I have updated my characters for IKEMEN! Link: https://www.mediafire.com/file/02yg11ycpni4ds3/12Char4StagePackIK1.zip/file
Changes:
Spoiler, click to toggle visibilty
===============================
All characters
===============================
All characters are now IKEMEN only.
===============================
All characters (except Yamato)
===============================
1. AI heavily updated, now includes custom walking states (no more of characters jumping in place for 10+ seconds and never trying to get close to their opponent). Also fixed problems with the AI trying to use certain attacks when well out of range.
2. Hyper attacks are now less affected by the Damage Dampener, and now can't have their damage reduced below 25% (previously could be down to 10%). Grip meter gain when landing Hyper attacks increased.
3. In Tag mode, the character's HUD only appears while tagged in, and it'll also now disappear after being KO'd to prevent screen-clutter and multiple SoR character HUDs stacking.
4. Using a Y special attack in Tag mode without a maxed special meter will cause some of the self-damage taken to become Red Life (based on the setting in IKEMEN's "common.const" file.)
5. When losing Life from a Y Special attack, the life loss now occurs instantly upon use instead of when the attack ends.
6. The throws from grabs (the ones that can be landed from to avoid damage) now grant Red Life to their target, have a sound effect and screen shake occur (from the SoR character) when the target hits the ground, and now have their damage adjusted for Ratio mode attack stat changes (these have a setting in the Config file; if you have changed "Damage" value of any Ratio in the options menu, you can change the values in the Config file to match the new damage value). Furthermore, thrown player-controlled characters no longer have a random chance to automatically recover from the throw, and AI-controlled character's chance to recover is now based on their AI-Level.
7. Guard damage of all special/hyper attacks reduced (previously was 25% of hit damage (less if the attack hit multiple times), now reduced to 15% of hit damage (also still less for multiple hits))
8. Added a special Damage Dampener for throws & pummel attacks; each pummel attack used will reduce the damage of the next pummel attack by 10% (up to 80% reduction), and reduce the damage of any throw ender attack used by 5% (up to 50% reduction). This prevents the SoR characters from dealing huge amount of damage with their throws/pummel attacks. The damage reduction multiplier resets once out of throw states.
9. Added an extra .air file for animations that have the CLSN1 boxes of all non-aerial attacks extended to the ground. Helps the SoR characters when fighting shorter opponents (Not active by default, check the .def file of each character; instructions on how to active are in there).
10. New Config option added: "Ability Up". If activated, grants multiple buffs to characters. Added to allow characters to have a fighting chance against more advanced characters.
=====
Axel
=====
1. Run speed slightly increased. (+0.3)
=====
Adam
=====
1. Fixed air version of Y Special attack not having a life cost when used without a maxed special meter.
2. Adjusted placement of the CLSN2 box on Stand animation, and reduced number of CLSN2 boxes on Run animation from 6 to 2 (looks a lot cleaner).
3. Adjusted CLSN boxes of Lv.2 & Lv.3 Blitz attacks. Fixed first element of Lv.2 Blitz attack animation having no CLSN2 box.
4. Total animation time of Y special attack reduced a bit (38 Frames -> 34 frames). Start-up time of Forward+Y special reduced from 10 frames to 6 frames, and Ending lag reduced by 4 frames.
=====
Ash
=====
1. Fixed problem with all blitz attacks not being able to hit properly due to character width.
2. Removed semi-infinite juggle against opponents when chaining repeated Lv.0/Lv.1 Blitz attacks.
3. Fixed "givepower" parameter being too low for Lv.2 Hyper.
4. Reduced Attack from 100 to 80 (he was dealing way too much damage compared to everyone else).
5. Pummel attack base damage per hit reduced from 40 to 20.
=====
Blaze
=====
1. Total animation time of Lv.2 hyper reduced from 70 frames to 56 frames.
2. You can now mash the "b" button and still get the 2nd hit of your 3rd attack in the Basic Combo instead of skipping it (Previously, since the 3rd attack hit twice, mashing "b" would cause you to cancel into the 4th attack after landing the 1st hit before the 2nd hit could connect, and as such you'd have to time the "b" button press, which wasn't easy to do. Now you can just mash the button like the other SoR characters to perform your Basic Combo properly).
3. Slightly reduced forwards movement speed of Lv.3 Hyper. Helps prevent Blaze from moving past her opponent before all hit connect.
=====
Mr.X
=====
1. During Lv.2 Hyper "Super Tommy Gun", only the bullets fired in the first 0.5 seconds deal guard damage. Prevents large amount of guard damage from being dealt when used very close to opponent.
2. Y Special "Burst Fire" has the same effect; only the bullets fired in the first 0.5 seconds deal guard damage.
3. Lv.2 Hyper now always ends early in Simul mode, regardless if all allies are KO'd or not. Duration is also now affected by Ratio Level. Damage boosted in Simul mode to make up for the shorter duration.
4. Attack increased from 70 to 75.
5. Start-up time of "Vault Kick" reduced from 21 frames to 15 frames.
=====
Roo
=====
1. Walk speed increased a bit (+0.1). Run speed up (+0.3).
2. "Kick Flip" attack ends sooner (time of last 3 anim. elements reduced). Reduced distance opponent is knocked upwards on hit.
3. During Lv.2 Hyper, only the last hit causes knockdown. Fixes problem with Roo moving past certain characters after a hit.
=================
Shiva/Ultra Shiva
=================
1. High Kick attack (Basic combo ender or "c" move) is less unsafe on block.
2. Final Crash/Final Crash+ is less unsafe on block.
3. "Absolute Guard" technique only disables normal guard for a short time if actually used while being hit to escape combos.
4. Made it easier to combo into "Jumping Reverse Kick"/"Jumping Reverse Kick+" from "Final Crash"/"Final Crash+" (The command can now be entered during the Final Crash "flip" to combo into the Lv.2/Lv.3 Blitz attacks).
5. Fixed the problem where mashing "b" could skip the second hit of the first two attacks for the Basic Combo (similar to Blaze).
=====
Skate
=====
1. Fixed last 2 anim. elements of Rolling Flash Kick not having CLSN2 boxes (Skate couldn't be hit right at the end of the attack).
2. During the Lv.1 Hyper, CLSN1 boxes have been added to the baseball bat that appears. Should reduce chance of attack not hitting, especially against smaller opponents.
3. Run animation now has 1 CLSN2 Default box instead of different CLSN2 boxes for each element.
===========
Ultra Shiva
===========
1. AI now can't use Y Special attacks unless meter is completely charged. Prevents Ultra Shiva from damaging himself and making the fight easier, but also makes it easier to combo him since he can't break out of attacks as often.
2. Life increased from 2100 to 2310. Attack reduced from 40 to 35.
===================
Stage Updates
==================
1. All stages now have a 9000,1 sprite in the .sff file so that a "preview" of the stage can appear when selecting a stage (assuming the default stage previews are used for your current IKEMEN screenpack).
The important changes are much better AI, the character's HUD disappearing when they tag out (now you can have 4 SoR characters on a team in Tag mode without their HUDs messing up), and the various improvements on the character's throws. I've also added another animations file you can use which makes the SoR characters actually able to hit smaller opponents.
One big thing I added was the "Ability Up". My characters are fairly simple compared to other characters, which normally isn't a problem. However, other characters often have many gimmicks in their kit that give them a massive advantage, which my characters can't keep up with. Some examples of these gimmicks are the following:
Spoiler, click to toggle visibilty
~Excessive number of "skills" such as Power charge, Parry, Spot Dodge, "Zero Counter", and so on.
~Attacks with hitboxes (CLSN1) that take up half the screen or more (Weapon users are bad for this, especially with hyper attacks) (Ash has a full screen Hyper, but its quite weak for a Lv.3 Hyper).
~Super-armor or start-up invincibility on nearly every single special/hyper attack (If the character has EX attacks, expect one or the other on it).
~Lack of true fast "dashing" attacks. Also general lack of mobility and attack range. (Dr.Zan is an exception)
~Counter Moves (Assume a stance that counter-attacks enemies that hit you. These often have little cost on modern characters and are always coded to be used flawlessly by the AI)
~Projectiles (Only Dr.Zan has a true projectile, but it uses the special meter, and as such could cost life if used too much)
~Air/OTG Combos (Those wonderful 5+ second combos that deal tons of damage (and gain tons of super energy as a result) at little to no cost, and can be performed very easily)
~Low-life comeback system (Once life drops to around 20%-35% of max life, get massive attack boosts and/or various other buffs, usually along with the good ol' Low-Life only hyper attack that invalidates the opponents lead with a 350+ damage attack that comes out fast and either has super-armor or invincibility on it.)
~Healing skills (Bonus points for the ones that have a long start-up time or heal over some chunk of time (so if its active for a short time it heals very little), but the character also has an easily land-able attack that has high knockback and/or stun time (pausetime or hittime), so the "weakness" of the healing skill never really turns up since you can just hit your opponent with that attack and then heal while they are stunned or in their knockdown states).
As such, I've added the "Ability Up" Config option, which grants many bonuses to the characters in an attempt to even the playing field, which are:
Spoiler, click to toggle visibilty
~Critical Buff: At 30% life or less, Blitz Star regeneration +100%, Special Meter regeneration +50%, Grip meter regeneration +100%, and Hyper hit damage +25% (not guard damage), and Life cost when using a Y Special attack reduced by 50% (if Special meter isn't maxed).
~Power Gain Up/Power Balance: Gain more Power (Super Energy) when landing hits. Plus, if opponent's max Power is above 3000, gain even more power when hitting with attacks. The higher the opponents max power is, the more Power earned from landing hits.
~BSASI: "Brief Special Attack Start-up Invincibility" Grants Lv.2 & Lv.3 Blitz attacks & the Lv.1 Hyper Invincibility for a short time upon using that attack. The Lv.3 Hyper also has longer reversal time against attacks, and can reverse other hyper attacks.
~Hyper+: Hypers can't lose more than 50% of their damage from the Damage Dampener.
~Recovery Items: Randomly when hitting your opponent with non-grab moves, an item from Streets of Rage Remake will fly out of them. Move close to it to pick it up (crouching over it not needed). It can also be picked up by teammates after it hits the ground if they aren't at max life. The item can't be picked up by the enemy team, and will have a slight tint on them to indicate which team can pick it up (Blue for Team 1, Red for Team 2). After an item is picked up, the time until another can spawn depends on the strength of the previous item and the SoR character's remaining life (in percentage). The item will restore both Life and Power by a small amount.
~Passive Skill: Grants a special passive unique to each SoR character.
Passive Skills are:
-------------------------------------------------
Axel: "High Technique" (Increases Blitz Star Regen Rate by 40%)
Blaze: "Judo Expert" (Grip meter loss when using throws reduced by 50%)
Max: "Bruiser" (Attack +10%, Defense +10%)
Adam: "Well-rounded" (Attack +5%, Defense +5%, Blitz Star Regen Rate +20%)
Skate: "Roller Blading" (Move speed +25% (including air move speed), gain power while moving on the ground and not being hit.)
Roo: "Hop to it!" (Grants 2 mid-air jumps and new (simple) Aerial Blitz attacks)
Dr.Zan: "Energy Zap" (Electric attacks that hit drain up to 300 power from target)
Shiva: "Rival" (Attack +5%, Blitz Star Regen Rate +10%, gain Power over time, Hyper attacks deal bonus damage based on target's/enemy team's remaining life on hit (Less effect if enemy is Ratio 3 or 4))
Mr.X: "Bullet Storm" (Y Special attacks are 40% weaker, but use only 3 special bars max instead of all bars.)
Ash: "Stride" (Knocking down an opponent grants 300 Power, even with Hyper attacks. Can occur once every 5 seconds.)
-------------------------------------------------
Ultra Shiva has other effects already so he doesn't have the "Ability Up" config option.
I'm sure this will make the characters much less of a pushover compared to more advanced characters (just note that its off by default).
One last thing: I'm going against what I said about the MUGEN versions of my stuff in the first post here because IKEMEN can let me do so much more with my characters and the Bonus Game; I'm no longer going to update the MUGEN version of the Bonus Game or characters. All updates will only be for IKEMEN. I'll always like MUGEN, but its just too outdated now.
By the way, for those with the latest version of the Bonus Game, I found yet another bug that is too small to make you download another file; when Fog throws a grenade from his motorcycle, it spawns on the ground instead of actually being thrown. To solve this, find State 9504 in the "EnemyStates.cns" file and add this to it:
[State 10000, VarSet]
type = VarSet
trigger1 = FVar(3) != root, const(size.xscale)
fv = 3
value = root, const(size.xscale)
[State 10000, VarSet]
type = VarSet
trigger1 = FVar(4) != root, const(size.yscale)
fv = 4
value = root, const(size.yscale)
This should fix that problem.