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Street Fighter All-Stars (Character 15: Retsu) (Read 99534 times)

Started by RagingRowen, January 31, 2021, 05:25:15 PM
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Street Fighter All-Stars (Character 15: Retsu)
#1  January 31, 2021, 05:25:15 PM
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Formerly Street Fighter Supreme:
Spoiler, click to toggle visibilty

Mechanic Notes:

LP+LK:
This will be reserved for Defensive/Counter Mechanics.
Currently it's used for the Alpha Counter, which has been simplified to have only 1 possible attack with a simple command.

MP+MK:
This isn't used for anything as of now. I plan to use it for Tag Mechanics if I add them.

HP+HK:
This is reserved for Rage Moves. These cost health to use just like a Final Fight Mega Crash/Extra Joy.

Taunts:
Each character will of course have at least 1. Though some will have Special Taunts which give Power upon use like a Special Move would. Feint Moves and such are usually counted (e.g. Ryu's Hadou no Kamae).

Cancels:
These work like in the SF2 and Alpha games. You can only cancel from Normals into Specials or Supers.
I feel this works fine as it is, but I may change it if the feedback's not for it, likely after the full release.

Supers:
Every Fighter will have at least 1 Super for each level. 1 for Level 1, 1 for Level 2, 1 for Level 3. This is taken out of CFJ Ingrid's book but it should give fighters a respectable variety of big attacks. A few characters (like Akuma and Sagat) will bypass this rule.
Level 1 will usually be for the Fighter's trademark super (e.g. Ryu's Shinkuu Hadouken and Guile's Somersault Strike).
Level 2 will normally be used for, if a Fighter has one, Non-Traditional or Special Mode supers (e.g. Adon's Jaguar Varied Assault or Yun's Genei Jin).
Level 1s require 1 attack button, Level 2s require 2 buttons and Level 3s require 3 buttons (Currently excluding Ingrid because of her Level 3's behaviour).

Fighter Line-Up:

Added = Is included and is perfectly playable.
WIP = Is being added as we speak, or doesn't have a complete moveset (e.g. Lacks Supers or a Supreme)
Confirmed = Is to be added in the future.
Planned = May be added in the future.

Ryu (Added)
Ken (Added)
Akuma (Added)
Chun-Li (Added)
Guile (Added)
Nash (Added)
Sagat (Added)
Haggar (Added)
M.Bison (Added)
Cammy (Added)
Ingrid (Added)
Alex (Added)
Dan (Added)
Batsu (Added)
Retsu (WIP)

Voices:

Modern (SF4 and onwards) voices, mixed from several games. Exclusions obviously include characters which haven't appeared in newer instalments like Ingrid. The language will vary between characters (e.g. Guile is English and Ryu is Japanese.).

Movelist Note(s):

For traditional Rage attacks, they have full invincibility until their attack frames end. These are essentially panic moves as they're meant to save the player from sticky situations and serious pressure. For some fighters they can be used in Combos like Chun-Li's Sen'en Shu and Ken's Ryusenkyaku, the former being safe enough to allow links and the latter being an OTG.
Some fighters have unique Supremes with special functionality like Sagat with his Angry Charge and Nash with his Sonic Move.

I'm trying to make supers more viable, mainly in terms of usability and damage due to the lack of Special-to-Super cancels.

To Do (excluding obvious stuff like adding characters):
- Alex's AI.
- Consistent artwork for Fighters. Any volunteers?

Plans for after v1.0.
- Get a polished screenpack.
- Converting to IKEMEN Go.
What will or may require IKEMEN:
- Consistent buffering system for each char.
- Image-based movelists.
- Bonus Stages.
- Story Mode(s).

Screenshots:




Download:

https://drive.google.com/file/d/1_ZjDL_MoMq904FX-rFtgPUnjQFCDzeV8/view?usp=sharing

Credits:

PotS, Jmorphman, Vyn, Divinewolf, President Devon, Shiyo Kakuge/Tatsu....
More in the Credits.txt in the files.

Remember and be sure to test the game, support the project and give feedback and suggestions if you can.
Last Edit: April 10, 2022, 02:13:22 PM by RagingRowen
Re: Street Fighter SUPREME
#2  January 31, 2021, 05:31:19 PM
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wasnt expecting this,are there any plans for tag system or sth? cause I been kinda modifying add004 tag system for a while,and I think it could fit in nice here
about super cancels,I think doing them only from ex and normals would make ex moves more important,just a idea
Re: Street Fighter SUPREME
#3  January 31, 2021, 05:46:05 PM
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wasnt expecting this,are there any plans for tag system or sth? cause I been kinda modifying add004 tag system for a while,and I think it could fit in nice here

That's mostly planned for Story Mode. I'll have to experiment first though.

about super cancels,I think doing them only from ex and normals would make ex moves more important,just a idea

Making only EX Specials cancellable would be kinda awkward and restricted. It would also make most of the combos very meter-costly and I'm not a fan of combos that take too much meter for little damage.
I feel like it's just more natural to have all the cancels from Normals.
I'll suss this out for real later in development.
Re: Street Fighter SUPREME
#4  January 31, 2021, 09:41:48 PM
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Very nice idea!
Also, the fact it comes from you make it really promising to me :)
Re: Street Fighter SUPREME
#5  January 31, 2021, 09:42:23 PM
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Nice news. Watching this thread
This will be released as the screepack and patches of chars.?
Or do you plan to release only when full done.?
Re: Street Fighter SUPREME
#6  February 01, 2021, 01:59:43 AM
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Gonna keep an eye on this for sure!
Re: Street Fighter SUPREME
#7  February 01, 2021, 03:30:01 AM
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this looks really awesome man! I couldn't tell from the trailer but will this use more of a run system like KOF or a dash system like SF? Looks solid so far, great work on the trailer!
Re: Street Fighter SUPREME
#8  February 01, 2021, 06:35:55 AM
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Nice take on Street Fighter. I'll watch.
Re: Street Fighter SUPREME
#9  February 01, 2021, 07:22:40 AM
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If you want a nice logo let me know I got some custom stuff I can throw together for you.
Re: Street Fighter SUPREME
#10  February 01, 2021, 09:35:36 AM
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Re: Street Fighter SUPREME
#11  February 02, 2021, 12:49:16 AM
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Do you have an idea of what kind of screenpack and lifebars you want?
Re: Street Fighter SUPREME
#12  February 03, 2021, 05:17:18 PM
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Do you have an idea of what kind of screenpack and lifebars you want?

That's probably gonna make itself as I go along, but the main plan is a sorta HD SFA Mix with the edge of SF4, if you understand that.
Re: Street Fighter SUPREME
#13  February 04, 2021, 02:59:30 AM
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Interesting I was going to ask what sort of gimmick would be in your game, and I like the sounds of the supreme moves, I was confused thinking it was almost like the rage arts from Tekken 7 but I guess it could be used more like burst in Guilty Gear where it has both offensive/defensive capabilities. I wonder, would the amount of health consumed increase/decrease depending on how much health the player using it has? or is it always a set amount, where, you could also potentially KO yourself if your health is low enough?
Re: Street Fighter SUPREME
#14  February 05, 2021, 03:21:05 PM
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This looks pretty cool so far, looking forward to it  :gouki:
going through personal crises :(
Re: Street Fighter SUPREME
#15  February 06, 2021, 06:24:10 PM
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if this project could have poison... to me it's sensational

You have two options the poison made by Divinewolf or Chuchoryu more similar to SF4.

Your style really looks nice...
Re: Street Fighter SUPREME
#16  February 06, 2021, 07:15:56 PM
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Oh another neat thing that could be interesting to add into an IKEMEN build you didn't list, would be potentially the stage transitions. Especially useful if you're planning on using the various stages by people like Shiyo Kakuge or Charles_2011's where they usually have alt versions
Re: Street Fighter SUPREME
#17  February 20, 2021, 02:16:03 AM
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Please not another pots comp its 2021 guys
HIDDEN BOSS
Re: Street Fighter SUPREME
#18  February 20, 2021, 02:23:33 AM
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Re: Street Fighter SUPREME
#19  February 20, 2021, 02:24:59 AM
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Re: Street Fighter SUPREME
#20  February 20, 2021, 02:27:02 AM
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Re: Street Fighter SUPREME
#21  February 20, 2021, 02:29:42 AM
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really dont mind if it is, its insanely rude as it is to come into a project thread where a person has been working on his proof of concept and make pithy remarks about "not another pots compilations." he can handle it.
Re: Street Fighter SUPREME
#22  February 20, 2021, 02:35:26 AM
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Tbh I think both of you are in the wrong. He was rude for making his offhanded remark and you were rude for being overly hostile about it. That's that.
Re: Street Fighter SUPREME
#23  February 20, 2021, 03:39:55 AM
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Re: Street Fighter SUPREME
#24  February 20, 2021, 03:58:15 AM
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I'm down for the full game action. Especially Street Fighter. Now I need to know one thing...




What does pithy mean?

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Street Fighter SUPREME
#25  February 20, 2021, 04:32:35 AM
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Re: Street Fighter SUPREME
#26  February 20, 2021, 05:09:21 AM
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Re: Street Fighter SUPREME
#27  February 20, 2021, 05:16:48 AM
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Re: Street Fighter SUPREME
#28  February 20, 2021, 05:48:16 AM
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Please not another pots comp its 2021 guys

theres nothing wrong  with basing your gameplay on pots chars as the systemes built in are solid.
Also some of the best coders around are making pots chars Jmorph, DW, Karma etc.

Feel free to dislike the style, but as I said its solid.

Edit:

Looking at your threads Rowen has left you some good feedback.
https://mugenguild.com/forum/topics/cvs2-released-188537.0.html

Next time why not try his game out and leave him some feedback as well ?
Last Edit: February 20, 2021, 07:17:37 AM by PeXXeR

DW

Re: Street Fighter SUPREME
#29  February 20, 2021, 02:26:11 PM
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Please not another pots comp its 2021 guys
fuck off, nobody asked you

Seconded.

You went out of your way to post something to purposely discourage someone from making something they want to do. Whatever the compilation/full game/char/etc. So, you get what you deserve. Everyday people see things that they don't like or may not interest them. It's when you choose to be an asshole and act on that is when it becomes a problem.
Re: Street Fighter SUPREME
#30  February 23, 2021, 12:59:26 AM
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I'll just say it's not a full-on compilation, it's just that the PotS chars are the bases I'm editing from.

Minor update, but Devon supplied me with a logo not too long ago, and I borrowed the font from him and the lifebar (SVDRE). These will be in the next update when I get around to it.

Re: Street Fighter SUPREME
#31  February 23, 2021, 01:06:43 AM
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That looks gorgeous.
Re: Street Fighter SUPREME
#32  February 23, 2021, 01:46:19 AM
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Re: Street Fighter SUPREME
#33  February 23, 2021, 02:29:26 AM
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That's incredible. Love it thus far. Can't wait to see more of this.

Also, even tho he is not on the list, but he is on the screen pack photo. What could happen with Hugo? I mean, as he is not on the list I don't know if he is even of interest to you at all, or maybe a possibility down the line. Just wanted to ask because he was in the sceenpack menu, and that he got a pretty interesting moveset IMO.
Previously known as;
Mugen-Ninja 2011-2014.
The Street Fighter 2014-2021.
Re: Street Fighter SUPREME
#34  February 23, 2021, 02:37:45 AM
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I'll just say it's not a full-on compilation, it's just that the PotS chars are the bases I'm editing from.

Minor update, but Devon supplied me with a logo not too long ago, and I borrowed the font from him and the lifebar (SVDRE). These will be in the next update when I get around to it.



That looks sweet!
Re: Street Fighter SUPREME
#35  February 24, 2021, 03:30:40 AM
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that's coming along super well
Re: Street Fighter SUPREME
#36  February 24, 2021, 05:54:29 AM
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made a border for the logo
Re: Street Fighter SUPREME
#37  March 03, 2021, 12:01:23 AM
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Does anyone know what happened to Mel Masters??? he'd be a great addition to this game.
Re: Street Fighter SUPREME
#38  March 03, 2021, 02:20:42 AM
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Re: Street Fighter SUPREME
#39  March 03, 2021, 04:24:11 AM
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Please not another pots comp its 2021 guys
fuck off, nobody asked you

And I surely aint aint ask ya pathetic empty beta garbage hentai loving Weak ass either.... Pitiful scum!

RIKUDO OSATSU!!!!!!







Please not another pots comp its 2021 guys
fuck off, nobody asked you

Seconded.

You went out of your way to post something to purposely discourage someone from making something they want to do. Whatever the compilation/full game/char/etc. So, you get what you deserve. Everyday people see things that they don't like or may not interest them. It's when you choose to be an asshole and act on that is when it becomes a problem.


DW fall back the comment wasnt directed to you nor was It discouragement it was a suggestion your being an asshole by tryna use the excuse of trying to defend someones post that you dont know from adam to get at me well I got news for you im not the one.

My Rikudo Osatsu will turn you into a devine cat boy










Please not another pots comp its 2021 guys

Trust me bro, will not be a simple POTS comp. Make sure to pay attention in the first post to see all the stuff Rowen is doing.

fuck off, nobody asked you

Damn Ume. xD

Maybe IKE wasn't aware about the whole project tho.



Whats up Gui, I saw the video but soon as I start seeing all pots stuff i closed it, I hope its not all pots thats all I meant









Please not another pots comp its 2021 guys

theres nothing wrong  with basing your gameplay on pots chars as the systemes built in are solid.
Also some of the best coders around are making pots chars Jmorph, DW, Karma etc.

Feel free to dislike the style, but as I said its solid.

Edit:

Looking at your threads Rowen has left you some good feedback.
https://mugenguild.com/forum/topics/cvs2-released-188537.0.html

Next time why not try his game out and leave him some feedback as well ?



Yea I figured thats why that DW commented because of his involvement in this..... The system is not solid its missing so much basic stuff its a shame like jump height corner push on normals...... Thats  why I hope they use a totally new system.....



Looking at my bro threads hes left very hateful feedback karma as well these the guys you name "some of the best coders"?


https://mugenguild.com/forum/topics/sf3-yun-pots-style-varohades-and-swagga-kings-191162.msg2489632.html#msg2489632

Will you acknowledge his bad feedback like you did his "good" feedback? 


I will surely  try it out when I see a new system installed





HIDDEN BOSS
Last Edit: March 03, 2021, 10:18:13 AM by IKEISLEGEND
Re: Street Fighter SUPREME
#40  March 03, 2021, 07:01:02 AM
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If you don't like the system, stay out of the thread.

Or in other words - little wanderer hie thee home. Thine input was naught beseeched.
Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time

lui

Re: Street Fighter SUPREME
#41  March 03, 2021, 09:03:00 AM
  • *****
    • USA
Please not another pots comp its 2021 guys
fuck off, nobody asked you

And I surely aint aint ask ya pathetic empty beta garbage hentai loving Weak ass either.... Pitiful scum!

RIKUDO OSATSU!!!!!!







Please not another pots comp its 2021 guys
fuck off, nobody asked you

Seconded.

You went out of your way to post something to purposely discourage someone from making something they want to do. Whatever the compilation/full game/char/etc. So, you get what you deserve. Everyday people see things that they don't like or may not interest them. It's when you choose to be an asshole and act on that is when it becomes a problem.


DW fall back the comment wasnt directed to you nor was It discouragement it was a suggestion your being an asshole by tryna use the excuse of trying to defend someones post that you dont know from adam to get at me well I got news for you im not the one.

My Rikudo Osatsu will turn you into a devine cat boy










Please not another pots comp its 2021 guys

Trust me bro, will not be a simple POTS comp. Make sure to pay attention in the first post to see all the stuff Rowen is doing.

fuck off, nobody asked you

Damn Ume. xD

Maybe IKE wasn't aware about the whole project tho.



Whats up Gui, I saw the video but soon as I start seeing all pots stuff i closed it, I hope its not all pots thats all I meant









Please not another pots comp its 2021 guys

theres nothing wrong  with basing your gameplay on pots chars as the systemes built in are solid.
Also some of the best coders around are making pots chars Jmorph, DW, Karma etc.

Feel free to dislike the style, but as I said its solid.

Edit:

Looking at your threads Rowen has left you some good feedback.
https://mugenguild.com/forum/topics/cvs2-released-188537.0.html

Next time why not try his game out and leave him some feedback as well ?



Yea I figured thats why that DW commented because of his involvement in this..... The sytem is not solid its missing so much basic stuff its a shame like jump height corner push on normals...... Thats  why I hope they use a totally new system.....



Looking at my bro threads hes left very hateful feedback karma as well these the guys you name "some of the best coders"?


https://mugenguild.com/forum/topics/sf3-yun-pots-style-varohades-and-swagga-kings-191162.msg2489632.html#msg2489632

Will you acknowledge his bad feedback like you did is "good" feedback? 


I will surely  try it out when I see a new system installed







This man really dodged every main point of why people are dogging on him

role played in an extremely awkward manner that gave me secondhand embarassment for whatever keyboard he used to type it out.

and somehow made an even worse post that somehow digs the hole deeper.



this has got to be a new record.
oof.
Re: Street Fighter SUPREME
#42  March 03, 2021, 09:21:53 AM
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Again, this is very good looking.
And it's definitely NOT a POTS compilation.

And, I don't know any of them in the community.
I saw few on youtube, but nothing else.


We all can see with the first post RR is going for custom gameplay/system.

Keep it up RR, your work is awesome !
Re: Street Fighter SUPREME
#43  March 03, 2021, 10:00:00 AM
  • ****
This man really dodged every main point of why people are dogging on him

role played in an extremely awkward manner that gave me secondhand embarassment for whatever keyboard he used to type it out.

and somehow made an even worse post that somehow digs the hole deeper.



this has got to be a new record.
oof.

Be aware though, he will Rikudo Osatsu you too.
Re: Street Fighter SUPREME
#44  March 03, 2021, 10:36:06 AM
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This man really dodged every main point of why people are dogging on him

role played in an extremely awkward manner that gave me secondhand embarassment for whatever keyboard he used to type it out.

and somehow made an even worse post that somehow digs the hole deeper.



this has got to be a new record.
oof.



I came to respond to said person(s) who spoke out against me not to deal with you or anyones so called "points"......

People dogging me?? In your dreams they are... Ha










Be aware though, he will Rikudo Osatsu you too.



He know better




If you don't like the system, stay out of the thread.

Or in other words - little wanderer hie thee home. Thine input was naught beseeched.



Ive never stated weather or not I liked anything about the system........ Thus my input was received. 






HIDDEN BOSS
Last Edit: March 03, 2021, 11:26:25 AM by IKEISLEGEND
Re: Street Fighter SUPREME
#45  March 03, 2021, 11:27:01 AM
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Re: Street Fighter SUPREME
#46  March 03, 2021, 11:47:20 AM
  • ****
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  • Reject Modernity, Embrace Tradition.
    • UK
Yea I figured thats why that DW commented because of his involvement in this..... The system is not solid its missing so much basic stuff its a shame like jump height corner push on normals...... Thats  why I hope they use a totally new system.....

I'm gonna keep it clean and say making a totally new system would be a pain for me. I'm not sure what you mean by jump height corner push (presumably the push occurring mid-jump), but I still think it's fine on its own, unless I'm going for the source-accurate route.
Re: Street Fighter SUPREME
#47  March 03, 2021, 12:16:33 PM
  • *****
How you feel about the POTS system is fine, when it comes to coding though you are not even close to to these people and thats putting it lightly maybe try to study their code and how they go about making chars and you will learn a lot.

My point still stands. Rowen left you good feeback and you were a dick in his thread, you got what you deserved.

Edit:
You are making a mockery out of yourself with your responses.
Last Edit: March 03, 2021, 12:25:45 PM by PeXXeR
Re: Street Fighter SUPREME
#48  March 03, 2021, 04:14:31 PM
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  • The story begins with who's gonna win
    • USA
IKEISLEGEND said:
Ive never stated weather or not I liked anything about the system........ Thus my input was received.

IKEISLEGEND said:
I will surely  try it out when I see a new system installed

Well if flowery requests don't work, you leave me no choice.

Don't piss up my leg and tell me it's rain. Take your role playing and bluster somewhere else. The time of this thread being focused on you is at an end. Any more responses to you from other people in this thread from this moment forward will be trashed.

Any more responses from you in this thread will result in your posting privileges being removed.
Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time
Last Edit: March 03, 2021, 04:22:48 PM by Speedpreacher
Re: Street Fighter SUPREME
#49  March 03, 2021, 05:44:59 PM
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Looks really nice.

Keep up the good work!
Re: Street Fighter SUPREME
#50  March 03, 2021, 08:13:47 PM
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Seems pretty good so far.
Haven't really found any bugs yet.

EDIT: Wait, actually i think i found one:
You can still activate Chun-Li's Shadow Lady mode by holding Start when selecting her,
unlike with the other characters.

I would personally prefer having 2 level 1 supers & a level 3
rather than just having 1 super per level,
but that's just me.

By the way, i don't remember seeing that animation for Akuma's Supreme Attack (Gouha Ken) in DW's version.
Was it in another Akuma?
Re: Street Fighter SUPREME
#51  March 03, 2021, 08:44:20 PM
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Seems pretty good so far.
Haven't really found any bugs yet.

EDIT: Wait, actually i think i found one:
You can still activate Chun-Li's Shadow Lady mode by holding Start when selecting her,
unlike with the other characters.

I would personally prefer having 2 level 1 supers & a level 3
rather than just having 1 super per level,
but that's just me.

By the way, i don't remember seeing that animation for Akuma's Supreme Attack (Gouha Ken) in DW's version.
Was it in another Akuma?

The Shadow Lady thing is nothing serious. I just forgot to insert the normal .def into select.def.

The Gouha Ken sprites were originally used in PotS Shin Akuma for the Tenma Shurretou iirc.
Re: Street Fighter SUPREME
#52  March 03, 2021, 09:00:08 PM
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The Shadow Lady thing is nothing serious. I just forgot to insert the normal .def into select.def.

The Gouha Ken sprites were originally used in PotS Shin Akuma for the Tenma Shurretou iirc.

Ahh, ok then. Thank you, and keep up the great work! ^w^

EDIT: I think i found where the Gouha Ken sprites came from.
Mwryly's edit of POTS's Akuma & 1.8.7's beta edit of DivineWolf's Akuma has an MVC style multi-fireball super that uses a similar animation
for when he throws some of the fireballs.

lui

Re: Street Fighter SUPREME
#53  March 05, 2021, 08:05:24 AM
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Seems pretty good so far.
Haven't really found any bugs yet.

EDIT: Wait, actually i think i found one:
You can still activate Chun-Li's Shadow Lady mode by holding Start when selecting her,
unlike with the other characters.

I would personally prefer having 2 level 1 supers & a level 3
rather than just having 1 super per level,
but that's just me.

By the way, i don't remember seeing that animation for Akuma's Supreme Attack (Gouha Ken) in DW's version.
Was it in another Akuma?

The Shadow Lady thing is nothing serious. I just forgot to insert the normal .def into select.def.

The Gouha Ken sprites were originally used in PotS Shin Akuma for the Tenma Shurretou iirc.

Dang and here I was finally thinking we were gonna get Shadow Lady with the butt missles and drill :(
Re: Street Fighter SUPREME
#54  March 05, 2021, 08:06:41 AM
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Dang and here I was finally thinking we were gonna get Shadow Lady with the butt :(

There you go Lui, I fixed your message to show what you really meant. You can thank me later lol

I do this to you because I love you bro
Re: Street Fighter SUPREME
#55  March 17, 2021, 09:51:36 AM
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This March update is small, but includes, but isn't limited to:
- A WIP Sagat.
- Lifebar changed to Devon's SVDRE Lifebar.
- Menu Background given a darker gradient.
- Menu Font changed.
- Disabled Ryu's personal Hit Ground FX.
- Ryu & Chun-Li's Hurt Sounds changed.
- Ryu's D.HP startup improved.
- Longer hitbox for Chun-Li's Kintekishu.
Re: Street Fighter SUPREME
#56  May 08, 2021, 03:45:27 PM
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Don't mind me, just leaving this here:
Re: Street Fighter SUPREME
#57  May 08, 2021, 07:27:49 PM
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Will he have Angry Charge specific juggle combos?
Re: Street Fighter SUPREME
#58  May 08, 2021, 07:39:24 PM
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I should've mentioned that Sagat is available as we speak with the latest Update.

Will he have Angry Charge specific juggle combos?

Sort of. For non-charged Uppercuts, only LP can combo, while charged Uppercuts don't have this limitation.
Re: Street Fighter SUPREME
#59  May 08, 2021, 08:53:28 PM
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yo the editing on the video when sagat's name and pictured showed up was clean
Re: Street Fighter SUPREME
#60  July 29, 2021, 01:33:13 PM
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This Saturday...
Re: Street Fighter SUPREME
#61  July 29, 2021, 03:20:55 PM
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Spoiler, click to toggle visibilty
Re: Street Fighter SUPREME
#62  July 29, 2021, 04:09:40 PM
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Oh, I see....

Anyways, I'll be limiting the target character amount to about 15 (For V1.0). It's weak but it's best for the speed I'm making progress at. Depending on how much I get done, I may raise the target to 20. It should help me get a diverse selection of fighters from the SF franchise while keeping some classic token characters, but exclusions might include SFEX because Arika has made their characters seperate from SF. This number will obviously rise in post-release updates, so have no fear.
Re: Street Fighter SUPREME
#63  July 29, 2021, 05:54:34 PM
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Cyborg.
Re: Street Fighter SUPREME
#64  July 29, 2021, 06:15:05 PM
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Very hype to see more. Been silently following this tbh. Can’t recall ever saying anything about it but I do like what I see. Keep it up dude. d^_^b
Re: Street Fighter SUPREME
#65  July 31, 2021, 03:06:39 PM
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Update Changes:
- Haggar added.
- Training (Edited by JtheSaltyy) added.
- Screenpack tweaks. Select background changed.
- Select Music changed.
- Super Finish FX changed to something more simple and quick (WIP, not added to all chars).
- Ryu:
  - EX Shoryuken damage increased.
  - Shinkuu Hadouken damage increased.
  - Shinkuu Tatsumaki Senpuukyaku damage increased.
- Akuma:
  - Replaced more voices.
  - Added missing super afterimages.
  - Gouha Ken can be used in juggles.
  - Increased recovery for Messatsu Gohadou.
  - Messatsu Goshoryu juggling changed.
- Charlie Nash:
  - Supreme finally added: Sonic Move
  - EX Moonsault Slash hittime and recovery increased.
  - Crossfire Blitz range increased.

First Post info was also updated slightly but not my much.

I aim for at least 1 other character this August.
Re: Street Fighter SUPREME
#66  July 31, 2021, 05:08:07 PM
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Re: Street Fighter SUPREME
#67  July 31, 2021, 05:17:59 PM
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Re: Street Fighter SUPREME (Character 8: Haggar)
#68  August 01, 2021, 12:06:14 AM
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I'm actually shocked you took away the powerup ability had an issue with playing with someone else where they'd run away and power up and spam supers all day made every Mugen not as fun one character to mention is Broly, not a fun experience when you can nullify projectiles and spam supers. I will say Go_un Han Beadal would be an excellent addition to the roster if you are looking for suggestions. I like the work so far keep it up. Hope all of this transfers to IKEMEN well.
Re: Street Fighter SUPREME (Character 8: Haggar)
#69  August 12, 2021, 11:35:16 PM
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I'll supply a quick update tomorrow with tweaks, but for the next proper update, I am making the name change from SUPREME to ALL-STARS soon, which better suits the set-to-be varied roster and I hope is more catchy. This and updating PotS edits will be my main focus the coming month and following, expect a Heihachi beta this Autumn at most.

Back on topic, I only went for Supreme because it didn't sound cliche (compared to something like Extreme or Omega) and wasn't already taken.
You'll also notice that Supreme Moves are now called Rage Moves.

Another plan is for Portraits to come with Statistics like what's in SFV. Some examples:

Spoiler, click to toggle visibilty
Re: Street Fighter SUPREME
#70  August 13, 2021, 07:12:29 PM
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Update Changes:
- Super and Super Finish FX applied to all fighters.
- Counter FX removed.
- Ryu:
  - Sakotsu Wari moves faster with recovery frames decreased (-2).
- Ken:
  - Now uses is English voice.
  - Inazuma Kakato Wari startup frames decreased (-3).
  - Hadoukens are now smaller.
  - Shoryukens move forward slightly before the jump.
  - Shoryureppa and Shinryuken damage increased.
  - Shinryuken now has some forward movement at the start.
- Chun-Li:
  - Kintekishu startup frames decreased.
- Haggar:
  - Changed EX Spark and Sound.
  - EX Sky High Backdrop startup frames decreased.
Re: Street Fighter SUPREME
#71  September 07, 2021, 05:53:06 PM
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No updates, but I do have the new logo for the update Devon made for me:


Next real update will be a character reveal trailer so stay tuned.
Re: Street Fighter SUPREME
#72  September 08, 2021, 05:30:44 AM
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Oh yeah! I'm staying tuned after seeing that!
Re: Street Fighter All-Stars
#73  September 21, 2021, 12:40:24 AM
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She's next, folks:

Expect a trailer tomorrow.
Re: Street Fighter All-Stars
#74  September 21, 2021, 12:56:35 PM
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Told ya':


Expect the mentioned update to be at the end of this week.
Tweaks have to be made and I'm planning to add an AI of sorts to Ryu.
Street Fighter All-Stars (Character 9: Cammy White)
#75  September 24, 2021, 10:50:47 PM
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The Cammy Update is live, folks.

- Cammy added.
- Added more Big Ports.
- Added Stage for Akuma and Chun-Li.
- Ryu's Theme changed.
- Added Loop Point to some themes.
- Music volumes adjusted.
- Warrior's Province stage removed.
- Fall Recovery removed.
- Ryu, Ken & Akuma:
 - Non-Super Hadoukens now share the same height and hitboxes.
- Ryu:
 - AI added.
 - Senpuukyaku damage increased to 54.
 - EX Tatsumaki falls slower so it's less safe but launches higher to compensate.
 - Disabled Classic Tatsumaki.
 - Shin Shoryuken hit animation tweaked again, including Light effect for the final bit.
- Ken:
 - PowerAdd for normals changed (This will become consistent with each character in the future).
- Akuma:
 - Added a Shockwave effect to SGS's finish.
- Haggar:
 - Double Lariat now has higher hitboxes.
Re: Street Fighter All-Stars (Character 9: Cammy White)
#76  September 26, 2021, 05:09:46 AM
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Hello RagingRowen.

I have a suggestion for the name; Street Fighter: King of the hill. Like in SF1:



Could be interesting.
Re: Street Fighter All-Stars (Character 9: Cammy White)
#77  September 26, 2021, 08:20:02 AM
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Good news ! I really hope one day we will have a Delta Red Cammy with actual SSF2 boots.
Re: Street Fighter All-Stars (Character 9: Cammy White)
#78  September 26, 2021, 09:55:53 AM
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Re: Street Fighter All-Stars (Character 9: Cammy White)
#79  September 26, 2021, 11:09:06 PM
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Re: Street Fighter All-Stars (Character 9: Cammy White)
#80  October 08, 2021, 10:23:49 PM
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Next Trailer planned for Sunday:
Re: Street Fighter All-Stars (Character 9: Cammy White)
#81  October 08, 2021, 10:31:39 PM
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OK, pretty easy to recognize.
Good news here!
Re: Street Fighter All-Stars (Character 9: Cammy White)
#82  October 09, 2021, 04:20:01 PM
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LORD BISON!!

*Flaps around with long sleeveslike F.A.N.G.*
"Such Heroic Nonsense!"

Re: Street Fighter All-Stars (Character 9: Cammy White)
#83  October 10, 2021, 07:45:40 PM
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Do note that the Japanese voices are yet to be changed here, since he's still WIP of course.
Re: Street Fighter All-Stars (Character 9: Cammy White)
#84  October 10, 2021, 08:04:11 PM
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Looks fancy!
I like your take on his Psycho Cannon move
"Such Heroic Nonsense!"

Re: Street Fighter All-Stars (Character 9: Cammy White)
#85  October 14, 2021, 03:27:53 AM
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Looks great. The teleport reminds of SF2 the movie in someway.
Re: Street Fighter All-Stars (Character 9: Cammy White)
#86  October 14, 2021, 08:41:46 AM
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[youtube]https://youtu.be/v-53BBaL-pw[/youtube]
Do note that the Japanese voices are yet to be changed here, since he's still WIP of course.
Well... Vega aka Bison & Bison aka Vega... ouch. Little confused,  Well... first i meet them are Dos mugen collection game DBZ( some from gta) vs SF... 
Look?
Last Edit: October 14, 2021, 08:45:14 AM by EgyLynx
Street Fighter All-Stars (Character 10: M. Bison/Vega)
#87  October 14, 2021, 10:34:29 AM
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Bison Update launched!

- M.Bison and his Stage added.
- AIs won't use their Rages at low health.
- Character now share the same poweradd for normals.
- Pushback either increased or decreased for some normals.
- Damage Adjustments.
Ryu:
- Rage Move changed to Kaze no Ken which stuns P2.
- Fixed the lack of Air Recovery for Normals.
Chun-Li:
- Fixed AI doing Hazanshu.
Guile:
- All Light Normals are mashable.
- Far Stand Medium Punch is now cancellable.
- Cancel Time from Crouch Medium Punch increased.
- Knee Bazooka recovery decreased.
- Normal Somersault Kick (Like EX version) has slight forward movement before the attack.
- Improved Somersault Kick juggling.
Charlie:
- Big Port changed.
- All Light Normals are mashable.
- Heavy Somersault Shell startup increased.
- Nerfed EX Somersault Shell juggling.
Akuma:
- Updated Rage FX sound.
- Gouha Ken has less juggling.
- Distance required for Far Stand Heavy Punch increased - D.MP into C.HP from SF4 is now possible.
- Disabled Kongou Kokuretsu Zan which I forgot about.
Cammy:
- Crouch Heavy Punch has more recovery so it doesn't link into itself.
- EX Spiral Arrow given startup invincibility.
- Improved hitbox on the Spiral Arrow segment of Spin Drive Smasher.
Sagat:
- Angry Charge allowing EX moves to not use power fixed (MAX Mode leftover).
Re: Street Fighter All-Stars (Character 10: M. Bison/Vega)
#88  October 14, 2021, 10:14:17 PM
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Have you considered implementing some stuff from JtheSalttys Bison for I dont know Final Boss Bison
Re: Street Fighter All-Stars (Character 10: M. Bison/Vega)
#89  October 14, 2021, 10:45:56 PM
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Have you considered implementing some stuff from JtheSalttys Bison for I dont know Final Boss Bison

Didn't really find anything of interest besides buffed moves when I tried it but thanks for the suggestion.
Re: Street Fighter All-Stars (Character 10: M. Bison/Vega)
#90  October 14, 2021, 11:57:46 PM
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kinda meant those hence Final Boss,but cool,you killin it
Re: Street Fighter All-Stars (Character 10: M. Bison/Vega)
#91  October 15, 2021, 02:44:36 PM
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Sig 1: I am nobody... Neither you... We won't be any matter just after a few years later when we die. Enjoy the happiness and sadness for now.

Sig 2: When someone or, a bunch of people makes fun of you. The total time they invested in making fun of you, is the time they couldn't manage to stay focused on their work or, development. If you care about them, let them know. If you don't, then don't bother. Stay focused on your own business.

Sig 3: You did a mistake and then you simply admit it after realizing your fault. This is one of the coolest things ever you can do in your lifetime.
Re: Street Fighter All-Stars (Character 10: M. Bison/Vega)
#92  October 19, 2021, 02:09:53 PM
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Popped out another cool trailer to celebrate the fact I'm 2/3 done:
Re: Street Fighter All-Stars (Character 10: M. Bison/Vega)
#93  November 02, 2021, 11:11:45 PM
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Alright, next fighter is:
Re: Street Fighter All-Stars (Character 10: M. Bison/Vega)
#94  November 02, 2021, 11:43:32 PM
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My best waifu in SF, good work buddy!
Street Fighter All-Stars (Character 11: Ingrid)
#95  November 04, 2021, 12:00:01 PM
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Ingrid Update now available.
Note that I forgot to turn the music volume up, which I did for the Trailer recording. Sorry.

- Ingrid and her Stage added.
- Infinite time symbol changed.
Ryu:
  - Hitboxes heavily updated (by extravagant).
  - Normal timing tweaks.
Ken & Akuma:
  - Hitboxes tweaked to resemble Ryu's current ones.
Guile:
  - Far Stand MP pushback decreased.
  - EX Somersault Kick now does 3 hits.
  - Opening Gambit only knocksdown on the second hit.
  - Total Wipeout startup frames heavily decreased.
Sagat:
  - Non-EX Charged Tiger Uppercut given better invincibility and slightly more damage.
Haggar:
  - Double Lariat can be moved left or right slightly and also juggle.
  - Hoodlum Launcher's startup frames depend on the button strength.
- Anything I forgot becuase I lost track slightly.
Last Edit: November 05, 2021, 01:42:22 AM by RagingRowen
Re: Street Fighter All-Stars (Character 11: Ingrid)
#96  November 04, 2021, 07:17:28 PM
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Ingrid and her Stage added.
Her not seen just "cammy or Chun li  sprite edit" at one SF collection game, Big is it, but no win pose?
Hmm, why just 10? why not 16?
Oh i say self one reason why it better smaller than bigger...

Anyway... that Dbz vs Sf (Dos) at woman side at just Cammy and Chun li...
Look?
Re: Street Fighter All-Stars (Character 11: Ingrid)
#97  November 05, 2021, 01:43:07 AM
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Ingrid and her Stage added.
Her not seen just "cammy or Chun li  sprite edit" at one SF collection game, Big is it, but no win pose?
Hmm, why just 10? why not 16?
Oh i say self one reason why it better smaller than bigger...

Anyway... that Dbz vs Sf (Dos) at woman side at just Cammy and Chun li...

Could you explain the 10/16 part? Are you referring to the roster size?
Re: Street Fighter All-Stars (Character 11: Ingrid)
#98  November 05, 2021, 04:42:29 AM
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Hello RagingRowen.

I´m glad to see the progress of your project, congratulations. I found something in Vega´s intro, It looks incomplete at the begining:



I know that this isn´t a serious issues but, It could be a good idea to use only the other intro.
Re: Street Fighter All-Stars (Character 11: Ingrid)
#99  November 05, 2021, 07:19:03 PM
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Hello RagingRowen.

I´m glad to see the progress of your project, congratulations. I found something in Vega´s intro, It looks incomplete at the begining:



I know that this isn´t a serious issues but, It could be a good idea to use only the other intro.

Are you talking about the camera? If so, then it isn't much of a problem, unless I tweak the stages cameras or lower Bison's teleport point.
Re: Street Fighter All-Stars (Character 11: Ingrid)
#100  November 05, 2021, 07:49:48 PM
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Yes, at least for me could be a good idea to see the entire body since the begining.
Re: Street Fighter All-Stars (Character 11: Ingrid)
#101  November 17, 2021, 04:17:22 AM
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Wow... Finally you make fullgame. :)
Great!!!
Re: Street Fighter All-Stars (Character 11: Ingrid)
#102  November 17, 2021, 12:19:32 PM
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Already tried your game. Here are my feedbacks:

1. Air Guard and Parry make the gameplay too defensive and cpu AI becomes annoying. Can you remove them, please? :)
2. Character size are too big on stage. I know that is caused by unmatched aspect ratio between char(4:3) and stage(16:9). It makes the gameplay not comfortable. I don't know what the best solution for it. Maybe editing all chars aspect ratio to match the stage or make the stage zoomable.
3. Can you place command throw to LP+LK same like standard Street Fighter gameplay? I know it had been used for another purpose on your game but after I played it is rarely used in game. So I think it is better to put it on LP+LK.
4. Character small portrait on select screen is still not nice.
5. Some texts font are too small or missed like power bar and continue select screen.

OK, I will try to play again your game.
Thank you... :)
Re: Street Fighter All-Stars (Character 11: Ingrid)
#103  November 17, 2021, 12:33:59 PM
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Already tried your game. Here are my feedbacks:

1. Air Guard and Parry make the gameplay too defensive and cpu AI becomes annoying. Can you remove them, please? :)
2. Character size are too big on stage. I know that is caused by unmatched aspect ratio between char(4:3) and stage(16:9). It makes the gameplay not comfortable. I don't know what the best solution for it. Maybe editing all chars aspect ratio to match the stage or make the stage zoomable.
3. Can you place command throw to LP+LK same like standard Street Fighter gameplay? I know it had been used for another purpose on your game but after I played it is rarely used in game. So I think it is better to put it on LP+LK.
4. Character small portrait on select screen is still not nice.
5. Some texts font are too small or missed like power bar and continue select screen.

OK, I will try to play again your game.
Thank you... :)

I'm fine with Parries but I may get rid of Air Guard if it's easy to do.
I'd look into the character sizes, but they'll look too small compared to the stages if I do so. I'm also not keen on adding zoom.
2P/2K is used in SF Alpha 3 and I actually plan on giving all P+Ks to Rages and Alpha Counters.
The powerbar text is also just what was included in the lifebar. I can try simplifying to just the gauge and level number if you prefer that.
Re: Street Fighter All-Stars (Character 11: Ingrid)
#104  November 17, 2021, 11:54:34 PM
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I'm fine with Parries but I may get rid of Air Guard if it's easy to do.
I'd look into the character sizes, but they'll look too small compared to the stages if I do so. I'm also not keen on adding zoom.
2P/2K is used in SF Alpha 3 and I actually plan on giving all P+Ks to Rages and Alpha Counters.
The powerbar text is also just what was included in the lifebar. I can try simplifying to just the gauge and level number if you prefer that.
Removing air guard is very easy. You can see on the chars on my fullgame.

That will be big problem if char size issue can't be fixed because it ruins the gameplay comfortable. That is why finally I choose to use 640x480 stage on my fullgame because I don't have better solution for it.

Would you consider to remove super jump too? Because it is annoying playing on fixed unzoomable stage. :)

Thank you...
Re: Street Fighter All-Stars (Character 11: Ingrid)
#105  November 18, 2021, 01:06:33 AM
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Removing air guard is very easy. You can see on the chars on my fullgame.

That will be big problem if char size issue can't be fixed because it ruins the gameplay comfortable. That is why finally I choose to use 640x480 stage on my fullgame because I don't have better solution for it.

Would you consider to remove super jump too? Because it is annoying playing on fixed unzoomable stage. :)

Thank you...

I'll look into the Air Guard thing for a future update.

It's a bit too late to do the size thing though since I'm 720p which I'm trying to be a sucker for. Zoom also didn't work properly on stages like Akuma's.

I've actually already removed Super Jump, but I assume there's still characters that have it, right? Will fix soon.
Re: Street Fighter All-Stars
#106  November 18, 2021, 06:09:44 PM
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Alex Trailer just dropped!


He's still in need of both polishing and a stage (Something subway related like in 3rd Strike) before I feel like dishing out the next update.
Last Edit: November 18, 2021, 06:56:23 PM by RagingRowen
Re: Street Fighter All-Stars
#107  November 18, 2021, 06:46:33 PM
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OH WOW!!!!
I swear there was something cool here!!
Re: Street Fighter All-Stars
#108  November 18, 2021, 06:55:47 PM
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He looks great!
I'm curious about the character base.
Re: Street Fighter All-Stars
#109  November 18, 2021, 08:39:49 PM
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Last Edit: November 18, 2021, 08:47:13 PM by RagingRowen
Re: Street Fighter All-Stars
#110  November 18, 2021, 09:34:52 PM
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Re: Street Fighter All-Stars
#111  November 19, 2021, 12:05:07 AM
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Alex is looking good RR!
"Such Heroic Nonsense!"

Re: Street Fighter All-Stars
#112  November 19, 2021, 04:49:30 AM
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Alex looks great!
Re: Street Fighter All-Stars
#113  November 19, 2021, 12:33:15 PM
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I downloaded the game from youtube, put training mode and less than 30 secs I discovered Ken is missing a frame/sprite with one of his crouching punches, he just disappears.

Didnt test anymore because it felt incomplete so I would want to wait for another play/test.
            Zorf Giudecca
Re: Street Fighter All-Stars
#114  November 19, 2021, 12:42:13 PM
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I downloaded the game from youtube, put training mode and less than 30 secs I discovered Ken is missing a frame/sprite with one of his crouching punches, he just disappears.

Didnt test anymore because it felt incomplete so I would want to wait for another play/test.

Well it's a WIP so it will obviously be incomplete.

I've already fixed that missing frame though, thanks for the point-out.
Street Fighter All-Stars (Character 12: Alex)
#115  November 21, 2021, 11:01:34 PM
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Alex Update released. Same link as before.

- Alex added (Still lacks stage & AI).
- Victory Screen started.
- Unique Congratulations text at the end of Arcade Mode.
- Added End Credits.
- Haggar's Theme changed.
Ryu & Akuma:
- Added code for most normal animations playing past the hitpause.
Ryu:
- Kaze no Ken stuns for longer.
Ken:
- Fixed Crouch LP animation.
Akuma:
- Stand Close HP animation changed.
Haggar:
- Slight AI added (Missing a fair amount of moves)
- Hoodlum Launcher has increased recovery upon miss.
Re: Street Fighter All-Stars (Character 12: Alex)
#116  November 24, 2021, 07:54:16 AM
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Another feedback for gameplay system.

Because level 3 super require 3 buttons pressed, it becomes an issue on mugen because mugen doesn't have hotkey for multiple buttons and also pressing 3 buttons is not possible on keyboard.
My suggestion is super level is depended on which button pressed like Alpha 3 or CVS games.

As your planned for using MP+MK for tag system, sorry if I am not convenient with that because historically Street Fighter is 1vs1 game. :)
My suggestion is LP+LK for throw, MP+MK for counter system, and HP+HK for rage. You can use 2P/2K for wake up system and EX moves like SFV.

Keep it up, bro... :)
Last Edit: November 24, 2021, 03:40:38 PM by yudhiyou
Re: Street Fighter All-Stars (Character 12: Alex)
#117  November 24, 2021, 09:13:09 AM
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Another feedback for gameplay system.

Because level 3 super require 3 buttons pressed, it becomes an issue on mugen because mugen doesn't have hotkey for multiple buttons and also pressing 3 buttons is not possible on keyboard.
My suggestion is super level is depended on which button pressed like Alpha 3 or CVS games.

As your planned for using MP+MK for tag system, sorry if I am not convenient with that because historically Street Fighter is 1vs1 game. :)
My suggestion is LP+LK for throw, MP+MK for counter system, and HK+HK for rage. You can use 2P/2K for wake up system and EX moves like SFV.

Keep it up, bro... :)

That keyboard thing is probably just an issue with yours. I may or may not add a shortcut for it, maybe P+K?
I also don't like the Alpha 3 button idea since that only worked because each super had 3 separate levels.
It would also be too specific since Shinkuu Hadouken would have to be done with x while Shin Shoryuken would need to be done with c. See what I mean?

And the plan for P+K is that it's for Rage and Alpha Counter in general. I've kinda scrapped due the Tag System and I couldn't think of another SF mechanic that would be easy to implement.
Re: Street Fighter All-Stars (Character 12: Alex)
#118  November 27, 2021, 01:17:28 PM
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That keyboard thing is probably just an issue with yours. I may or may not add a shortcut for it, maybe P+K?
I also don't like the Alpha 3 button idea since that only worked because each super had 3 separate levels.
It would also be too specific since Shinkuu Hadouken would have to be done with x while Shin Shoryuken would need to be done with c. See what I mean?
No, that is not what I meant. Example for shinkuu hadoken because it is level 1 super then it can use any P button(x/y/z). You don't need to create level 2 or 3 shinkuu hadoken. Just leave it as level 1 super. For shin shoryuken as level 3 super it can also use any K button(a/b/c) as long as super gauge has been reached level 3. So they are only different on the command move. Shinkuu hadoken is qcf, qcf + any P and shin shoryuken is qcf, qcf + any K. That is how Alpha 3 and CVS games super work.
Re: Street Fighter All-Stars (Character 12: Alex)
#119  November 27, 2021, 01:28:01 PM
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Can I modify one of your char game to show you my gameplay system idea and give it to you privately?
Re: Street Fighter All-Stars (Character 12: Alex)
#120  November 27, 2021, 01:31:10 PM
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No, that is not what I meant. Example for shinkuu hadoken because it is level 1 super then it can use any P button(x/y/z). You don't need to create level 2 or 3 shinkuu hadoken. Just leave it as level 1 super. For shin shoryuken as level 3 super it can also use any K button(a/b/c) as long as super gauge has been reached level 3. So they are only different on the command move. Shinkuu hadoken is qcf, qcf + any P and shin shoryuken is qcf, qcf + any K. That is how Alpha 3 and CVS games super work.

I increased the buttons required for each level to make them more separate and so you somehow don't waste all your power by accident. I dunno how to describe it, but I just don't like using 1 attack button for MAX/Level 3 supers.

Can I modify one of your char game to show you my gameplay system idea and give it to you privately?

I'm not particularly interested, but you can give it a shot and maybe I'll cave in.
Re: Street Fighter All-Stars (Character 12: Alex)
#121  November 27, 2021, 01:51:03 PM
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Nvm then because you are not interested. Hahaha... :bjugoi:
Re: Street Fighter All-Stars (Character 12: Alex)
#122  December 23, 2021, 06:52:23 PM
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@ragingrowen
Any chance Alex will ever be a separate POTS release?
"Such Heroic Nonsense!"

Re: Street Fighter All-Stars (Character 12: Alex)
#123  December 23, 2021, 07:11:41 PM
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Re: Street Fighter All-Stars (Character 12: Alex)
#124  February 03, 2022, 11:27:14 AM
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Next up...
Re: Street Fighter All-Stars (Character 12: Alex)
#125  February 03, 2022, 01:02:19 PM
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YEAAAHH BOIIII!!! Its my Main Man, Dan Hibiki! Also dude I love that you included Dan's taunts into his level 3 super. It makes it feel like Dan has evolved from a simple comic relief to a lethal joke character.
"If you take three glasses of water and put food coloring in them, you have many different colors, but it's still the same old water. Make the connection."
Last Edit: February 03, 2022, 01:34:55 PM by Little Fox: Tres Truenos
Re: Street Fighter All-Stars (Character 12: Alex)
#126  February 03, 2022, 02:52:38 PM
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Re: Street Fighter All-Stars (Character 12: Alex)
#127  February 03, 2022, 07:02:17 PM
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Street Fighter All-Stars (Character 13: Dan)
#128  February 16, 2022, 12:22:57 PM
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Dan Update released!

- Dan added alongside his Stage.
- Alex now has a Stage (likely temporary, looking for a Shiyo/2014-style Subway).
- Debug turned off.
- Win Quote text fixed.
- Arcade Mode lasts for 10 matches.
- Power Gain from normals is now consistent across all characters.
- Air Guard omitted (mostly, AI still does it at times).
- Removed a few remaining instances of Counter FX.
- Consistent Lie Down Time for each character.
- Power Level sound(s) changed.
- Whatever I forgot because I wiped the changelog by accident at some point.
- Removed Zoom from Training Room.
- Credits updated.
Ken:
 - Shippu Jinrai Kyaku given an extra kick at the end.
Akuma:
 - Messatsu Gorasen and Gosenpuu omitted.
Chun-Li:
 - Standing LP damage increased.
 - Kintekishu startup increased.
 - Hyakuretsukyaku gets increased damage but loses alt. HCF command.
 - LK and MK Spinning Bird Kick startups decreased.
 - EX Spinning Bird Kick now launches slightly.
 - Tenshokyaku now juggles.
 - Kikosho also juggles (excludes the final hit though).
 - Hosenka's launch kick movement changed.
Alex:
 - Air Hit Recovery time adjusted.
 - Light Punch tweaked with increased pushback and is now mashable.
 - Chop modified with longer startup to prevent an infinite with Heavy Flash Chop but with added forward movement to compensate.
 - Slash Elbow recovery increased, also to prevent infinites.
 - Power Bomb/Backdrop startup decreased.
Sagat:
 - Step Kicks added.
 - Angry Charge animation time decreased slightly.
Ingrid:
 - Little Leg recovery decreased.
 - Sunshot infinte fixed.
M.Bison:
 - Far Stand HK recovery decreased.
 - Removed Misaligned Shock Particles when Psycho Punisher connects.
 - Final Psycho Crusher damage increased.


Shoutouts to BossBrown over on YouTube for helping with findings issues and such.
Re: Street Fighter All-Stars (Character 13: Dan)
#129  February 17, 2022, 07:39:32 PM
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Nice work so far. Some quick notes to keep you busy.

System:
- The presentation and general feel of the game are excellent
- Music is too loud compared to sound effects. I know you can change that, but still
- Round start screen takes too long
- Every stage should use the same zoom, boundaries, etc parameters
- Every character should use the same input system
- Parry detection Clsn1 should be as big as the character's respective Clsn2 (most people seem to get this one wrong)
- The cost of Rage moves could be recoverable damage. Feels wrong to not get a Perfect win if you use them (c.f. Focus Attacks)
- Hitdef yaccel should be consistent throughout the game. For instance Tiger Uppercut seems floatier than Shoryuken

Ryu:
- Hadouken recovery feels too fast
- Tatsumaki travel distance seems short
- Taunt voices might work better the other way around
- Hadouken Clsn1 is too big. Use this rule of thumb: if the opponent can't neutral jump over the slow version of the projectile, the hitbox is too big
- Fireballs disappear before crossing the edge of the screen
- EX Tatsu dust vertical position is not constant
- Looks like all versions of Shoryuken have the same invulnerability

Ken:
- His Hadouken is better than Ryu's (outside this game). I get the feeling you decided to buff every projectile in the game, but still feel like I should point it out
- Tatsumaki is punishable on hit

Akuma:
- Voice is lower than other characters
- Killing Vega intro in regular matches (i.e. not boss fights) seems weird

Dan:
- Walk speed seems too low
- Does his Rage move do anything besides taunting? Seems like a mean handicap
- Crouching medium kick can't cancel into Dankukyaku. There may be more stuff like this because I didn't go over every cancel/special combination
- Jump is too low. Although you could pass that as an SNK parody ;P

Charlie:
- Character width constants are larger than the Clsn2

Guile:
- Jump feels floatier than other characters

Chun-Li:
- I'm rusty on this kind of details, but her Kikouken seems way, way better than usual
- I know she's Chun-Li, but the walk speed feels too fast

Sagat:
- Crouch parry detection is huge. Make it around the kness or so for everyone (with standing parry picking up where it ends)
- What's that ghost hitbox after projectiles connect?
- Hitboxes look stronger than other characters
- F+A moves him too far forward, then too far back

Bison:
- Psycho Power punch effects are misaligned
- Back dash should be statetype = A

Ingrid:
- Walk speed feels even faster than Chun-Li

Note:
- Feedback for each character might apply to other characters, especially shoto stuff
Re: Street Fighter All-Stars (Character 13: Dan)
#130  February 17, 2022, 08:41:16 PM
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Nice work so far. Some quick notes to keep you busy.

System:
- The presentation and general feel of the game are excellent
- Music is too loud compared to sound effects. I know you can change that, but still
- Round start screen takes too long
- Every stage should use the same zoom, boundaries, etc parameters
- Every character should use the same input system
- Parry detection Clsn1 should be as big as the character's respective Clsn2 (most people seem to get this one wrong)
- The cost of Rage moves could be recoverable damage. Feels wrong to not get a Perfect win if you use them (c.f. Focus Attacks)
- Hitdef yaccel should be consistent throughout the game. For instance Tiger Uppercut seems floatier than Shoryuken

Ryu:
- Hadouken recovery feels too fast
- Tatsumaki travel distance seems short
- Taunt voices might work better the other way around
- Hadouken Clsn1 is too big. Use this rule of thumb: if the opponent can't neutral jump over the slow version of the projectile, the hitbox is too big
- Fireballs disappear before crossing the edge of the screen
- EX Tatsu dust vertical position is not constant
- Looks like all versions of Shoryuken have the same invulnerability

Ken:
- His Hadouken is better than Ryu's (outside this game). I get the feeling you decided to buff every projectile in the game, but still feel like I should point it out
- Tatsumaki is punishable on hit

Akuma:
- Voice is lower than other characters
- Killing Vega intro in regular matches (i.e. not boss fights) seems weird

Dan:
- Walk speed seems too low
- Does his Rage move do anything besides taunting? Seems like a mean handicap
- Crouching medium kick can't cancel into Dankukyaku. There may be more stuff like this because I didn't go over every cancel/special combination
- Jump is too low. Although you could pass that as an SNK parody ;P

Charlie:
- Character width constants are larger than the Clsn2

Guile:
- Jump feels floatier than other characters

Chun-Li:
- I'm rusty on this kind of details, but her Kikouken seems way, way better than usual
- I know she's Chun-Li, but the walk speed feels too fast

Sagat:
- Crouch parry detection is huge. Make it around the kness or so for everyone (with standing parry picking up where it ends)
- What's that ghost hitbox after projectiles connect?
- Hitboxes look stronger than other characters
- F+A moves him too far forward, then too far back

Bison:
- Psycho Power punch effects are misaligned
- Back dash should be statetype = A

Ingrid:
- Walk speed feels even faster than Chun-Li

Note:
- Feedback for each character might apply to other characters, especially shoto stuff

Yo bro! This is pretty meaty stuff to me, but I do have a response to a few bits here. The rest is mainly likely to get looked at.

I don't think Rage Health Recovery would be possible to implement in MUGEN and I also think it would remove the risk element of it.
I made Ryu's Hadouken like that because I wanted him to be the best Hadou user out of the 3 Shotos. I'm not sure about Ken's Hadouken being better in the source games as you said because I thought I made his the worst in this.
I tried to make Ken's Tatsu different from the others for the sake of uniqueness. I could try giving it more recovery without resulting in potential infinites.
Dan's Walk Speed's supposed to be mocking CvS2 Ryo's slow speed.
Could you lastly provide examples of Bison's misaligned effects?
Re: Street Fighter All-Stars (Character 13: Dan)
#131  February 18, 2022, 06:34:50 PM
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Regarding the fireballs, I'm just comparing them to Street Fighter games. Making them stronger here may actually be a clever idea because the game has Parry.

I'm not sure about Ken's Hadouken being better in the source games as you said because I thought I made his the worst in this.
Oh, I meant that Capcom Ryu's Hadoukens are worse than RagingRowen Ken's Hadoukens. But see the point above.

I tried to make Ken's Tatsu different from the others for the sake of uniqueness. I could try giving it more recovery without resulting in potential infinites.
I meant that if Ken lands a Tatsumaki, the opponent can punish him with a combo.

Could you lastly provide examples of Bison's misaligned effects?
Stuff like this. They seem overall a bit high. I also noticed his light punches don't have any effects, but that seemed deliberate.
Re: Street Fighter All-Stars (Character 13: Dan)
#132  February 18, 2022, 06:58:17 PM
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Regarding the fireballs, I'm just comparing them to Street Fighter games. Making them stronger here may actually be a clever idea because the game has Parry.

I'm not sure about Ken's Hadouken being better in the source games as you said because I thought I made his the worst in this.
Oh, I meant that Capcom Ryu's Hadoukens are worse than RagingRowen Ken's Hadoukens. But see the point above.

Gotcha. Thankfully that's not the case with RagingRowen Ryu :mlol:.
Re: Street Fighter All-Stars (Character 13: Dan)
#133  March 19, 2022, 08:05:00 PM
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Trailer time again!
Re: Street Fighter All-Stars (Character 13: Dan)
#134  March 19, 2022, 08:21:20 PM
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This boy from that school just entered the arena. Batsu strikes on!
Re: Street Fighter All-Stars (Character 13: Dan)
#135  March 19, 2022, 09:12:44 PM
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Well this looks promising!
"Such Heroic Nonsense!"

Re: Street Fighter All-Stars (Character 13: Dan)
#136  March 19, 2022, 10:10:06 PM
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You will not use the old stance?
Re: Street Fighter All-Stars (Character 13: Dan)
#137  March 19, 2022, 10:25:11 PM
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Great!
Batsu is one of my favs! Is it the new spriteset by Dampir ?
I remember it had some sprites needing some fixes I cannot remember well.
Re: Street Fighter All-Stars (Character 13: Dan)
#138  March 19, 2022, 10:53:55 PM
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Not sure if its the video frames, but the Team-Up technique does not have both guys hitting in sync.  I would move Kyosuke more closer to Batsu for that.  I would also change the Lv.3 Super FX Startup from blue to Orange to match up with the source kanji, but that's just me.

I once had a random thought about EX Shooting Star Kick.  Two variants one for Multi-hits during Aerial Raves for damage extension and another that has much faster start-up and more safe on block but only deals one hit but allows Batsu to quickly recover, leaves opponent in a crumble state, and follow-up with an aerial hit namely J.HK to 1-frame link combo or Aerial Guts Bullet for spacing after block depending on distance.

Liking how he looks.

You will not use the old stance?
That stance in the vid looks more closer to his RS idle stance.
Last Edit: March 19, 2022, 10:58:25 PM by Kirishima
Re: Street Fighter All-Stars (Character 13: Dan)
#139  March 20, 2022, 12:16:59 AM
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Thanks for the support, fellas. It is indeed Dampir's edited set.

Not sure if its the video frames, but the Team-Up technique does not have both guys hitting in sync.  I would move Kyosuke more closer to Batsu for that.  I would also change the Lv.3 Super FX Startup from blue to Orange to match up with the source kanji, but that's just me.

I once had a random thought about EX Shooting Star Kick.  Two variants one for Multi-hits during Aerial Raves for damage extension and another that has much faster start-up and more safe on block but only deals one hit but allows Batsu to quickly recover, leaves opponent in a crumble state, and follow-up with an aerial hit namely J.HK to 1-frame link combo or Aerial Guts Bullet for spacing after block depending on distance.

Liking how he looks.

I'm not fussed about the EX SSK idea. Having different EX variations will probably cause too much complexity for the style.

As for the Team-Up, I've already tweaked it. Super Pause will remain the same since it's consistent for each fighter.
Re: Street Fighter All-Stars (Character 13: Dan)
#140  March 21, 2022, 05:12:51 AM
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These are some good improvements to Batsu. Would you be applying them to your standalone release that you did a while ago too or is it constrained to All Stars?
Re: Street Fighter All-Stars (Character 13: Dan)
#141  March 21, 2022, 08:21:40 AM
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These are some good improvements to Batsu. Would you be applying them to your standalone release that you did a while ago too or is it constrained to All Stars?

No plans for the standalone yet, sorry. I'll probably take ideas from this though.
Re: Street Fighter All-Stars (Character 13: Dan)
#142  March 22, 2022, 06:24:43 PM
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bro can u send a clean png of the hitspark u r using in the game?
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Street Fighter All-Stars (Character 14: Batsu)
#143  March 22, 2022, 08:10:25 PM
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Batsu Update released! One character to go before this makes it to v1.0.

- Batsu and his Stage added.
- Round Start Display is somewhat quicker.
- Original Character Readmes removed to avoid movelist confusion.
Ryu:
  - Diagonal Jump MP now does knockdown and allows juggles.
  - Added lingering Flame Particles to EX Hadouken.
  - Tatsumaki Senpukyaku distance increased.
Ken:
  - You can now Kara-Cancel from Fumikomi Mae Geri and Shiden Kakato Otoshi.
  - Non-EX Tatsumaki Senpukyaku is no longer the SF3 variant.
  - Ryusenkyaku launches slightly against mid-air opponents and has less landing recovery.
Akuma:
  - Added lingering Flame Particles to Shakunetsu Hadouken.
  - Tenma Gou Zanku now does 5 hits, like Messatsu Gou Hadou.
Chun-Li:
  - Changed a couple more voices to SF4 ones.
  - Walk Speed somewhat decreased.
  - Forward Dash distance increased slightly.
Sagat:
  - Low Step Kick doesn't go back as far on recovery and hits Low instead of Overhead.
Dan:
  - Crouch MK has less startup, more active frames, and a less strict cancel window.
Charlie:
  - Width decreased to match Guile.
Ingrid:
  - Stand MP startup decreased.
  - Back Walk Speed decreased.
Re: Street Fighter All-Stars (Character 14: Batsu)
#144  April 07, 2022, 09:29:54 PM
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The last character will hopefully be announced next week...
Re: Street Fighter All-Stars (Character 14: Batsu)
#145  April 07, 2022, 10:59:01 PM
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Spoiler, click to toggle visibilty
Re: Street Fighter All-Stars (Character 14: Batsu)
#146  April 07, 2022, 11:29:35 PM
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It's BAOH!
I swear there was something cool here!!
Re: Street Fighter All-Stars (Character 14: Batsu)
#147  April 07, 2022, 11:39:24 PM
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it's funny you're doing the silhouette thing, even though here it serves practically no purpose since nobody else in the series has that egg shaped head. looking forward to see how you tackle the sprites.
Re: Street Fighter All-Stars (Character 14: Batsu)
#148  April 09, 2022, 12:55:00 AM
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Bao for sure :mhmm:
Re: Street Fighter All-Stars (Character 15: Retsu)
#149  April 10, 2022, 02:15:07 PM
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  • Formerly known as HyperClawManiac
  • Reject Modernity, Embrace Tradition.
    • UK


Here he is, folks!
BurningSoul surely helped by making a start to him, allowing me to finish the job and do the cleaning up. He's still got some work to do to him, but I promise he and the game will drop soon.