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Street Fighter All-Stars (Anniversary Edition coming soon) (Read 210062 times)

Started by RagingRowen, January 31, 2021, 05:25:15 pm
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Re: Street Fighter All-Stars (Character 12: Alex)
#121  November 27, 2021, 01:51:03 pm
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Nvm then because you are not interested. Hahaha... :bjugoi:
Re: Street Fighter All-Stars (Character 12: Alex)
#122  December 23, 2021, 06:52:23 pm
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@ragingrowen
Any chance Alex will ever be a separate POTS release?
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Re: Street Fighter All-Stars (Character 12: Alex)
#123  December 23, 2021, 07:11:41 pm
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The next Street Fighter All-Stars update
Re: Street Fighter All-Stars (Character 12: Alex)
#124  February 03, 2022, 11:27:14 am
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Next up...
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Re: Street Fighter All-Stars (Character 12: Alex)
#125  February 03, 2022, 01:02:19 pm
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YEAAAHH BOIIII!!! Its my Main Man, Dan Hibiki! Also dude I love that you included Dan's taunts into his level 3 super. It makes it feel like Dan has evolved from a simple comic relief to a lethal joke character.
"If you take three glasses of water and put food coloring in them, you have many different colors, but it's still the same old water. Make the connection."
Last Edit: February 03, 2022, 01:34:55 pm by Little Fox: Tres Truenos
Re: Street Fighter All-Stars (Character 12: Alex)
#126  February 03, 2022, 02:52:38 pm
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Re: Street Fighter All-Stars (Character 12: Alex)
#127  February 03, 2022, 07:02:17 pm
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Street Fighter All-Stars (Character 13: Dan)
#128  February 16, 2022, 12:22:57 pm
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Dan Update released!

- Dan added alongside his Stage.
- Alex now has a Stage (likely temporary, looking for a Shiyo/2014-style Subway).
- Debug turned off.
- Win Quote text fixed.
- Arcade Mode lasts for 10 matches.
- Power Gain from normals is now consistent across all characters.
- Air Guard omitted (mostly, AI still does it at times).
- Removed a few remaining instances of Counter FX.
- Consistent Lie Down Time for each character.
- Power Level sound(s) changed.
- Whatever I forgot because I wiped the changelog by accident at some point.
- Removed Zoom from Training Room.
- Credits updated.
Ken:
 - Shippu Jinrai Kyaku given an extra kick at the end.
Akuma:
 - Messatsu Gorasen and Gosenpuu omitted.
Chun-Li:
 - Standing LP damage increased.
 - Kintekishu startup increased.
 - Hyakuretsukyaku gets increased damage but loses alt. HCF command.
 - LK and MK Spinning Bird Kick startups decreased.
 - EX Spinning Bird Kick now launches slightly.
 - Tenshokyaku now juggles.
 - Kikosho also juggles (excludes the final hit though).
 - Hosenka's launch kick movement changed.
Alex:
 - Air Hit Recovery time adjusted.
 - Light Punch tweaked with increased pushback and is now mashable.
 - Chop modified with longer startup to prevent an infinite with Heavy Flash Chop but with added forward movement to compensate.
 - Slash Elbow recovery increased, also to prevent infinites.
 - Power Bomb/Backdrop startup decreased.
Sagat:
 - Step Kicks added.
 - Angry Charge animation time decreased slightly.
Ingrid:
 - Little Leg recovery decreased.
 - Sunshot infinte fixed.
M.Bison:
 - Far Stand HK recovery decreased.
 - Removed Misaligned Shock Particles when Psycho Punisher connects.
 - Final Psycho Crusher damage increased.


Shoutouts to BossBrown over on YouTube for helping with findings issues and such.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Street Fighter All-Stars (Character 13: Dan)
#129  February 17, 2022, 07:39:32 pm
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Nice work so far. Some quick notes to keep you busy.

System:
- The presentation and general feel of the game are excellent
- Music is too loud compared to sound effects. I know you can change that, but still
- Round start screen takes too long
- Every stage should use the same zoom, boundaries, etc parameters
- Every character should use the same input system
- Parry detection Clsn1 should be as big as the character's respective Clsn2 (most people seem to get this one wrong)
- The cost of Rage moves could be recoverable damage. Feels wrong to not get a Perfect win if you use them (c.f. Focus Attacks)
- Hitdef yaccel should be consistent throughout the game. For instance Tiger Uppercut seems floatier than Shoryuken

Ryu:
- Hadouken recovery feels too fast
- Tatsumaki travel distance seems short
- Taunt voices might work better the other way around
- Hadouken Clsn1 is too big. Use this rule of thumb: if the opponent can't neutral jump over the slow version of the projectile, the hitbox is too big
- Fireballs disappear before crossing the edge of the screen
- EX Tatsu dust vertical position is not constant
- Looks like all versions of Shoryuken have the same invulnerability

Ken:
- His Hadouken is better than Ryu's (outside this game). I get the feeling you decided to buff every projectile in the game, but still feel like I should point it out
- Tatsumaki is punishable on hit

Akuma:
- Voice is lower than other characters
- Killing Vega intro in regular matches (i.e. not boss fights) seems weird

Dan:
- Walk speed seems too low
- Does his Rage move do anything besides taunting? Seems like a mean handicap
- Crouching medium kick can't cancel into Dankukyaku. There may be more stuff like this because I didn't go over every cancel/special combination
- Jump is too low. Although you could pass that as an SNK parody ;P

Charlie:
- Character width constants are larger than the Clsn2

Guile:
- Jump feels floatier than other characters

Chun-Li:
- I'm rusty on this kind of details, but her Kikouken seems way, way better than usual
- I know she's Chun-Li, but the walk speed feels too fast

Sagat:
- Crouch parry detection is huge. Make it around the kness or so for everyone (with standing parry picking up where it ends)
- What's that ghost hitbox after projectiles connect?
- Hitboxes look stronger than other characters
- F+A moves him too far forward, then too far back

Bison:
- Psycho Power punch effects are misaligned
- Back dash should be statetype = A

Ingrid:
- Walk speed feels even faster than Chun-Li

Note:
- Feedback for each character might apply to other characters, especially shoto stuff
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: Street Fighter All-Stars (Character 13: Dan)
#130  February 17, 2022, 08:41:16 pm
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Nice work so far. Some quick notes to keep you busy.

System:
- The presentation and general feel of the game are excellent
- Music is too loud compared to sound effects. I know you can change that, but still
- Round start screen takes too long
- Every stage should use the same zoom, boundaries, etc parameters
- Every character should use the same input system
- Parry detection Clsn1 should be as big as the character's respective Clsn2 (most people seem to get this one wrong)
- The cost of Rage moves could be recoverable damage. Feels wrong to not get a Perfect win if you use them (c.f. Focus Attacks)
- Hitdef yaccel should be consistent throughout the game. For instance Tiger Uppercut seems floatier than Shoryuken

Ryu:
- Hadouken recovery feels too fast
- Tatsumaki travel distance seems short
- Taunt voices might work better the other way around
- Hadouken Clsn1 is too big. Use this rule of thumb: if the opponent can't neutral jump over the slow version of the projectile, the hitbox is too big
- Fireballs disappear before crossing the edge of the screen
- EX Tatsu dust vertical position is not constant
- Looks like all versions of Shoryuken have the same invulnerability

Ken:
- His Hadouken is better than Ryu's (outside this game). I get the feeling you decided to buff every projectile in the game, but still feel like I should point it out
- Tatsumaki is punishable on hit

Akuma:
- Voice is lower than other characters
- Killing Vega intro in regular matches (i.e. not boss fights) seems weird

Dan:
- Walk speed seems too low
- Does his Rage move do anything besides taunting? Seems like a mean handicap
- Crouching medium kick can't cancel into Dankukyaku. There may be more stuff like this because I didn't go over every cancel/special combination
- Jump is too low. Although you could pass that as an SNK parody ;P

Charlie:
- Character width constants are larger than the Clsn2

Guile:
- Jump feels floatier than other characters

Chun-Li:
- I'm rusty on this kind of details, but her Kikouken seems way, way better than usual
- I know she's Chun-Li, but the walk speed feels too fast

Sagat:
- Crouch parry detection is huge. Make it around the kness or so for everyone (with standing parry picking up where it ends)
- What's that ghost hitbox after projectiles connect?
- Hitboxes look stronger than other characters
- F+A moves him too far forward, then too far back

Bison:
- Psycho Power punch effects are misaligned
- Back dash should be statetype = A

Ingrid:
- Walk speed feels even faster than Chun-Li

Note:
- Feedback for each character might apply to other characters, especially shoto stuff

Yo bro! This is pretty meaty stuff to me, but I do have a response to a few bits here. The rest is mainly likely to get looked at.

I don't think Rage Health Recovery would be possible to implement in MUGEN and I also think it would remove the risk element of it.
I made Ryu's Hadouken like that because I wanted him to be the best Hadou user out of the 3 Shotos. I'm not sure about Ken's Hadouken being better in the source games as you said because I thought I made his the worst in this.
I tried to make Ken's Tatsu different from the others for the sake of uniqueness. I could try giving it more recovery without resulting in potential infinites.
Dan's Walk Speed's supposed to be mocking CvS2 Ryo's slow speed.
Could you lastly provide examples of Bison's misaligned effects?
WIP Schedule:
The next Street Fighter All-Stars update
Re: Street Fighter All-Stars (Character 13: Dan)
#131  February 18, 2022, 06:34:50 pm
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Regarding the fireballs, I'm just comparing them to Street Fighter games. Making them stronger here may actually be a clever idea because the game has Parry.

I'm not sure about Ken's Hadouken being better in the source games as you said because I thought I made his the worst in this.
Oh, I meant that Capcom Ryu's Hadoukens are worse than RagingRowen Ken's Hadoukens. But see the point above.

I tried to make Ken's Tatsu different from the others for the sake of uniqueness. I could try giving it more recovery without resulting in potential infinites.
I meant that if Ken lands a Tatsumaki, the opponent can punish him with a combo.

Could you lastly provide examples of Bison's misaligned effects?
Stuff like this. They seem overall a bit high. I also noticed his light punches don't have any effects, but that seemed deliberate.
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: Street Fighter All-Stars (Character 13: Dan)
#132  February 18, 2022, 06:58:17 pm
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Regarding the fireballs, I'm just comparing them to Street Fighter games. Making them stronger here may actually be a clever idea because the game has Parry.

I'm not sure about Ken's Hadouken being better in the source games as you said because I thought I made his the worst in this.
Oh, I meant that Capcom Ryu's Hadoukens are worse than RagingRowen Ken's Hadoukens. But see the point above.

Gotcha. Thankfully that's not the case with RagingRowen Ryu :mlol:.
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Re: Street Fighter All-Stars (Character 13: Dan)
#133  March 19, 2022, 08:05:00 pm
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Trailer time again!
WIP Schedule:
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Re: Street Fighter All-Stars (Character 13: Dan)
#134  March 19, 2022, 08:21:20 pm
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This boy from that school just entered the arena. Batsu strikes on!
Re: Street Fighter All-Stars (Character 13: Dan)
#135  March 19, 2022, 09:12:44 pm
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Well this looks promising!
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Re: Street Fighter All-Stars (Character 13: Dan)
#136  March 19, 2022, 10:10:06 pm
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You will not use the old stance?
Re: Street Fighter All-Stars (Character 13: Dan)
#137  March 19, 2022, 10:25:11 pm
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Great!
Batsu is one of my favs! Is it the new spriteset by Dampir ?
I remember it had some sprites needing some fixes I cannot remember well.
Re: Street Fighter All-Stars (Character 13: Dan)
#138  March 19, 2022, 10:53:55 pm
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Not sure if its the video frames, but the Team-Up technique does not have both guys hitting in sync.  I would move Kyosuke more closer to Batsu for that.  I would also change the Lv.3 Super FX Startup from blue to Orange to match up with the source kanji, but that's just me.

I once had a random thought about EX Shooting Star Kick.  Two variants one for Multi-hits during Aerial Raves for damage extension and another that has much faster start-up and more safe on block but only deals one hit but allows Batsu to quickly recover, leaves opponent in a crumble state, and follow-up with an aerial hit namely J.HK to 1-frame link combo or Aerial Guts Bullet for spacing after block depending on distance.

Liking how he looks.

You will not use the old stance?
That stance in the vid looks more closer to his RS idle stance.
Last Edit: March 19, 2022, 10:58:25 pm by Kirishima
Re: Street Fighter All-Stars (Character 13: Dan)
#139  March 20, 2022, 12:16:59 am
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Thanks for the support, fellas. It is indeed Dampir's edited set.

Not sure if its the video frames, but the Team-Up technique does not have both guys hitting in sync.  I would move Kyosuke more closer to Batsu for that.  I would also change the Lv.3 Super FX Startup from blue to Orange to match up with the source kanji, but that's just me.

I once had a random thought about EX Shooting Star Kick.  Two variants one for Multi-hits during Aerial Raves for damage extension and another that has much faster start-up and more safe on block but only deals one hit but allows Batsu to quickly recover, leaves opponent in a crumble state, and follow-up with an aerial hit namely J.HK to 1-frame link combo or Aerial Guts Bullet for spacing after block depending on distance.

Liking how he looks.

I'm not fussed about the EX SSK idea. Having different EX variations will probably cause too much complexity for the style.

As for the Team-Up, I've already tweaked it. Super Pause will remain the same since it's consistent for each fighter.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Street Fighter All-Stars (Character 13: Dan)
#140  March 21, 2022, 05:12:51 am
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These are some good improvements to Batsu. Would you be applying them to your standalone release that you did a while ago too or is it constrained to All Stars?