Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 10/14)

Started by K-Fox, July 18, 2022, 04:29:07 AM

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K-Fox

Whoa, can't believe its been a little over a year since my last post, but I'm back with a rather important update, for both the Bonus Game AND the characters.

Bonus Game: https://www.mediafire.com/file/j9o1v7fxfnjrr6f/SoR2IK8.zip/file

Characters: https://www.mediafire.com/file/6k8677tozez2sek/12Char4StagePackIK3.zip/file

Bonus Game changes:
Spoiler (click to show)

*Important Change: Replaced all "GetPlayerID()" triggers so that the Bonus Game works in the nightly/future versions of IKEMEN. This also now allows the Bonus Game to be function properly if it's Teamside is 1 (it can be "Player 1" now).

1. Seeker can now be affected by throws or other custom-state attacks. Do note that it will explode as soon as it is out of a custom state.
2. The rate of healing from the special effect "Regeneration" on enemies will now be reduced by 75% once 1000 life has been healed. Prevents enemies from potentially becoming undefeatable (or just hard to KO) by characters with low attack power.
3. The setting for enemies to use the standard guard system now uses the IKEMEN AssertSpecial flag "AutoGuard" instead of the previous weird coding.

4. Fixed some enemies disappearing when defeated in custom state attacks.
5. Fixed objects (the ones containing items) appearing bigger than normal when hit and falling offscreen. These objects also will now always contain an item.
6. Removed the "Anti-projectile" special effect that enemies can spawn with if enabled.

7. Fixed enemies with the "Sub-Elite", "Elite", or "Super-Elite" special effects giving too little extra points.
8. If your teammode is Tag mode, when reaching a point where you are automatically healed (such as the Start of a Boss fight), your team receives 50% less direct healing, but the remaining 50% healing is added as red life, just like when picking up healing items. This also fixes a problem where this auto-heal effect wasn't affecting tagged-out team members.
9. When respawning from being "Fake KO'd", the amount of Power (Super Energy) you get is now either 1/3 of your Max Power or 1000, whichever is lower, instead of always being 1000.

10. Added an option to allow certain enemy attacks to use the special "electrified" and "burned" animations that some characters may have. See the file "AdvancedGuide" for more info.

********************
In Progress
********************
These changes aren't active yet, but will be added in a future update.

A. The lifebars for the 4th and 5th enemy (if they exist) will be shown under the main lifebars for the first 3 enemies, with a new "mini" look instead of the previous tiny life bar version.
B. When playing with 3 or 4 players against the bonus game, there will be more assists for Bosses/Mini-Bosses (assuming there are 3 or 4 bonus game characters to match).
C. When playing in Tag mode against the Bonus Game, a new player HUD will be used that properly shows all lifebars and who is currently active/inactive.

Character changes:
Spoiler (click to show)

===============================
All characters
===============================
1. Replaced all "GetPlayerID()" triggers so that the characters work in the nightly/future versions of IKEMEN.

===============================
All characters (except Yamato)
===============================
1. It is now possible to combo into the "Forward+Y" special move from most Blitz attacks (some character's attacks have slightly different behavior):
*Max: Can't combo from Lv.2 or Lv.3 Blitz attacks (due to them being grabs).
*Shiva: He and his target will snap back to the ground upon use. Shiva's target will also be stunned as if comboing into a Lv.2/Lv.3 Blitz attack from a Lv.0/Lv.1 Blitz attack.
*Roo: If comboing from a Lv.2/Lv.3 Blitz attack, Roo and his target will snap back to the ground and Roo's target will be stunned.
*Mr.X: Can't combo.

2. Upwards knockback of various aerial attacks reduced to make juggling harder (damage could be racked up pretty fast before).

3. Minimum damage of all hypers is always 50% of original damage even if the "Ability Up" option is off.

4. Fixed Y-Special attacks increasing Red Life instead of reducing it when used without a maxed special meter.

5. Fixed certain throws giving the opponent Red Life instead of reducing it.

6. Power given to opponent upon hitting them heavily reduced.

7. All Hypers can now hit opponents in a L-type state (liedown).

8. Healing items that appear when hitting an opponent (if Ability Up is on) appear less often.

9. When fighting the SoR Bonus Game in Speed Run mode, the Y-Special attacks now deal reduced damage based on your Special meter (1 missing bar = 1/6 less damage). Since you can't get KO'd in Speed Run mode, this fixes the slight exploit where you could spam Y-Special moves with no negative effects.

10. The "Ratio Damage Mods" settings in the Config file have been removed, and are no longer needed now that the characters current attack value can now be read with the "attack" trigger. (You don't have to change each character's config file anymore if you change the default Ratio settings).

====================
Axel
====================
1. "Spinning Bare Knuckle" and "Spinning Bare Knuckle+" no longer pass through opponents. Prevents Axel from sliding too far from opponents and potentially missing some hits of those attacks.
2. "Bare Knuckle" & "Bare Knuckle+" now hit 6 times again.

====================
Adam
====================
1. "Spinning Knuckle" & "Spinning Knuckle+" no longer pass through opponents. Reason is the same as for Axel.

====================
Max
====================
1. Attack power boost removed from "Ability Up" option, instead Max now gains +15% to defence (up from +10%). Max already had naturally high power, so this was causing him to deal way too much damage.
2. The air attacks "Elbow" and "Dropkick" have had their damage values swapped.
3. The base damage of the second hit of Thunder Tackle has been reduced from 150 to 120.

====================
Skate
====================
1. Made a change to "360 Attack" so that the max number of hits is 5. Previously could be varied depending on which frame you landed the first hit on.
2. Added missing sprites to his "rolling" animation used for his Blitz attacks.

====================
Dr.Zan
====================
1. Added a CLSN1 box to his "ShoulderTackle" attack to make it easier to hit with.
2. Added a tall CLSN1 to "PipeSpin" Lv.2 hyper so the attack can't be avoided simply by crouching. The attack also travels further now.
3. "Electric Reach" starts up faster.

====================
Shiva/Ultra Shiva
====================
1. Second hit of "Final Crash" & "Final Crash+" has had its hittime parameter increased from 4 to 30. Fixes problem where it was possible for the opponent to regain control before the third hit.
2. Air attack "Downwards Kick" can't be recovered out of anymore.
3. The downwards kick animation Shiva uses for "Jumping Reverse Kick" and "Jumping Reverse Kick+" has an extra CLSN1 box to prevent the attack from missing some characters when used up-close*.
4. Some CLSN1 boxes on the second half of "Jumping Reverse Kick+" have been made larger to prevent the attack from missing up-close*.
*When using the normal .air file.

====================
Mr.X
====================
1. Size of CLSN1 box of the Kick attack during the "Basic Combo" increased, and "Riflebutt" has a larger CLSN1 box when used as part of the "Basic Combo". Helps prevent the combo from not connecting properly.
2. Amount of bullets fired during "Super Tommy Gun" doubled. It was rather low damage overall unless used up-close.
3. "Burst Fire" and "Super Tommy Gun" attacks no longer deal guard damage.

====================
Yamato
====================
1a. The weird system where if you lost a round to Yamato you only had to fight the Yamato you didn't defeat has been removed; Yamato now always fully "resets" if he wins a round and isn't in Turns/Ratio mode.
1b. In Turns/Ratio mode, the current Yamato will now be set based on his remaining life at the start of a round. (Example: Yamato 2 is out and wins. The life recovery effect from winning in Turns/Ratio mode pushes his life above 2/3 of his max. In the next round, Yamato 1 will be out again).
2. Max air-speed (forward/backward movement) of Yamato when he jumps increased by 50%. Air-speed acceleration increased by 30%.
3. Fixed a problem where Yamato could guard against attacks.
4. If the "Difficulty Adjustment" option is on, Yamato loses slightly more defense if the AI setting in the options menu is below 8.
5. Yamato's special KO effect will now be used if he is the last character on his team in Turns/Ratio mode and loses.

I've been keeping up with IKEMEN and know that it has removed a certain trigger that my Bonus Game and characters used, making them unplayable in the nightly versions (they would just crash the program).

It took quite a while, but this update replaces those triggers, allowing the Bonus Game and characters to work again in the current nightly version of IKEMEN as of December 2, 2024, and I tested each character plus the Bonus Game to make sure they actually worked. There are several balance updates to the characters too.

As always, if there are any problems, tell me so I can fix them.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

Tanky Blobbit


K-Fox

That is concerning, but I run virus scans daily. There shouldn't be anything wrong. I even downloaded the Bonus Game from the link and checked it for viruses. Nothing was there.

Is anyone else getting virus alerts from the download? Please tell me if so. If somehow there is a virus, I need to take down those links before anyone else downloads the files.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

Foobs


Tanky Blobbit

I should acknowledge that chrome and edge won't even let the file touch the downloads folder. I don't have any third party AV running.

Update: I used Firefox and got it.

Dark Waifu

EDIT: Seems the first bosses respawning is character dependent, and telltale sign the respawn happens is if a high hp enemy doesn't spawn before the bosses

K-Fox

Hey all. I found some problems with some of the SoR characters (Adam, Blaze, Roo, and Ash) not having their "Tiny" HUDs working correctly, so here is a small update. I've also replaced the .cmd files for the characters and Bonus Game with .txt files, which hopefully will stop some browsers from thinking the downloads are viruses.

Bonus Game: https://www.mediafire.com/file/0yafr1xid494no0/SoR2IK8Alt.zip/file
Characters: https://www.mediafire.com/file/wdj3b5d8v1wyeil/12Char4StagePackIK3Alt.zip/file

The Bonus Game hasn't had any changes besides the .cmd file being replaced.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

Staubhold

So nice to see you still updating your Bonus Game.

I know you're not updating the old MUGEN version (and I don't use IKEMEN), so maybe this feedback on the old version is redundant, still...



Boss fight against Vehelits, turn off foreground objects of the stage too.

Maybe use in the fight against Vehelits the alien egg objects as Power-Ups for the fight.



Any chance to recreate the mist/fog effect?

JTDaddy17

Hi, so when in tag mode, the bosses and minibosses don't show up for some reason... the configuration is set to 0 so it should have the bosses and mini bosses show up right?

Tanky Blobbit

Sometimes the bosses will respawn after they've been defeated. Mainly the first 4 minibosses and Barbon.

OS-Farram

Perfect work on this mini game, 1 hour to finish it, very fun to play by old and new gamers!



Fauxcry

For Variety could some of the barrel and/or crates fade into existence rather than just dropping? Also would be nice if you and Lasombra Demon could get together for a stage with those invisible walls that you could lock the characters in as a psuedo-progression type thing.

Availion91

Howdy, thanks for sharing this fun bonus game. I like to use it alot when testing characters.
With this new update though, I unfortunetly can't use it anymore. The first wave of bosses constantly respawn, and I cant make any progress. Ive noticed the SoR2 life bar doesnt budge when i finish off the first 4 bosses, and then they respond back in.

K-Fox

Hi again all. It seems that some people are experiencing a glitch that is causing the first set of mini-bosses to constantly respawn after being defeated. However, I can't recreate this issue myself; I've played multiple characters against the bonus game and defeated the first 4 mini-bosses and haven't had any problems. I've also played against the Bonus Game using the latest nightly build of IKEMEN GO and still haven't encountered the issue.

Apparently this bug only happens with certain characters. If anyone has run into this bug, could you give me more info in the following format?:

1. Which character was being used? (And a link to the character if possible)
2a. Do you know if the character has lots of attacks that use custom states? (These often cause strange things to happen to the Bonus Game)
2b. If there are, does the bug still happen when the "Enemy Hit System" option in the "SetConfig" file is set to 1?
3. Was this the stable version of IKEMEN (v0.99.0) or the nightly build?
4. Are there any other weird things that happen with the Bonus Game while fighting it with this character?

I want to find out why this is happening and fix it if possible. I've been updating this Bonus Game for 10 years, and I don't want all that effort to go out the window.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

Tanky Blobbit

I've had this bug with OHMSBY characters, Kazecat's characters, and Pots's characters. It might be a nightly related bug. I could go back to 0.99, but it's extremely difficult to do since the nightly has more features and the addons only work on the nightly build.

Availion91

Ive found my culplrit. dashcancel.zss.  Can confirm that i cant dash cancel when playing the mini game, and the first bosses respawn infinitly with it on. Turned it off and it progressed as normal. Ill do a full run through to make sure. I am on the Ikemen Nightly build as well, and use similar characters, albeit alot more. Ive got a ridiculously crowded roster lol
Thanks for responding pal

Tanky Blobbit

Ah, poopy. That explains why you couldn't dash cancel while playing the mini game.

oscar123

is it possible that after finishing the bonus this load a fight with a normal chars of the mugen?(a chars defined as final boss which would come out of the bonus and load a normal stage with a chars that I would decide)), Or that will load another bonus?. You can create story modes if you could do this, and it would be really good.
first long scenarios for later fights against a final boss (a normal ikemen chars with better i,a.y that could be spliced ​​when finishing a bonus with all other bonuses or final bosses we wanted. Does anyone know how to do it?.
we could create dbz, or naruto with many enemies, it would be fantastic. I love this game mode

K-Fox

Quote from: Availion91 on May 13, 2025, 01:40:26 PM
Ive found my culplrit. dashcancel.zss.

So I've taken a look at this and have confirmed that this system is causing the infinite boss glitch. But there is a simple fix; open the dashcancel.zss file and look for this on line 127:


ignorehitpause if roundstate = 2 && (teamside = 1 || teamside = 2) {


replace it with this:

ignorehitpause if roundstate = 2 && (teamside = 1 || teamside = 2) && (name != "SoR2") {


This prevents the glitch from happening.
Sometimes I listen to video game music more than I actually play the game.
Check out my Bonus Game & Characters!: http://mugenguild.com/forum/topics/streets-rage-2-bonus-game-11-chars-162092.0.html
IKEMEN Version: https://mugenguild.com/forum/topics/streets-rage-2-bonus-game-ikemen-version-update-728-196297.0.html

Availion91

Sorry for the late response, swamped with life stuff. Can confirm your fix worked, its working just fine now, now infinite spawning mini bosses. Thanks again for the help, I really enjoy your mini game! Just wanted to ask, have to looked into the nightly Ikemen update with the new Z-axis stuff? :deal2: