The Mugen Fighters Guild

M.U.G.E.N Central => FullGame development => Capcom vs the World 2 => Topic started by: Memo on March 01, 2017, 07:52:14 am

Title: CVTW2 Ryu 24 December 2017 update
Post by: Memo on March 01, 2017, 07:52:14 am
CAPCOM V.S. THE WORLD 2
RYU BY MEMO,  RELEASED MARCH 1 2017

Download Latest Update 24 December 2017
http://www.mediafire.com/file/rkxca11p7lqft10/CVTW2RYU.zip

Colors / Hold Start For Palette On Right

(http://i.imgur.com/N9KhXpQ.png)(http://i.imgur.com/CCpJFYX.png)
(http://i.imgur.com/Uq8E6FZ.png)(http://i.imgur.com/dmMyvG6.png)
(http://i.imgur.com/leVocuI.png)(http://i.imgur.com/daUvnzO.png)
(http://i.imgur.com/QYj7FoW.png)(http://i.imgur.com/ecddsiX.png)
(http://i.imgur.com/fRfQF3F.png)(http://i.imgur.com/CULkzV7.png)
(http://i.imgur.com/qFznFkW.png)(http://i.imgur.com/DtJjS5X.png)

Pictures
Spoiler, click to toggle visibilty

Video Vs AI [OUT DATED]


Ryu is the first character made so far for my full game project.
The gameplay is heavily inspired by Street Fighter 5.
Ryu has most of his attacks from SFV except for his V-Trigger.
Frame data from SFV was implemented into Ryu, so if your familiar
with him in SFV you wont be lost playing him. Its not 100% perfect
but i will be updating him based on everyones feed back.

Has latest version of JNP&&JmorphMans Explod Buffer System

Ryu's Movelist
;------
Commands

,,,,,

Grab          Can tech out of grab(same command)
UT Attack Focus Attack (cost 2 ut bar stocks)
UT Reversal while guarding (cost full ut bar)
Recovery     ,,
;------
Command normals

Collar Bone Breaker
Solar Plexus Strike
Senpu Kyakuu       
Axe Kick           
Jodan Nirengeki     ,
Jodan Sanrengeki    ,,
UpperCut
;------
Specials(EX versions available, cost 1000 power points)

Hadoken   ,,,

Shoryuken ,,,

Tatsumaki ,,,

Joudan Sokutou Geri  ,,,

;------
Critical Art

Shinku Hadoken ,,,,(Cost 3000 power points)
;------

Here's some information regarding specific attacks and mechanics.

Light Shoryuken does not cause knockdown.

No attack causes a cheese ko, no guard kill.

No air block.

Senpu Kyakku is invincible to crouching attacks.

Counter Hit system is similar to Street Fighter Alpha 3 counter system.
Counters done with heavy basic attacks launch your enemy and allow you
to follow up with some air combos.
---
or , or
Can finish with tatsu or EX tatsu
;------

Combo's

These basic attacks can cancel into specials.

Standing
,,

Crouching
,,,

Solar Plexus Strike combos into Shoryuken, medium punch, and Axe Kick
Axe Kick combos into all specials &(EX) and critical art

Hadoken combos into critical art || Groundhit of shoryuken combos into critical art

Jumping
,
,
,
,
;------

Enjoy Ryu, if you've been following me you know hes been thru alot of revisions.
Give me feedback i want to know if you like him or not, anything regarding the
mechanics is welcomed. Bugs if/when found post them aswell for updates.[/center]
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: mikecrazy2004 on March 01, 2017, 08:14:26 am
a rare Ryu cool.... cant wait to Test out..... like all your ryu's    thanks so much for this.. again. share....  . welcome BACK.......buddy..... I sooo Remember Leona  kof Great JOb =) .
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: Memo on March 01, 2017, 09:30:59 am
a rare Ryu cool.... cant wait to Test out..... like all your ryu's    thanks so much for this.. again. share....  . welcome BACK.......buddy..... I sooo Remember Leona  kof Great JOb =) .

Leona, she's still in the oven cooking.  Hopefully she's done soon lol
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: mikecrazy2004 on March 01, 2017, 07:19:36 pm
!oh yea! yea lmao lmao...omg.. . awesome lol             am telling Orochi Iori on u
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: Staubhold on March 01, 2017, 07:48:38 pm
Nice work on a SFV Ryu.

Some very quick feedback...

 - typo in the readme target combo JODAN NIRENGEKI is done with Z, C
 - taunt has no voice
 - animation on standing MK looks strange... recovery animation looks too quick IMO
 - the forward movement on crouching HK looks strange too me too... maybe nitpicking
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: R565 on March 01, 2017, 07:50:53 pm
Sweet Memo, does this mean all the DLC you made for CvTW will be in 2? If so, cool beans and I can't wait to see what is in store next! Just keep things slow and steady.
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: lui on March 01, 2017, 08:01:18 pm
will your future characters for the game have sfv-inspired frame data? because remember, each game has different speeds and paces so adapting them to sfv's slower pace is important
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: Memo on March 01, 2017, 09:34:58 pm
will your future characters for the game have sfv-inspired frame data? because remember, each game has different speeds and paces so adapting them to sfv's slower pace is important

I thought about that after I posted that in my wip thread it makes sense, I'm
Gonna look at it and if they are way to different ill be adjusting them based
On ryu.

Sweet Memo, does this mean all the DLC you made for CvTW will be in 2? If so, cool beans and I can't wait to see what is in store next! Just keep things slow and steady.

I'm not sure yet, maybe 1 or 2 because of the roster as hidden chars, I dont want to
Saturate the roster with chars from the same game.

Slow and steady is the best way to get em done my man!

Nice work on a SFV Ryu.

Some very quick feedback...

 - typo in the readme target combo JODAN NIRENGEKI is done with Z, C
 - taunt has no voice
 - animation on standing MK looks strange... recovery animation looks too quick IMO
 - the forward movement on crouching HK looks strange too me too... maybe nitpicking

Awe crap I forgot to update the readme, ill get that fixed thanks for spotting it I have to do
Add more to it also.

Ill add one soon, damn I need to pay more attention to taunts

That medium kick, I cant do much to fix it unless I get a couple
Sprites to animate it better I'm on it thou, trying to see if I can
Get help from a spriter.

Ill check that movement out, it looks fine to me but ill test it a slow speed
To get a better look at it.


Thanks for the feedback I also forgot to add the reflector code ill have it
Updated soon enough
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: cidiego on March 01, 2017, 09:52:42 pm
Really good character. Thanks for sharing it.
Can I ask you what the name of the stage is? It looks amazing too.
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: Memo on March 01, 2017, 10:07:00 pm
Really good character. Thanks for sharing it.
Can I ask you what the name of the stage is? It looks amazing too.

thank you I'm glad you enjoy him, that stage is Australian outback by jean bureau
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: Vegaz_Parrelli on March 01, 2017, 11:31:17 pm
Impressive. A solid start, bro. Looking forward to the updates.
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: Memo on March 01, 2017, 11:33:25 pm
Impressive. A solid start, bro. Looking forward to the updates.

Thank you, the updates will probably be up tonight or early tomorrow.
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: 【MFG】gui0007 on March 02, 2017, 01:17:27 am
Holy cow, amazing job Memo. :)
Title: Re: CVTW2 Ryu released by Memo 1march2017
Post by: Memo on March 02, 2017, 01:38:29 am
Holy cow, amazing job Memo. :)

Thanks dude, glad your enjoying him!
Title: Re: CVTW2 Ryu released by Memo 2march2017 updated
Post by: Memo on March 03, 2017, 02:13:32 am
Ryus updated today, 2 march 2017
-added sound to taunt
-removed vel from crounching HK
-tweaked medium kick anim
-updated readme
-added 6 more palettes from C-G-U, I also tweaked ryus ,,and palettes
 but I didn't post pics of them, it was just little fixes to the tones
-adjusted hitboxes in EX shoryuken/EX tatsumaki
-reduced walk speed in pre fight walk state
-increased focus attack lvl 3 damage by 20 points
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Memo on March 03, 2017, 04:29:08 am
Anybody know this guy left4joker? I thought I was clear when I mentioned I didn't want my stuff on
This site. I'm gonna stop making single releases and just code my chars to only work with my full game for now
On, I tried registering there too and never got the e-mail verification. I really wanted to leave them a nice post
Expressing my feelings about them.

(http://i.imgur.com/TdVuXC7.jpg)
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: YugaCurry on March 03, 2017, 05:09:25 am
That guy is a member here too. I've seen his name pop up around so you could Pm him here.
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Memo on March 03, 2017, 05:16:12 am
That guy is a member here too. I've seen his name pop up around so you could Pm him here.

I couldn't find his punk ass, I searched but no luck.


If you guys want a link just PM me and I'll tell you how to get Ryu
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: YugaCurry on March 03, 2017, 05:18:31 am
http://mugenguild.com/forum/profile/left4joker-54884
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Memo on March 03, 2017, 05:21:42 am
http://mugenguild.com/forum/profile/left4joker-54884

I did the wrong type of search I just found him and left the fucker a message, thanks anyway


I want to be clear with everybody, don't post my shit nowhere else especially that website. I've been working on Ryu since August and I didn't make a dime of him and I'll be damn if they make money of my shit fuck em
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: KaijuNakamura on March 03, 2017, 05:29:34 am
Hate to see this happen, i dont know anything about archive making money (never looked into it) but same thing happened to Fabry taz and now we have to wait till he is done with his mk game to get any of those characters cuz ppl couldnt respect his wishes and posted it to archive. I saw you put alot into the character and even though im not a big ryu guy i respect how much work you put in
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Memo on March 03, 2017, 05:52:35 am
Hate to see this happen, i dont know anything about archive making money (never looked into it) but same thing happened to Fabry taz and now we have to wait till he is done with his mk game to get any of those characters cuz ppl couldnt respect his wishes and posted it to archive. I saw you put alot into the character and even though im not a big ryu guy i respect how much work you put in

Thanks for the support, yea those guys make money from ads they don't put no work into anything
But make money from whatever they post.  Plus I just want my stuff here if I wanted to post anywhere
Else I would do it myself
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Prime SC on March 03, 2017, 06:28:20 am
nvm
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: PeXXeR on March 03, 2017, 06:51:13 am
Have the fucking decency not to upload a char in your site if the author says so, If I were a mod/admin here, like they banned the site's name I would ban these guys as well.That screenshot made me cringe man.
As for you removing the link, the damage is done now dude, now more people will go to the site and download it there cause your link is removed.
I have no issues when the author does not care if they upload it there, but if he does, shit just pisses me off.
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Prime SC on March 03, 2017, 07:12:15 am
right mane^ the internet is the internet afterall. mofos will do as they please.
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Memo on March 03, 2017, 08:05:34 am
Have the fucking decency not to upload a char in your site if the author says so, If I were a mod/admin here, like they banned the site's name I would ban these guys as well.That screenshot made me cringe man.
As for you removing the link, the damage is done now dude, now more people will go to the site and download it there cause your link is removed.
I have no issues when the author does not care if they upload it there, but if he does, shit just pisses me off.

right mane^ the internet is the internet afterall. mofos will do as they please.

You guys are right, damage is already done. I went ahead and fixed the link.
I just really really don't support the ways they do things over there and I also
Believe the creator should be the one posting his own stuff elsewhere.
Lol I'm still waiting for that email verification so I can get in and give them a little hell.
I'm just gonna be more Careful now and give you guys stuff on pm, members I trust
I already did some lurking over there and made a list of members I'm not fucking with
that are on mfg as well.  They can enjoy Ryu but that's it. That guy left4joker post
ALOT of releases from mfg over there he's a supporter of my huge butt be warned.
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: ShiroTori on March 03, 2017, 09:15:29 am
Good to see Ryu is back, I missed the update before you initially took it down. Those new sprites make this Ryu feel more fresh and less like just another Ryu.

I can see that Mugen Archive also has some of my stuff uploaded there too, buggers. Oh well, you can easily bypass the adfly so they can't make money off of downloads. Right-click the download button and select "copy link address," then paste it into the address bar and simply erase the adfly part. It only works for the more recent stuff though.
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: JustNoPoint on March 03, 2017, 10:32:13 am
Archive is aweful like that. They not only host and profit from Piccolo who even has 100 percent original sprites and voices but also make fun of the fact. https://youtu.be/9y_Grulcs2g

Anyway, my advice is to try not to let other people take away your fun on the internet and don't let dick heads punish all the people that do the right thing. Archive doesn't care who they hurt. They only consume and profit.
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Memo on March 03, 2017, 10:45:34 am
Archive is aweful like that. They not only host and profit from Piccolo who even has 100 percent original sprites and voices but also make fun of the fact. https://youtu.be/9y_Grulcs2g

Anyway, my advice is to try not to let other people take away your fun on the internet and don't let dick heads punish all the people that do the right thing. Archive doesn't care who they hurt. They only consume and profit.

Oh wow that's a dirty dick move, I dont understand how some members support them. I lost respect for some members Here that I saw over there posting stuff and having releases over there.  I wont name any names but
You guys are on my list of people to avoid.
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Vegaz_Parrelli on March 03, 2017, 02:20:30 pm
I haven't dealt with Mugen Archive in years. I see I ain't missing nothing. Dudes is straight low life's, bro. And got the nerve to clown about it, too. Wow...
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: R565 on March 03, 2017, 03:26:09 pm
Yeah Memo, they are terrible, but I use the copy method to bypass their shady adfly. I'm late but at the end of the day, if you take a link down, people will flock over there to get it, and even then I go there as a last resort. Anything you guys need, I'll upload to mediafire. (Speaking of which, you still need Snow and Sabatage?)

Edit: Dang, don't have them after all...but I do have someone else with their 3 design...you want them?
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Prime SC on March 03, 2017, 04:23:14 pm
i uploaded my character over there when i released him, i just put him on every sight i knew of, iff, mffa,ma. i didnt know they were makin money off of the works though, and didnt know people hated it so much lol. I really could care less though i just want everybody to be able to enjoy my shiit
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: lui on March 03, 2017, 05:03:33 pm
they have a whole thread here about that site's shitty policies so that can enlighten you about it if you're interested.
Title: Re: CVTW2 Ryu released by Memo 2march2017 update
Post by: Memo on March 04, 2017, 08:22:43 am
I got some good updates coming tomorrow, probably the last one for a while
unless it's something major I  Decide to change or a bug.

Just posting this here now because I tend to forget shit lol.

.the palettes got worked on again, I noticed I missed a few spots and changed a couple
Colors, I'll post pics too, they look better now I think so.

.Focus attack got remade. I wasn't happy with the currently available version I never used it
So I made it less strict. It has 2 charge States, first state has invincibility but cost 500 power to use
And to hit with the lvl 3 that knocks down it cost 5500 power.
It feels like it has a purpose now as an defensive technique.

.Minds eye parry got reworked too, feels alot better now performing them, still hard but better.

I'll post this tomorrow I'm currently looking for sounds to give the focus attack since it's pretty
Much silent right now.

Edit* more updates added

.adjusted slidetimes on all hitdefs so ryu can perform some of the links he does in SFV like
Standing ,, standing into crouching

im currently playing the trials in SFV to get a better idea of stuff he should be able to do
And implementing what I find into ryu

.Changed ground hit times on senpu kyakuu, adv on hit is 5 ticks, adv on guard is -1
And 9 ticks on counter hit. Now you can combo it on counter to certain attacks.

.Also added the 16 tick adv on counter hit for standing at first I didnt include
It but had a change of heart why not.

.fix a problem with the palettes, standing sprite had an issue with eye color sharing colors from
Gloves, standing had an issue with gloves sharing belt colors.  Got those
Color issues fixed.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 07, 2017, 01:43:01 am
latest update as been uploaded, probably the last until I find something I'm not happy with or bugs let me know.
last post has a list of changes, added new pics on first post of the new palette colors enjoy.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: PeXXeR on March 07, 2017, 05:33:58 am
Finally got around to testing this guy, never played the original CvTW but  what I think right now is that either he has no comboability or i am shit with him, maybe a bit of both ? I cant chain nothing, not even a simple EX tatsu to a super hadouken, he cant chain CLP to a CLK in to ex tatsu nothing, besides that, Its a good char good work, he feels fresh as hell.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: lui on March 07, 2017, 05:39:48 am
he based the gameplay on sfv  so it's a lot stricter and is link-based.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 07, 2017, 05:43:01 am
Finally got around to testing this guy, never played the original CvTW but  what I think right now is that either he has no comboability or i am shit with him, maybe a bit of both ? I cant chain nothing, not even a simple EX tatsu to a super hadouken, he cant chain CLP to a CLK in to ex tatsu nothing, besides that, Its a good char good work, he feels fresh as hell.

First post has a list of what can combo, he has SFV frame data you got to play him
like you playing Street Fighter.  I'm not making the characters with alot of combo
potential like the first game.

Thanks for testing
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: PeXXeR on March 07, 2017, 05:47:18 am
Thanks, I played SFV like once, lol.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 07, 2017, 05:53:45 am
Thanks, I played SFV like once, lol.

Lol I'm playing right now, you can do alot of the stuff from SFV with him.
For the 2nd game I want to make the gameplay a little bit more serious
Than the first one,  some characters will have dial combos like morrigan
But nothing to crazy. 
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 08, 2017, 04:02:39 am
Shit I just found out you can cancel axe kick into hadoken, shoryuken, tasumakis and shinku hadoken..
I guess I'll have another update soon, if you don't want to wait just make these changes in the command.
Axe kick is statedef 255 go ahead and make it cancel into those attacks. I'm not releasing this update too
Soon, I'm trying to find what else I might of missed.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 08, 2017, 11:01:00 am
Gonna fire all my testers lol, anybody notice his belt shares colors with the
gloves during collar bone breaker?

I'll have an update soon fixing that and I added some fake ink FX's to EX specials
And to focus attack.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 09, 2017, 02:54:59 am
Alright so the next update is hopefully the final, I dont want you guys to have to keep
downloading ryu I find it annoying myself when theres multiple updates released.

So if you can, test him out a bit and post whatever you find wrong that I missed so
I can fix it, I want to release it by Monday I got court Tuesday and may get locked up
For a couple days idk lol. I'm trying to finish him off before all that drama comes my way.

And I got sagat started, I will post a wip topic on him later.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 10, 2017, 05:13:32 am
Got some legit ink effects for the EX specials and the focus attack
Shitty GIF preview, I'll have these in Ryu for Monday's update!
(http://i.imgur.com/ZqwMmsK.jpg)
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: YugaCurry on March 10, 2017, 05:19:47 am
I don't have much to say regarding feedback but this Ryu is my all time favorite and I'm having a blast.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 10, 2017, 05:24:17 am
I don't have much to say regarding feedback but this Ryu is my all time favorite and I'm having a blast.

Thanks I'm glad you like him that's what motivates me to continue to improve.
He's gonna get better once I fix all the little things.

How do you feel about the parry and focus attack mechanics if you don't mind me asking?
I really want to know if those are working right, if they feel cheap ect..
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: YugaCurry on March 10, 2017, 05:28:19 am
How do you feel about the parry and focus attack mechanics if you don't mind me asking?
I really want to know if those are working right, if they feel cheap ect..

Those are what make him really interesting and no, they do not feel cheap. They are unique attributes that set your Ryu apart and I highly recommend taking this road for your future creations as well. The effort you're taking to find bugs and rectify them slowly yet steadily is what counts here. Psyched for more.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: lui on March 10, 2017, 06:03:16 am
I don't have much to say regarding feedback but this Ryu is my all time favorite and I'm having a blast.

I agree with his so much, it's great to see a custom ryu that also takes a lot of data from the source games. if anything, I would say this is a lot better than p.o.t.s' original since it's more updated to reflect ryu's changes in sfv
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 10, 2017, 06:27:12 am
That's what I like to hear, that was the goal to try to have a different Ryu, updated with as much
Data from the game that I can cram into him.  All I wanted was for him to be different from the
Rest since there's so many and I'm surprised nobody jumped onto making a Ryu with his SFV
Incarnation.

Finally got ex shoryuken finished with the ink fxs, taking a break it took me about 2 hours
To get it finished, had to clean them up resize them, add some filters and voilà sf4 ink fxs.
(http://i.imgur.com/055w3Js.jpg)
(http://i.imgur.com/Gj61JwF.jpg)
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 10, 2017, 05:18:16 pm
EX Hadoken and tatumaki ink FXs

(http://i.imgur.com/40Nn35f.jpg)
(http://i.imgur.com/0B3x7JY.jpg)
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: YugaCurry on March 10, 2017, 05:28:43 pm
Ink effects on the hadouken seem unnecessary. I believe they appear in situations where physical body contact is made like the tatsumaki or shoryuken. Correct me if I'm wrong.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 10, 2017, 06:09:08 pm
Ink effects on the hadouken seem unnecessary. I believe they appear in situations where physical body contact is made like the tatsumaki or shoryuken. Correct me if I'm wrong.

He has it in SFV and I remade it to resemble it almost exactly, I'm getting good at this I think.
(http://i.imgur.com/LK3z1Bl.jpg)
(http://i.imgur.com/V8a2qU3.jpg)
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Staubhold on March 10, 2017, 08:06:12 pm
I really enjoy your take on SFV Ryu. Really good job.
Ink effect looks nice.

Short feedback...

Shinku Hadouken - Ryu speaks twice "HADOUKEN" while doing the super. A short one right after the "SHINKU" and a elongated "HADOOOOOUEN" at the end.

Big & small portrait looks not very good.

Would be nice if you could add the Denjin Renki with all its benefits.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 10, 2017, 08:58:36 pm
I really enjoy your take on SFV Ryu. Really good job.
Ink effect looks nice.

Short feedback...

Shinku Hadouken - Ryu speaks twice "HADOUKEN" while doing the super. A short one right after the "SHINKU" and a elongated "HADOOOOOUEN" at the end.

Big & small portrait looks not very good.

Would be nice if you could add the Denjin Renki with all its benefits.

Thanks for the feedback,is that the latest update? I haven't noticed
It but I'll definitely take a look at it and check it out. I dont think I'm doing his
V-Trigger because I have the focus attacks setup with those commands
Plus I'm nor sure I can pull that off lol. I dont know how to build
The v meter and if I did he would be purely SFV not cvtw2. And I didnt
really see any benefits to it in game besides his hados travel faster
And hit twice with electric FXs and the shoryuken as well.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Staubhold on March 10, 2017, 09:21:34 pm
Thanks for the feedback,is that the latest update? I haven't noticed
It but I'll definitely take a look at it and check it out.

Yes, latest update. Just re-downloaded and checked.

I dont think I'm doing his V-Trigger because I have the focus attacks setup with those commands
Plus I'm nor sure I can pull that off lol. I dont know how to build
The v meter and if I did he would be purely SFV not cvtw2. And I didnt
really see any benefits to it in game besides his hados travel faster
And hit twice with electric FXs and the shoryuken as well.

...and he would have the Denjin Hadoken. Those are IMO big benefits.
I can see that it would require some reworking. I p.e. would change the power costs of EX moves back to 500, set the Shinku Hadouken to a level 2 super & the Denjin Renki to a level 1 super.
You would only need a timer, no need for a V meter.
But that wouldn´t be a CVTW system.
Title: Re: CVTW2 Ryu released by Memo 6march2017 3rd update
Post by: Memo on March 13, 2017, 02:46:19 pm
I know I said ill release the new update today, I'll try too just a little delay because sabockee
Hooked me up with some new sprites, SFV light punch hopefully I can get the hard punch
Too. Woke up early today and started to color separate them, took me 1 and a half hours to
Get 3 sprites done right lol now off to work I go. Ill get it released before my big day tomorrow
At court in case I gotta do a couple days I can at least have that out the way.
Title: Re: CVTW2 Ryu released by Memo 13march2017 4th update
Post by: Memo on March 14, 2017, 12:51:02 am
New update is up, contains ink fx's for ex moves and focus attack

fixed a couple sprites that had color issues
fixed issue with ryu saying hadoken twice during CA
fixed problem with hado helper hitting twice on contact with enemy helper when spawing
swapped the pallete for hold start/(http://i.imgur.com/DtJjS5X.png)
added a new animation for standing close light punch (SFV standing short/light punch)(http://i.imgur.com/n5QV3NZ.gif)

enjoy, see any problems/bugs let me know

Edit* also made it possible to cancel axe kick into specials ,ex, and critical art
Like in SFV
Title: Re: CVTW2 Ryu released by Memo 13march2017 4th update
Post by: TheRedBeast on March 14, 2017, 05:48:48 am
amaizing char memo is like you said is like i play SFV Ryu keep it up :D
Title: Re: CVTW2 Ryu released by Memo 13march2017 4th update
Post by: Memo on March 14, 2017, 06:00:01 am
amaizing char memo is like you said is like i play SFV Ryu keep it up :D

Thanks I'm glad you like it, he will get better as I get more sprites from
His SFV moveset.
Title: Re: CVTW2 Ryu released by Memo 13march2017 4th update
Post by: Staubhold on March 14, 2017, 05:31:52 pm
Good job. Really like the new effects on Shinku Hadouken & the Focus Attack.
Title: Re: CVTW2 Ryu released by Memo 13march2017 4th update
Post by: Memo on March 14, 2017, 07:36:21 pm
Good job. Really like the new effects on Shinku Hadouken & the Focus Attack.

Thanks, I'm glad the ink fxs came out alright
Title: Re: CVTW2 Ryu released by Memo 13march2017 4th update
Post by: Memo on March 14, 2017, 08:28:20 pm
did a minor update, fixed a  pixel on the stand animation left arm that looks out of place and updated the readme txt.
its up if you want it
Title: Re: CVTW2 Ryu released by Memo 18march2017 5th update
Post by: Memo on March 19, 2017, 02:34:11 am
ok I got the new update up with Sabockees completed standing hard punch animation.
I also fixed some infinites that were possible in the corner.  This may be the last update
I'm running out of stuff to fix, if theres another update it will probally be for new sprites
or FX, ryu is still missing his jumping hard kick from SFV and .... standing medium punch.
If I can get those ill definitely put them in too.

download and enjoy, let me know if theres any bugs or something.
Title: Re: CVTW2 Ryu released by Memo 18march2017 5th update
Post by: Staubhold on March 19, 2017, 03:54:24 pm
Nice. Love such details as the HP animation. Some nitpicking.

By testing in the source game, I would say make the added HP recovery animation a tad bit slower... and you can cancel out of the full animation by moving or attacking.
Title: Re: CVTW2 Ryu released by Memo 18march2017 5th update
Post by: Memo on March 19, 2017, 05:08:14 pm
Nice. Love such details as the HP animation. Some nitpicking.

By testing in the source game, I would say make the added HP recovery animation a tad bit slower... and you can cancel out of the full animation by moving or attacking.

Ill mess with it a bit, I know what you mean too I've been
Thinking the same thing it looks faster on my char. I'm
Gonna try to remove a frame or 2 so it looks slower because
i cant change the actual timing of the animation.
Title: Re: CVTW2 Ryu released by Memo 21march2017 6th update
Post by: Memo on March 21, 2017, 06:43:19 am
I got the new update up for download, it includes sabockees updated sprites for the standing hard punch ending animation.
I also tweaked it a bit so the animation plays out slower and it keeps the frame data integrity of the attack intacted.
I cheated to accomplish that, I just created a new state the attack goes into after its done that just plays that end animation.
you can cancel that animation into anything, walk, crouch, different attack ect..

download and enjoy!

heres a pic of the animation if you haven't seen it yet or have yet to play SFV
(http://i.imgur.com/ka8jp16.png)
Title: Re: CVTW2 Ryu released by Memo 21march2017 6th update
Post by: SOLIDUS SNAKE on March 21, 2017, 09:05:20 am
Nice bro, you have come a long way. I'm impress very much, with your hard works. Keep it rocking big homie, just another one of your fan's.lol
Title: Re: CVTW2 Ryu released by Memo 21march2017 6th update
Post by: nuttanonp on March 21, 2017, 09:09:14 am
i'm Making a Denjin Renki and Denjin Hadoken to Updated?
Title: Re: CVTW2 Ryu released by Memo 21march2017 6th update
Post by: Memo on March 21, 2017, 09:17:30 am
i'm Making a Denjin Renki and Denjin Hadoken to Updated?

Your making an edit with those, or are you asking me if I am?

Nice bro, you have come a long way. I'm impress very much, with your hard works. Keep it rocking big homie, just another one of your fan's.lol

Thanks for the support Boss, I got more coming soon


Title: Re: CVTW2 Ryu released by Memo 21march2017 6th update
Post by: Staubhold on March 21, 2017, 05:18:52 pm
Good update. HP animation & cancels are much smoother/good looking now.

Think I found a issue...

 - crouching b cancel into EX version of the Hadouken gives the ink effect before the actual projectile
Spoiler, click to toggle visibilty
Title: Re: CVTW2 Ryu released by Memo 21march2017 6th update
Post by: Memo on March 21, 2017, 07:43:08 pm
Good update. HP animation & cancels are much smoother/good looking now.

Think I found a issue...

 - crouching b cancel into EX version of the Hadouken gives the ink effect before the actual projectile
Spoiler, click to toggle visibilty

Good stuff ill fix that when I get home.
Title: Re: CVTW2 Ryu released by Memo 21march2017 7th update
Post by: Memo on March 22, 2017, 04:27:41 am
Good update. HP animation & cancels are much smoother/good looking now.

Think I found a issue...

 - crouching b cancel into EX version of the Hadouken gives the ink effect before the actual projectile
(http://i.imgur.com/GyKsfkW.png)

This bug just got fixed, new download up.
Title: Re: CVTW2 Ryu released by Memo 21march2017 7th update
Post by: Memo on April 01, 2017, 11:08:18 pm
Got some time off today and I'm going to get Sabockee's
Latest air heavy kick ready for ryu and then ill post and update.

In other news sagat went back to his cvs/alpha sprites, chucho's
Had some issues, animations didnt look too good as if it needs
more filler frames.

Sagat so far has..
All basics done, (crouch, standing, air) attacks
High and low tiger shot with EX versions done
Tiger uppercut done
UT done, dodge. I dont know what else to give sagat,
He's a big target so I figured a dodge would benefit him.
Grabs finished
Focus attack finished

Not to much left until I release a beta for testing.

Since CVs sagat doesn't have all SFIV attacks I've had to
Get creative with the frame data, the numbers are still
From SFIV but the attacks will be slightly different.

He feels good though so far.
Title: Re: CVTW2 Ryu released by Memo 3april2017 8th update
Post by: Memo on April 04, 2017, 02:16:13 am
New ryu updates up, it has Sabockees new air heavy kick sprites.
I used the new ones and some of the old ones he made for the
Animation, download and check them out they look great.
Title: Re: CVTW2 Ryu released by Memo 3april2017 8th update
Post by: fenzi4224615 on April 04, 2017, 03:55:47 pm
cool! thans!
Title: Re: CVTW2 Ryu released by Memo 3april2017 8th update
Post by: Memo on April 04, 2017, 08:30:58 pm
cool! thans!

Your welcomed, enjoy!
Title: Re: CVTW2 Ryu released by Memo 3april2017 8th update
Post by: Staubhold on April 04, 2017, 10:02:07 pm
Again, love those details. Thanks.

CLSN needs adjustments?
Spoiler, click to toggle visibilty
Title: Re: CVTW2 Ryu released by Memo 3april2017 8th update
Post by: Memo on April 04, 2017, 11:19:22 pm
Again, love those details. Thanks.

CLSN needs adjustments?
Spoiler, click to toggle visibilty

Those are straight from sfv, that attack has a 9 tick startup and
5 active attack frames. You got to time it right as he's descending
Or it will wiff. I think its fine, a player just needs to familiarize
Himself with ryu a bit. Dont pull it out fast unless your enemy
Is airborne, if not airborne bust it as ryu descends back down and it will hit
Title: Re: CVTW2 Ryu released by Memo 3april2017 8th update
Post by: Staubhold on April 04, 2017, 11:42:18 pm
Hm, I see... Still I do think the blue CLSN on the HK leg should stay much longer after the active red one... or am I wrong?

Spoiler, click to toggle visibilty
Title: Re: CVTW2 Ryu released by Memo 3april2017 8th update
Post by: Memo on April 05, 2017, 12:17:28 am
Hm, I see... Still I do think the blue CLSN on the HK leg should stay much longer after the active red one... or am I wrong?

Spoiler, click to toggle visibilty

Oh you ment the blue one yea I can fix that no problem, I'll look at the rest of the air basics too
While I'm at it
Title: Re: CVTW2 Ryu released by Memo 3april2017 8th update
Post by: Memo on April 09, 2017, 02:21:21 am
New update up, has minor clsn changes and I adjusted the anim time of HP and its change anim.
Title: Re: CVTW2 Ryu released by Memo 8april2017 9th update
Post by: Staubhold on April 09, 2017, 02:47:21 am
Thanks for the update. Jumping HK blue CLSN looks fine now...
Title: Re: CVTW2 Ryu released by Memo 8april2017 9th update
Post by: Memo on April 09, 2017, 03:00:28 am
Thanks for the update. Jumping HK blue CLSN looks fine now...


Your welcome, enjoy ryu
Title: Re: CVTW2 Ryu released by Memo 8april2017 9th update
Post by: SOLIDUS SNAKE on April 09, 2017, 03:52:28 am
Thanks for the update.
Title: Re: CVTW2 Ryu released by Memo 11april2017 9th update
Post by: Memo on April 11, 2017, 10:43:57 pm
New update up with Sabockees new SFV standing med punch
ryu will still use his old med punch but only for anti airs.
Download and enjoy!
(http://i.imgur.com/zDPJcVz.jpg)
Title: Re: CVTW2 Ryu released by Memo 11april2017 10th update
Post by: CozySquirtle on April 12, 2017, 01:35:40 am
(http://i.imgur.com/ytTgZIA.png)

Here's a different small portrait than the current one you're using. You might need P.O.T.S' default pal from his Ryu to apply to your Ryu since the palette guide is similar to his. I found this in my small portrait thread and thought it would work great with your Ryu. Keep up the awesome work.
Title: Re: CVTW2 Ryu 11april2017 update
Post by: Memo on April 12, 2017, 03:27:49 am
(http://i.imgur.com/ytTgZIA.png)

Here's a different small portrait than the current one you're using. You might need P.O.T.S' default pal from his Ryu to apply to your Ryu since the palette guide is similar to his. I found this in my small portrait thread and thought it would work great with your Ryu. Keep up the awesome work.

Thanks for the port I'll include it in the next update, he will have one shortly
after sagat is finished, just some system mechanic tweaks to speed up
gameplay a bit.
Title: Re: CVTW2 Ryu 16april2017 update
Post by: Memo on April 17, 2017, 05:50:59 am
Ryu was updated, got a few small changes

Dash recovery times were adjusted
EX afterimage FX added
Voices added to intros and win poses
Added intro against my sagat, its not accurate thou but its something
Tweaked a couple other things I cant remember

(http://i.imgur.com/ytTgZIA.png)

Here's a different small portrait than the current one you're using. You might need P.O.T.S' default pal from his Ryu to apply to your Ryu since the palette guide is similar to his. I found this in my small portrait thread and thought it would work great with your Ryu. Keep up the awesome work.

Damn.. I forgot to add the port, ill have it ready for the next 1
Title: Re: CVTW2 Ryu 16april2017 update
Post by: Staubhold on April 17, 2017, 10:42:18 am
Thanks for the update. Some quick feedback...

 - strange after effect images while performing the "Minds Eye" parry
Spoiler, click to toggle visibilty
Title: Re: CVTW2 Ryu 16april2017 update
Post by: Memo on April 17, 2017, 06:25:02 pm
Thanks for the update. Some quick feedback...

 - strange after effect images while performing the "Minds Eye" parry
Spoiler, click to toggle visibilty

Oh I forgot that, ill upload a fix when I get home
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on April 29, 2017, 11:28:04 pm
ryus updated, changed super fx, damage dampener and adjusted the damage for his jodan command normal combos.
and some other stuff
Title: Re: CVTW2 Ryu 29april2017 update
Post by: tomohawkjoe on April 30, 2017, 02:26:07 am
Ryu Can Link Super after his target combo which can lead to some big damage in the corner


This is more of a fun juggle I found while messing around. Not really meter efficient but its kinda fun to hit someone with all of his signature moves.
Title: Re: CVTW2 Ryu 29april2017 update
Post by: bass30655 on April 30, 2017, 03:14:49 am
Nice character quick question where did you get the sfv lifebars and are the 640x480
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on April 30, 2017, 05:54:43 pm
Nice character quick question where did you get the sfv lifebars and are the 640x480

The bars are 640x480, I forgot where I got them I think
It was here on the guild, but if you want em and can't
Find them you can grab them from the demo build I'm
Putting together. I'm uploading it once I get Shimo done
Wont be too long.

Ryu Can Link Super after his target combo which can lead to some big damage in the corner

This is more of a fun juggle I found while messing around. Not really meter efficient but its kinda fun to hit someone with all of his signature moves.

Hey thanks for the vids I dont get a chance to see Vids of users
Playing my chars too much, I enjoyed watching them combos.
My latest update has new damage dampener try that first combo
To check if that crazy damage is still possible.
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Staubhold on April 30, 2017, 06:39:04 pm
Thanks for the update Memo.

Are you using different voices for Ryu? Winpose with "Is that all you´ve got?" almost sounds like M. Haggar to me...
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on April 30, 2017, 06:42:28 pm
Thanks for the update Memo.

Are you using different voices for Ryu? Winpose with "Is that all you´ve got?" almost sounds like M. Haggar to me...

I added some voices from Sean's ryu from the first game, they either come from
SFIV or UMVC3, its not Haggar.

Your welcomed enjoy
Title: Re: CVTW2 Ryu 29april2017 update
Post by: tomohawkjoe on April 30, 2017, 06:51:02 pm
Quote
Hey thanks for the vids I dont get a chance to see Vids of users
Playing my chars too much, I enjoyed watching them combos.
My latest update has new damage dampener try that first combo
To check if that crazy damage is still possible.

The damage dampener definitely helps. Tried the combo again and it went from about 60% to about 40%ish witch seems much more reasonable.
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on April 30, 2017, 07:42:20 pm
Quote
Hey thanks for the vids I dont get a chance to see Vids of users
Playing my chars too much, I enjoyed watching them combos.
My latest update has new damage dampener try that first combo
To check if that crazy damage is still possible.

The damage dampener definitely helps. Tried the combo again and it went from about 60% to about 40%ish witch seems much more reasonable.

I'm glad that's fixed, thanks again for the vids. 
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on May 01, 2017, 02:49:31 am
Please re download, same as sagat I had the wrong file up.
The link is updated
Title: Re: CVTW2 Ryu 29april2017 update
Post by: AVPboy on May 01, 2017, 06:59:21 am
Dudes... understand, please... understand the reason why i am saying these... "CVTW2"?

THE FIRST IS NOT EVEN FINISHED! :(
Title: Re: CVTW2 Ryu 29april2017 update
Post by: ,mem on May 01, 2017, 07:06:40 am
Dudes... understand, please... understand the reason why i am saying these... "CVTW2"?

THE FIRST IS NOT EVEN FINISHED! :(


I believe Sean Altly is done with CVTW unless he randomly feels like adding anything else to it it's basically done.
Also what you're saying is coming out of nowhere
Title: Re: CVTW2 Ryu 29april2017 update
Post by: R565 on May 01, 2017, 07:10:19 am
Dudes... understand, please... understand the reason why i am saying these... "CVTW2"?

THE FIRST IS NOT EVEN FINISHED! :(

Ok, that's kinda rude. Memo named the game like this for reasons, reasons you can ask him yourself in a polite pm. Besides, he got Sean Alty's blessing to make the sequel, meaning maybe one day he'll come back to finish it. Who knows?
Title: Re: CVTW2 Ryu 29april2017 update
Post by: lui on May 01, 2017, 07:57:47 am
Dudes... understand, please... understand the reason why i am saying these... "CVTW2"?

THE FIRST IS NOT EVEN FINISHED! :(

its as finished as it needs to be. sean's done with mugen for now and he already gave memo the permission to make a 2. its quite rude to be like this
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on May 01, 2017, 08:06:15 am
Dudes... understand, please... understand the reason why i am saying these... "CVTW2"?

THE FIRST IS NOT EVEN FINISHED! :(

I had nothing to do with the first one, it still needs chars sprited
And I'm not sure what Sean had planned for the final boss so
I cant help there. 

It was the first mugen project that got me interested in coding
Chars so I have a love for it and decided to make a sequel.

You've jumped projects before without finishing previous stuff
Chill out and enjoy the chars, ill finish this one.
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on May 09, 2017, 01:47:03 am
Check this out, I was messing around with the
Ink fxs coded as helpers instead of explode.
What you think, do they look better?



Tatsumaki is still work in progress
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on May 10, 2017, 04:10:22 am
Tatsumaki Ink FX
Title: Re: CVTW2 Ryu 29april2017 update
Post by: PeXXeR on May 10, 2017, 05:07:02 am
Man its so cool you guys on 1.0 got reshade working with it, I knew it was possible, but peeps told me back then, that mugen 1.0 uses directX5, later I learned about the openGLscreen thing, anywho.

Ryu looks great man, watching your videos I figured out a couple of combos and he plays dope as hell, good shit.
Tatsu ink effect still needs some tweaking though, maybe lower the opacity ? dunno, its looks good, just need to tweak it a bit.
Or dunno if this is possible make the effect go behind ryu as he spins ?

one more thing, the ink effects themselves need more detail or depth.
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on May 10, 2017, 05:18:21 am
Man its so cool you guys on 1.0 got reshade working with it, I knew it was possible, but peeps told me back then, that mugen 1.0 uses directX5, later I learned about the openGLscreen thing, anywho.

Ryu looks great man, watching your videos I figured out a couple of combos and he plays dope as hell, good shit.
Tatsu ink effect still needs some tweaking though, maybe lower the opacity ? dunno, its looks good, just need to tweak it a bit.
Or dunno if this is possible make the effect go behind ryu as he spins ?

That first combo ryu does after the tatsumakis I just added, I discovered it in sfv lastnight.
I'm thinking of putting some of the ink behinds ryu to make it look more full like he's in it lol.
Yea man he has a lot of combo potential, he feels like he's ready for any situation he's got something.
Thanks for the feedback.

After a couple tweaks to his gameplay, some tweaks being done to the damage dampener
And FX  shit I should have the new update up then I'm going to redo sagats ink fxs and code them
As helpers, some balance updates and he's next. Shimos almost ready for a new beta with all
Her attacks, and she needs ink fxs I'm on it got sfv playing and taking im screenshots of
Ink fxs I like so I can use them for her.
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on May 10, 2017, 07:49:59 am
random pics of Ryu and changes I made to his tatsu ink fx.
I cut the sprites in half so they appear in front and back
as if ryus in the middle.

(http://i.imgur.com/GrnjR7x.png)
(http://i.imgur.com/TaudvLR.png)
(http://i.imgur.com/ZHjgnil.png)
And hitsparks for projectiles
(http://i.imgur.com/xNyuYpu.png)
(http://i.imgur.com/svbcUex.png)
(http://i.imgur.com/mItLl4b.png)
Title: Re: CVTW2 Ryu 29april2017 update
Post by: PeXXeR on May 10, 2017, 05:56:08 pm
Fire.
Title: Re: CVTW2 Ryu 29april2017 update
Post by: YugaCurry on May 28, 2017, 10:07:21 am
Hey Memo, has Ryu been updated with these new effects? Also wanted to point out that your characters start moving around before the round starts. Is this something you implemented or is it something that my add004 patch is messing up?
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on May 28, 2017, 10:35:50 am
Hey Memo, has Ryu been updated with these new effects? Also wanted to point out that your characters start moving around before the round starts. Is this something you implemented or is it something that my add004 patch is messing up?

I plan on releasing the new update sometime today, he's supposed to walk
During that state like mvc2 ill post instructions on how to disable it incase
You want to disable it, its not complicated just some code to delete in statedef -2
Title: Re: CVTW2 Ryu 29april2017 update
Post by: YugaCurry on May 28, 2017, 11:14:49 am
Yea bro. Would like to delete it, you know to keep stuff uniform with my current set up. Do share the code i gotta delete.
Title: Re: CVTW2 Ryu 29april2017 update
Post by: Memo on May 28, 2017, 11:56:59 am
Yea bro. Would like to delete it, you know to keep stuff uniform with my current set up. Do share the code i gotta delete.

open SYSTEM.st and in the statedef-2 section on the bottom youll see

Code:
[State -2, Remember the last Position (X)]
type = VarSet
triggerall = RoundState < 2
trigger1 = stateno = [0, 21] ;Enable after Intro
fvar(3) = Pos X
[State -2, Set the actual Position when match begins]
type = PosSet
trigger1 = RoundState = 2
trigger1 = fvar(3) != 0
trigger1 = prevstateno != [191, 192]
x = fvar(3)
[State -2, Reset PlaceHolder Var]
type = VarSet
trigger1 = RoundState = 2
fvar(3) = 0
[State -2, Pre-walking state]
type = ChangeState   <THIS RIGHT HERE CHANGE TO null;ChangeState, OR DELETE ALL THIS STUFF IM SHOWING
;triggerall = !var(59)
trigger1 = prevstateno = [9889, 9890] ;Enable after Intro
trigger2 = RoundNo != 1              ;Enable If Round Number is > 1
trigger2 = RoundState = 1           ;RoundState < 2 and
trigger2 = stateno = 0              ;Current state is 0
value = 21
ctrl = 0
Title: Re: CVTW2 Ryu 28may2017 update
Post by: Memo on May 28, 2017, 08:38:16 pm
Ryus new update is up for download.

Ink effects are now coded as helpers so the can um.. grow n shit I guess have more life to them.
New sparks added for projectiles, edited version of my released vs style sparks.

new command normal, I changed the command for his standing close medium punch(uppercut)
to Hold back medium punch.

Solar Plexus Strike can combo into medium punch like in SF5 so you can cancel it into his
Jodan combos.

And some other stuff I forgot since I'm terrible of making notes of my updates

check the vid to peek the nw FXs and combo in ryu

Title: Re: CVTW2 Ryu 28may2017 update
Post by: Memo on May 31, 2017, 01:19:31 am
You guys like the ink FXs coded has helpers? And what about the tatsu EX ink?
Drop me some feedback I forgot to mention the focus attack
And minds eye parry has new FX too.
Title: Re: CVTW2 Ryu 28may2017 update
Post by: ROS on May 31, 2017, 07:14:26 am
Title: Re: CVTW2 Ryu 25June2017 update
Post by: Memo on June 25, 2017, 10:41:04 am
  • Mind's Eye gets rid of multi-hit projectiles after the first parry instead of having to parry the rest of the fireball.
  • You also can't parry multihit moves like f.HP or f.MP. Like after the first parry, you are in a set recovery and cannot parry the next hit. I'd lower the amount of recovery after a successful parry from 13 frames to something smaller like 4 frames. Maybe even adjust the pausetime for the opponent aswell.
  • LP Shoryu doesn't have fall set aswell so the opponent just flips into recovery after hit.
  • Also can't seem to get both hits of EX Shoryu to hit after LK Tatsu, only the first hit
  • Hop Kick hits high and is invincible to all crouching moves (even cr.HP). Would change it to where the hurtbox is small like this (https://puu.sh/w6ieG/1400197a74.png) and low profile moves whiff and not just have all moves in the crouching state whiff due to the NotHitBy. Hop Kick should also hit mid like the source.

I'm late to reply but lets get to it..

the minds eye multi hit projectile I'm gonna leave as is for now because it will require me
to recode those states and I'm not doing that anytime soon.

the parrys frame data is from SFV I'm not touching that but maybe I can make it faster
without compromising the animation timing.

LP shoryuken does not cause fall I posted that on the first page when he was released,
in fact sagats LP tiger upper cut, terrys LP burn knuckle and one of shimos light attacks
wont cause knockdown. 

you can now do EX hado into EX tatsu into EX shoryu but your enemy must be in the corner
and you can hit with both hits if timed correctly.

did some changes to senpuu kyakuu


Ryu got updated, its the most significant update he has had so far so go ahead and DL it.

biggest thing youll notice is fall down animations got fixed.
a pause screen got added, currently its just the CVTW2 logo but it will be a movelist in
the future.  JNP's command buffer system got added so his commands behave more
like a real fighting game lol no more bugs when you hope over your enemy and your
command is reversed like mugens default system does. A ton of little tweaks got done
to rebalance ryu, ground and hit velocitys got adjusted on a bunch of stuff. I wish I could
remember to keep logs of my changes for you guys to know whats up but I'm forgetful.

Enjoi and report bugs if found especially with the pause system, try to break it for me please
I want to be sure it works right.

AND if..you want to nominate him for cotm of June go ahead its whatever, honestly this
is the char that I would love to win with and since you nominate updated chars, heres ryu.

fuck I forgot to add JNP to the readme credits so ill post it here until the next update

;- CREDIT TO JNP FOR THE COMMAND BUFFER SYSTEM
;- CREDIT TO INK FOR HELPING ME FIX BUGS IN THE PAUSE STATEDEFS
Title: Re: CVTW2 Ryu 25June2017 update
Post by: YugaCurry on June 25, 2017, 05:47:37 pm
AND if..you want to nominate him for cotm of June go ahead its whatever, honestly this
is the char that I would love to win with and since you nominate updated chars, heres ryu.

You don't have to mention this. Those who like him will vote for him. You have my vote anyway. He plays real solid now and the tweaks made a big difference although I dunno why you reduced him in size cause hes now a midget compared to other cvs characters and increasing his y - constant misaligns his hadouken which is pretty agonizing.
Title: Re: CVTW2 Ryu 25June2017 update
Post by: Memo on June 25, 2017, 05:52:10 pm
AND if..you want to nominate him for cotm of June go ahead its whatever, honestly this
is the char that I would love to win with and since you nominate updated chars, heres ryu.

You don't have to mention this. Those who like him will vote for him. You have my vote anyway. He plays real solid now and the tweaks made a big difference although I dunno why you reduced him in size cause hes now a midget compared to other cvs characters and increasing his y - constant misaligns his hadouken which is pretty agonizing.

Awe crap lol I changed his size for The game and forgot to revert it, ill fix it tonight
Title: Re: CVTW2 Ryu 25June2017 update
Post by: lui on June 25, 2017, 05:59:35 pm
A personal nitpick but I reaaaally don't like how the voices are all over the place. Hit and attack grunts are his sfv jap voices, his gethits and death sounds are cvs2 and his win quotes are English(????)

Lol idk if it's just me but I really don't like sound inconsistency
Title: Re: CVTW2 Ryu 25June2017 update
Post by: ,mem on June 25, 2017, 06:20:18 pm
I don't know if this is a bug or not but if I press forward and back quickly I'll instantly do a backdash. The same goes for back and forward on;y it's a forward dash.
Title: Re: CVTW2 Ryu 25June2017 update
Post by: Memo on June 25, 2017, 06:29:40 pm
Its probably a bug with the command buffer system ill
Check that out asap
Title: Re: CVTW2 Ryu 26June2017 update
Post by: Memo on June 27, 2017, 12:40:47 am
d increasing his y - constant misaligns his hadouken which is pretty agonizing.

Fixed, I change his size back to normal

I don't know if this is a bug or not but if I press forward and back quickly I'll instantly do a backdash. The same goes for back and forward on;y it's a forward dash.

I changed the dash commands back to default mugen until I find a fix

Hopefully this is Ryus last update until I get a movelist graphic for the pause menu.
DL on first page
Title: Re: CVTW2 Ryu 26June2017 update
Post by: JustNoPoint on June 28, 2017, 08:18:25 pm
Show me your -2 explods for dash and the cmd
Title: Re: CVTW2 Ryu 26June2017 update
Post by: Memo on June 29, 2017, 08:05:34 pm
Show me your -2 explods for dash and the cmd

My bad dude ill post it up when I get back home I have
Alot of free today, I copy pasted from Kfm but ill post
It for you incase I missed something
Title: Re: CVTW2 Ryu 26June2017 update
Post by: Memo on June 29, 2017, 10:17:46 pm
Show me your -2 explods for dash and the cmd

this is it JNP

-2
Code:
[StateDef -2]

[State 0, VarSet]
type = VarSet
triggerall = Time=1
trigger1 = MoveType = A
var(1) = 0

;---------------------------------------------------
[State -2, F,D,DF: Forward 1020]
type = Explod
triggerAll = !NumExplod(90010206)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "rlsfwd" && P2Dist x >= 0)
trigger2 = (command = "back" && P2Dist x < 0) || (command = "rlsback" && P2Dist x < 0)
;trigger3 = (command = "dfwd" && P2Dist x >= 0) || (command != "dfwd" && P2Dist x >= 0)
;trigger4 = (command = "dback" && P2Dist x < 0) || (command != "dback" && P2Dist x < 0)
anim = 1
ID = 90010206
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, F,D,DF: Down 1020]
type = Explod
triggerAll = !NumExplod(90010202)
triggerAll = NumExplod(90010206)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "fwd" && command != "rlsfwd"
trigger1 = command != "back" && command != "rlsback"
anim = 1
ID = 90010202
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010202)
id = 90010206
ignoreHitPause = 1
 
[State -2, F,D,DF: Down-Forward 1020]
type = Explod
triggerAll = !NumExplod(90010203)
triggerAll = NumExplod(90010202)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90010203
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;---------------------------------------------------
[State -2, B,D,DB: Back 1030]
type = Explod
triggerAll = !NumExplod(90010304)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "rlsback" && P2Dist x >= 0)
trigger2 = (command = "fwd" && P2Dist x < 0) || (command = "rlsfwd" && P2Dist x < 0)
anim = 1
ID = 90010304
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, B,D,DB: Down 1030]
type = Explod
triggerAll = !NumExplod(90010302)
triggerAll = NumExplod(90010304)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "back" && command != "rlsback"
trigger1 = command != "fwd" && command != "rlsfwd"
anim = 1
ID = 90010302
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010302)
id = 90010104
ignoreHitPause = 1
 
[State -2, B,D,DB: Down-Back 1030]
type = Explod
triggerAll = !NumExplod(90010301)
triggerAll = NumExplod(90010302)
trigger1 = command = "dback" && P2Dist x >= 0
trigger2 = command = "dfwd" && P2Dist x < 0
anim = 1
ID = 90010301
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;---------------------------------------------------
[State -2, QCF: Down 1000]
type = Explod
triggerAll = !NumExplod(90010002)
trigger1 = command = "down" || command = "rlsdown"
anim = 1
ID = 90010002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
 
[State -2, QCF: Down-Forward 1000]
type = Explod
triggerAll = !NumExplod(90010003)
triggerAll = NumExplod(90010002)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90010003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010003)
id = 90010002
ignoreHitPause = 1

[State -2, QCF: Forward 1000]
type = Explod
triggerAll = !NumExplod(90010006)
triggerAll = NumExplod(90010003)
trigger1 = command = "fwd" && P2Dist x >= 0
trigger2 = command = "back" && P2Dist x < 0
anim = 1
ID = 90010006
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010006)
id = 90010003
ignoreHitPause = 1

;---------------------------------------------------
[State -2, QCF: Down2 3000]
type = Explod
trigger1 = !NumExplod(90030002)
trigger1 = NumExplod(90010006)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "fwd" && command != "rlsfwd"
trigger1 = command != "back" && command != "rlsback"
anim = 1
ID = 90030002
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90030002)
id = 90010006
ignoreHitPause = 1
 
[State -2, QCF: Down-Forward2 3000]
type = Explod
triggerAll = NumExplod(90030002)
trigger1 = command = "dfwd" && P2Dist x >= 0
trigger2 = command = "dback" && P2Dist x < 0
anim = 1
ID = 90030003
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;---------------------------------------------------
[State -2, QCB: Down 1010]
type = Explod
triggerAll = !NumExplod(90010102)
trigger1 = command = "down" || command = "rlsdown"
anim = 1
ID = 90010102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1
 
[State -2, QCB: Down-Back 1010]
type = Explod
triggerAll = !NumExplod(90010101)
triggerAll = NumExplod(90010102)
trigger1 = command = "dback" && P2Dist x >= 0
trigger2 = command = "dfwd" && P2Dist x < 0
anim = 1
ID = 90010101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010101)
id = 90010102
ignoreHitPause = 1

[State -2, QCB: Back 1010]
type = Explod
triggerAll = !NumExplod(90010104)
triggerAll = NumExplod(90010101)
trigger1 = command = "back" && P2Dist x >= 0
trigger2 = command = "fwd" && P2Dist x < 0
anim = 1
ID = 90010104
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90010104)
id = 90010101
ignoreHitPause = 1

;---------------------------------------------------
[State -2, QCB: Down2 3010]
type = Explod
trigger1 = !NumExplod(90030102)
trigger1 = NumExplod(90010104)
trigger1 = command = "down" || command = "rlsdown"
trigger1 = command != "back" && command != "rlsback"
trigger1 = command != "fwd" && command != "rlsfwd"
anim = 1
ID = 90030102
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90030102)
id = 90010104
ignoreHitPause = 1
 
[State -2, QCB: Down-Back2 3010]
type = Explod
triggerAll = NumExplod(90030102)
trigger1 = command = "dback" && P2Dist x >= 0
trigger2 = command = "dfwd" && P2Dist x < 0
anim = 1
ID = 90030101
removeTime = 10
pauseMoveTime = 10
superMoveTime = 10
ignoreHitPause = 1

;---------------------------------------------------
[State -2, F,F: Forward 0]
type = Explod
triggerAll = !NumExplod(90000006)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "back" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000006 ;Forward
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, F,F: Neutral 0]
type = Explod
triggerAll = !NumExplod(90000005)
triggerAll = NumExplod(90000006)
trigger1 = (command = "rlsfwd" && P2Dist x >= 0) || (command = "rlsback" && P2Dist x < 0)
anim = 1
ID = 90000005 ;Neutral
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, F,F: Forward 0]
type = Explod
triggerAll = !NumExplod(90000016)
triggerAll = NumExplod(90000006)
triggerAll = NumExplod(90000005)
trigger1 = (command = "fwd" && P2Dist x >= 0) || (command = "back" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000016 ;Forward
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000016)
id = 90000006
ignoreHitPause = 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000016)
id = 90000005
ignoreHitPause = 1

;---------------------------------------------------
[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000104)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000104 ;Back
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, B,B: Neutral 10]
type = Explod
triggerAll = !NumExplod(90000105)
triggerAll = NumExplod(90000104)
trigger1 = (command = "rlsback" && P2Dist x >= 0) || (command = "rlsfwd" && P2Dist x < 0)
anim = 1
ID = 90000105 ;Neutral
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, B,B: Back 10]
type = Explod
triggerAll = !NumExplod(90000114)
triggerAll = NumExplod(90000104)
triggerAll = NumExplod(90000105)
trigger1 = (command = "back" && P2Dist x >= 0) || (command = "fwd" && P2Dist x < 0)
trigger1 = command != "down" || command != "rlsdown"
anim = 1
ID = 90000114 ;Back
removeTime = 5
pauseMoveTime = 5
superMoveTime = 5
ignoreHitPause = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000114)
id = 90000104
ignoreHitPause = 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(90000114)
id = 90000105
ignoreHitPause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(1) = %d"
params = var(1)

cmd
Code:
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !AILevel
trigger1 = NumExplod(90000016)
;trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [300,301])
trigger3 = (stateno = [310,312]) && movecontact

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !AILevel
trigger1 = NumExplod(90000114)
;trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [300,301])
trigger3 = (stateno = [310,312]) && movecontact
Title: Re: CVTW2 Ryu 26June2017 update
Post by: JustNoPoint on June 29, 2017, 10:38:56 pm
I don't see anything off something somewhere else must be interfering. I would download to check but were getting closer to releasing a major overhaul. It'd be better to wait and see if he has the same issue with it.
Title: Re: CVTW2 Ryu 26June2017 update
Post by: Memo on June 29, 2017, 10:47:54 pm
I don't see anything off something somewhere else must be interfering. I would download to check but were getting closer to releasing a major overhaul. It'd be better to wait and see if he has the same issue with it.

That's cool ill wait till then, currently im working on the pause state if it continues
With the new update I'll let you know
Title: Re: CVTW2 Ryu 26June2017 update
Post by: Memo on July 02, 2017, 11:25:39 pm
Ryus link got updated with some bug fixes, I fixed the bug with the command buffer system
And disabled pause for now while I get some things fixed,  same as sagat
Title: Re: CVTW2 Ryu 5October2017 update
Post by: Memo on October 06, 2017, 04:21:10 am
This guy is updated.
Tweaked various things like clsn, vels, frame data, power add ect.
Minds eye (parry) doesnt parry againts projectiles for balance!
It has pause, the movelist is just wip dont pay attention to it.
Minds eye start time decreased by 1 tick, 2 fame start up, 7 active, 29 recovery || 7 recovery on contact

Wish i had a list of all changes, get the update he feels alot better.

 *Forgot to mention, counter system is a bit different and adds meter.
Title: Re: CVTW2 Ryu 5October2017 update
Post by: SOLIDUS SNAKE on October 06, 2017, 07:51:59 am
Will you be posting a video of the changes?
Title: Re: CVTW2 Ryu 5October2017 update
Post by: Memo on October 06, 2017, 07:16:55 pm
Will you be posting a video of the changes?

Hmm maybe later, but if I do it would be more of a gameplay vid
Showcasing what he's capable of doing, his combos, links, parry and focus attack.

The updates are mostly tweaks to further balance him out, the main thing you guys
Will notice is the counter hit system and the pause menu wip
Title: Re: CVTW2 Ryu 5October2017 update
Post by: Memo on October 07, 2017, 08:04:19 pm
This might be the last you see of Ryu as a stand alone DL for mugen.
I remade his parry last night and he can counter individual projectiles
Now as in he needs to parry all 6 hits of his critical art instead of one
Parry to destroy it lol. But it might only work in game because of the
Way its coded. You only need to add 2 triggers to a pots style projectile
Helper To be compatible with his parry ill post that in the future when
I release the demo.

Also redid the frame data for it, kinda a combination of sf3's and sf5's.
And I went ahead and integrated the UT system from cvtw to limit how
Many times you can do his parry "UT move" as it was intended.

Currently his parry uses 1 stock of UT meter, theres 8 stocks like the original.
I decreased the time it takes to rebuild meter so its not spammable too.
 
Ive been quite on this project but still busy on it. Sagats got some updates
And changes as well I finally have the system where it needs to be.

So the demos coming next with the 4 ive Been working on plus an extra
Ill keep quite about for now.

Just thought of this...i might add a palfx to him as he builds up UT meter
To give the chars a visual  clue as to how many stocks they have available
For use outside the full game.

Title: Re: CVTW2 Ryu 5October2017 update
Post by: Memo on October 10, 2017, 07:24:12 pm
Just when I thought I was finished with this guy... I learn
Something new lol.

So I finally managed to create a proper armor state for his
Focus Attack and re-coded it AGAIN without the use of hitoveride's
and now it works just how it should like in SFIV!
Its pretty much an heavily striped down and modified version of
Pots parry helper and the use of a var.
The frame data (well anim times really) match SFIV as well.

His parry(Minds Eye) got some adjustments, decreased the start up from
7 frames to 4 because It.felt to OP.

Now I'm just trying to fix a bug in the UT bar helper that prevents you from
Performing specials and sometimes explode dont appear.
I dont know what it is it happens randomly, I hope its not me going
Over the explod limit since I use the explod buffer system By JNP&&Jmorphman
And the UT bar has several explods activated plus all of ryus effects...
Ill figure it out but ill post this update soon before I even try to fix the UT helper,
That's just full game stuff that can wait for now.

Its not up yet hopefully later today I get time to upload the new ver.
Title: Re: CVTW2 Ryu 5October2017 update
Post by: Memo on October 12, 2017, 02:06:04 am
found more stuff to update..

-fixed an issue with focus attack auto turning.
-changed the way air and ground recovery's work, ill post details on the next update.
-removed the wall bounce code from my lvl3 focus attack because for some strange reason
 when you bounce of the wall and recover you lose control to attack until you get hit again.
 ill fix that next, i need that wall bounce!
-disabled pause for now until i can create a proper move list and fix a bug where both players
can pause at the same time.
Title: Re: CVTW2 Ryu 5October2017 update
Post by: Memo on October 12, 2017, 08:08:41 pm
More changes!

Mostly just counter hit system shit.
It works now like in sfa3 if you counter a grounded enemy with a
Heavy basic he is launched into the air, if you counter a airborne
Enemy with any basic attack he's also launched.

Shit got me excited because it works now how I want it too.  I spent
About an hour trying to figure out the proper code to make it work
Right with the proper ground and air velocities I have for the attack.

When I have Ryu just right I'll go ahead and update the rest of the chars
With the changes.
Title: Re: CVTW2 Ryu 5October2017 update
Post by: YugaCurry on October 15, 2017, 08:59:23 am
The pause menu randomly pops up mid fight. It's kinda annoying. Is there a way to disable this?
Title: Re: CVTW2 Ryu 5October2017 update
Post by: Memo on October 15, 2017, 10:17:37 am
The pause menu randomly pops up mid fight. It's kinda annoying. Is there a way to disable this?

In SYSTEM.st, under -2 you'll find [State -2, Pause Helper], just change it from helper to null
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 17, 2017, 05:28:45 am
Update is up.

-disabled pause again
-focus attack has proper super armor state, not hit over rides like the old code
 no more auto turning during charge up and attack state
-minds eye start up is 4 frames and can parry individual hits of a projectile
-ground and air recovery! improved.
-counter hit system similar to SFA3
 HP and HK counter hit causes enemy to launch in air, counter with any button against
 airborne enemy also causes launch


I tried to make a video, even downloaded movie maker to add captions n shit but
youtube keeps rejecting my video...so no video for now, lol enjoy and test ryus
minds eye and focus attack. Let me know if there's any bugs in it or anything strange.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: AlexSin on October 17, 2017, 12:11:43 pm
Weird formatting you have in your character.

I think I fixed the pause problem (explod issue moving with the environment shake).

First,
Code:
[State ***1: EnvShake]
type = EnvShake
IGNOREHITPAUSE = 1
trigger1 = (!Time)
time = 3
freq = 60
ampl = -2
phase = 90
instead of (!Time) I wrote Time%2 = 0, so it always moves.
I changed time = 3 to time = 2, then I animated Ryu's portrait sprite like this:

Code:
[Begin Action 44444]
44444,1, 0,-2, 1
44444,1, 0,2, 1

so it looks like it stays in place in-game but actually it moves up and down by two pixels in the .air file.

Is this how you did it, inktrebuchet?


- The Shinku Hadouken doesn't use sound 5,0.

- Why did you mix his CvS voices with his SFV japanese and english voices?
(I'm not sure they're all from SFV)
It sounds very bad, in my opinion. Use just one set of voices.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 17, 2017, 03:25:38 pm
Weird formatting you have in your character.

I think I fixed the pause problem (explod issue moving with the environment shake).

First,
Code:
[State ***1: EnvShake]
type = EnvShake
IGNOREHITPAUSE = 1
trigger1 = (!Time)
time = 3
freq = 60
ampl = -2
phase = 90
instead of (!Time) I wrote Time%2 = 0, so it always moves.
I changed time = 3 to time = 2, then I animated Ryu's portrait sprite like this:

Code:
[Begin Action 44444]
44444,1, 0,-2, 1
44444,1, 0,2, 1

so it looks like it stays in place in-game but actually it moves up and down by one pixel in the .air file.

Is this how you did it, inktrebuchet?


- The Shinku Hadouken doesn't use sound 5,0.

- Why did you mix his CvS voices with his SFV japanese and english voices?
(I'm not sure they're all from SFV)
It sounds very bad, in my opinion. Use just one set of voices.

What's up alex  ;)

I formatted it like that just to make it easier for me to find and read code, but i plan on putting
everything together once he's legit finished. 

-Thanks for the fix on the pause and port fix.
-Where is that 5, 0 sound again? i cant find it.
-I couldn't find a complete set of his SFV voices and honestly
 i didn't even know they were different voice actors lol. I'll fix it eventually
 
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: AlexSin on October 17, 2017, 03:46:38 pm
Sound 5,0 is in your character's sound file. You can re-order your sound clips in the snd file with FF3, I think it's very useful when I don't find some sounds myself. :D
I said that because it felt too silent just hearing Ryu's voice while throwing the Shinku Hadouken.


--------------------
Also, small correction, I said
"actually it moves up and down by one pixel in the .air file."
but I meant
"it moves up and down by two pixels in the .air file."

I think the same thing could be achieved with a helper and posadds, but I have yet to test that theory.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: inktrebuchet on October 19, 2017, 04:11:18 am

Is this how you did it, inktrebuchet?


I haven’t downloaded the newest version of Ryu yet so I’m not sure what the Envshake is used for. I’m guessing it’s used as a blur effect like a video I showed a while back.
Spoiler, click to toggle visibilty
If it is, that’s not how I went about doing it. I’ll dig that code up and post it later but I think I expanded on the pause code quite a bit in that version.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 19, 2017, 07:47:34 pm
Im gonna document some changes i made before i forget them.

-decreased the ground recovery velocity
-tweaked the air recovery velocity
-hes not supposed to recover from a Critical art, fixed it
-no recovery from LVL3 focus attack, only ground recovery from LVL2 focus attack
-fixed LVL3 focus attack not hitting airborne enemy
-added sound to critical art thanks alex for the feedback

i will upload him once i make a couple changes to his def, i got to add the readme back in
and put his armor states in his common file.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 23, 2017, 06:11:33 pm
Anybody know where I can get some voice samples for Ryu?
Preferred SFV voice but ill take anything that sounds good and
Comes from the same voice actor.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: lui on October 23, 2017, 07:09:10 pm
https://www.sounds-resource.com/pc_computer/streetfighterv/
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 23, 2017, 11:56:52 pm
https://www.sounds-resource.com/pc_computer/streetfighterv/


Boy you found the jackpot for SFV sounds thanks.
Currently going through all his voice samples and
replacing them with SFV set.

Couple more changes done to Ryu
-Added bigger sparks on specials
-Projectiles share same sparks as specials now
-Added SFV V-Reversal, I'm not sure if I'll
 keep it in I'm just playing around with it right now
 to see if it fits, the system already has a Focus Attack
 and most UT moves will be defensive.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 24, 2017, 02:58:04 pm
Yea I'm keeping his V-Reversal and giving one to all
characters, I'll name them UT-Reversal lol.

In full game it will use UT bar but for now it cost
1000 power to use. Its a little hard to pull off too
the cmd is fwd+y+b and the cmd window is quite small.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 25, 2017, 06:33:00 am
More changes

-Updated his frame data to season 2 SFV.
-Improved the hit sparks a bit.
-Added voice samples from SFV.
-UT-Reversal is "holdback"+"Mp+Mk",
 it shares SFV frame data, does not cause
 knockdown
, can kill, cost 1000 power.
-Added Solar Plexus Strike to Axe Kick cancel.
-Added His Tatsumaki to Critical Art cancel.
 (Tatsu landing state)
-Removed his standing jab, only SLP option
 is his standing short from SFV.
-Improved his dash cancels in his Focus Attack.
 Wow they feel so good now I might have to
 remove his Minds Eye or FA, It might be OP
 to keep then both. More on that later.

A random fight against AI vid lol showing new shit off.

Title: Re: CVTW2 Ryu 16th October2017 update
Post by: lui on October 25, 2017, 06:43:19 am
will you be updating the existing characters soon with the new changes?

the majestic sword girl needs some love </3
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 25, 2017, 07:05:10 am
will you be updating the existing characters soon with the new changes?

the majestic sword girl needs some love </3

Oh yea, Sagat already has the changes and Shimo and Terry are next to get them.
I'll probably upload Ryu tomorrow after I play around with his UT-Reversal and tweak it just right.

I need to get back to the others, but I've been experimenting with Ryu long enough updating and adding stuff.
Hopefully this is it regarding gameplay changes for a while so I can just focus on adding new characters.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: SOLIDUS SNAKE on October 26, 2017, 03:43:50 am
Looking good mate, will his fire balls be in different colors.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 26, 2017, 07:37:40 am
Looking good mate, will his fire balls be in different colors.

Its something that's been on my mind but ive been too
lazy to do.  I want to make his EX hado gold like the EX
palfx he has but I would need to create 2 sets of hado sprites,
Hado breaking apart, the blue fx that follow the hado...
Pretty much any hado fx that's blue would get duplicated and
Recolored.

I should stop procrastinating and just do it before I release this update lol.

More changes done today
-tweaked a bunch of hitboxes
-Added proper invincibility to states that didn't
 have it right like EX shoryuken and others..
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 26, 2017, 12:21:36 pm
Would it matter if I removed Minds Eye and just
use Focus Attack in its place? In my opinion, FA
with the changes I made to its dash canceling
Is alot better than Minds Eye. You cant parry
multiple projectiles but the V-Reversal is invincible
to projectiles for 30 ticks so theres that.

Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Rōjenomu on October 27, 2017, 12:23:14 pm
i'd say just the focus attack
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 27, 2017, 05:41:10 pm
i'd say just the focus attack

Yea I agree. The focus attack how it works now can easily be used just for parrys.
Instead of tapping F,F or B,B to dash you just hold the direction to want to dash into.
If you hold while charging and release the charge buttons he dashes, hold after a FA hit
And he dashes too.
Title: Re: CVTW2 Ryu 16th October2017 update
Post by: Memo on October 28, 2017, 05:47:28 pm
Took the focus attack back to the drawing board lol, I changed it back to F,F or B,B for dash cancels
And also realized I had some stuff wrong in the dash cancel trigger so it works now flawlessly.
Also had armor on the hit states when I shouldn't, put armor just on the charge states.

Now it works perfect like SFIV but no EX focus, dont want that.
Also did some improvements to the armor helper so it dissapears exactly when it should.
I think focus attack I gonna be Ryus UT and I've been thinking of giving Sagat angry scar
as a UT now that I have a good armor helper.
Title: Re: CVTW2 Ryu 30th October2017 update
Post by: Memo on October 31, 2017, 12:20:45 am
Ryu's LAST update is up... i think im finally done with him.
He has all the updates posted on the several comments above.
SFV sounds, UT Reversal, Focus Attack fixed works like SFIV
but no crumple states so hes compatible with yo shit.

Test it out let me know if the focus attack helper breaks or something.
Title: Re: CVTW2 Ryu 30th October2017 update
Post by: Memo on November 03, 2017, 05:13:27 pm
No bugs reported....good!

I'm curious to know what you guys think of him, leave some feedback if you try him out.
Title: Re: CVTW2 Ryu 30th October2017 update
Post by: Memo on December 06, 2017, 06:41:11 am
Changed the Focus Attack anim so it resembles his SFIV version. 
And a bunch of other shit but I'll save that for another day.

I pretty much touched up everything on Ryu, it's a big update
on whatever i have posted now so I'll save all the update notes
whenever I upload him.

If your wondering why the UT bar's all the way up there, that's
where I'm putting them for use outside the full game.
(https://i.imgur.com/BbmW7Ux.png)
(https://i.imgur.com/7NUDE5N.png)
Title: Re: CVTW2 Ryu 30th October2017 update
Post by: PeXXeR on December 06, 2017, 09:33:21 am
Devon smashed it with the stage and bars, gonna check out this guy later.
Title: Re: CVTW2 Ryu 30th October2017 update
Post by: President Devon on December 06, 2017, 11:23:21 am
Woah man, give credit to memo he's the one that made it lol. I didn't do the bars or the stage.
Title: Re: CVTW2 Ryu 30th October2017 update
Post by: PeXXeR on December 06, 2017, 01:05:49 pm
I apologize, I thought it was your stuff, good job memo, looking awesome.
Edit just tried Ryu, really smooth, I enjoy playing with him, still shit at it, but I can tell its good.
Title: Re: CVTW2 Ryu 30th October2017 update
Post by: Memo on December 06, 2017, 05:18:33 pm
I apologize, I thought it was your stuff, good job memo, looking awesome.
Edit just tried Ryu, really smooth, I enjoy playing with him, still shit at it, but I can tell its good.

You'll like the update, I updated the explod buffer state to the latest version and
His commands feel like butter and various gameplay enhancements like giving
Him a launcher and some limited air combos whenever he counters with a
Heavy attack. Ive gone back and tweaked just about everything about him.
Right now I'm fixing an issue with his hadokens because I'm coding them a
Bit different for esthetic reasons. I should have the new update up sometime
Tonight for yall.

Woah man, give credit to memo he's the one that made it lol. I didn't do the bars or the stage.

I bit your style tho editing the bars lol

Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Memo on December 07, 2017, 10:49:57 pm
New update is up on first page

-Focus attack animation changed to resemble
 SFIV version.

-UT Bar added!

-Most hitboxes got arranged.

-Ground hit and guard velocitys tweaked.

-Various fx arranged.

-Counter hit system changes, counters done
 with heavy basics can now be followed up
 with air combos! Ryu has a launcher thats
 activated by holding UF when these requierments
 are met.
 ,,,
  or , or
 Can finish with tatsu or EX tatsu

-FINALLY...added voice clips to his win states.

-Pause system back in, found a fix to stop ai
 from pauseing, BUT...if your testing in FF or
 practice mode and TURN ai on you must restart
 the match (F4 button) to turn off the ai players
 pause helpers. It just pauses gameplay no
 movelist in Ryu yet. good for pics? :)

-Most importantly the newest Explod Buffer System
 by JNP && JmorphMan is implemented and its
 awesome!

All of the updates I made make Ryu feel kinda like
a new character, get the latest update!





and leave me some damn feedback geez lol

seriously i want to know if the UT bar placement
is cool where its at.
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: lui on December 08, 2017, 12:47:53 am
i know alot of sfv mysterious mod guys who might be interested in this stuff, if you put out an updated demo build with the other 3 all updated to the same degree i can send it to them to see if they can give feedback
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Memo on December 08, 2017, 11:50:30 pm
i know alot of sfv mysterious mod guys who might be interested in this stuff, if you put out an updated demo build with the other 3 all updated to the same degree i can send it to them to see if they can give feedback
That sounds interesting I should have it up soon.
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: sabockee on December 09, 2017, 12:02:27 am
-there's something wrong with his lp - it's the same as his close lp.
Overally he feels much smoother than his previous build. Good job Memo.
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Memo on December 09, 2017, 12:07:42 am
-there's something wrong with his lp - it's the same as his close lp.
Overally he feels much smoother than his previous build. Good job Memo.

Thanks dude, his lp is just his elbow from SFV I removed the jab.
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: sabockee on December 09, 2017, 12:17:00 am
Ah, I haven't play SFV yet. I got used to his jab and it seemed odd to me. My bad :D
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Yoshin222 on December 10, 2017, 12:06:20 pm
He seems kinda stiff and slow, even for beefy Ryu standards XD. I also found a glitch pretty quickly. If you throw a fireball and cancel in to Shinkuu Hadouken, you can cancel in to itself for seemingly forever. I was in training mode though, however the triggers for the super should probably be tightened up. Damage scaling also seems a bit too harsh, making most combos involving meter less tantalising. Maybe have it be more akin to SFV, where scaling degrades by 10% for each additional hit, with Supers scaling to a minimum of 50%.
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Memo on December 10, 2017, 04:15:04 pm
He seems kinda stiff and slow, even for beefy Ryu standards XD. I also found a glitch pretty quickly. If you throw a fireball and cancel in to Shinkuu Hadouken, you can cancel in to itself for seemingly forever. I was in training mode though, however the triggers for the super should probably be tightened up. Damage scaling also seems a bit too harsh, making most combos involving meter less tantalising. Maybe have it be more akin to SFV, where scaling degrades by 10% for each additional hit, with Supers scaling to a minimum of 50%.

His speed is something thats on my mind too

Shiku hado wont do that under normal conditions
Since you wont have power to do it again.

The command.for shinku is something I can adjust, I agree
It happens a little to easy, just try to shoryuken into it

I recode the damage scailing, its a little better now.

Ill have this update up soon thanks for the feedback

Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Memo on December 11, 2017, 06:22:32 am
So I saw the new SFV ae novelist and added "donkey kick"
To his arsenal.

Once frame data drops for ae I'll tweak it just like in game
Right now its based off pots ver.

Hopefully tomorrow I can get my laptop to some wifi and
Upload it for you guys.

I never understood the purpose of it, I think its useless
But I'm keeping him accurate to SFV.
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Yoshin222 on December 11, 2017, 09:42:52 am
Optimal damage and stun where possible, have you ever been hit by that thing? Shit hurts lol
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Memo on December 11, 2017, 11:21:17 am
Optimal damage and stun where possible, have you ever been hit by that thing? Shit hurts lol

I dont have the stun meter in game anymore but you
gave me an idea!  Optimal damage on counter, since
It has a slow start up...shit I can't wait till I get back home
From work to fuck with this, thanks for the info.
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: AVPboy on December 11, 2017, 11:49:08 pm
Your character Groove is incredibly full of Beauty and Quality, Congratulations for this Ryu, oustanding, for real.
Title: Re: CVTW2 Ryu 7 December 2017 update
Post by: Memo on December 12, 2017, 12:19:30 am
Your character Groove is incredibly full of Beauty and Quality, Congratulations for this Ryu, oustanding, for real.

Thanks for the kind words, Im happy you feel that way that's
Exactly the reaction I strived for when I put work into Ryu
And the future stuff in releasing.
Title: Re: CVTW2 Ryu 11 December 2017 "donkey kick' update
Post by: Memo on December 12, 2017, 04:29:53 am
Edit*I left a bug in air ex tatsu cmd ill post the fix in a sec.


*Fix is up my bad lol*

got the update up

-recoded damage dampener

-increased his walk speed a bit

-slightly tweaked Shinko Hado cmd input time

-updated pause system, don't have to restart match
 during training/testing

-added Joudan Sokutou Geri to move set based on SFVAE

(https://i.imgur.com/WlTfgjD.png)
(https://i.imgur.com/4HhekpK.png)
(https://i.imgur.com/l0qR9ZC.png)

Give feed back on bugs or on damage dampener
Title: Re: CVTW2 Ryu 11 December 2017 "donkey kick' update
Post by: Memo on December 12, 2017, 07:27:30 am
my bad again lol i messed up again on the cmd
i fixed a big ass bug i left and uploaded the correct file
and added a cancel / donkey kick into shinku hadoken
Title: Re: CVTW2 Ryu 12 December 2017 update
Post by: Memo on December 12, 2017, 06:48:42 pm
Im on a roll i goofed again, posted another update.
the pause code i had was not working correctly it should now.

and while i was at it i updated donkey kick with 3rd strike frame data.
so its even slower than pots ver lol
Title: Re: CVTW2 Ryu 12 December 2017 update
Post by: Memo on December 13, 2017, 12:47:50 am
Yea im on a roll, posted another update to fix an issue with effects
appearing prematurely when linking basics into EX hado.

*edit* 

posted another one "update" found another explod issue to fix
and tweaked the damage dampener a bit and vels on donkey kick.
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: lui on December 13, 2017, 12:24:23 pm
I'm REALLY loving the updates so much. ryu feels a lot more consistent now especially with the new sound files

(https://cdn.discordapp.com/attachments/85176687381196800/390463656632254474/bengus_ryu_infnite.png)

also I started doing digital renders again, maybe I could so some for CVTW2 since the roster isn't super huge so far?
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: Memo on December 13, 2017, 02:43:33 pm
I'm REALLY loving the updates so much. ryu feels a lot more consistent now especially with the new sound files

(https://cdn.discordapp.com/attachments/85176687381196800/390463656632254474/bengus_ryu_infnite.png)

also I started doing digital renders again, maybe I could so some for CVTW2 since the roster isn't super huge so far?


Thanks dude glad you like the update, I'm down for some renders.



Hey to you 6-7 people who downloaded my Ryu, lol
Is the UT bar fine where it is?
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: lui on December 13, 2017, 03:15:38 pm
I feel like it should be right above the power bars if youre keeping that sfv style power bar set.

it can be kind of distracting to keep track of your power, then look up for the health then look up for the UT bar.

it might not seem like much but it can actually affect performance a lot
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: Memo on December 13, 2017, 05:11:43 pm
I feel like it should be right above the power bars if youre keeping that sfv style power bar set.

it can be kind of distracting to keep track of your power, then look up for the health then look up for the UT bar.

it might not seem like much but it can actually affect performance a lot

I can do that for the game but I'm asking for regular mugen
Use since users have different screen packs and life bars
I dont want it to be in a position that will have it cover
Something up.

Edit* I cant see your pic
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: lui on December 13, 2017, 07:26:47 pm
have it off to the side, like fido's street fighter mx characters when in regular mugen
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: Memo on December 13, 2017, 08:09:21 pm
have it off to the side, like fido's street fighter mx characters when in regular mugen

I'll try it out, I still have a couple of his chars in my collection.
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: YugaCurry on December 14, 2017, 02:41:17 am
You can anyways have a config to move them. I just moved the sprites in FF to not show up on screen.
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: Memo on December 14, 2017, 05:32:35 pm
You can anyways have a config to move them. I just moved the sprites in FF to not show up on screen.

You must not be using his UT abilities much.
Or did you edit him to use them without the bar?
Title: Re: CVTW2 Ryu 13 December 2017 update
Post by: Memo on December 14, 2017, 06:40:35 pm
new update, Ink fixed a issue in the pause system!
now only one player can pause at a time now.
and i adjusted the command for UT reversal
so its ALOT easier to perform now.
Title: Re: CVTW2 Ryu 14 December 2017 update
Post by: YugaCurry on December 15, 2017, 06:55:17 pm
You can anyways have a config to move them. I just moved the sprites in FF to not show up on screen.

You must not be using his UT abilities much.
Or did you edit him to use them without the bar?

I don't play as him on a regular basis to be honest. Always against so the UT bar being hidden doesn't bother me. It's my favourite Ryu as I've said before. Wish he was a harder opponent though but that's just me.
Title: Re: CVTW2 Ryu 14 December 2017 update
Post by: Memo on December 16, 2017, 01:09:18 pm
You can anyways have a config to move them. I just moved the sprites in FF to not show up on screen.

You must not be using his UT abilities much.
Or did you edit him to use them without the bar?

I don't play as him on a regular basis to be honest. Always against so the UT bar being hidden doesn't bother me. It's my favourite Ryu as I've said before. Wish he was a harder opponent though but that's just me.

Since you mentioned Ai, ive been thinking of experimenting
With Ai and seeing if I can code a scripted style system sort
Of how SF2 was.
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Memo on December 24, 2017, 09:47:41 pm
So Ryu got a big update, i just figured out
i was reading frame data the wrong way so
i went and corrected it all.

Frame data is so confusing for no damn reason lol
if a move says it has a start up of 3 frames, 2 active and 9 recovery
this is what it means....

start up is REALLY 2 frames, active of 2 frames and 9 recovery.
the first frame of an active frame is always included in the start up


Edit*
Also made his walking vels a little faster and his donkey kick vels.

Made small aesthetic changes like the afterimage on moves look better
And some other minor stuff.

The most important thing is his updated frame data it should be just like
SFV now, hes 1 tick faster on everything and it opens up a couple combo
Possibility's
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Memo on December 25, 2017, 03:32:42 am
so i did it again, i updated the link with a new version.
the update i put up today had issues with the FADC
commands and i just fixed it, my bad.
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: lui on December 25, 2017, 07:00:17 am
I'm really glad that youre taking your time to get the polish just right, its nice to see someone spending so much effort into making something feel nice before going full steam
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Memo on December 25, 2017, 08:17:14 am
I'm really glad that youre taking your time to get the polish just right, its nice to see someone spending so much effort into making something feel nice before going full steam

It's sort of a blessing and a curse lol, just when I think I have everything
right so I can work on more chars I find something to fix or change.
Its why I haven't really showed off Shimo and Terry anymore, those 2
are so far behind that I'm thinking of just copy pasting everything from
Ryu onto them and make the necessary changes to get they're frame
data back to where it was.

I'm almost ready to move on from Ryu and get the rest of the roster
Coded out, I got a couple chars coded but Ryu and Sagat are the only
2 with completed movesets with nothing else required.

So far chars that are up to date are

Ryu, Sagat, Batsu and Skullo

Chars that need to be re-coded
Shimo, Terry, Saki and Ton Pooh

I'm going finish Batsu and Skullo before I start updating the others.
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: lui on December 25, 2017, 11:15:35 am
please do finish em soon, as much as I like seeing improvements I do think its time for more characters lol
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Yoshin222 on December 25, 2017, 09:41:36 pm
Wait what? Thats not how frame data works. Startup refers to how many frames of the move are present before an attack, so how long the character is preparing to attack, active refers to how long the move is capable of damaging the opponent. If its capable of damaging the opponent, its not startup anymore. If a move says its 3 frames, odds are that translates to ticks for Mugen. So 3 frames = 3 ticks. I love Ryu, but a 2 frame attack is a bit much, don't want 3S Chun levels of BS :p
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: DW on December 25, 2017, 10:03:04 pm
If a move says its 3 frames, odds are that translates to ticks for Mugen. So 3 frames = 3 ticks.

LMAO! Naw bruh. I don't feel like explaining this, though I'm sure Memo knows and will explain it. I'm just gonna say this: Ticks are the individual times of frames. That is how frame data works and what you're saying about startup, recovery, etc. is common knowledge. You might wanna research into it some more, before saying stuff like this.
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Memo on December 25, 2017, 10:18:18 pm
Wait what? Thats not how frame data works. Startup refers to how many frames of the move are present before an attack, so how long the character is preparing to attack, active refers to how long the move is capable of damaging the opponent. If its capable of damaging the opponent, its not startup anymore. If a move says its 3 frames, odds are that translates to ticks for Mugen. So 3 frames = 3 ticks. I love Ryu, but a 2 frame attack is a bit much, don't want 3S Chun levels of BS :p

Here is the frame data guide for newbies
http://forums.shoryuken.com/discussion/106615/basic-frame-data-guide-for-newbies

And here is a quote from it

The convention in frame guides is to include the first frame of the active phase of the move in it's startup (apparently because some people find it hard to add 1 to a number). So when you see a move has a 4 frame startup, it actually means it takes 3 frames to startup and hits on frame 4. This is also incidentally what people mean when they refer to "X" frame moves. X just represents the first frame of the move's active phase (ie. the first frame it's capable of hitting the opponent). In this case, Ryu's Far LP is a 4 frame move. The frame data also says the active phase of Far LP lasts for 3 frames, which means that it's capable of hitting an opponent for 3 frames in it's life span. The 6 frames of recovery should be obvious.

Yea I know its retarded but Ryu has a 3 frame light punch lol(2 frame start up)
Its probably why his light punch got nerfed in SFV
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Yoshin222 on December 25, 2017, 11:03:22 pm
Hm, was unaware of that. Strange. Also
If you were to look at 3S Ryu, his Jab is 3 frames. But this isn't true, since he only has 1 frame of his LP animation, but it LASTS 2 ticks. This is what i was referring to. It is stated as being 3 frames, so it translates in to 3 ticks in Mugen. I apologise for my lousy explanation. Here is the actual data (cool ass site btw)
http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=2&sMoveType=fd_normals&sAction=w&iMove=1 (http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=2&sMoveType=fd_normals&sAction=w&iMove=1)
As you can see, the move actually DOES startup in 3 frames, and becomes active on the 4th. I'm not crazy XD This is what i've been referencing
EDIT: IT has 2 frames, was going on memory i'm a dumbass. Doesn't change much tho since that frame last an additional tick, so 3
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Memo on December 25, 2017, 11:51:51 pm
Hm, was unaware of that. Strange. Also
If you were to look at 3S Ryu, his Jab is 3 frames. But this isn't true, since he only has 1 frame of his LP animation, but it LASTS 2 ticks. This is what i was referring to. It is stated as being 3 frames, so it translates in to 3 ticks in Mugen. I apologise for my lousy explanation. Here is the actual data (cool ass site btw)
http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=2&sMoveType=fd_normals&sAction=w&iMove=1 (http://ensabahnur.free.fr/BastonNew/hitboxesDisplay.php?sMode=f&iChar=2&sMoveType=fd_normals&sAction=w&iMove=1)
As you can see, the move actually DOES startup in 3 frames, and becomes active on the 4th. I'm not crazy XD This is what i've been referencing
EDIT: IT has 2 frames, was going on memory i'm a dumbass. Doesn't change much tho since that frame last an additional tick, so 3

I like that site, hopefully someone figures out how to rip the hitbox info
Cause the site can be slow sometimes

Edit* frames and ticks is the same thing
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Yoshin222 on December 26, 2017, 01:15:36 am
Btw i dunno if this was brought up, but i feel Ryu hits WAY too hard. Like, i'm able to get near 50% meterless. I didn't see any scaling in the code, so i took the liberty of applying my own to see the difference

I only applied it to the normals used, too lazy lol. If you want the scaling, here it is, its based on USFIV, but has elements of SFV and could easily be edited to fully match. It uses free variables in Ryu too
Spoiler, click to toggle visibilty
Title: Re: CVTW2 Ryu 24 December 2017 update
Post by: Memo on December 26, 2017, 01:58:28 am
Btw i dunno if this was brought up, but i feel Ryu hits WAY too hard. Like, i'm able to get near 50% meterless. I didn't see any scaling in the code, so i took the liberty of applying my own to see the difference
[youtube]https://youtu.be/l58stuhqKTc[/youtube]
I only applied it to the normals used, too lazy lol. If you want the scaling, here it is, its based on USFIV, but has elements of SFV and could easily be edited to fully match. It uses free variables in Ryu too
Spoiler, click to toggle visibilty

Thanks! there is a damage dampener but I'm not sure how good it
Is.  Ill try this out and apply it to the rest.

Damage dampeners' is one of my weak points I haven't had much luck
Figuring them out on my own.