's. Skullo Slide was always useful for sliding under high attacks/projectiles. Along with Skullo Face Slam catching projectile spamming chars. I'd consider Skullo to be top tier. He has great cross/mix ups, decent strength and stamina, and a variety of unique special/super moves that can totally catch opponents off guard. I think you values are pretty well done/put together. Given you convert said values to a MUGEN stand point. Unless your aim is spot on accuracy(which I doubt), I wouldn't worry too much about putting your own "mark" on him. Especially in your full game project.
Re: Skullomania (Street Fighter EX, CvtW Version)
#154  December 30, 2012, 04:43:58 am
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Since the thread has been bumped I might as well show off the color separation I've been thinking about doing.
Re: Skullomania (Street Fighter EX, CvtW Version)
#155  December 30, 2012, 01:29:46 pm
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Hell yes the first pallete
Re: Skullomania (Street Fighter EX, CvtW Version)
#156  January 05, 2013, 02:07:11 pm
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These are looking amazing, Sean. I didn't even know who this was until you started the project, but I'm excited for his release.