YesNoOk
avatar

Bringing Reu's characters to the new Mugen (Read 48226 times)

Started by PotS, October 09, 2009, 09:54:12 pm
Share this topic:
Re: Bringing Reu's characters to the new Mugen
#221  January 09, 2010, 08:26:00 pm
  • **
  • Wish he had a tommy gun that'll be sick!!!!!
    • gongarea.blogspot.com/
that would mean i would have to wait until the next update to play with them even if you change your mine about the release period because i really need to wait until the next mugen update anyway.. which is cool
Re: Bringing Reu's characters to the new Mugen
#222  January 09, 2010, 10:05:03 pm
  • ****
  • Recreation
Re: Bringing Reu's characters to the new Mugen
#223  January 09, 2010, 11:51:42 pm
  • avatar
  • *****
  • I'll do it myself.
    • France
    • Skype - djoulianne
    • network.mugenguild.com/cybaster/hosted.html
Re: Bringing Reu's characters to the new Mugen
#224  January 10, 2010, 04:00:42 am
  • ****
  • Cute Bounty Hunter
Have I mentioned this already?  If you do DC's Heaven's Sword in the air near the wall *during a super jump*, no power is used up.
Re: Bringing Reu's characters to the new Mugen
#225  January 10, 2010, 11:00:47 am
  • ******
    • Portugal
    • network.mugenguild.com/pots/
It's fixed. I hadn't noticed it was happening, but changed the poweradd triggers in the move just in case and looks like it ended up fixing that.
Btw Ken still says ow. :buttrox:


Does this look better?

You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Bringing Reu's characters to the new Mugen
#226  January 10, 2010, 11:04:38 am
  • *****
  • ロッキングガール
  • 「目指すはクールでロックなアイドル!」
    • twitter.com/c001357
remove the outlines on those charactres
Re: Bringing Reu's characters to the new Mugen
#227  January 10, 2010, 11:07:20 am
  • ******
    • Portugal
    • network.mugenguild.com/pots/
I know. :( But they only look bad with the background palfx paused like this, in motion the antialiasing works better.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Bringing Reu's characters to the new Mugen
#228  January 10, 2010, 12:12:27 pm
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Remove them anyway. :P
Re: Bringing Reu's characters to the new Mugen
#229  January 10, 2010, 01:27:09 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
Removing them didn't look good, but I darkened them and it's better now.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Bringing Reu's characters to the new Mugen
#230  January 10, 2010, 01:50:07 pm
  • ****
  • Cute Bounty Hunter
Re: Bringing Reu's characters to the new Mugen
#231  January 10, 2010, 02:04:09 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
I knew you'd like that hehe.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Bringing Reu's characters to the new Mugen
#232  January 10, 2010, 06:43:48 pm
  • ***
  • ✯Uh...✯
    • USA
    • http://dnicknbd.wix.com/lostintranslation
Ken and  Ryu's gloves are the same color as their hair. Are you planning on seperating their colors for more pallette variation?

Trying to make a comeback
Re: Bringing Reu's characters to the new Mugen
#233  January 11, 2010, 04:28:08 am
  • ****
  • Cute Bounty Hunter
Just one question: Are their sound files updated or still the same as the old versions?
Re: Bringing Reu's characters to the new Mugen
#234  January 11, 2010, 10:29:01 am
  • ******
    • Portugal
    • network.mugenguild.com/pots/
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Bringing Reu's characters to the new Mugen
#235  January 11, 2010, 05:57:48 pm
  • avatar
  • ******
    • USA
good to hear. keep up the good work man.
Re: Bringing Reu's characters to the new Mugen
#236  October 26, 2024, 05:53:09 pm
  • feel my burning vigor!!
    • USA
win quotes

;Ryu
"Ryu.... Gahhhhhh!!! Behold my power!!"

;Akuma/shingouki_pots
 "There can only be one true master of the fist!"

;Gouken
"Master..... The power.... I've embraced it!!"

;Terry Bogard
 "Even the lone wolf cowers before my fist!"

;iori/Iori/Iori Orochi/ Kyo
 "Ancient martial arts is nothing compared to Satsui no hadou."

;Sagat
"Ryu gave you a scar I will grant you a quick death.."

;Bison/M.Bison/FinalBison
"Only a true martial artist should possess this evil power!!!"



I have realised with the new update the A.I. is weaker as well as the infinites as they dont mesh well anymore... the infintes are broken
Since the Super move "Skuhachi" is no longer a knock down super, it allows characters a very quick counter while evil ken is still in the animation of the move therefore making him vulnerable to any attack or super/ hyper
Level 3 Shun Goku Satsu damage has been significant nerfed- can hardly be called a hyper move now
Re: Bringing Reu's characters to the new Mugen
#237  October 26, 2024, 07:11:32 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
The original versions are unmistakably overpowered, like without a shadow of a doubt. Even according to Reu himself (usually attributed to being a product of a different time). But sometimes I do wonder if I nerfed the chars a little too hard. The good news is you can restore most of that overpoweredness by simply... increasing the attack and defense constants.

The AI is untouched as mentioned previously, unless you lower the difficulty in the game options.

Since the Super move "Skuhachi" is no longer a knock down super, it allows characters a very quick counter while evil ken is still in the animation of the move therefore making him vulnerable to any attack or super/ hyper
What characters are you using that can get out of that move before Ken? Normally the chars are even when the move ends. It's meant to be an opportunity to cancel into another super move rather than a knockdown. The knockdown was removed in part because it would actually negatively impact some combos if I recall correctly.

With all that said, the goal of this thread has been reached a long time ago. I don't want to take over their development or anything other than fixing bugs.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Bringing Reu's characters to the new Mugen
#238  October 27, 2024, 02:02:31 pm
  • feel my burning vigor!!
    • USA
To be honest its your characters honest who are able to counter the super upon the completion on the hits. Maybe is frame perfect on A.I difficulty hard to tell. But i was curious about something: i saw you took out the rolls invulnerability except for grabs. I thought the original rol was to make it have the more cvs feel. your chracters have it and its used to dodge moves where as with ken it hits no matter what..
Re: Bringing Reu's characters to the new Mugen
#239  October 27, 2024, 05:20:44 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
To be honest its your characters honest who are able to counter the super upon the completion on the hits. Maybe is frame perfect on A.I difficulty hard to tell.
Ah it's probably that they both pressed buttons as soon as the move ended and Ken pressed a slower button.

Quote
But i was curious about something: i saw you took out the rolls invulnerability except for grabs. I thought the original rol was to make it have the more cvs feel. your chracters have it and its used to dodge moves where as with ken it hits no matter what..
They never had CvS/KOF rolls. They have command rolls like Ken and Akuma in SFA2. Except they were invulnerable to everything (like many things in the chars). I removed the (optional) A+X input because it was misleading and added more vulnerability. That said I should probably revise the invincibility and maybe make cancelling into light rolls stronger for Evil Ken. I don't like reworking their moves too much though.

Dragon Claw on the other hand does have a true roll.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Bringing Reu's characters to the new Mugen
#240  October 30, 2024, 05:41:51 am
  • feel my burning vigor!!
    • USA
the rolls in those games were invulnerable though ....you can check again to verify
but i do understand your reasoning to not rework the moves too much though.. to avoid transforming the characters game play.. but yeah.. just a few observations
i really wish someone would do a lovely cvs2 conversion of reu character though... may as an anniversary edition or something just as another unique way to honour his memory too