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Siu Wong's W.I.P (Read 31807 times)

Started by Leon Belmont, September 16, 2007, 02:21:10 am
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Siu Wong's W.I.P
#1  September 16, 2007, 02:21:10 am
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For more information on the 'other' Ryu I'm working on: click.

My first WIP, Ryu from Super Street Fighter II Turbo. He's coming along quite well in terms of production speed and quality. I wasn't going to post this here at first since no one replies to these kind of WIPs, but I guess I feel like killing some time today.

This Ryu has accuracy in mind, so I'm trying to study Ryu in ST and convert him the best as I can with my current, small coding knowledge. After I finish giving him all the moves he had in ST to a satisfactory standard, I'm going to try and replicate his chains, combos, other gameplay details from ST with greatest care possible (even though I know ST's combo system is a bit retarded and isn't consistent). I have Nebula/ST Rom and HSF2:AE with me so it's not just all just guess and 'oh, this feels alright'.

So far I've done:
  • All required stuff though I may need to look over his animations concerning them
  • All normals except for his throws
  • All specials except for jumping Tatsumaki (that's going to be a tough one)
  • Both his winposes

Shinkuu Hadouken, Kuuchuu Tatsumaki and Throws are in progress at the moment. Then I'll move onto velocities, ticks, combos, etc.

Screenshots:

Hadouken (Fierce)


Tatsumaki Senpuu Kyaku


Shoryuken (Fierce)


A BnB combo
Last Edit: October 07, 2007, 04:55:54 pm by Siu Wong
Re: SSF2T Ryu
#2  September 16, 2007, 02:35:06 am
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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: SSF2T Ryu
#3  September 16, 2007, 02:49:21 am
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Oh, nice. Thanks. :)

I was thinking of a 'start mode' too, but I guess that comes later after I feel the normal mode is good enough.

I don't know, maybe for normal mode I could have Shinkuu Hadouken/Tatsumaki, then have Denjin and Shin Shoryuken for Alternate mode?
Re: SSF2T Ryu
#4  September 16, 2007, 02:56:16 am
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I was thinking having just Shinkuu Hadouken for the normal mode, to leave it as ST Ryu, and having it replaced by some other super in the start mode. Or just let the start mode have as many supers as you want to.
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: SSF2T Ryu
#5  September 16, 2007, 03:00:46 am
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Finally a ST char, i hope he plays like he does in the game.  :sugoi:
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Re: SSF2T Ryu
#6  September 16, 2007, 03:03:41 am
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Re: SSF2T Ryu
#7  September 16, 2007, 03:47:32 am
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  • A frame here, a pixel there.
You can try using ArtMoney if you want to be really accurate about velocities and timings. I've got a table for ST already put together.

Oh, and when data-gathering, you might want to use the "SSF2 Speed" cheat, otherwise you'll be skipping lots of ticks.

Unfortunately, I still don't know of any way to get hitboxes from ST, but it's possible in WW-HF, which should cover most of his moves.
Re: SSF2T Ryu
#8  September 16, 2007, 04:04:09 am
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Oh, would you mind sending me the table?

And yeah, I'm going to have find out how to get hitboxes from WW/HF as well.
Re: SSF2T Ryu
#9  September 16, 2007, 04:06:05 am
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  • A frame here, a pixel there.
Re: SSF2T Ryu
#10  September 16, 2007, 04:30:22 am
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Ah, thanks. :)


Hm. It seems like the table doesn't want to work. I'm using the right ROM and Kawaks 1.58 (if it matters). The values are all at 0 and when changed, don't affect the game.

Maybe I missed something?
Last Edit: September 16, 2007, 05:28:30 am by Ryū
Re: SSF2T Ryu
#11  September 16, 2007, 07:48:24 am
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Finished the jumping forward+MP and Shinkuu Hadouken is on its way:




It's not finished, I figure I would need to make the projectile a seperate state altogether for me to make an accurate Shinkuu Hadouken, but right now its in its 'simple' state.

And no, I haven't started Kuuchuu Tatsumaki yet, just by messing around with it in ST I can tell it's going to be a pain in the ass especially for a newbie like me. So maybe tomorrow or when time permits.

BTW, does anyone want to tell me how to change his common states so he can't guard in the air?
Last Edit: September 16, 2007, 03:59:40 pm by Ryū
Re: SSF2T Ryu
#12  September 16, 2007, 07:52:46 am
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BTW, does anyone want to tell me how to change his common states so he can't guard in the air?
No need to change his states, just add this in the -2 or -3 state:

[State]
type = assertspecial
trigger1 = 1
flag = noairguard
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: SSF2T Ryu
#13  September 16, 2007, 07:53:30 am
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Let me guess, you need to make the Shinkuu Hadouken a helper so that it will only knock down on the last hit?

As far as the midair Tatsumaki goes, I think I understand it pretty well, I did some study on it a while back. Upon starting the move, Ryu gets a slight horiziontal boost in speed (a forward boost if he's jumping forward or straight up, a backward boost if he's jumping backwards). His gravity value is also lowered for as long as his leg is sticking out. Once he pulls it back in, his gravity value returns to normal.

Oh, as for the ArtMoney table, you need to find the correct offsets. That's what I included the Sound Test value for. Boot up Kawaks and ArtMoney, go to ST's sound test, then search for the exact value "0" in ArtMoney. After the search is done, change the Sound Test track to 0001. Then go back to ArtMoney and filter for the exact value of "1". Repeat one or two more times. Once you've narrowed down to about five or so values, try freezing them and changing the Sound Test number. Once you've found the one that prevents you from moving the Sount Test number, highlight it, load the ST ArtMoney table, right click on the "Sound Test No. Disp." bar at the top, scroll down to "More" in the menu that pops up, then to "Auto apply the offset", then click "Auto apply the offset to all". Now everything on the table should work.

You might actually have to do this each time you start Kawaks up, because it seems to allocate memory dynamically.

^^

Re: SSF2T Ryu
#14  September 16, 2007, 08:20:48 am
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Looks good so far, do you plan to also include a style selection like Hyer Street Fighter 2 PS2 version like you can select SF2 World Warrior Mode, SF2 Champion Editor Mode, SF2 Hyper Turbo Fighting Mode, SF2 Rainbow Edition Mode, Super Street Fighter Mode, Super Street Fighter Turbo Mode? It would look great ;) good luck on your character  ;)
Re: SSF2T Ryu
#15  September 16, 2007, 08:30:18 am
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  • A frame here, a pixel there.
Even if he was going to do that, why would he include Rainbow?
Re: SSF2T Ryu
#16  September 16, 2007, 08:36:24 am
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Quote
Let me guess, you need to make the Shinkuu Hadouken a helper so that it will only knock down on the last hit?
Something like that, I guess. Right now it has 'fall = ifelse(HitCount > 4,1,0)', but I'm not even sure if it's working properly. Either way, I'm going to re-do Shinkuu Hadouken like how everyone else does it for accuracy/precision purposes.

Quote
As far as the midair Tatsumaki goes, I think I understand it pretty well, I did some study on it a while back. Upon starting the move, Ryu gets a slight horiziontal boost in speed (a forward boost if he's jumping forward or straight up, a backward boost if he's jumping backwards). His gravity value is also lowered for as long as his leg is sticking out. Once he pulls it back in, his gravity value returns to normal.
I knew it would be something complicated like that. Thanks for the useful information. :)

Quote
Oh, as for the ArtMoney table, you need to find the correct offsets. That's what I included the Sound Test value for. Boot up Kawaks and ArtMoney, go to ST's sound test, then search for the exact value "0" in ArtMoney. After the search is done, change the Sound Test track to 0001. Then go back to ArtMoney and filter for the exact value of "1". Repeat one or two more times. Once you've narrowed down to about five or so values, try freezing them and changing the Sound Test number. Once you've found the one that prevents you from moving the Sount Test number, highlight it, load the ST ArtMoney table, right click on the "Sound Test No. Disp." bar at the top, scroll down to "More" in the menu that pops up, then to "Auto apply the offset", then click "Auto apply the offset to all". Now everything on the table should work.
Oh I see I see. I'm going to try it tonight.

Thanks a huge bunch for your help, felineki. Huge bunch.

Looks good so far, do you plan to also include a style selection like Hyer Street Fighter 2 PS2 version like you can select SF2 World Warrior Mode, SF2 Champion Editor Mode, SF2 Hyper Turbo Fighting Mode, SF2 Rainbow Edition Mode, Super Street Fighter Mode, Super Street Fighter Turbo Mode? It would look great ;) good luck on your character  ;)
I'm not planning on making a HSF2 Ryu because I haven't played each and every SF2 version that much to actually pinpoint the actual differences between all the different versions of Ryu accurately. I may do it someday when I'm a better creator, but for now it's just SSF2T mode (pal 1-6) and Arranged mode (pal 7-12).

If there was anything else planned after I'm all done with this Ryu (which would be quite a long while), it would be ST Ken. And I will go through the same crap and use the same effort for him too (I guess it would be faster though, since I could use Ryu as a base). But I wouldn't count on it, I'm not even half way done with this guy yet. :P
Last Edit: September 16, 2007, 04:01:32 pm by Ryū
Re: SSF2T Ryu
#17  September 16, 2007, 03:43:59 pm
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Well, no contructive post from me, sorry. :P

Just wishing you good luck with your first character. I've just fallen in love again with everything linked to SF2 (Blood on the Asphalt FTW) so this WIP comes out just handy. :sugoi:
Re: SSF2T Ryu
#18  September 16, 2007, 04:53:26 pm
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Well, no contructive post from me, sorry. :P

Just wishing you good luck with your first character. I've just fallen in love again with everything linked to SF2 (Blood on the Asphalt FTW) so this WIP comes out just handy. :sugoi:
Thanks.

And yep, SF2 is awesome. I've just recently fallen in love with it again as well.


Well anyway, so it's almost 1am in the morning, I have school tomorrow, I haven't finished my assignment and yet I'm still on MUGEN and Nebula trying to improve my Ryu. So far I've managed to replicate ST Ryu's Tatsumaki (not air Tatsumaki yet) to a point where I'am quite proud of the results by re-doing all the animations and hitdefs. The velocities and such aren't perfect yet (I tried ArtMoney but it seems its still acting a bit weird, I'll try again tomorrow) but I'm pretty sure they are quite close. I'll touch on the perfection stuff once ArtMoney wants to work (or rather, when I start to get it working).

As for Hadouken/Red Hadouken, there's not much to it, I counted the animations for Ryu and tried to find out exactly where the Hadouken leaves his hands (for the projectile offset). I made Red Hadouken knockdown when P2bodydist X < 60, but I'm not sure if that's entirely correct. Once again for velocities, I haven't got up that part yet. Shoryuken is still quite 'stock', I counted the ticks for the attack, gave Ryu invulnerability on start-up frames and just left it. I tried to guess the vels as close as I can, and once again the finishing touches come next (in terms of correct velocities, etc).

I haven't touched on Shinkuu Hadouken yet though (still as unaccurate as ever), maybe later this week when I can be bothered. I want to try and get everything else right before moving onto supers.

And just for clarification, if anyone here is familiar with Ryu's chains in ST, correct anything that's incorrect:
- All punches (close/far) can cancel into a special.
- All kicks except for close/far roundhouse can cancel into a special.
- All crouching attacks can cancel into a special.
- Whatever that can cancel to Hadouken/Red Hadouken can cancel into Shinkuu Hadouken.
- F+FP (Kyuubi Kudaki) and F+MP (Sakotsu Wari) can only be cancelled after (or during?) Ryu's animations of the 2nd hit, and not during the animation of the 1st hit.
Re: SSF2T Ryu
#19  September 16, 2007, 09:16:08 pm
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Here's some corrections and clarifications for Ryu's comboability, as well as a few other system quirks:

- In theory, anything that can cancel into a special should be able to cancel into a super. However, ST's super-cancelling is kind of awkward (seems you have to input the command a few frames before the move actually hits?...) and I don't fully understand it. For simplicity's sake, I'd say go ahead and let anything that can special cancel super cancel as well.
- Far standing LP, crouching LP, and crouching LK can all chain into themselves. Close standing LK chains into itself and into far standing LK.
- Self-chaining normals can also chain across the standing/crouching boundary. Close standing LK <-> crouching LK; far standing LP <-> crouching LP; crouching LP -> close standing LP; crouching LK -> far standing LK.
- Any normal that has been chained into cannot be cancelled. This is a global SF2 engine restriction.
- All close standing punches can cancel. Close standing HP will only cancel on the first of its two hitting animation frames. Far standing LP and MP can cancel, but far standing HP can only cancel into super.
- Close standing LK can only cancel into super. Close standing MK can cancel. Far standing LK can cancel. Far standing HK can cancel, but only on the first of its two hitting animation frames.
- All crouching normals can cancel. Crouching HP will only cancel on the first of its two hitting animation frames.
- Diagonal jumping MP can only cancel on the first hit. All other jumping punches can cancel.
- Vertical jumping LK can cancel. Vertical jumping HK can cancel, but only on the first of its two hitting animation frames.
- F+MP overhead and F+HP rush punch can't be cancelled.
- All jumping normals act as light attacks against standing opponents. This is another global SF2 engine property. Against crouching opponents they act as their proper strength. Eg. A jumping HP will put a standing opponent into the same hitstun as a standing/crouching LP would. But that same jumping HP will put a crouching opponent into the same hitstun a standing/crouching HP would.
- F+MP overhead acts like this as well. Against a standing opponent, it's a light attack. Against a crouching opponent, it's a hard attack.
Re: SSF2T Ryu
#20  September 17, 2007, 11:28:58 am
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You are freaking awesome, felineki. I'm just going to run so deep through that list until I kill myself. That is really going to get me working.

And I'm going to use that SF2 object test thing and see how far I go with it some time during this week.
I'm working on it at the moment, and wow, this stuff is gold. I'm just going to assume in my Ryu that ST still uses the same CLSNs from HF because man it's all here.

Except there's one thing, I have a strange feeling about HF Ryu's Hadouken anim ticks, especially for the last frame (the arm out/proj comes out thing), according to the CHR CTR value, it goes for 14 ticks, which seems completely wrong, or is it that Ryu's arms stay out until the projectile hits something/disappears from the screen?

I could test this myself, but just to make sure.


You're great help. Thank you, thank you and thank you.
Last Edit: September 17, 2007, 12:46:31 pm by Ryū