Takagi Yoshiyuki from the overlooked game "Osu! Karatebu!" is finally out. Unlike Ren Idagawa, Takagi is much more simplistic. No flashy effects, not a whole bunch of voice acting, just old-fashioned gameplay with some tweaks here and there.http://jango.piiym.net/
Feedback:-His HUNDRED HAND SLAP feels useless. Maybe do it like Ryo's Zanretsuken?-With the above feeling useless, this character feels too basic, really. Two worthy and one worthless special and two supers is kinda... Eh.+Still fun to play as.+Surprisingly easy to pick up, found myself doing rather big combos in a small period of time.+KICKASS BIG PORTRAIT
- The custom CLSNs for the opponent when he's thrown (both throws) aren't aligned on the opponent properly.- Hundread hand slap doesn't feel very useful IMO, as said before. It leaves Takagi open to any opponent's attack at the end.- Add some priority to Hadou Fist (making the red CLSN go out of the blue one). I think this would help the move being more powerful/useful.- IMO, Takagi stays too long at the last frame of "Rather Dashing". Maybe he should stay in this position only if he hits the opponent.- During Tenchi Hadoken, he has 1 or 2 funky CLSNs, but it's nothing relevant.readme said:While it's rough around the edges, it surely has some interesting concepts that no fighters to my knowledge use. [...] Other changes are the removal of gameplay mechanics that wouldn't work in global MUGEN (sadly, this means the revive mechanic got the boot, as did the guard-charge).Does this mean you removed all the "concept never seen in any other fighting game ??? Not bad for an old-school char, has decent gameplay and good realisation. He lacks moves which really make him unique, and he lacks power or properties/game systems to make him more efficient in the dangerous Mugen tournament.
God's Anger said, March 05, 2009, 09:30:14 am- The custom CLSNs for the opponent when he's thrown (both throws) aren't aligned on the opponent properly.Fixed that just God's Anger said, March 05, 2009, 09:30:14 am- Hundread hand slap doesn't feel very useful IMO, as said before. It leaves Takagi open to any opponent's attack at the end.Speeding up recovery time at the end of the attack.God's Anger said, March 05, 2009, 09:30:14 am- Add some priority to Hadou Fist (making the red CLSN go out of the blue one). I think this would help the move being more powerful/useful.Done.God's Anger said, March 05, 2009, 09:30:14 am- IMO, Takagi stays too long at the last frame of "Rather Dashing". Maybe he should stay in this position only if he hits the opponent.Lowered recovery time to 14 ticks (was originally 24), that enough?God's Anger said, March 05, 2009, 09:30:14 am- During Tenchi Hadoken, he has 1 or 2 funky CLSNs, but it's nothing relevant.Fixed lolGod's Anger said, March 05, 2009, 09:30:14 amDoes this mean you removed all the "concept never seen in any other fighting game ??? Dammit now I have to explain the game's system.Instead of set rounds, it was dependent on how much super power you had, and if you jammed buttons when you got knocked out, you would gain an amount of health equal to half of your power bar (so at max, you could recover half of your health), and then you would use up your super power. You could do this about two more times afterwards before you finally died.Naturally, the mechanics surrounding it were built to support this setup, so Guard Charge's main feature was that you would gain about half of a power bar if you got hit with an attack (although you also slowly gained power while in the guard charge stance), the consequence being that you took slightly more damage and took block damage from basics. Naturally compared to the status quo for power charging in which the fighter is open to attack, it probably wouldn't be as fair in global MUGEN.God's Anger said, March 05, 2009, 09:30:14 amNot bad for an old-school char, has decent gameplay and good realisation. He lacks moves which really make him unique, and he lacks power or properties/game systems to make him more efficient in the dangerous Mugen tournament. First one is easy: the series was actually one of the inspirations for SF2, so naturally his moves look extremely dated/cliche. Second one... will probably make his attacks a bit stronger to compensate (really don't want to give him newer mechanics like parrying as IMO, that would feel out of place).