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Ryuhaku Todo (Read 200994 times)

Started by swipergod, December 03, 2010, 02:03:03 pm
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Ryuhaku Todo
#1  December 03, 2010, 02:03:03 pm
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I'd like him to get KOF treatment.  I have no idea if anyone was putting in the effort to make him (sprite wise).  But I'd love to give him a shot, much like I did with Raiden.  The tricky part is making him more diverse than Kasumi.  I'd actually like Ryuhaku to focus more on throws/unblockables than Kasumi, who'd be more strike oriented.  Keeping in mind the KOFE standard (5 specials, 2 DMs, 1 SDM, 1 HSDM), does anybody have ideas for his moveset? 

I'll post what I've brainstormed so far later.
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Last Edit: March 25, 2016, 10:09:44 am by swipergod
Re: Brainstorm for Ryuhaku?
#2  December 03, 2010, 06:58:38 pm
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Sounds interesting, are you planning on having him appear as himself or as "Unknown" like he was as a striker in kof2000
Re: Brainstorm for Ryuhaku?
#3  December 03, 2010, 10:35:49 pm
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erm... Who's Ryuhaku ?
Re: Brainstorm for Ryuhaku?
#4  December 03, 2010, 10:39:03 pm
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Re: Brainstorm for Ryuhaku?
#5  December 03, 2010, 10:42:34 pm
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Kasumi's Father ? which team will he be in ?
Re: Brainstorm for Ryuhaku?
#6  December 04, 2010, 12:35:25 am
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I'd like him to get KOF treatment.  I have no idea if anyone was putting in the effort to make him (sprite wise).  But I'd love to give him a shot, much like I did with Raiden.  The tricky part is making him more diverse than Kasumi.  I'd actually like Ryuhaku to focus more on throws/unblockables than Kasumi, who'd be more strike oriented.  Keeping in mind the KOFE standard (5 specials, 2 DMs, 1 SDM, 1 HSDM), does anybody have ideas for his moveset? 

I'll post what I've brainstormed so far later.

Actually, there is a KoF Todoh available, from the same guy who did that Hwa Jai, and you can get him from the same site. That should help a bit.
Re: Brainstorm for Ryuhaku?
#7  December 04, 2010, 01:31:21 am
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Only brainstorming right now.  This isn't much of a commitment yet.  But I'd rather do Ryuhaku than Hwa.  I would like to do the normal version and not "Unknown".

Rough moves:

Anti Air Kasanete
Reg Kasanete (Ryuhaku style)
Stun Grab (thinking a Makoto style choke)
A counter mid and high (like Ryuji) that executes a chop if successful
A blockable dash grab => He'd grab you and run you into the edge of the screen (like Hinako)

Counter DM
DM Kanaete

SDM ???

HSDM version of Kasumi's "force palm" DM throw

---

So what are the problems?  3 of his moves are similar to Kasumi, Kasumi effectively has a close attack that functions like a throw.  Kasumi would lose her DM throw.  Need something to replace it...  Could remove Kasumi's anti air kasanete and return her anti air strike...

Lots of possibilities...
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Re: Brainstorm for Ryuhaku?
#8  December 04, 2010, 01:54:33 am
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You know he DID appear in CvS2, right? Just take his movelist from there.

Although I don't know if he had the same moveset as Kasumi in that game.
Re: Brainstorm for Ryuhaku?
#9  December 04, 2010, 02:35:32 am
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He's shy a lot of moves to be a KOFE character in CVS.  Moves 1,2 and 3 are basically based of the CVS version of the character.  I can see there being minor differences.  Kasumi moves forward when attacking with her strong kasanete.  Ryuhaku's could act as more of a projectile that would increase in range.  To mix things up, I could give Kasumi her Air DM from '98. 

I'd like the relationship between Kasumi and Ryuhaku to be more like Heidern and Leona.  Very similar moves in some cases, but all around different style.
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Re: Brainstorm for Ryuhaku?
#10  December 04, 2010, 04:25:29 am
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He had an extremely limited moveset in CVS2. Guile ended up having about the same number if I remember right. Didnt like him that much tbh.

Would he end up as a potential Legends team member?

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Re: Brainstorm for Ryuhaku?
#11  December 04, 2010, 06:11:41 am
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You could give him Kasumi's HSDM kasanete from 2002UM as a SDM (or a HSDM)
Re: Brainstorm for Ryuhaku?
#12  December 04, 2010, 01:44:36 pm
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Was actually gonna shrink that move and give it to Kasumi for her SDM.

Downloaded "Unknown".  Really good start there.  Walk animation, duck animation are quality.

I think for the diversity to work, Kasumi would have to lose her close up combo.

Kasumi moves:

Autoguard strike
Reg Kasanete ('96 style and can be done in air)
3x Combo (the chain move)
2 counters low and high
???

DM ???
DM Kasanete (can be done in air)

SDM Kasanete

HSDM Counter

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Re: Brainstorm for Ryuhaku?
#13  December 05, 2010, 03:42:47 am
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The more I think about it, the more I want Ryuhaku in.  Kyo's dad is in, Leona's foster dad is in, Ryo and Yuri's dad is in.  Why not Kasumi's?  This kinda solidifies the fact that KOFE needs a dedicated spriter or a rotation of spriters.  I can't complete KOFE without them.  My skills just aren't in the art department...

The gameplay differences would be as follows:

- Kasumi's fb counts as one projectile, but Ryuhaku's would be multiple projectiles that could eat other projectiles and still strike.

- Only Kasumi could do an air fb

- Kasumi's anti air fb's range and reg fb range is based off of her pos add.  Ryuhaku's is based on the distance travelled by the projectile.

- Kasumi's gameplay will force her to play defensively, based on a slower more counter reliant/capitalization system.  Ryuhaku will be more combo friendly and have special throws to keep the pressure on.

- Kasumi's DMs help balance her offensive ability.  She masters the DM projectiles doing them in the air or ground.  Her second DM will be a flurry of strikes that can only be done close up, but are unblockable.  To keep Ryuhaku balanced, yet slightly more threatening than Kasumi, he'll have a DM counter and DM projectile.
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Re: Brainstorm for Ryuhaku?
#14  December 05, 2010, 04:55:17 am
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What team would he end up on though? Putting him with Kasumi would cause a fairly large roster shift again. So Legends(since he is replacing Tung anyway) then?

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Re: Brainstorm for Ryuhaku?
#15  December 05, 2010, 05:56:34 am
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He is not replacing Tung he is replacing HwaJai
Re: Brainstorm for Ryuhaku?
#16  December 05, 2010, 12:37:25 pm
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Here's the scoop (although I should be posting this on the actual blog). 

Duck is going to be Raiden's placeholder if I can't get him sprited KOF style before 1.0.  So he takes Billy's spot on the team.

Tung is placeholding for Ryuhaku. 

I vowed that KOFE would not officially sanction more than 64 characters at one time.  So, the placeholders would move once their charges are completed.  I feel strongly about Ryuhaku and Raiden being in the game so I will try to get a dedicated spriter to do them.

Duck and Tung would join the "add on" list where you could mix and match the 64 slots, but won't get any official updates as part of the full game or any balance involving moveset (resulting in move duplication etc).  The same would go for Hinako, Malin, Shingo and others LA's thinking of bringing over.  John Crawley and Hwa Jai would also fit in this category.
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Re: Brainstorm for Ryuhaku?
#17  December 05, 2010, 12:50:35 pm
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LA is making Hinako !! YES !!  :D
Re: Brainstorm for Ryuhaku?
#18  December 05, 2010, 12:55:27 pm
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Who is John Crawley? And you are doing Duck right?

Hinako was a possibility. The only ones I have made progress on, but have yet to post pics for are Malin and Ryu. Who makes it into my boosters will depend on the depth of their natural movesets(how many specials they have before modding). And some other factors.

Edit: helps when I read the entire post lol. Do the boosters have the 5 special requirement?

Also, do you have a planned story so far for Kasumi's dad yet? Or is it more of a do it as you go sort of thing?

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Last Edit: December 05, 2010, 01:06:41 pm by Lost_Avenger
Re: Brainstorm for Ryuhaku?
#19  December 05, 2010, 02:05:06 pm
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http://www.youtube.com/watch?v=RpoQS7SWd4U&feature=related

Evil Orochi's done a pretty good job with the edit.  Guess you could also count the really good KOF Alfred out there too.

Boosters aren't something to worry about now.  5 move/4 DMs would make them blend better with other boosters though.  Aside from Silver/Shiki/Duck/Tung - no other boosters would get music or stages.  I wouldn't care about intros or victory poses, Mary snap Sprites and there's no real "bar" for them. They can steal anybody's moves etc...  I'm only gonna concern myself with the main 64 cast.

Story for Ryuhaku = check [shocked by Kasumi's entery into the AOF team, Ryuhaku enters the tournament to stop her]  (He probably the only person on the face of the planet who doesn't realize that Mr. Karate is his nemesis Takuma!)
Music = check [Edited version of Ryo's FFS theme]
Stage = :S (I'm running out without having to go to Last Blade, Battle Coliseum or some other SNK source) [I'm thinking many things, but haven't settled]
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Last Edit: December 05, 2010, 02:22:31 pm by swipergod
Re: Brainstorm for Ryuhaku?
#20  December 05, 2010, 04:54:00 pm
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Those... are some ugly sprites. Id rather not add too many extra character from outside of the more recent series. I wouldnt mind seeing a Samurai Showdown/Last Blade character make it in in some form. I guess that was Shiki's appeal for me.

Im not too worried atm. I work on them when I get bored/get tired of the current task. It was just for future reference is all.

He was Takuma! :o jk.

Not sure about stage or music. Wouldnt matter to me in general. Then again... how are you going to actually implement the story in game? Storyboards for 64 characters would take... ages. 16 wouldnt be quite as bad, but how would you implement that with mugen's current limits on premade teams? One more thing to pop onto a fairly massive 1.0 plate.

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Re: Brainstorm for Ryuhaku?
#21  December 05, 2010, 05:30:32 pm
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Why not give him KOFE Kasumi's old stage , the one with the bridge ?
Re: Brainstorm for Ryuhaku?
#22  December 05, 2010, 06:03:02 pm
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What was ugly?  AOF2 sprites?  More recent series???  AOF is always represented in KOF.  Did you watch the whole vid?   Well I think he did a good job.  Anyway, I may also contribute booster characters.  Depends how worn out I am after completing the full game.

I'm gonna use Andy/Mai/Sokaku's stage from RBS.  Kasumi's old stage was from SS and I'm trying to avoid using those.  Call it principal I guess.

No stories will only be for teams, not individuals.  There will only be one intro and final bosses/Chris and Nameless won't get endings, just generic ending.

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Re: Brainstorm for Ryuhaku?
#23  December 05, 2010, 07:41:13 pm
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The sprites themselves. I prefer the slimmer kof style compared to the AoF style. And good to hear. I have a general idea of who I would like to see in(the Nests boss team for instance). Im not going to commit to a massive pack right now(I have my own non kof stuff to work on also).

Anyway, best of luck with the spriter search.

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Re: Brainstorm for Ryuhaku?
#24  December 19, 2010, 04:41:16 pm
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Furthered this a bit.  Almost there:

Ryuhaku

Wave (Can be done in Air) - Would work more like a full screen projectile
Anti Air Wave
Running Grab
High/Mid Counter
Stun Grab

DM Wave (Can be done in Air)
DM Throw (Kasumi's Counter DM without needing to counter)
SDM Throw (Energy Blast to the gut HSDM version)
HSDM Throw (Misogi style move unblockable with impact effect like Kasumi's HSDM)


Kasumi

Wave (Loses the ability to do it in the air)
Anti Air Wave
Counter Strike
3x Combo
Counter High & Counter Low

DM Wave
DM Counter (Throw minus the strike)
SDM Wave
HSDM Counter
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Last Edit: December 23, 2010, 12:32:29 pm by swipergod
Re: Brainstorm for Ryuhaku?
#25  December 19, 2010, 06:07:00 pm
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I like the sound of this.

MDD

Re: Brainstorm for Ryuhaku?
#26  December 20, 2010, 05:13:25 am
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Re: Brainstorm for Ryuhaku?
#27  December 20, 2010, 04:11:03 pm
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I hope He will look likie this not like this ;)
Re: Brainstorm for Ryuhaku?
#28  December 20, 2010, 04:42:07 pm
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Isnt that his cvs stance in kof format? (havent played cvs2 in a while though)

Also, booster pack characters dont receive stages.

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Last Edit: December 20, 2010, 04:53:34 pm by Lost_Avenger
Re: Brainstorm for Ryuhaku?
#29  December 20, 2010, 05:39:56 pm
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Yes, I think it's much better than the oryginal KoF one...

MDD

Re: Brainstorm for Ryuhaku?
#30  December 20, 2010, 08:07:28 pm
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I was suggesting a stage for Ryuhaku, not Ryu.
Re: Brainstorm for Ryuhaku?
#31  December 20, 2010, 10:40:53 pm
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My bad  :P

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Re: Brainstorm for Ryuhaku?
#32  December 20, 2010, 11:28:50 pm
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That Ryuhaku sprite is badass, but yeah, it makes more sense to use the CVS version, much like Raiden, for the template, since a lot of stuff like hitstates are already drawn.
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Re: Brainstorm for Ryuhaku?
#33  December 23, 2010, 12:35:45 pm
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Updated and Finalized Ryuhaku's movelist.  Using CVS Ryuhaku as a base, 2 specials can be coded, 2 are half codeable, 2 DMs are codeable, the rest require new sprites.  Stealing Gouki's Misogi chop and editing it should fix one move.  More later as I get into the spriter hunt.
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Re: Brainstorm for Ryuhaku?
#34  January 05, 2011, 03:25:26 am
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Seeing this a bit late, but hopefully not too late for some discardable impressions...

First things 1st: Ryuhyaku is older, so he's likely to be less agile than Kasumi, at least in the air - it feels a bit odd to see him getting air-based DMs on something like a Misogi (while Kasumi, at least from her 1st KoF appearance had the ability to use Kasane Ate mid-air).
A running grab also feels a bit odd, especially considering his CvS running animation has him holding his hakama - seems like a bad position from which to go grab someone, especially if the plan is to use CvS sprites as a base.

I can more easily visualize Ryuhyaku being better at standing his ground and countering, and Kasumi being the one who has a more forward-moving offense which would also cover the air decently.

Heck, right at the beginning of AoF he's the one inciting Ryo to come to him (for all we know he was just hanging out at the garden training, and saw a good opportunity to test his defenses :P ), and AoF3 is all about Kasumi going on the offense looking for Ryo, not to mention her moves tend to have her inch forward.

The kind of possible difference between their styles that comes to mind is that between classic Takuma and KoF2002 Takuma, one better at working with distance, the other better at close-up - and the differences between their HSDMs in 2002UM illustrates that well IMO. Still, just an example of diversity from a common base.


Minor "observgestion": Ryuhyaku's classic Kasane Ate looked like blades falling on an opponent, while Kasumi's had more of a "pushing" feel to it. Maybe they could be differentiated functionally by having Ryuhyaku's barely pushing the victim and not sending him to the floor (a long enough stun would be nice), keeping him close enough to follow-up with an attack after it (in AoF he had this elbow strike, it's what comes to mind as a quick follow-up that could add damage and knock too the floor, but I'm sure more can be used, depending on available sprites).
That way the move would look weak and useless if a follow-up attack wasn't used - kinda keeping up with the history of Ryuhyaku historically being the easy 1st opponent of his game - but powerful if it connected and was taken advantage of for powerful follow-ups, a display of skill fitting his age/experience and daughter's admiration.


Another minor thing: I think there's a Shinkiro illustration featuring both Takuma and Ryuhyaku in it, and i figure they're supposed to be on better terms than stated above, if in a not-so-much-friendly-as-courteous-distant-rivalry thing from a couple of guys who've been around long enough to know each other's skill and each wanting to prove himself best, but no real bad blood between them (Kasumi, however, seems all too willing to do away with subtle attitudes, maybe amplifying her father's latent issues and taking them out on Takuma's son at the 1st excuse).
The obliviousness to Mr. Karate's identity could still work for funny moments though.
Re: Brainstorm for Ryuhaku?
#35  January 05, 2011, 04:29:10 am
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Excellent feedback as usual Loona.  I'll respond in the next couple days. :)  Thanks!
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Re: Brainstorm for Ryuhaku?
#36  January 15, 2011, 03:21:20 am
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More than a couple days later...

First thing.  Ryuhaku's CVS run would be resprited.  He looks way too goofy as it exists, so the run grab issue isn't much of a concern.

Second.  I agree that Kasumi's the striker, that's why Ryu's got the throws.  It's important that the style is kept to the style SNK intended.  The run grab's a bit sumo like, but the two characters need diversity.  So Kasumi advances as a striker, Ryu uses throws.

Third.  Kasumi is defensive, but she would capitalize on mistakes for big damage.  The trick is figuring out a balanced gameplay for her. Ryu's less strategy because he's a mid boss in terms of balance and strength so his damage comes easier.  Your example of Takuma '98 and 2k2 is bang on, just switch the roles.  You can see KOFE's Karate takes after his '98 version since it suits his mid boss status better.

Fourth.  Yeah, I have no problem returning the air projectile to Kasumi.  Just trying to differentiate their gameplay.  Giving Ryuhaku more options give him that mid boss edge. 

Fifth. Ryuhaku's midboss status means I'm obviously trying to stray away from his "joke" character legacy.  Ryuhaku become a stronger character.  He's Kasumi's dad and Kasumi's pretty tough as it is.

Sixth.  The difference between projectiles is that I intend for Ryuhaku's to travel greater distance without having to move ahead like Kasumi.  This along with the Counter High/mid, gives him a more powerful feel in controlling the battle.

You've brought up some good stuff here, but I think you missed the goal of adding Ryuhaku to KOFE.  I see him as a Vegeta to Takuma's Goku, not a Krilin.

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Re: Brainstorm for Ryuhaku?
#37  November 25, 2015, 03:37:38 am
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Ok, so I've been straining a bit to figure out exactly how to make Ryuhaku and Kasumi balance out since I would really like Ryuhaku to be the 68th and final character in the game. Stick him on the Dad team with Takuma, Heidern and Saisyu. Wanting to lessen the impact on Kasumi changes (no more spriting), here's my most recent thoughts:

Ryuhaku:

Specials

Wave - Full screen projectile
Anti-Air Wave - Virtually the same as Kasumi's
High/Mid Counter - Backward rolling judo flip
Running Grab - Aikido style rolling snapmare
Stun Grab - Forceful palm that stuns

DMs

DM wave - Full Screen Projectile
DM grab - Todo Energy Blast to gut
SDM grab - Mega version of Todo Energy Blast to gut
HSDM grab - Air grab into air into a suicide dive throw with effects
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Last Edit: July 09, 2016, 06:23:37 am by swipergod
Re: Ryuhaku Todo
#38  March 25, 2016, 10:17:07 am
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So not so much brainstorming now as it is planning. Ryuhaku is coming to KOFE. Only thing out of his moveset that changed is his special counter which will now see him do a rolling leg toss (think Ken's kick throw).
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Re: Ryuhaku Todo
#39  March 25, 2016, 09:22:50 pm
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I knew you wouldn't give up on Ryukaku Todo.
Re: Ryuhaku Todoh
#40  March 25, 2016, 09:30:18 pm
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Finally a kof version of todoh!
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Re: Ryuhaku Todo
#41  July 09, 2016, 06:24:17 am
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Updated the post above to reflect Todo's final moveset. He's coming soon.
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Re: Ryuhaku Todo
#42  July 11, 2016, 03:39:21 am
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Preview of Ryuhaku. He's getting ready to return from his decades of training to challenge Ryo once again!

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Re: Ryuhaku Todo
#43  July 11, 2016, 08:07:18 am
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Hope you don't mind me doing a few improvements to this one as well:



I felt that the shading for the arms felt a little too linear, so I attempted to make it feel more organic by breaking up some of the outlining in it and tweaking the shading. Not that I've practiced enough KOF style to be sure if I did it right, though.

Shit
Re: Ryuhaku Todo
#44  July 12, 2016, 05:14:05 am
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    • https://mugenkofe.wixsite.com/info
Cool, I appreciate the color in his face a bit more. Will flag to Thedge for his info. We're just getting started. As he draws more I'm sure he'll capture the style for Ryuhaku. ;)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Ryuhaku Todo
#45  July 12, 2016, 11:41:55 pm
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  • ORA ORA!!!
Hope you don't mind me doing a few improvements to this one as well:



I felt that the shading for the arms felt a little too linear, so I attempted to make it feel more organic by breaking up some of the outlining in it and tweaking the shading. Not that I've practiced enough KOF style to be sure if I did it right, though.

Really like it!
Re: Ryuhaku Todo
#46  October 31, 2017, 05:10:45 am
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  • Lazy spriter
  • Demon in heaven gotta carry a knife
    • Bolivia
    • network.mugenguild.com/thedge/
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: Ryuhaku Todo
#47  October 31, 2017, 07:47:46 am
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  • Democracy is non-negotiable.
  • Done, released full game
    • USA
    • www.patreon.com/melcore?fan_landing=true&view_as=public
nice work!  cant wait to see more of him
Re: Ryuhaku Todo
#48  October 31, 2017, 01:22:29 pm
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  • Hi my name is Dave, i am a SFZ3 addicted
    • Brazil
Re: Ryuhaku Todo
#49  October 31, 2017, 05:01:33 pm
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    • USA
    • Skype - Uche1234@hotmail.com
It's incredible.

9mb

Re: Ryuhaku Todo
#50  November 16, 2017, 08:15:15 am
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 :)
I am Chinese!打倒一切洋奴,慕洋犬和港台毒!
Re: Ryuhaku Todo
#51  August 23, 2018, 04:16:14 am
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  • Lazy spriter
  • Demon in heaven gotta carry a knife
    • Bolivia
    • network.mugenguild.com/thedge/
So, this project is still alive and running.
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: Ryuhaku Todo
#52  August 26, 2018, 02:41:38 pm
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  • Character Not Unlocked ~
    • Norway
    • Skype - crap-zapper
Looks pretty good.
Previously known as;
Mugen-Ninja 2011-2014.
The Street Fighter 2014-2021.
Re: Ryuhaku Todo
#53  August 26, 2018, 02:59:20 pm
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  • The world is what you make of it
    • https://mugenkofe.wixsite.com/info
Looks really good! I love it :)
New KOFE website is up.  Go visit it for all your KOFE needs:

https://mugenkofe.wixsite.com/info
Re: Ryuhaku Todo
#54  January 03, 2020, 01:34:44 pm
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  • Demon in heaven gotta carry a knife
    • Bolivia
    • network.mugenguild.com/thedge/

Todo wish you all a happy new year!

Spoiler, click to toggle visibilty
That’s when I thought, “good grief”
Just ain’t my belief
Until I saw the holes
Inside his hand
Re: Ryuhaku Todo
#55  January 04, 2020, 07:19:21 pm
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  • Character Not Unlocked ~
    • Norway
    • Skype - crap-zapper
That's awesome, and smooth. Is this going to be used as a winpose?
Previously known as;
Mugen-Ninja 2011-2014.
The Street Fighter 2014-2021.