The character and system are designed for a 4:3 environment. Playing in 16:9 may cause issues visually.
A note to any Ikemen users, I have not undergone any major tests with the engine, so any issues are the result of my code being incompatible, which will have to be fixed in the future.
Spoiler: Shion (click to see content)
Spoiler: extra images (click to see content)
The final "test" character for the system, where I was able to add in certain SNK animation standards that were missing in previous versions due to character choice. I simply wanted to make a Shion for a long time and I know the character so well I knew that it would be one of my fastest works I've ever done--though it was helpful I didn't need to do any data mining for XI and could use my backend to replicate most of the velocities relatively close to source while making something a bit different. He was essentially done in 3 days but I needed to work on a lot of backend and make some big breakthroughs on the input reader, which I now think is much closer to a usable system than the one packaged with Satsuki.
Working on this one has revealed a lot of interesting quirks with my gravity system that led to certain pretty messed up corner juggles, but I find that could be interesting as I make more characters. Any necessary tweaks are a few system file edits away so it's not necessarily a difficult fix, and since I did some major cleanup and reorganizing of the system files it's now a lot easier to update and upload system backend files instead of whole characters. Realistically any strange or weird interactions you might find will be more a result of the backend code than what's in the character's states.
For this build I've added a few things that I think might flesh out the normals a bit more.
The punch button now has a close version, but kick retains the "far" only, which gives you a safer move than throwing out far pokes that would be unsafe up close. Since you can freely cancel A into B, kara, whiff, or contact, I felt that might offer a more strategic distinction than both buttons having close versions, and to me it gives a bit more emphasis on the cancel flow found in SNK games.
The Escalation mode A chain has--and will have in the future--different inputs, this time being 6A > 4A, and these correlate to the moves in source for Shion's throwing dart.
Spoiler: Universal Normals (click to see content)
A - Punch (CLOSE OK)
B - Kick
⮩ 6B - Universal Command Normal (NOT HIT BY STANDING NORMALS)
C - Strong
⮩ 2C - Universal Pursuit (ON HKD) (FROM ANY DISTANCE)
⮩ 6/4C - Redirect - instead of a normal throw, characters have redirects that turns the opponent around
D(Z) - Quick Sway - taking the place of lanes is the quick sway
Spoiler: Meter Specific Normals (click to see content)
Heat OK - moves available when heat is max
AB - Heat Blow - reset your opponent to neutral during hitstun at the cost of very little damage, can't be used on trip
ABC - Escalation mode - changes the properties of special moves and how hittimes are calculated
Escalation Mode - moves available when escalation mode is activate
AC - Feint cancels the current move, regardless of its cancel status
5A
⮩ 6A
⮩ 4A
Spoiler: Specials (click to see content)
Break - A special with two levels of power mapped to A and B, can be canceled early by breaking with AB
Nan Ken - 214 A/B
Escalation - Two different specials mapped to A and B respectively, upon entering escalation mode the properties of these change.
Mukade Taihou Ken - 623 A
⮩ E. high invuln, air unblockable
Ryusei Kyaku - 623 B
⮩ E. low invuln, ground unblockable
Heat - A special mapped to C, at Heat OK this move becomes an overdrive version of itself.
Futa Hazaki - 214 C
⮩ EX - fully unblockable
Spoiler: Cancel Chart (click to see content)
All moves that can cancel may be canceled into any special, heat, etc.
5P - on hit
5K - on hit
2P - on block
2K - X
S - on contact
j.P - X
j.K - X
j.S - X
5A can be freely canceled into 5B, and 5B can be freely canceled into a command normal
Command normals can be freely canceled into any special
5AB can be canceled on hit
Spoiler: Tung (click to see content)
Fatal Fury Special Tung, my main.
Tung was always generally a low-mid character, though in Real Bout he suffers the most because he has one or two actual chain combo routes (meanwhile Blue Mary has a Ninja Masters esque flowchart), and his moves tend to be very stubby so he has to just bulldog in. Using the FFS commands emphasizes this aggressive nature by returning to a charge format, leading to the good old slowly force yourself in while blocking. The only exception is the original [1]9 Ressen Kyaku input. That sort of input is very dated, so I replaced it with 41236, which is a pretty standard garou command grab input. My other change is that Gekihou isn't a mash input, but the RB2 236, however, how can mash to make it an anti air.
I wanted the emphasize command inputs a bit more. It's something shion lacks due to limited sprites but is an important aspect of the game idea since the specials and combo routing out of normals is more restricted. Jump normals may be altered on neutral jump, but hop neutral will be the same as any other jump normal.
Spoiler: Universal Normals (click to see content)
A - Punch (CLOSE OK)
⮩ 3A
B - Kick
⮩ 6B
⮩ 4B - CL stun
C - Strong
⮩ 2C - Universal Pursuit (ON HKD)
⮩ 6/4C - Redirect - instead of a normal throw, characters have redirects that turns the opponent around
D(Z) - Quick Sway - taking the place of lanes is the quick sway
Spoiler: Meter Specific Normals (click to see content)
Heat OK - moves available when heat is max
AB - Heat Blow - reset your opponent to neutral during hitstun at the cost of very little damage, can't be used on trip
ABC - Escalation mode - changes the properties of special moves and how hittimes are calculated
Escalation Mode - moves available when escalation mode is activate
AC - Feint cancels the current move, regardless of its cancel status
5A
⮩ 6A
Spoiler: Specials (click to see content)
Break - A special with two levels of power mapped to A and B, can be canceled early by breaking with AB
Shou Ha - [4]6 A/B ([1]6 OK)
Escalation - Two different specials mapped to A and B respectively, upon entering escalation mode the properties of these change.
Senshippo - 214 A
⮩ E. further, hard knockdown
Ressen Kyaku - 41236 B
⮩ E. double damage
Heat - A special mapped to C, at Heat OK this move becomes an overdrive version of itself.
Gekihou - 236 C (MASH OK)
⮩ EX. overhead, CL crumple
Spoiler: Cancel Chart (click to see content)
All moves that can cancel may be canceled into any special, heat, etc.
5P - X
cl.5P - on hit
5K - on hit
2P - on hit
2K - on hit
S - X
j.P - X
j.K - X
j.S - X
5A can be freely canceled into 5B, and 5B can be freely canceled into a command normal
Command normals can be freely canceled into any special
5AB can be canceled on hit
Spoiler: Tizoc (click to see content)
sort of a mix between the XI and Garou iterations. The idea is to not limit him to the "big grab" and give more options, but still reward landing it. Essentially I want to buff Tizoc by giving him some extra tools.
Main distinction is having a very fast, but small distance dash for throw setups. He gets a bigger reward off redirect than other characters with a shorter recovery mixed with a quick dash-in. He has unique command move properties, different jump normals for neutral and directional, all of his commands have unique interactions with CH and CL states. His punish can be used at about mid range, giving him very strong reward off his knockdowns.
His break is a bit non-normal, you can't break it on whiff because it's a throw.
I was very happy with how he came out until I tested with AI. I've never had AI break out of grabs before,
ever, but I've been having issues with it a lot in playtesting here. This is really a BETA build because there's a lot that I can't confirm, my normal playtesters are too busy, and I'd rather not release a 1.0 build of a character with busted throw states. Otherwise he's done outside of some tweaks with command normals, damage, and probably just FX.
I recommend the mugen input parser for this, I need to tweak the custom to read unclean half circles.
Spoiler: Universal Normals (click to see content)
A - Punch (CLOSE OK)
⮩ 1A (float launcher)
B - Kick
⮩ 66B (CL stagger)
⮩ 3B (CL crumple)
C - Strong
⮩ 2C - Universal Pursuit (ON HKD)
⮩ 6/4C - Redirect - instead of a normal throw, characters have redirects that turns the opponent around
D(Z) - Quick Sway - taking the place of lanes is the quick sway
Spoiler: Meter Specific Normals (click to see content)
Heat OK - moves available when heat is max
AB - Heat Blow - reset your opponent to neutral during hitstun at the cost of very little damage, can't be used on trip
ABC - Escalation mode - changes the properties of special moves and how hittimes are calculated
Escalation Mode - moves available when escalation mode is activate
AC - Feint cancels the current move, regardless of its cancel status
5A
⮩ 6A (OH)
Spoiler: Specials (click to see content)
Break - A special with two levels of power mapped to A and B, can be canceled early by breaking with AB
Hercules Throw - 41236 A/B
Escalation - Two different specials mapped to A and B respectively, upon entering escalation mode the properties of these change.
Icarus Crash - j.236 A
⮩ E. doesn't pause air momentum, can grab enemy in hit state
Griffon Tower - 63214 B
⮩ E. faster startup
Heat - A special mapped to C, at Heat OK this move becomes an overdrive version of itself.
Justice Hurricane - 63214 C
⮩ EX. faster startup, damage
Spoiler: Cancel Chart (click to see content)
All moves that can cancel may be canceled into any special, heat, etc.
5P - on contact
cl.5P - on contact
5K - on contact
2P - on contact
2K - X
S - X
j.P - on hit (neutral jump)
j.K - on hit (neutral jump)
j.S - X
5A can be freely canceled into 5B, and 5B can be freely canceled into a command normal
Command normals can be freely canceled into any special
5AB can be canceled on hit
Spoiler: Universal Mechanics (click to see content)
7/8/9 - Jump
tap 7/8/9 - Hop
tap 2
⮩ 8/9 - Super Jump
Unique to this system is jump drift: holding any direction other than 789 while in the air will alter the jump arc. This allows for further/shorter/faster jump arcs, and, thanks to the inherent quirks of my input parser, is even pre bufferable, allowing for very low to the ground hyper hops.
tap 4 just before being hit - Just Defend
tap 4/8/6 during ground JD - Passing Bonus
tap 8/2 during air JD - Passing Bonus
The standard aspects of JD apply to this system, but with a slight twist. Since Heat Blow already presents an offensive option out of a defensive situation, and this system is very much tied to movement thanks to the way Heat meter functions and the unique ways in which my buffer works, I though it would be best to not double dip and present guard cancels into attacks. Instead, tapping a direction during JD will preform an evasive maneuver in that direction, which occurs during hitstop, meaning that all movement is essentially unpunishable and gives the defender the ability to alter the situation in a way similar to garou.
Spoiler: Training Mode (click to see content)
When in training (or when you press spacebar before a match) certain options are available to you for ease of testing
Instantly enter Heat O.K. by pressing X
Set next move to counter hit status (if applicable) by pressing Y
All of these indicators will light up when active, e.g. the Counter Hit O.K. will always flash if the opponent is put into the counter hit state, even if the counter hit status is not activated, revealing what moves have natural CH properties.
Spoiler: Counter and Clean Hit states (click to see content)
Standard interactions (Counter Hit)
Counter Hits will cause the opponent to enter a certain state depending on the properties of the interaction, and will reward you with roughly a block of heat. All normals follow this list.
stagger (SCA v SC) - pushed back
up (S v A) - up into juggle
trip (C v A) - up into knockdown
float (A v A) - slower version of up
Special movies do not recieve the benefits of counter hit.
Unique interactions (Clean Hit)
Clean hit is applied to certain normals at point blank. This leads to 1.5x damage and forces a unique counter hit state. For example, Shion's cr.B will cause a crumple CH state on hit.
stun - forces longer crouch hittime, pushes back into a standing recovery
crumple - collapses in place (only works vs characters with cheap ko animation 5950, otherwise gives trip)
smash - slammed into a hard knock down
A clean hit will not occur if the opponent is in these states:
Air
Crouching
Recovery
Special interactions (Launcher)
As in KOF XI, making use of advanced jump movement puts you into a CH OK type state, where being hit will put you into a unique CH state for each form of jump. This makes aggressive movement much more unsafe and rewards premptive attacks and whiff punishing.
stall - frozen in place and then floats
screw - spins into the ground into a bounce
wire - bounced off the edge of the screen
All three of these states can interact with each other in unique ways, so depending on the hitflag of a move, a juggle state or combo extension can occur out of a counter or clean hit situation, i.e. Shion's cr.B can initiate a screw state on an enemy in crumple, while other buttons will whiff (assuming outside of a fullgame environment the opponent has the animations the states require, otherwise it'll whiff anyway). Another move might be able to create a wire from a screw, or a stagger from a stun, etc.
The hierarchy of CH states is as so:
Counter >
> Launcher
Clean >
A counter hit state can always be timed so that one get a clean hit if timed properly, but a clean hit state will never be linked into a counter type state, e.g. a crumple will not go into a stagger, but will always be turned into one of the three launcher states.
Spoiler: Heat Mechanics (click to see content)
At the beginning of a round the heat bar begins at zero and builds up slowly to half on its own. It also maintains this when the bar is more than half full by slowly draining back down to half. This rate of growth is compounded by momentum: moving forward builds the bar and moving back drains it, both at the rate of movement (that is, the x velocity).
The Heat bar determines all major mechanics of the system. Not only does filling it allow for extra damage and escalation mode, but draining it to zero causes overheat, a dizzy state forced until your heat bar refills back to halfway, though in this state the rate of growth is tripled. Overheat occurs out of these three situations: after getting hit at zero meter, upon wakeup after getting knocked down with zero meter, after blocking with zero meter. The last is akin to a guard break, and is prevented by Just Defending, which grants roughly 1 block of heat.
If you are using Ikemen, the color select code does not visually work properly (the palette change does though).
This character uses a WIP input parser system.
In the config file you can turn these off and use normal mugen command inputs and color mapping.
[State dipswitch]
type = Null
trigger1 = (var(46) := 0 )||e ; color select? 0 = On, 1 = Off
trigger1 = (var(48) := 0 )||e ; Input parser type? 0 = Custom, 1 = Mugen
trigger1 = (fvar(27) := 0 )||e ; Overheat? 0 = On, 1 = Off
get them on the webzone