Mini Ryu Hayabusa/Mini Rockman/Alex Kidd updates!

Started by OrochiWeapon2000, April 11, 2025, 02:27:33 AM

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OrochiWeapon2000

Hello all! For the last month or so, I've been working on a massive update for this character and I finally feel that I've made enough progress that I can post some screenshots of what I've got so far. Here's what's planned:

- Brand new attacks with original animations based on his appearances on both Ninja Gaiden and DOA/DOA2.
- Psuedo MvC2 gameplay similar to my other characters (notably Alex Kidd and Mini Rockman).
- Sword attacks can parry physical and projectile attacks with proper timing.
- "Unique Skill" button is used for all Ninja Tools and Ninja Arts (currently includes Shuriken, Windmill Shuriken, Incendiary Kunai, Ninja Art: Vacuum Wave, and Art of Ice Storm).
- Attack Cancel which costs 1,000 Power, and can be used to extend combos for huge damage.

Screenshots -

Parrying





Hatotsu/Hajya (Forward + P, K, K):




Jisuberi (Forward, Forward + K):


Shuriken (QCF + c):


Windmill Shuriken (Hold Back, Foward + c):


Vacuum Wave (Hold Down, Up + c):


Low Kick (Down + K):


Onibishi (K while standing):


Getsurin-Kyaku (Up/Back + K):


Hagen-Shu (Up + K, K)



Hayou (Down/Forward + K)


Standing Strong Slash:


Spin-Cut:


Izuna:


Phantom Double (Attack Cancel):


Art of Ice Storm (Down, Forward, Down, Forward + c):


Compatible with Andres Borghi's "The Black Heart" character Fatal Moves!




Compatible with Special Anim Standards such as: Shocked, Burned, Frozen, Midnight Bliss, Athena and Arremer transformations!




The end goal is to give him a large portion of his DOA and DOA2 attacks and combos, with a mix of Ninja Gaiden sword attacks and ninja tools/specials. He's got quite a bit done, but I'm adding a little more every chance I get. I've also updated a few things in Alex Kidd. For the most part, he's got a lot of his code condensed and fine-tuned.

More to come soon! :D

Xenomic

Oh hey, you're back to MUGEN again, are ye? Been a while since last saw something from ya!

OrochiWeapon2000

- Added a spiraling wind effect to his "Spinning Izuna Drop".
- Began adding voice samples from DoA2: Hardcore.
- Hayabusa now includes a pretty complete movelist.dat, which will also serve as a checklist for all the attacks and animations I'll have to make to replicate the Ninja Gaiden and DoA move sets. I've been going back studying the animations seen in the newer Ninja Gaiden series to make sure I do them justice.

Power Charging:


Spinning Izuna Drop:


Ninpo: "Art of the Dragon's Breath" (Placeholder Super Art):


Current Movelist (Subject To Change):










I'll be out for 2 weeks due to military training, but when I come back I'll be jumping right back into it! :D

OrochiWeapon2000

https://streamable.com/vy6qxj
A quick combo demonstration showcasing Mini Ryu Hayabusa's combo potential.

Jump-In Strong Slash > Aerial Shuriken, (land), Tentotsu (Critical Stun), Standing X, X, Y, B, d+B, (Super Jump) X, X, Y > Aerial Windmill Shuriken, juggle with Getsurin-Kyaku > Aerial Izuna Grab, (land), B, d+B (Super Jump) X, X, Y > Aerial Windmill Shuriken, juggle with Getsurin-Kyaku > Aerial Strong Izuna Drop.

The damages may need to be adjusted for non-DOA moves like the sword attacks and items, but all current DOA attacks maintain their original damages from the source, and I'm looking to keep those as is.

Noside

I see a ton of moves in the movelist which is very exciting, is there a release date for Mini Ryu? cheers.

OrochiWeapon2000

Truth be told, I have no idea as far as a concrete date for him to be released as yet. The current movelist is like an ongoing checklist of skills I need to complete, but the idea remains that I want (or would really like to) include a hybrid of his DOA1 and DOA2 moveset, along with his Ninja Gaiden 1, 2, and 3 Items and Ninja Arts. The trickiest one will likely be the "Ninpo: Art of Invincible Firewheels", since I'm still not well versed in how to create a projectile (or in this case, a Helper) that can rotate around Hayabusa in the way that it does in the source. I'll keep working on it though! :sweatdrop:

Before I release him, I at least want to complete half of his DOA2 movelist. I've been doing fairly well as of late in knocking out the animations, so hopefully it won't be another 10+ years before I can finally get him out there. :P I also have intentions of setting up icons for his items and Ninpo, signifying when they'd be available for use (whenever the Power requirement is met), as well as "Counter Hit" and "Critical Stun" text when appropriate.

Noside

I see, and about the art of invincible firewheel, I'm not quite sure if KingPepe did this with is Ryu Hayabusa, the one from his project Famicom Fighters, in case he did, maybe you can check it out and get an idea on how to implement it into your Mini Ryu, but anyways, I like the fact that you are giving the best to include even more stuff to your Ryu, I'll keep an eye on this, cheers!

OrochiWeapon2000

#7
Shots of the newest "Art of the Inferno - Dragon Ball" Super Art. It can be charged, which gives it more power when it hits, can be aimed straight ahead of him or upward, and the arc of the projectile affects whether the enemy gets launched across the screen, or high into the air.






I've also implemented an icon system, which displays the ninja tools and ninpo available to him once the power requirements have been met. The items are (from left to right): Shuriken, Windmill Shuriken, Explosive Kunai, Vacuum Wave, "Art of the Ice Storm", "Art of the Inferno: Dragon Ball", Art of the Inferno: Dragon's Breath", and "Art of the Invincible Firewheels". I'm also planning to add his "Art of the Inazuma" ninpo, once I've sprited the icon for it.

As far as the icons themselves, I could've probably just added the details to the Read-Me and called it a day, but I figured it might be more helpful to "show" rather than "tell" to ensure that the player always knows what and when it's available. ;D

Video demonstrations coming soon!

PotS

This looks like a real labor of love. Keep it up. :2thumbsup:
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.

OrochiWeapon2000

#9
Here's a new combo video I've got showcasing the Phantom Double/Triple (attack cancel), as well as some new animations I've made for Ryu, such as his Rengeki (P,P,P combo), Raishin, and the new "Art of the Inferno: Dragon Ball". To be honest, there are parts of this combo that can be escaped, especially for some characters that have a rapid way of recovering after a fall. But, if they're not quick enough, THIS can happen:
https://streamable.com/i48udr

And here, we have 2 more combos that makes use of the Phantom Double/Triple (limit of 2) and Critical Stun (one high and one low; gonna make the text for those soon), extending the length of his ground combos for as long as possible, before finishing the combo off with a Spinning Izuna Drop.
https://streamable.com/uc4a4v

As always, attack damages and behaviors are subject to change. But admittedly, I might not change them all that much aside from the PowerAdds for them. :P

Quick Easter Eggs!
https://streamable.com/xkdpq8
https://streamable.com/l3lqoj

Quote from: PotS on February 28, 2026, 06:08:52 PM
This looks like a real labor of love. Keep it up. :2thumbsup:

Thanks! I definitely plan to! ;D I'm really trying to add as much as I possibly can with this one. He's got Easter Eggs all over the place, and I'm hoping it all comes together nicely in the end. I was considering releasing a beta soon just to show what he's got available so far, and to get as many bugs ironed out as possible along the way, but I still wanna make a few more DoA moves and combos first.

Slow and steady though! :sweatdrop:

OrochiWeapon2000

A quick combo comparison between the original DoA2 and my own conversion. ;D
https://streamable.com/bshbw2

OrochiWeapon2000

#11
While I'm working on updates to Ryu Hayabusa, I've also gone back and added an additional Level 2: Hyper Art for Alex Kidd! :nuttrox:

Magic Capsule A - Radaxian Army


For this one, I wanted to do something a bit different than simply having a bunch of miniature Alex Kidd clones walk or bump into the opponent. Instead, I've opted to instead have the minis walk up to the enemy, and once in range, each one would perform a random "Jan Ken Pon Combination" (Starter, Transition, or Finisher) attack. It's tough to defend against since each attack varies between needing to guard high, mid, or low, but each of the minis can be hit, and it takes a bit of time to set up, so it's not completely unavoidable and broken. Pretty good for following up after a knockdown though! ;D

ZAP THE ARMY!

OrochiWeapon2000

#12
https://streamable.com/z1z78g

I went back and updated Alex Kidd some more, finalizing his new Hyper Art: "Magic Capsule - A: Radaxian Army". As far as I've tested, it all works as intended, with each miniature Alex Kidd jumping out of the Capsule, performing a random Janken Combination (Starter, Transition, and Finisher), with each one behaving exactly as the original does, right down to the explods and custom states (if any).

It's a bit of a high-risk, high reward kind of move that's incredibly hard to defend against if you're unprepared. As mentioned previously, each mini Alex Kidd can be one-shot, as well as the Capsule itself, which will put Alex Kidd into a sort of "surprised" state if it's destroyed before the attack ends, allowing for a possible punish. The video shows that the jumping range for the minis is random, but the distance can be increased by holding forward as the minis jump out of the Capsule. Each mini hits on the jump from the Capsule, during their individual Jan Ken Pon attacks, and then once more as they walk off.

I also added a proper "Art of the Inferno: Dragon's Breath" Hyper Art for Ryu Hayabusa, as well as tweaking some of his stuff as well. As with Alex Kidd, this Level 2 is a high-risk, high reward move that can be stopped prematurely by hitting Ryu before the move is complete, causing the fireballs to explode in place, doing less damage than if the move was completed properly. I'll show a video of some of his newer stuff soon! :D

OrochiWeapon2000

Here's a new video showcasing a couple of Phantom Double/Triple combos, ending with his newest Hyper Art: "Ninpo - Art of the Inferno (Dragon's Breath)". ;D I've also added text for both High and Low "Critical Stun" attacks, of which only one of each can be used within the same combo. I also have similar text pop up for Counterstrikes, Guard Reversals, and Parries. :D

https://streamable.com/9bgbvb

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.

OrochiWeapon2000

You're not wrong, lol. Though to be fair, I was in a bit of a rush and had a LOT of stuff running in the background that really didn't need to be. :sweatdrop: I'll try again in the morning when I've got more time. Hopefully, it'll look smoother then.

OrochiWeapon2000

#16
I've been experimenting a bit with the High/Low "Critical Stun" feature that I added to Ryu Hayabusa, and I'm considering adding it to my other characters as well. As an example, I've already added it to Alex Kidd, and in my tests I've been able to pull off some pretty tough combos. Here's one such combo:

https://streamable.com/ht1zxn

Thankfully, this particular combo isn't so easy that I would say it's unfair to leave it in. It's pretty situational, the timing is VERY tight, and depending on an opponent's recovery options (safe fall, recovery rolls, etc.), parts of it may allow the opponent to escape. It involves attack cancels, movement options (Forward Step after Light "Death Kick"), and of course, both the High and Low "Critical Stun" feature.

I may modify exactly what attacks trigger the Critical Stun, moving things around here and there. I'm also thinking about (at least in the case of Alex Kidd) changing how his "Fireball Rush" special move is executed, considering how it was performed in the source. I'll probably have it be changed by holding K for a time, and then holding a direction before releasing it. I may also have it's speed and attack power increased depending on how long it's held. Gonna work on that some more and see what comes of it. ;D

OrochiWeapon2000

#17
Added "Shadow Step" to Alex Kidd; a ground-based attack cancel with a custom effect I made that serves as yet another Easter Egg if you're familiar with Alex Kidd's games. :)



Unlike the "Cane of Flight", it can ONLY be used as a cancel for physical attacks on MoveContact, and doesn't create a projectile like the "CoF" does. It also doesn't travel nearly as far or as fast, and can only be used once within the same combo (at the cost of 1,000 Power). While experimenting with it, I came up with this addition, and it works like a charm:

https://streamable.com/2kj5w3

This makes "Magic Capsule A: Radaxian Army" even more powerful as it makes it much more difficult (almost impossible) to escape, though it only applies if you're able to land the initial hit with the orb itself, which counts as a physical attack. ;D

And before it's mentioned, I've already changed the odds of Alex Kidd shouting "You had it coming!" on MoveHit. Admittedly, it was a bit grating on the ears to hear it as often as I did during this test. :sweatdrop:

OrochiWeapon2000

#18
I finally got around to adding missiles to the "Peticopter Assault", allowing Alex to drop bombs that can OTG with each hitting twice (once for the missile itself, and again for the explosion that follows). Honestly, there's been A LOT of little things added or changed around the "Peticopter Assault", so I might just make a video showcasing everything. But for now, here's some pictures:

"Burned" State:


Machine Guns and Missiles!:


Light Damage:


Heavy Damage:


Vehicle Destroyed:

OrochiWeapon2000

#19
Currently, he's the most "complete" of the characters I'm working on, and once I've cleaned up a few things, I'll be releasing him. I'm aiming for a release on the 09/01/2026, or at least the first week of September. Honestly, there's been so much reworked and added that I'm sure I'll forget something, but for the more obvious things:

- Changed hittimes, pausetimes, juggles, collisions and other things as needed. Added sounds, dust, and anything else I felt added that "attention to detail" I thought was sorely lacking in previous versions of Alex Kidd. He's even got text for things like Guard Cancels, Collapse, Tech-Hit, Critical Stuns, and Counterstrike.

- Condensed code across all his files, but *some* things stayed more or less the same. "If it ain't broke", right? :P The biggest change was definitely to his "Fireball Rush" Special Move. I managed to squeeze the entire thing into just one state, rather than having several separate states for every direction.

- Reworked the "Fireball Rush" Special Move, adding some extra frames and custom effects in addition to changing it's behavior in a few ways. Performing the command now places Alex Kidd in a sort of "charging" state. During this charge, if no direction is held, he'll default to charging forward. If you hold a direction during that initial charge, Alex Kidd will dash in that direction. Holding "a" or "b" will keep the charge going, which will increase the overall power and speed of the attack. It's also possible to cancel the attack during the initial charge by pressing "x" or "y".



- Updated a significant amount of sprites and animations since the last release to make them flow a bit smoother, and look a lot less "janky" overall. At least a couple of normals are nothing like they were before. Standing/Crouching MK and Crouching B most notably.


- Added High and Low "Critical Stuns" based on a similar feature found in the "Dead or Alive" series, which can be used to extend combos.


- Added back-throw: "Double Paper Palm". Also added "Tech-Hit" or "Throw Escape" for all throws.


- Added "Shadow Step" ground-based attack cancel.


- Added "Cane of Flight" offensive air-dash, which can be used to cancel all physical aerial attacks.


- Added "Power Bracelet Cannon" Super Art.


- Modified "Shinobi Whirlwind" Super Art to be able to be done in the air as well as the ground. Also made it so that you can perform follow-up aerial attacks afterward.


- Added "Capsule A - Radaxian Army" Hyper Art. For added mayhem, use "Shadow Step" after hitting the opponent with the orb! Increases attack power by 5% while active. Orb can be destroyed by the opponent at any time, which will immediately end the buff and prevent any other Alex Kidd clones from spawning. Hold forward or back to adjust the distance each clone jumps from the orb.


- Increased Power requirement for "Capsule B - Barrier" to 2000 Power in order to balance things a bit better. At 1000 Power, it was pretty easy to abuse it. Now, both Capsules require 2000 Power. Reduces attack power by 5% while active.


- Added "Missiles" to the "Peticopter Assault" Ultimate Art.


- Added various consequences for each  level of damage the Peticopter takes.
1. No Damage: Full-speed movement. Access to full screen "Machine Guns" and "Missile".

2. Light Damage: Movement speed reduced. "Machine Gun" projectiles range and damage reduced. "Missiles" still available.

3. Heavy Damage: Movement speed greatly reduced. Vehicle can no longer ascend. "Machine Gun" projectile range and damage further reduced (causes no block damage). "Missiles" unavailable (audible buzzer sound as well).

4. Vehicle DESTROYED! Explosion damages Alex Kidd and anyone close enough to be hit by the blast.


Known issues:
During all my arcade test runs using Alex Kidd (of which there were MANY) and after spending about a good 30 minutes straight fighting against an A.I. controlled Alex Kidd, this is pretty much all I could find on my own:

- Several T.O.D. combos: The larger the opponent, the easier it is to catch them in a T.O.D. combo. For smaller characters (like Alex Kidd himself), the majority of T.O.D. combos I could find required at LEAST 2 levels of power, and aren't particularly easy to do, while larger characters don't require much set-up at all. Considering that even commercial fighters like KoFXV and UMvC3 allow them to an extent, I'm willing to *somewhat* let them slide, unless people think they make Alex Kidd feel TOO broken. I'll still be working behind the scenes to see about a remedy, just in case. I may just make the "Critical Stuns" random kinda like Shingo's special moves, but that'll come a bit later if I decide to go there. Really considering it though.

*Built with the latest version of Fighter Factory (3.7.5.2024) Tested primarily in Ikemen Go. Haven't checked Mugen 1.0 or 1.1 specifically, but considering that I'm still not versed (like, at ALL) in .zss, I stuck with the more familiar MUGEN-styled coding, so I suppose it *should* work? :neatdrop: