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Classic VS : Zangief Update (Read 478516 times)

Started by ELECTR0, January 01, 2019, 01:00:11 am
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Classic VS : Zangief Update
#1  January 01, 2019, 01:00:11 am
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This is my Ultimate characters thread.


Last Edit: July 13, 2023, 01:53:21 pm by ELECTR0
Re: Ultimate Street Fighters : M. Bison Alpha_V3 (All Hypers)
#2  February 27, 2019, 03:55:07 am
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Ult M. Bison will be released on 3/8/2019. Wrapping up production on Bison with this being the last alpha release. Fixed most of what was bothering me about the last two releases & starting to add more moves, fixing incomplete stuff, final smart palette, etc.. This video is showcasing all of his hyper attacks. I'll be posting some fight videos on my channel over the next two weeks were you might spot some of the other features he has. That's about all I want to say other than enjoy the preview.

Last Edit: February 27, 2019, 05:36:12 am by ELECTR0
Re: Ultimate Street Fighters : M. Bison Alpha_V3 (All Hypers)
#3  February 27, 2019, 02:49:57 pm
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damage seems a bit low! are the characters very combo heavy?
Re: Ultimate Street Fighters : M. Bison Alpha_V3 (All Hypers)
#4  February 27, 2019, 08:03:15 pm
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Yes they are similar to Capcom's VS series characters & built to play against them. Maybe not quite as combo heavy but very close. Plus characters in my videos have health of 1200 instead of 1000.
Re: Ultimate Street Fighters : M. Bison Alpha_V3 (All Hypers)
#5  February 28, 2019, 01:03:49 am
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Man, this Gouken is looking awesome! :D
Amazing M. Bison as well.

Keep it up!
Re: Ultimate Street Fighters : M. Bison Alpha_V3 (All Hypers)
#6  February 28, 2019, 09:52:04 pm
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Is there an ultimate ending included? Intro? Love those. You should do a battle on Thailand with your interactive assets  :yuno:
Spoiler, click to toggle visibilty
You’ve inspired me to try the SFV Ultimate Psycho Crusher. Looks really cool.
Re: Ultimate Street Fighters : M. Bison Alpha_V3 (All Hypers)
#7  March 01, 2019, 07:22:04 am
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Hey Rei I'm going to contact you soon for a commission. Check your Pm over the next few days. I look forward to see what you do with ur own M. Bison Ult psycho.
Re: Ultimate characters : Burnov
#8  March 12, 2019, 04:50:45 pm
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Here is a preview of Burnov. A couple more days working on him & I think he will be ready for an release. :thumbsup:

Re: Ultimate characters : Burnov
#9  March 12, 2019, 11:48:08 pm
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Why did ultimate psycho crusher whiff in that video?
Re: Ultimate characters : Burnov
#10  March 13, 2019, 12:15:44 am
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Yeah maybe start Bison closer to the enemy to prevent that. Cause from what I played with him, it always hits. It might be Burnov himself to make the move miss.
Re: Ultimate characters : Burnov
#11  March 13, 2019, 06:47:43 pm
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@Umezono:  @R565The second part of that move can sometimes miss depending where the first part hits. It's a little risky trying to use this move in the air. His other Psycho Crusher hyper is a better bet when in the air.

Re: Ultimate characters : Burnov
#12  March 13, 2019, 08:10:04 pm
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Okay, so in the end you have to position Bison right so that both moves hit.
Re: Ultimate characters : Burnov
#13  July 14, 2019, 07:49:12 am
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Here is a preview of Ultimate Ken which will be released on 7/19/2019. He has almost all of his moves from Super Street Fighter 2 & Marvel Vs Capcom 2. He will not be getting an air fireball attack. Ken has slightly more melee damage on his kicks compared to Ryu who has more damage on punches. Ken's fireball attacks are weaker as well, but has more damage on hypers & more combo potential than Ryu. I'll be showing more fight videos throughout the week on my channel.

Re: Ultimate characters : Ken
#14  August 23, 2019, 08:49:24 am
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Preview of Ultimate Janne D'Arc. She's almost ready for an alpha release.

Re: Ultimate characters : Janne D'Arc
#15  August 24, 2019, 08:31:32 pm
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That Janne will hold me over until R@CE is finished with his.
Re: Ultimate characters : Janne D'Arc
#16  August 24, 2019, 09:25:52 pm
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Release date for the alpha is 8/30/2019. I added more good stuff & tweaks to the character since the last video & am pretty happy with the outcome.



@RPGamerWriter Sounds like a plan.
Re: Ultimate characters : Janne D'Arc
#17  August 28, 2019, 12:02:54 am
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Can't wait for Ultimate Capcom Vs. SNK.. LOL
Re: Ultimate characters : Janne D'Arc
#18  February 08, 2020, 03:02:24 am
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Here comes Jimmy! So I'm back working on an un-named VS project & decided to dust off Blanka who has been sitting idle for a little while on the old hard drive. With older eyes I had some new ideas for Blanka, which are shown in the video & some yet to come. Some sprites on moves I'm trying out are just place holders & if the moves make the cut then they will be updated.

Re: Ultimate characters : Blanka
#19  February 08, 2020, 03:28:57 am
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Backup video link? Copyright blocked again.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ultimate characters : Blanka
#20  February 08, 2020, 03:47:16 am
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I remember during the Ryu Beta release that you said the same thing so I went back & looked at what you wanted me to post to & did the same thing here. So hopefully this helps.

Link : https://streamable.com/3zy61
Re: Ultimate characters : Blanka
#21  February 08, 2020, 03:52:21 am
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I can give one suggestion (for now).
You should do something with the SF4 Shout of Earths (Anti-Ground and Anti-Air). They might blend in well here.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ultimate characters : Blanka
#22  February 08, 2020, 04:01:34 am
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Def look into it.
Re: Ultimate characters : Blanka
#23  February 12, 2020, 10:52:25 pm
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Getting closer to an announcement on the name of the game i'm building, so I thought showing another preview of a character that will be in it would be a good idea. Enjoy the early preview of Ultimate Wraith.

Re: Ultimate characters : Wraith
#24  February 12, 2020, 11:03:51 pm
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Yet another copyright block, backup pretty please?
I'd suggest keeping this in mind for your future previews so I don't have to annoy you.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ultimate characters : Wraith
#25  February 13, 2020, 12:11:38 am
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I actually tried to upload it to Streamable before I posted but it's not working. Dunno if their doing maintenance or this particular link just work go through. I'll keep trying.
Re: Ultimate characters : Blanka
#26  February 13, 2020, 03:53:41 pm
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Getting closer to an announcement on the name of the game i'm building, so I thought showing another preview of a character that will be in it would be a good idea. Enjoy the early preview of Ultimate Wraith.

[youtube]naUrb9_nW6g[/youtube]
It looks very fun to play with him  :muttrox:
Re: Ultimate characters : Blanka
#27  February 17, 2020, 02:08:01 pm
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Final preview of Blanka before the first alpha release. Since the last preview I've added some new things like finishing his smart palette, a vine swing move, more intros & victory poses. Blanka will be released next Friday on 2/21/2020. I'm going to spend the rest of the week testing & tweaking him so he plays as good as I am able.



For those who can not view the video. If you know of another site besides Streamable then i'll make the video available there, since Streamable is still not working.
Re: Ultimate characters : Captain Kidd
#28  February 29, 2020, 06:29:35 pm
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A pirate has joined the game roster. Captain Kidd is sailing the high seas looking for plunder, but pesky people keep trying to stop him.



In case you can't view the video in your country then try this link & maybe it will help.

Link : https://dai.ly/x7sd5qw

.
Re: Ultimate characters : Captain Kidd
#29  February 29, 2020, 07:11:05 pm
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Can't wait, Captain Kidd is one of my favorite fighting game characters.
Re: Ultimate characters : Captain Kidd
#30  February 29, 2020, 08:18:35 pm
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Love your work as always.
Re: Ultimate characters : Captain Kidd
#31  February 29, 2020, 08:41:49 pm
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Glorious!!
Good to see some more love given to ADK's characters!
Re: Ultimate characters : Captain Kidd
#32  March 02, 2020, 06:57:00 pm
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Final preview of Captain Kidd, which will be released on 3/6/2020. Added a few more hypers, throws, intros etc... He is pretty maxed out on moves & probably doesn't need anymore or it would be overkill. Going to start work on his stage now so enjoy the preview.



Alternate video site : https://www.dailymotion.com/video/x7sfjov

Can't wait, Captain Kidd is one of my favorite fighting game characters.

Just have to wait till Friday. :thumbsup:
Re: Ultimate characters : Sagat
#33  March 14, 2020, 08:40:21 pm
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Re: Ultimate characters : Sagat
#34  March 26, 2020, 03:02:28 am
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Johnny Maximum has joined the fray. Also previewing an early version of Ken's stage with a hurricane theme. Thinking of removing people off the boat & just having one guy there with a yellow rain jacket on.



Alternate video site : https://dai.ly/x7sxtnb

.
Re: Ultimate characters : Sagat
#35  March 28, 2020, 02:58:42 pm
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Final preview of Sagat. He will be released on 4/3/2020. Also finishing up 3 versions of his stage & wanted to show off the night version.



Alternate video site : https://dai.ly/x7szeqh

.

DW

Re: Ultimate characters : Sagat
#36  March 28, 2020, 03:18:14 pm
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Are your stages 1.1 exclusive? I like the night time version you got there for Sagat's stage. The addition of fireflies is a nice touch. I find it kinda odd that you mix and match voices between games. Kinda jarring, but not the biggest deal. Why don't you have the actual version of Tiger Raid? It starts low and is one of his best supers. Yours seems to be a hybrid of Genocide and Raid, but w/o the low start up.
Re: Ultimate characters : Sagat
#37  March 28, 2020, 06:12:30 pm
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Yeah, I'd switch to the more modern voice for the uppercut and fireballs.
Re: Ultimate characters : Sagat
#38  March 28, 2020, 11:23:52 pm
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Stages are for Mugen 1.0 & Mugen 1.1. For the voices I try to stick to SF2 & the alpha series, but if I'm modeling a move based on SF4/SF5 then I'm willing to use a voice sample from the game. Figure that's better than not saying anything during the move. A few times I have messed up though, for example Blanka has a hyper were I used a SF5 voice clip & really wish I didn't so it will be removed in the next update. It's also why I call these builds alpha's because their still in the creative process & am willing to change things about them. As for Sagat's Tiger Raid hyper, it's a mix between SF5 Tiger Knee Crush EX & SF2 Tiger Raid. Made it that way simply because I thought it looked cool.
Re: Ultimate characters : Johnny Maximum
#39  April 10, 2020, 03:59:11 pm
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Final preview of Johnny Maximum. He will be released on 4/17/2020.

Re: Ultimate characters : Johnny Maximum
#40  April 10, 2020, 06:34:26 pm
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Good job on JMax!
Glad to see how good he looks !!
Re: Ultimate characters : Johnny Maximum
#41  April 10, 2020, 07:35:47 pm
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Thank you so much for adding the "Shiii" K.O.d sound.
Re: Ultimate characters : Tung Fu Rue
#42  June 09, 2020, 12:14:53 am
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I thought Tung Fu Rue would make a good addition to the game. Still have a few more moves to give him, but other than that he is almost finished. Here is a preview of what I have so far.

Re: Ultimate characters : Tung Fu Rue
#43  June 09, 2020, 12:17:43 am
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This may be tough, but I feel the Super where he bulk ups could be a limited transformation like it was in FF1.
Interesting to see you incorporate it though.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ultimate characters : Tung Fu Rue
#44  June 25, 2020, 12:27:01 am
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Adding Tung's climax move from KOF 14. The move is coded so I know it will take a total of 17 sprites to complete & so far I've completed about 12 of them. Since it's taking me longer than planned to finish, I decided it would be good idea to show a few sprites & let people know the status of the character.



Re: Ultimate characters : Tung Fu Rue
#45  June 25, 2020, 12:53:28 am
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Shaping up to be a pretty sick render my son.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ultimate characters : Tung Fu Rue
#46  June 25, 2020, 04:26:33 am
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Thanks Rowen! This is the first pass with these sprites & will probably look a little better on release.
Re: Ultimate characters : Tung Fu Rue
#47  June 27, 2020, 10:43:38 pm
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I'm really excited to play him.
Re: Ultimate characters : Tung Fu Rue
#48  June 28, 2020, 01:02:36 am
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Is this character originally based off of master roshi? Really feel he needs that super fireball he has in neo geo battle.
Re: Ultimate characters : Tung Fu Rue
#49  July 12, 2020, 10:03:32 pm
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Final preview of Tung. He will be released on 7/17/2020. Finished sprites for the climax hyper & also added a variety of combo's that he may preform after transforming into FF1 big man. I think there are around 12 different combos. The Senpuu Gouken hyper can be preformed in the air now, but has a different ending than the standing one.

Re: Ultimate characters : Ray Mcdougal
#50  July 31, 2020, 08:21:32 pm
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Hey it's Ray!

Re: Ultimate characters : Ray Mcdougal
#51  July 31, 2020, 10:21:53 pm
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It's time for Ray !

Here and in R@CE akira project !


glad to see more interest to non Capcom or SNK characters  as well !
Re: Ultimate characters : Ray Mcdougal
#52  August 01, 2020, 12:42:06 am
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It's time for Ray !

Here and in R@CE akira project !


glad to see more interest to non Capcom or SNK characters  as well !

It is exciting to see this treatment on non Capcom/SNK characters, even if these are third-party Neo Geo characters we're talking about. Not only the Neo Geo's 3rd party library, but I wonder how characters with no Neo Geo/CPS pedigree to speak of, such as Kurara (Power Instinct) (true, she did have a Neo Geo game but it wasn't in that "old-school" gradient-heavy style), Marco (Kaiser Knuckle), Tremor (Bloodstorm), or even characters from home console games like Eternal Champions, TMNT Tournament Fighters, WeaponLord, etc, would fare?
Re: Ultimate characters : Ray Mcdougal
#53  August 06, 2020, 08:51:46 pm
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Ray is almost finished. I still need to add more FX to some moves so they look more complete & polished. Some new hypers have been added since last video. One is a throw that sends the opponent high into the sky & has a variety of attacks once up there. The other new hyper is an air barrage of kicks which finishes with the opponent being kicked hard to the ground & then bounces high for more combo potential. Unfortunately the AI didn't preform some of his new stuff in this preview. Looking to release Ray sometime in the next two weeks.

Re: Ultimate characters : Ray Mcdougal
#54  August 06, 2020, 09:23:33 pm
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Stylish ! I like the fact he have some customs !
Looks really fun to play.
Re: Ultimate characters : Classic VS
#55  September 30, 2020, 08:32:37 pm
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Been building this full game for a few years now & decided to make an announcement of the title & release date. The game will come with 15 characters at launch, interactive stages, animated life bar portraits & supports Mugen Hooked select screen portraits. The game features characters from various fighting games that came out between 1990 - 1995. Characters have been enhanced to closer match the Capcom VS style gameplay & visual presentation. This game will be Mugen 1.1 & 720P only.

Re: Ultimate characters : Classic VS
#56  September 30, 2020, 08:34:59 pm
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!!!! miss u electro! im so happy to see this! you changed the game with the interactiveness! <3
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Re: Ultimate characters : Classic VS
#57  September 30, 2020, 11:00:33 pm
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Now that's music to my ears, been waiting for this, fantastic work Electro!
Re: Ultimate characters : Wraith
#58  October 25, 2020, 09:47:58 pm
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Since the last preview I've added more hypers to Wraith. One is an air slam which he sends snakes out to hit the opponent after the slam. The other one is a demon breath which he can randomly blow electricity, fire, poison & frost. Wraith will be released on Halloween.

Re: Classic VS : Ryu alternate costume.
#59  August 02, 2021, 11:26:02 am
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Starting back production on this game. In the next update Ryu will have an alternate costume. Here is an early look at it in motion.

Re: Classic VS : Ryu alternate costume.
#60  August 02, 2021, 11:40:50 am
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Good stuff buddy!
Beside of some shadding adjustments, he looks great!
Re: Classic VS : Jumbo Flapjack
#61  September 17, 2021, 02:41:51 pm
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Jumbo is here to insult & squash his opponents into a pancake. ;D

Re: Classic VS : Jumbo Flapjack
#62  September 18, 2021, 04:03:01 pm
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Good news! THis guy is one funny bad dude from Slam Masters.
He can be a pretty good addition to your set of characters in this style!
Re: Classic VS : Jumbo Flapjack
#63  September 21, 2021, 10:47:30 pm
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Final preview of Jumbo Flapjack. He's got a few new moves since the last preview. Jumbo will be released on 9/25/2021.

Re: Classic VS : Cancelled further development
#64  September 26, 2021, 12:13:38 am
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This project is no longer in development because I'm leaving Mugen to spend time drawing comics.
Re: Classic VS : Cancelled further development
#65  September 26, 2021, 07:56:12 pm
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Bittersweet news.
On the one hand, that you do what you like the most is always a positive thing, but on the other hand, it is a shame that you stay away from MUGEN considering that you always release very personal and top quality releases.
Either way, best of luck in your new path.  :thumbsup:
Re: Classic VS : Cancelled further development
#66  September 26, 2021, 08:03:05 pm
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Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

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Re: Classic VS : Cancelled further development
#67  September 27, 2021, 06:02:27 pm
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Come to the Ikemen Side :bison:
Re: Classic VS : Cancelled further development
#68  October 04, 2021, 06:56:04 pm
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Sad to hear that. Thanks for all your work, Electr0!

If you ever want to come back, I'd be more than happy to help you jump into the IKEMEN interactive stage thingy. (=
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: Classic VS : Dhalsim
#69  October 31, 2021, 09:05:43 am
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After not touching Mugen for a month I'm finding myself super bored. Maybe instead of leaving Mugen altogether I should just work on stuff a lot slower instead. So I started looking through my incomplete characters and decided that Dhalsim would be good to work on again. Maybe get him ready for a Christmas release. This is what I got so far.

Re: Classic VS : Dhalsim
#70  October 31, 2021, 07:12:59 pm
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Welcome back and yeah bro, do at the time you find it good for you. ;)
Re: Classic VS : Dhalsim
#71  October 31, 2021, 07:13:42 pm
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Yeeess!! that's fantastic news! I love your Classic VS full game a lot that I rather have you keep working on characters slowly than completely leave the project, cheers! :2thumbsup:
Re: Classic VS : Dhalsim
#72  November 01, 2021, 02:09:13 am
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amazing work as always
Re: Classic VS : Dhalsim
#73  November 03, 2021, 11:10:55 pm
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Concept of a Elephant Hyper for Dhalsim. Still working on the sprites which don't have legs yet for the elephant, but the move is coded.

Work in progress sprites.





@【MFG】gui0007  I'm pretty much addicted to making Mugen stuff and spent to much time on it, but also don't want to quit altogether. So working slower will help me have time for other creative ventures.

@Noside  I felt like I was letting people down by stopping the project. So It's going to continue at a slower pace, but at least it's continuing. :geek:

@The Shakunetsu  Thanks!

Last Edit: November 03, 2021, 11:22:57 pm by ELECTR0
Re: Classic VS : Dhalsim
#74  November 04, 2021, 03:00:31 am
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OMG! That looks great.
Re: Classic VS : Dhalsim
#75  November 04, 2021, 07:28:04 am
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Hey, can i help, or maybe i need help
Re: Classic VS : Dhalsim
#76  November 05, 2021, 04:53:43 pm
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Haha that's crazy! The elephant sprites look great. This is the kind of stuff you'd only see in mugen

A little suggestion: I think the move would be a lot more interesting if you removed the kick at the start and just went straight to the "teleport then elephant" part.
Re: Classic VS : Dhalsim
#77  November 07, 2021, 05:48:06 pm
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Haha that's crazy! The elephant sprites look great. This is the kind of stuff you'd only see in mugen

A little suggestion: I think the move would be a lot more interesting if you removed the kick at the start and just went straight to the "teleport then elephant" part.
OH OH...?? hmm---
Hey, can i help, or maybe i need help
Re: Classic VS : Dhalsim
#78  November 20, 2021, 12:00:10 am
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Dhalsim is coming along nicely. I've put more polish on his attacks as well as added throws and 2 new air hypers which are Yoga Sunburst and Yoga Strike. Still working on the Yoga Strike sprites. Here is the first preview of the Alpha.

Re: Classic VS : Dhalsim
#79  November 20, 2021, 12:13:52 am
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Great progress!
I like how this Dhalsim is fresh and feels new!
Re: Classic VS : Dhalsim
#80  November 20, 2021, 02:57:57 am
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Dhalsim new super looks great
Re: Classic VS : Dhalsim
#81  November 20, 2021, 09:19:41 pm
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@Momotaro Adding a new spin on these old characters is fun.

@The Shakunetsu Thanks!
Re: Classic VS : Dhalsim
#82  December 01, 2021, 10:41:14 pm
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Dhalsim is coming along nicely. I've put more polish on his attacks as well as added throws and 2 new air hypers which are Yoga Sunburst and Yoga Strike. Still working on the Yoga Strike sprites. Here is the first preview of the Alpha.

[youtube]BATxMLJ2vcE[/youtube]

Great job!
Hold on... Did you add a handclap sound effect to his win animation? I remember in SF II there was none. Really nice. I love such small details!
Re: Classic VS : Dhalsim
#83  January 27, 2022, 12:05:33 am
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Got an early preview of Guile. I added a decent smart palette to him for more costume options, which one of them you can see in this preview vid. Guile has a new move called sonic kicks. Right now I only have the light kick version implemented. Took both hyper moves from MVC2 and tweaked them slightly, for example the Sonic Hurricane color scheme now matches the colors of his original sonic boom. Next preview I’m going to add a team up hyper with Charlie where Guile kicks the opponent into the sky & then Charlie flies by in a fighter jet to blast you out of the sky.

Last Edit: January 27, 2022, 12:21:02 am by ELECTR0
Re: Classic VS : Guile
#84  January 27, 2022, 06:58:51 pm
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Omg yes! man those sonic kicks look great! I also like that team hyper idea with charlie, I'll be watching closely, great work as usual ELECTR0.
Re: Classic VS : Guile
#85  January 27, 2022, 08:23:50 pm
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Characters like these are what got me hooked in Mugen in the first place, hehe. One things keeps coming to my mind from watching the video, though, and it's that the walking speeds feel too slow for both of them (but especially Guile).
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Classic VS : Guile
#86  January 28, 2022, 06:20:18 am
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@Staubhold Yes and the yoga chant.

@Noside Thanks!

@PoTs I’ll I’ll speed the anim up a tick or two and see how that looks.
Re: Classic VS : Guile
#87  January 28, 2022, 09:02:54 am
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Re: Classic VS : Guile
#88  January 31, 2022, 12:51:48 am
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the sonic kicks really looking good
Re: Classic VS : Guile
#89  February 22, 2022, 09:49:21 am
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Almost done with Guile’s alpha and will be releasing it within the next two weeks. In this preview video you will see that more sonic kicks were added. They can also be done in the air. I also added two new hypers which one of them is the Sonic Tempest, were you create a giant sonic boom in the air. The other one is the hyper I described in my last post, were Guile kicks the opponent into the air and a fighter jet blasts you out of the sky.

Last Edit: February 22, 2022, 09:54:02 am by ELECTR0
Re: Classic VS : Guile
#90  February 22, 2022, 08:56:36 pm
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Super hyped! and loving the team hyper with Charlie! everything looks great so far I just have a little nitpick to point out, about what PotS said before, the walking back is kinda slow, I think is even slower than the actual arcade version, check it out:
https://youtu.be/xFT2bJev-Sc?t=143
Re: Classic VS : Guile
#91  February 23, 2022, 12:00:49 pm
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Slightly sped up everyone’s walk in the game. :megusta:
Re: Classic VS : Guile
#92  March 02, 2022, 01:06:44 am
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Here is a video of Guile's specials, throws and hypers. I made a lot of progress over the last few days where I added the rest of his throws and a hyper version of the throw called Maelstrom Twister. Also lots of FX, sounds, intros & win poses have also been added since the last preview. I'm only showing off the new jet intro in this video.



Re: Classic VS : Guile
#93  March 02, 2022, 01:31:01 am
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that hyper grab is so dope! really great job. LOVE that the plane takes off in the intro
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Re: Classic VS : Zangief Update
#94  March 23, 2022, 09:03:19 pm
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Working on Chun Li as the next character in the game but it's going to take a minute to finish her. In the meantime I'm working on some much needed updates to older characters. First up is Zangief who is getting some new moves and sprites to go along with the quality of life changes. Here are some new sprites/smart palette for his Medieval Times hyper move.

Re: Classic VS : Zangief Update
#95  March 23, 2022, 09:06:55 pm
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Working on Chun Li as the next character in the game but it's going to take a minute to finish her. In the meantime I'm working on some much needed updates to older characters. First up is Zangief who is getting some new moves and sprites to go along with the quality of life changes. Here are some new sprites/smart palette for his Medieval Times hyper move.



What a great idea!
I can't wait to see more of your work!

EDIT : any Preview of Chun Li?
I'm curious about how deadly you convered her. What kind of new moves / sprites / customs she have now...
When I see your work on Blanka and Zangief, I'm expecting so much for Chun Li... ^^
Last Edit: March 24, 2022, 05:43:05 pm by Momotaro
Re: Classic VS : Zangief Update
#96  March 24, 2022, 04:34:21 pm
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Curious about chun li could be really interesting considering her kung fu wushu and other Chinese martial arts. Maybe some fei king inspiration
Re: Classic VS : Zangief Update
#97  March 24, 2022, 07:55:38 pm
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@warecus @Momotaro

I wish I had more to share with Chun Li, but I just started working on her. All I can say is there are birds & a gun.
Last Edit: March 24, 2022, 07:59:16 pm by ELECTR0
Re: Classic VS : Chun-Li
#98  May 19, 2022, 02:34:00 am
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Early preview of Chun-Li. She has 3 hypers which are :

Kikou Shou - The ball of energy Super Art from Street Fighter 3.

Lighting Bird Kicks - An Ultra from Street Fighter 4.

Flock of Birds - Air hyper where she spins and birds fly by to attack.





Re: Classic VS : J.Carn / Chun-Li
#99  June 17, 2022, 04:55:55 pm
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Here's the reveal of Julius Carn the last character to be in the new update for the Classic VS game. Once I'm done releasing both J. Carn and Chun-Li for regular Mugen, I'll then be ready to update Classic VS game and get it released. Both characters are almost finished so not to much longer.

Re: Classic VS : J. Carn / Chun-Li
#100  June 18, 2022, 09:01:02 pm
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Fantastic work both Chun-Li and Julius Carn, I was missing this proejct so much, great update as usual ELECTR0, keep it up! :yuno:
Re: Classic VS : J. Carn / Chun-Li
#101  June 29, 2022, 04:34:07 am
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Showing off Interpol Mode for Chun-Li. In this mode she shoots a gun stead of a fireball & has a different air hyper where she jumps around the map. I also added a new throw attack which does random things. Right now she just crawls on the opponent & beats on them with her spiked bracelets. I'll be expanding this attack before release. Also the new throw move can be used in both modes. I'm planning on releasing Chun-Li on 7/8/2022.

Re: Classic VS : J. Carn / Chun-Li
#102  July 06, 2022, 02:14:52 pm
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Is that Air Hyper taking reference from one of Gen's Super Artes? If so, that's a great call out to her teacher! :D
Re: Classic VS : J. Carn / Chun-Li
#103  July 06, 2022, 02:59:17 pm
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I can't wait for the release. I was waiting for Chun Li to be in your style for a long time!
I like the variation of moves of course, trademark of your characters!
I'm curious about special throw follow ups.
I'll wait patiently
Re: Classic VS : J. Carn / Chun-Li
#104  July 06, 2022, 07:05:01 pm
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you do an amazing job at references. bravo! chun li will be hype!
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Re: Classic VS : J. Carn / Interactive stages
#105  July 22, 2022, 01:08:07 pm
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Here are previews of 2 new interactive stages being included into the next update. I thought that these would be a fun addition to the game.

#1 Remote Rescue : The breakable mask's function just like the signs on Ryu's stage, meaning that when you pass by them in a get hit state there is a random chance they might break.

#2 Death Match : Touching the fire ropes will deal 70 damage. You can not block the ropes. The ropes are on a cooldown timer of 300 ticks once they have hit somebody. I did this because if they stay on all the time it could lead to an infinite corner trap.



Re: Classic VS : Dee Jay
#106  October 04, 2022, 03:34:48 am
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The next character coming to the game is Dee Jay. I've had some request for him through the years and now it's time to bring him to life. This preview is very early & some of the animations/FX are place holders. So far Dee Jay has 2 hypers which are based on SF4 moves, but more hypers/specials are planned.

Re: Classic VS : Dee Jay
#107  October 04, 2022, 04:36:24 am
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Dee Jay seems pretty solid so far. I gotta say Dhalsim's Elephant ultra is legendary lol
vVv Ryuko718 Updated 10/31/22 vVv
Re: Classic VS : Dee Jay
#108  October 06, 2022, 12:51:11 am
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Decided it would be a good idea to add a music themed hyper attack. The concept is, do a throw, then after you catch the throw you can choose between playing the steel drums, maracas or break dance. So far all I've coded was the steel drum option. When you choose the steel drum option each button press plays a different note. There is a timer that ticks down and you can play as many notes as fast as you want before the time runs out. The other hyper attacks are in the video as well since you couldn't get a good look at them in the last video.

Re: Classic VS : Dee Jay
#109  October 12, 2022, 04:33:43 am
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Final preview of Dee Jay. He should be ready for release before the end of the month. In this video I'm showing off my ideas for Dee Jay's ariel combat as well as a new throw that has good combo potential. The new ariel hyper is called Hammer Time and will rapid punch and send the opponent into the ground a few times before punching them away. For specials I just gave him an ariel Jackknife Maximum, but preformed differently since it's hard to do charge down moves when your jumping. Finally I wanted to give him a new throw and so I went with his throw from SF4.

Last Edit: October 12, 2022, 04:38:36 am by ELECTR0
Re: Classic VS : Dee Jay
#110  October 27, 2022, 05:56:21 am
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Started playing around with Ikemen Go and liked the features it offers. So now I'm starting the process of making an Ikemen version of the game which shouldn't take to long. I don't know if everything from the Mugen version will make it into the Ikemen version but I'll try to make it happen. Here is a video testing the tag feature. This mode is a lot of fun and it's features like this that made me want to make it. I'm trying to figure out a different way to do the AI because when the characters get really far away from each other, they get don't seem to want to go towards each other & instead they try to get farther apart which leads to fireball spam.
Last Edit: November 17, 2022, 04:22:18 pm by ELECTR0
Re: Classic VS : Dee Jay
#111  October 31, 2022, 03:44:52 pm
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The Ikemen conversion is going really well and should be ready very soon. While I was working on this I redid the look of the lifebars for the game. I feel these are visually easier to read than the old ones. These lifebars will also be coming to the Mugen version.



Edit :

Final preview of the Ikemen Go version. The game will be released on 11/7/2022. In this preview I'm showing of the Orochi Kyo Tag system made by OrochiCr. It's very similar to the way Marvel Vs Capcom 2 tag system works and is exactly what the game needed.

Last Edit: November 01, 2022, 01:10:06 pm by ELECTR0
Re: Classic VS : Zangief Update
#112  July 13, 2023, 02:00:28 pm
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Now that I'm done updating my other game it's time to get back to updating Classic VS. I showed off some sprites earlier with Medieval Zangief and finally have them finished and coded. Now Zangief's medieval hyper can do a variety of different attacks which you can see in the video. I also changed the bear sprites which look way better with Capcom's art style. I also want to announce that production on E. Honda has started so expect him sometime before the end of the year.

Re: Classic VS : Zangief Update
#113  July 22, 2023, 03:23:41 pm
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Here's the last preview of the Zangief update. This time I'm showing off the new Mecha Zangief hyper attacks as well as updated older attacks. The sprites and coding still need to be improved, but it's good enough to show off. I also made a new Green Hand attack which replaces the strong punch version. This also gives Zangief a much needed launcher attack. The update should be ready next week.



Re: Classic VS : Zangief Update
#114  July 22, 2023, 09:22:04 pm
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AWESOME :D
Re: Classic VS : Zangief Update
#115  July 22, 2023, 10:44:01 pm
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The last hyper in the video was amazing!

Your powers shall feed my ambitions nicely!