I’m going to be taking a little break from MUGEN for a little while. Right now life is getting very busy for me and I feel like I’ve released a good amount of characters into the MUGEN world, 10 to be exact. I hope my absence is understandable. Thank you all so far for the support for my characters, and I’ll be back soon.
-Normal Ryo idle alignment fixed -Ko'oken and EX Ko'oken position fixed -Ko'oken active frames fixed -Speed of Aerial Ko'oken is lowered -Fixed discrepancies in the Moveset.txt file -Double Ryuko Kohou is now changed to combo from more buttons -Ko'oken hands FX timing fixed -Karate II's Ryuko Ranbu damage fixed
For one of my next projects, I'll be updating a character that has been updated way too much. This DIO has a CS that has never been done this extensively thanks to Ryu from the Streets™ and RaZorbakk36, as they made the CS to this DIO. This DIO will hopefully be the final time I drastically update him, since he will have things like Tandem, and Stand mode. Now, I'm showing this CS because since it has never been released or done before, I'd be interested to see what palettes you all can come up for him. Of course I'll throw in my fair share of 12 but I'd be interested to see how others would make palettes for this new CS.
This is the CS palette of DIO. As you can see, he has a lot of different parts and colors to him. If any of you would like to make some DIO palettes using this CS, I would greatly appreciate it. Of course, I'm still working on Karate II and Ryo in general, but I wanted to bring this up since I'm nearly finished with Ryo. That's all from me. I hope all of you viewing can take some time to make some DIO palettes if you want to. I'll promise you this will be the best CvS DIO (well it is because it's the only one), so these palettes will be put to good use. Stay epic everyone.
I've done all of Normal Ryo's supers. I still have a few things left to take care of with normal Ryo before I can move on to Mr. Karate II. But right now, these are normal Ryo's supers. He doesn't have much, and will obviously be much inferior to Karate II in terms of move set. This is the progress I'm at right now, so hopefully you like these supers, and also I do hope you will eventually like my take on Mr. Karate II.
It’s a private CS I got from Ryu for now. It will be made available once I release Ryo altogether. I would recommend crediting Combos 4 Dayz for the CS work if you intend to use it, since they did the CS I’m using right now.
I've been making decent progress on Ryo so far. I've gotten all of his basic normals, specials, and supers. Now there's room for me to add custom moves. This is still Normal Ryo, mind you, so I'm not doing anything for Mr. Karate II just yet. Right now, I'm just focusing on giving Ryo a move set to work with, so I can see what kind of unique spin I can give his game play. For example, Ko'oken will be a short ranged projectile like KOF '95. However, Karate II keeps the actual projectile Ko'oken. They both have their uses. EX Zanretsuken causes wall bounce, and the EX Moko Rajinsetsu causes a ground bounce. The move-set will surely be a challenge, yet I think I can get creative and give Ryo some cool combos and a fun game play. I think while I improved the look of Ichigeki Hissatsu (Ryo's big super punch), I still think there's more I can do with it to make the super impactful, considering it is a level 3, but as of now, I'm pretty satisfied with the progress I have made so far. Stay epic, gamers.
-Damage scaling reduced on normals -Lowered attackmul on Custom Combos -Gave Wario a proper continue animation -Fixed the Wario Waft from being full to quickly
-Chou Upper hitting more than twice fixed -s.HK hits with a low anim instead of high -Fixed all the debug with a majority of her supers -the screen flashes white instead of black during the Chou Ryoku Ranbu, however the BG is still black -Haoh Raioken hits properly when cornered -Close LP and Close MP hitbox extended -Chou Ryoku Ranbu velocity and hitbox extended -Fixed the Chou Enbu Hien Houou kyaku not hitting properly on certain characters -Fixed Hyakuretsu Binta's juggling on custom combos. -Various other minor bug fixes
Spoiler: Hol Horse(click to see content)
-Removed his broken one-frame dodge tactic in his AI -Fixed his super jump velocities being too high -Toned down his mobility overall
Spoiler: ALL CHARACTER UPDATE(click to see content)
-New super pause FX; there is now a distinct difference between level one, two, and three super pauses, because of the new background color transitions. -Afterimages on supers now lack transparency. This helps distinguish these afterimages from other moves that might potentially share similar colors. Also it compliments the new super pause effects I gave it.
yes, I decided to make a character thread. This is because if somebody wanted to look for a certain character of mine on here, they wouldn't have to go through like 10 pages to find them, and they'll all be conveniently located on this thread, and since it will be updated with every release and character update, people won't have trouble locating all my characters. Posts about specific patches to my characters will be separate posts, however, but the top main post will be updated whenever there is a new release. That is all I wanted to say. Expect all my characters from now on to be released on this thread.
Yuri (CvS2 Reimagining) Yuri Sakazaki is the younger sister to Ryo Sakazaki and is a practitioner of the Kyokugenryu fighting style. She was originally the damsel in distress that Ryo needed to rescue in the original Art of Fighting. In Art of Fighting 2, she would make her first playable appearance, and would appear in almost every King of Fighters game SNK has made. Due to Yuri still being a student of Kyokugenryu, her moves aren't perfect, yet she embellishes them with finesse. Despite her appearance, she is indeed a strong fighter.
Yuri's move set does not differ too much from her older brother Ryo. Her Ko'oken is a short ranged fireball, so her options of winning a fireball war are slim. She does have options to get past fireballs however. Her Saifa not only works as an attack, but also works as a fireball protector. Her Chou Upper is a great tool for combo enders, and works as an anti-air as well. Her Houyoku is especially powerful, since it's functionally the same as Akuma's Demon Flip, with the dive kick and Chou Slam being excellent options to go off of in a majority of situations. Her Chou Knuckle is good for either extending combos, or ending them depending on what version you're using. Overall, Yuri has a decent move set to deal with the many different types of fighters she may come across.
I have finished all of Yuri's level 1 supers, and I am currently tackling her level 2 supers. The Haoh Raikoken is lacking in terms of impact, but I'm just giving you all the idea of what the move will look like. All her level 1 super are finished though. By finished, I mean they are playable. They need polishing, tweaking, and all that stuff that makes the supers look good. But I have made some very good progress on Yuri, and if I'm really fast, I can have her released at the end of this week, but of course you can't rush a potentially great character. Also, yes Hyakuretsu Binta is a super instead of a special I don't know why but I feel like it would be better as a super instead of a special.