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

My Bonus Game comes to IKEMEN! My characters have also been updated for IKEMEN as well.

NOTE:IKEMEN 1.0 is now required!
Link: https://www.mediafire.com/file/ixq3rzi1uyc1b2t/SoR2IK9.7.zip/file

Changes (Latest Update):
Spoiler (click to show)

Mini-Update 8 (10/14/2026)

IMPORTANT: As of this update, the Bonus Game only works on IKEMEN version 1.0

=============================
~General Changes/Fixes
=============================
1. Fixed issue where if the "Enemy Attack Rate" setting was set to a negative value, some enemies were acting strangely.
2. Fixed being unable to Safe-Fall (land from a throw to avoid damage) or escape from enemy throws.
3. Fixed issue where if an enemy blocked a very high damage hit, the amount of damage they took was higher than it was supposed to be.

4. Fixed Mr.X using certain melee attacks from too far away.
5. When Harakiri is sliding backwards for his Counter slash attack, his Movetype is set to I so you can walk backwards away from him before the actual slash. Time spent sliding back increased (1.25s --> 1.5s). Damage increased (225 -> 300). Damage reduction increased from 40% to 50%.

6. Reduced how often Shiva can block attacks, especially when fighting him 1v1 (Single mode).
7. Zamza/Jet rematch: Jet now has 50% less life. Also fixed Zamza only having -20% life instead of -30%.
8. In Tag mode, Bosses and Mini-Bosses now get +10% max life for each character in your team beyond the first (max +30%).

9. Added an option that makes the Hitoverride state controller used by guard-capable enemies use the "forceguard" parameter, so that when they guard attacks the guard damage/hitsparks/sounds/etc of the attack are used instead of the hit parameters (only matters if the "Enemy Block Type" above is set to 0 or 1).

10. The "forced invincible state" effect for Bosses/Mini-Bosses is now disabled by default. Instead, the "Boss Damage Buffer" modifier is on by default (which makes Bosses/Mini-Bosses take reduced damage after taking enough damage in a combo).

=============================
~Bonus Area Changes
=============================
1. The gas meter has been halved in size so it doesn't awkwardly stick out so much.
2. The CTRL Panel now uses a new "damaged" sprite when its remaining life reaches 50%, and another when at 25% life.
3. Fixed issue where upon destroying the Panel it would disappear for a brief moment.
4. Reduced the duration of the slow effect upon destroying the Panel.

=============================
~Notes
=============================
The way commands are checked in custom states seem to have changed in IKEMEN 1.0, and as such certain actions have been affected:

1. In the Config file, if you set the mode to -1 (so you can choose the mode in-game), you'll now need to press "x" or "b" to choose a mode, then "a" to confirm.
2. When escaping Pummel-type enemy grabs, only the buttons (a/b/c/x/y/z) work now for escaping, not pressing up/down/left/right. To make up for this, the total number of button presses needed to escape have been reduced.

However, if you are playing as one of my SoR characters, you can still use left/right to switch modes, or up/down/left/right to escape from pummels. Do note that my SoR characters can break out of Pummels with their Y-special, so be careful while mashing the buttons with them to escape pummels.

IKEMEN-Specific Changes:
Spoiler (click to show)

SoR2 Bonus Game IKEMEN-specific updates history

Update 5 (12/2/2024)
----------------------------------------------------------------------------
A. 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).
----------------------------------------------------------------------------
Update 4

A. Due to the change in how Red Life works in IKEMEN GO v0.99.0, certain enemy throws have been fixed to give the proper amount of Red Life.
B. Also due to the Red Life change, the life bar in Tag mode has been fixed to properly display Red Life.
C. The new "GlobalNoKO" AssertSpecial flag is now used to prevent players from being really KO'd and out of the fight (VERY helpful for characters that can inflict self-damage, and even more important in Simul mode for characters who can damage not only themselves but their allies as well).
----------------------------------------------------------------------------
Update 3

A. Changed
   1. Throws from enemies always grant Red Life even if not in Tag mode (this is to be consistent with the default behavior of IKEMEN).
   2. The bonus to Max Life Bosses and Mini-bosses get for each team member (on your team) above the 2nd in Simul mode has been increased to 20%. To prevent Bosses and Mini-Bosses from taking too long to defeat because of this, the base damage they can take before they are forced into their invincible knockdown state is increased by 50 for each team member above the first on your team, unless you are playing on a difficulty above Normal, in which case the damage threshold is increased by 60/70/80 for Hard/Very Hard/Mania difficulties.
----------------------------------------------------------------------------
Update 2

A. Fixed
   1. Some enemy throws not granting Red Life in Tag mode.
----------------------------------------------------------------------------
Update 1 (NOTE: "Player" or "Players" refers to the characters fighting the bonus game, while "Enemy" or "Enemies" refer to the Streets of Rage enemies.)

A. Core Changes
   1. Bonus Game can now show lifebars for 3 or 4 players at once (Simul mode). Players 3 and 4 can now pick up items.
   2. If in tag mode, the player lifebar will now show red life ("un-recoverable" damage will be shown with a black fill). Lifebars for partners not shown (don't know if its possible yet). Also in Tag mode, recovery items will recover only half the usual life, but the other half will be added as Red Life.
   3. Can now place 3 or 4 Bonus Games on the same side together in Simul mode to fight 4 or 5 enemies at once. NOTE: No special HUD to account for more enemies yet. Instead, the 4th enemy will have a tiny life bar above them while the 5th enemy will have a tiny life bar below them. The tiny life bar will show a yellow bar for enemies with 1000 life or less, and if the enemy has more than 1000 life, a blue bar will show the remaining life above 1000.

B. SoR Enemy changes
   1. Added the following through AssertSpecial: "NoFallDefenceUp", "NoFastRecoverFromLieDown", and "NoInput".
   2. If playing with 3 or 4 players at once, all Bosses and Mini-bosses will now have enemies fighting with them. If they already had "assists" due to the player being in 2-player Simul mode, more will now spawn (except for Jet MKII). Also, Bosses and Mini-bosses get an extra 10% bonus base life for each team member above the 2nd you have on your team (stacks with 25% bonus they get for having a partner, making for a grand total of +35% or +45% bonus base life). Note that all "assists" run away when a Boss is defeated, but for Mini-Bosses they stay and you'll need to KO them to continue.
   3. All enemy hitdefs now have "DizzyPoints = 0" and "GuardPoints = 0", preventing the enemies from dizzying or guard-breaking you if those IKEMEN features are used.
   4. In the "Save the General" area, the gas now damages you & enemies as well, at a rate of 5 Life per second for every complete bar in the gas meter (can't KO you or enemies). In Tag mode, all damage taken this way is recoverable (becomes red life). Having more than 2 people on your team in Simul mode will increase the charge rate and "defense" of the gas meter (won't drop as much when the control panel is hit), and cause an extra enemy to appear along with the usual enemy.
   5. If fighting Mr.X with more than 2 players in Simul mode, any enemy can spawn, not just Garcia and Donovan.
   
C.   Notes
   1. Ranked mode hasn't been adjusted for more than 2 players yet! Only play solo or 2 player in Ranked mode.
   2. If playing with more than 2 players in Simul mode, enemy attack rate is heavily increased.

At the moment, the main change is that the bonus game now supports 3-4 players on the same team in IKEMEN's Simul mode, and you can place 3 or 4 SoR2 Bonus Games on the same Team in Simul mode to fight 4 or 5 enemies at once. I've also added some important stuff to the info file.

Looking forward to feedback! Also, the name of the folder & .def file has been changed to "SoR2IKEMEN", so be sure to remember that when adding the bonus game.

Characters updated for IKEMEN: https://www.mediafire.com/file/h8odg4c4hd5xuep/12Char4StagePackIK4.zip/file
NOTE:IKEMEN 1.0 is now required!

Changes (Latest Update):
Spoiler (click to show)

SoR Character Changes 10/14/2026

===============================
All characters
===============================
1. Added animation 181 to characters so that weird thing where the large portrait appears in place of the character doesn't occur in the pre-match screen.

===============================
All characters (except Yamato)
===============================
1. Added new large portraits (from Streets of Rage Remake). (Mr.X's portrait has been slightly modified).
2. Fixed some multi-hitting attacks dealing very high guard meter damage, making guard breaks extremely easy if enabled (Basic Combos and Roo's Blitz and Special attacks were the biggest offenders here).
3. Custom HUD appears properly in 16:9 resolutions.

4. Fixed the healing item helper causing debug spam.
5. The intros of the characters (except Shiva/Ultra Shiva) are now an animation of them falling into place instead of actually changing their positions with PosSet and VelSet. Fixes a problem where the camera might sometimes move a bit during the intro (usually happens if in a 3 or 4 player Tag team).
6. The option to use the extended CLSN1 boxes (so the characters can hit small/crouching opponents with their standing attacks) is now toggled through their Config file instead of having to open each character's .def file and comment/uncomment lines.

7. All Defensive Specials (except for Mr.X) now have "ignorereversaldef = 1" to make them more "safe" against characters with Reversals. Note this is only for the Defensive Special (the one peformed by just pressing Y), NOT the Offensive Special (performed with Forward+Y).
8. If the "Ability Up" option if off, Lv.1 supers are still immune to Normal attacks/projectiles/throws for 1/6 of a second.
9. Fixed being unable to Safe-Fall from throws.

====================
Roo
====================
1. "Tail Upper" and "Tail Crash": Start-up time decreased (8 -> 6).

====================
Skate
====================
1. "Dynamite Headbutt" (both versions): Start-up time decreased (6 -> 3).
2. "Rolling Flash Kick": Time between 4th and 5th hit reduced from 15 frames to 7 frames. Total animation time reduced from 50 frames to 41 frames.

====================
Ash
====================
1. "Booty Bump" (both versions): Upon landing from attack, a custom landing state where Ash can't move for a bit is used instead of the default landing state. Prevents the attack from being spammed to easily juggle the opponent, especially in a corner.
2. Reduced guardstun of Lv.2 and Lv.3 Blitz attacks.

====================
Shiva
====================
1. "Ability Up" option no longer gives Hypers bonus damage based on opponents remaining life.

====================
Ultra Shiva
====================
1. Life reduced from 2310 to 1575. Attack increased from 35 to 60.

====================
Shiva & UltraShiva
====================
1. First hit of Final Crash (both versions) has +4 to pausetime for opponent. Fixes problem where hitting an aerial opponent who is very close to the ground could result in them being able to block the remaining hits.
2. Slightly reduced ground knockback of Fire Chop.
3. Jumping Reverse Kick knockback reduced by half. Ground hittime doubled.
4. Knockback of Tiger Palm reduced.

====================
Mr.X
====================
1. Removed old "RatioLevel" triggers that were causing crashes.

If the Bonus Game enemies are disappearing when hit with certain attacks by some characters such as throws, open the "SetConfig" file and look for this:

;Enemy Hit System. Set to 1 to make enemies use HitOverrides when hit instead of using the default MUGEN hit system.
;If strange things happen when you try throwing enemies or use certain attacks, such as enemies disappearing
;completely, set this to 1. It'll prevent enemies from being affected by some attacks such as throws (because of
;how MUGEN works), but it should also prevent any problems related to such attacks.
[State 5900, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 0
;       ^ Change this value (Default is 0)
ignorehitpause = 1
persistent = 0

Change the value from 0 to 1.
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

Fauxcry

there's a Z-axis module would it be possible (given the stage parameters had enough room on a parallax floor) to make it so the characters ai had them moved around like the orinignal SOR?

Aki-San


K-Fox

Quote from: Akito on July 21, 2022, 08:00:19 AM
Have images?

Hope this is okay: https://www.mediafire.com/folder/uo3sqcp32i0hu/Documents. Everything starting with "ikemen" is a screenshot.

I'd also like to add that for the longest time, I've had trouble figuring out the perfect attack rate for enemies. If anyone finds the attack rate too low for enemies, change the "Extra Enemy Intelligence" setting in the Config file to some high number such as 75 (Max value is 100).
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

copticprincess

Nice, you converted this to Ikemen! This is one of my favorite bonus games.

K-Fox

#5
So a few days ago I played against my Yamato character in IKEMEN, and quickly found various bugs with it (for one thing, Yamato was KO'ing itself at the beginning of the round, after losing the previous round). Here is an update for Yamato: https://www.mediafire.com/file/1amasbvjrk136yj/YamatoIKEMEN.zip/file

Changes:
Spoiler (click to show)

Version 6 (IKEMEN Update)

1. The sword slash animation for Teleport Slash and Back Slide Slash has had the CLSN1 box extended downwards; no more dodging the attack simply by crouching.
2. Reduced guard damage of all attacks.
3. Fixed various odd things happening in the next round after defeating Yamato (such as Yamato's life quickly decreasing, and Yamato instantly being KO'd).
4. Added a Config file that lets you activate "Enhanced Mode" (which grants an AI Yamato some extra attacks/passives, higher attack rate, and slightly better AI), and also lets you make an AI-controlled Yamato's defense drop if the difficulty setting is below 8 (Yamato always acts as if the AI setting is 8, so this lets the difficulty setting still affect him).
5. The life gain from defeating the "fake" Yamato is now done directly to the player (with IKEMEN's "RedirectID" feature) instead of through an Apple pick-up. Amount of heal also increased a bit (33% --> 36%), but no longer grants Power if you are missing less life than the heal. If you are in Simul mode, the heal amount will be equally divided between all teammates.
6. AI is much better at keeping its distance from you.


If Enhanced Mode is on, an AI-controlled Yamato gets the following:

1. Reduced attack cooldowns (-50%)
2. +1000 Power every 15 seconds.
3. Slightly faster power regeneration.
4. Can move off-screen.
5. A "Fake Out" during Teleport Slash where he will quickly run behind you if you try to hit him with a special or hyper attack, then perform the sword slash.
6. Will sometimes gain Super Armor against hits (with no damage taken) when he is jumping. Only works for 1 hit until he jumps again.
7. If against a projectile user, Yamato will sometimes activate a shield that grants super-armor against projectiles and -75% damage from them. The first Yamato can't use this skill.
8. Attack Power -25%.

Known Issue: For some reason, the Run attack of Yamato has no PalFX until after he has used his invisible skill at least once. Must be an IKEMEN bug, because this doesn't happen in MUGEN.

Also, for the Bonus Game, if you plan to play Simul mode against it with more than 2 players, you may want to set the "Enemy Strength" setting to a higher number (20000 is good), otherwise you'll quickly drop the enemy strength meter and only fight against 4/5 enemies for a short time.

EDIT (I didn't want to double post): Bonus Game update! (EDIT 2: Link changed. Fixed some minor things. Re-download if you already downloaded the previous version):
https://www.mediafire.com/file/88mk0bm9lp3gy3f/SoR2IK2.1.zip/file- With Sound File
https://www.mediafire.com/file/y8z4vk0j9jem2rs/SoR2IK2.1NoSnd.zip/file - Without Sound File

Changes:
Spoiler (click to show)

Update 42

1. Enemies knocked into the invincible states from excessives hits/damage or player KO are now invincible until they get up.
2. Zamza is invincible for a bit after his intro is done.
3. Harakiri is invincible for a bit longer after using Counter Slash.
4. Fixed Jet MKII not getting more/less life based on difficulty level.
5. Fixed extra enemy in the "save the general" area not appearing appear if you have 3 or 4 players on your team in Simul mode. Also allowed the panel to be hit by projectiles if the "Enemy Anti-Projectile" option is enabled.
6. Fixed stage music not being muted during Boss battles and some Mini-boss battles due to player Pause/SuperPause.
7. Added new Tweaks for enemies: An option to grant enemies increasing defense against combos, and an option to allow all major bosses to use breaker attacks (Shiva & Abadede always have breaker attacks).
8. Fixed the control panel taking damage from the gas (big "whoops" there).
9. Various enemies can use some of their "limited" attacks more often (usually such attacks are jump attacks or projectiles).
10. Kusanagi's shuriken throw (standing) no longer causes knockdown.
11. When fighting dual Mini-bosses with more than 2 players, when one of the bosses is defeated, Assists will now spawn to replace that mini-boss.
12. Replaced Bongo's "Max Offscreen" code with an improved code. Stops him from snapping into weird postions when close to the edge of stages that can zoom.
13. Enemy strength meter setting changed. Now the default value is 80 (40 if MatchNo > 1), and all enemies drop the meter by 1 when KO'd. Also can now set it to be higher if you have 3 or 4 players on a team in Simul mode.

KNOWN ISSUE: Various PalFX aren't working on some enemies. I'm sure this is an IKEMEN bug.

IKEMEN-Specific change: Fixed some enemy throws not granting Red Life in Tag mode.

This update changes the way the enemy strength meter works. Previously, it would drop by 100 or more depending on how strong the enemy was, but this often caused the number of enemies fought before each Boss or Mini-boss to vary greatly. Now it drops by 1 for every enemy defeated regardless of strength, and the default value has been reduced to 80. This makes the number of enemies fought before each Boss/Mini-boss the same, and makes it much easier to adjust the length of the game since you know exactly how many enemies you'll take down each round (not counting Boss/Mini-boss Assists).

EDIT 3: I found another problem, but its not worth another download. Instead, open the "EStates3" file (or open the bonus game in Fighter Factory if you have it, and go to the "EStates3" tab), find State 21639 and add this to the state:

[State 11000, RemoveExplod]
type = RemoveExplod
trigger1 = IsHelper
trigger1 = NumExplod(14620) > 0
id = 14620

This fixes a problem with Akaiho's special behavior icons not disappearing if he runs from battle because a Boss got KO'd.
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

K-Fox

I have updated my characters for IKEMEN! Link: https://www.mediafire.com/file/02yg11ycpni4ds3/12Char4StagePackIK1.zip/file

Changes:
Spoiler (click to show)

===============================
All characters
===============================
All characters are now IKEMEN only.

===============================
All characters (except Yamato)
===============================
1. AI heavily updated, now includes custom walking states (no more of characters jumping in place for 10+ seconds and never trying to get close to their opponent). Also fixed problems with the AI trying to use certain attacks when well out of range.
2. Hyper attacks are now less affected by the Damage Dampener, and now can't have their damage reduced below 25% (previously could be down to 10%). Grip meter gain when landing Hyper attacks increased.
3. In Tag mode, the character's HUD only appears while tagged in, and it'll also now disappear after being KO'd to prevent screen-clutter and multiple SoR character HUDs stacking.
4. Using a Y special attack in Tag mode without a maxed special meter will cause some of the self-damage taken to become Red Life (based on the setting in IKEMEN's "common.const" file.)
5. When losing Life from a Y Special attack, the life loss now occurs instantly upon use instead of when the attack ends.
6. The throws from grabs (the ones that can be landed from to avoid damage) now grant Red Life to their target, have a sound effect and screen shake occur (from the SoR character) when the target hits the ground, and now have their damage adjusted for Ratio mode attack stat changes (these have a setting in the Config file; if you have changed "Damage" value of any Ratio in the options menu, you can change the values in the Config file to match the new damage value). Furthermore, thrown player-controlled characters no longer have a random chance to automatically recover from the throw, and AI-controlled character's chance to recover is now based on their AI-Level.
7. Guard damage of all special/hyper attacks reduced (previously was 25% of hit damage (less if the attack hit multiple times), now reduced to 15% of hit damage (also still less for multiple hits))
8. Added a special Damage Dampener for throws & pummel attacks; each pummel attack used will reduce the damage of the next pummel attack by 10% (up to 80% reduction), and reduce the damage of any throw ender attack used by 5% (up to 50% reduction). This prevents the SoR characters from dealing huge amount of damage with their throws/pummel attacks. The damage reduction multiplier resets once out of throw states.
9. Added an extra .air file for animations that have the CLSN1 boxes of all non-aerial attacks extended to the ground. Helps the SoR characters when fighting shorter opponents (Not active by default, check the .def file of each character; instructions on how to active are in there).

10. New Config option added: "Ability Up". If activated, grants multiple buffs to characters. Added to allow characters to have a fighting chance against more advanced characters.

=====
Axel
=====
1. Run speed slightly increased. (+0.3)

=====
Adam
=====
1. Fixed air version of Y Special attack not having a life cost when used without a maxed special meter.
2. Adjusted placement of the CLSN2 box on Stand animation, and reduced number of CLSN2 boxes on Run animation from 6 to 2 (looks a lot cleaner).
3. Adjusted CLSN boxes of Lv.2 & Lv.3 Blitz attacks. Fixed first element of Lv.2 Blitz attack animation having no CLSN2 box.
4. Total animation time of Y special attack reduced a bit (38 Frames -> 34 frames). Start-up time of Forward+Y special reduced from 10 frames to 6 frames, and Ending lag reduced by 4 frames.

=====
Ash
=====
1. Fixed problem with all blitz attacks not being able to hit properly due to character width.
2. Removed semi-infinite juggle against opponents when chaining repeated Lv.0/Lv.1 Blitz attacks.
3. Fixed "givepower" parameter being too low for Lv.2 Hyper.
4. Reduced Attack from 100 to 80 (he was dealing way too much damage compared to everyone else).
5. Pummel attack base damage per hit reduced from 40 to 20.

=====
Blaze
=====
1. Total animation time of Lv.2 hyper reduced from 70 frames to 56 frames.
2. You can now mash the "b" button and still get the 2nd hit of your 3rd attack in the Basic Combo instead of skipping it (Previously, since the 3rd attack hit twice, mashing "b" would cause you to cancel into the 4th attack after landing the 1st hit before the 2nd hit could connect, and as such you'd have to time the "b" button press, which wasn't easy to do. Now you can just mash the button like the other SoR characters to perform your Basic Combo properly).
3. Slightly reduced forwards movement speed of Lv.3 Hyper. Helps prevent Blaze from moving past her opponent before all hit connect.

=====
Mr.X
=====
1. During Lv.2 Hyper "Super Tommy Gun", only the bullets fired in the first 0.5 seconds deal guard damage. Prevents large amount of guard damage from being dealt when used very close to opponent.
2. Y Special "Burst Fire" has the same effect; only the bullets fired in the first 0.5 seconds deal guard damage.
3. Lv.2 Hyper now always ends early in Simul mode, regardless if all allies are KO'd or not. Duration is also now affected by Ratio Level. Damage boosted in Simul mode to make up for the shorter duration.
4. Attack increased from 70 to 75.
5. Start-up time of "Vault Kick" reduced from 21 frames to 15 frames.

=====
Roo
=====
1. Walk speed increased a bit (+0.1). Run speed up (+0.3).
2. "Kick Flip" attack ends sooner (time of last 3 anim. elements reduced). Reduced distance opponent is knocked upwards on hit.
3. During Lv.2 Hyper, only the last hit causes knockdown. Fixes problem with Roo moving past certain characters after a hit.

=================
Shiva/Ultra Shiva
=================
1. High Kick attack (Basic combo ender or "c" move) is less unsafe on block.
2. Final Crash/Final Crash+ is less unsafe on block.
3. "Absolute Guard" technique only disables normal guard for a short time if actually used while being hit to escape combos.
4. Made it easier to combo into "Jumping Reverse Kick"/"Jumping Reverse Kick+" from "Final Crash"/"Final Crash+" (The command can now be entered during the Final Crash "flip" to combo into the Lv.2/Lv.3 Blitz attacks).
5. Fixed the problem where mashing "b" could skip the second hit of the first two attacks for the Basic Combo (similar to Blaze).

=====
Skate
=====
1. Fixed last 2 anim. elements of Rolling Flash Kick not having CLSN2 boxes (Skate couldn't be hit right at the end of the attack).
2. During the Lv.1 Hyper, CLSN1 boxes have been added to the baseball bat that appears. Should reduce chance of attack not hitting, especially against smaller opponents.
3. Run animation now has 1 CLSN2 Default box instead of different CLSN2 boxes for each element.

===========
Ultra Shiva
===========
1. AI now can't use Y Special attacks unless meter is completely charged. Prevents Ultra Shiva from damaging himself and making the fight easier, but also makes it easier to combo him since he can't break out of attacks as often.
2. Life increased from 2100 to 2310. Attack reduced from 40 to 35.

===================
Stage Updates
==================
1. All stages now have a 9000,1 sprite in the .sff file so that a "preview" of the stage can appear when selecting a stage (assuming the default stage previews are used for your current IKEMEN screenpack).

The important changes are much better AI, the character's HUD disappearing when they tag out (now you can have 4 SoR characters on a team in Tag mode without their HUDs messing up), and the various improvements on the character's throws. I've also added another animations file you can use which makes the SoR characters actually able to hit smaller opponents.

One big thing I added was the "Ability Up". My characters are fairly simple compared to other characters, which normally isn't a problem. However, other characters often have many gimmicks in their kit that give them a massive advantage, which my characters can't keep up with. Some examples of these gimmicks are the following:
Spoiler (click to show)

~Excessive number of "skills" such as Power charge, Parry, Spot Dodge, "Zero Counter", and so on.
~Attacks with hitboxes (CLSN1) that take up half the screen or more (Weapon users are bad for this, especially with hyper attacks) (Ash has a full screen Hyper, but its quite weak for a Lv.3 Hyper).

~Super-armor or start-up invincibility on nearly every single special/hyper attack (If the character has EX attacks, expect one or the other on it).
~Lack of true fast "dashing" attacks. Also general lack of mobility and attack range. (Dr.Zan is an exception)

~Counter Moves (Assume a stance that counter-attacks enemies that hit you. These often have little cost on modern characters and are always coded to be used flawlessly by the AI)
~Projectiles (Only Dr.Zan has a true projectile, but it uses the special meter, and as such could cost life if used too much)

~Air/OTG Combos (Those wonderful 5+ second combos that deal tons of damage (and gain tons of super energy as a result) at little to no cost, and can be performed very easily)
~Low-life comeback system (Once life drops to around 20%-35% of max life, get massive attack boosts and/or various other buffs, usually along with the good ol' Low-Life only hyper attack that invalidates the opponents lead with a 350+ damage attack that comes out fast and either has super-armor or invincibility on it.)

~Healing skills (Bonus points for the ones that have a long start-up time or heal over some chunk of time (so if its active for a short time it heals very little), but the character also has an easily land-able attack that has high knockback and/or stun time (pausetime or hittime), so the "weakness" of the healing skill never really turns up since you can just hit your opponent with that attack and then heal while they are stunned or in their knockdown states).

As such, I've added the "Ability Up" Config option, which grants many bonuses to the characters in an attempt to even the playing field, which are:
Spoiler (click to show)

~Critical Buff: At 30% life or less, Blitz Star regeneration +100%, Special Meter regeneration +50%, Grip meter regeneration +100%, and Hyper hit damage +25% (not guard damage), and Life cost when using a Y Special attack reduced by 50% (if Special meter isn't maxed).
~Power Gain Up/Power Balance: Gain more Power (Super Energy) when landing hits. Plus, if opponent's max Power is above 3000, gain even more power when hitting with attacks. The higher the opponents max power is, the more Power earned from landing hits.

~BSASI: "Brief Special Attack Start-up Invincibility" Grants Lv.2 & Lv.3 Blitz attacks & the Lv.1 Hyper Invincibility for a short time upon using that attack. The Lv.3 Hyper also has longer reversal time against attacks, and can reverse other hyper attacks.
~Hyper+: Hypers can't lose more than 50% of their damage from the Damage Dampener.

~Recovery Items: Randomly when hitting your opponent with non-grab moves, an item from Streets of Rage Remake will fly out of them. Move close to it to pick it up (crouching over it not needed). It can also be picked up by teammates after it hits the ground if they aren't at max life. The item can't be picked up by the enemy team, and will have a slight tint on them to indicate which team can pick it up (Blue for Team 1, Red for Team 2). After an item is picked up, the time until another can spawn depends on the strength of the previous item and the SoR character's remaining life (in percentage). The item will restore both Life and Power by a small amount.

~Passive Skill: Grants a special passive unique to each SoR character.

Passive Skills are:
-------------------------------------------------
Axel: "High Technique" (Increases Blitz Star Regen Rate by 40%)
Blaze: "Judo Expert" (Grip meter loss when using throws reduced by 50%)
Max: "Bruiser" (Attack +10%, Defense +10%)
Adam: "Well-rounded" (Attack +5%, Defense +5%, Blitz Star Regen Rate +20%)
Skate: "Roller Blading" (Move speed +25% (including air move speed), gain power while moving on the ground and not being hit.)
Roo: "Hop to it!" (Grants 2 mid-air jumps and new (simple) Aerial Blitz attacks)
Dr.Zan: "Energy Zap" (Electric attacks that hit drain up to 300 power from target)
Shiva: "Rival" (Attack +5%, Blitz Star Regen Rate +10%, gain Power over time, Hyper attacks deal bonus damage based on target's/enemy team's remaining life on hit (Less effect if enemy is Ratio 3 or 4))
Mr.X: "Bullet Storm" (Y Special attacks are 40% weaker, but use only 3 special bars max instead of all bars.)
Ash: "Stride" (Knocking down an opponent grants 300 Power, even with Hyper attacks. Can occur once every 5 seconds.)
-------------------------------------------------

Ultra Shiva has other effects already so he doesn't have the "Ability Up" config option.

I'm sure this will make the characters much less of a pushover compared to more advanced characters (just note that its off by default).

One last thing: I'm going against what I said about the MUGEN versions of my stuff in the first post here because IKEMEN can let me do so much more with my characters and the Bonus Game; I'm no longer going to update the MUGEN version of the Bonus Game or characters. All updates will only be for IKEMEN. I'll always like MUGEN, but its just too outdated now.

By the way, for those with the latest version of the Bonus Game, I found yet another bug that is too small to make you download another file; when Fog throws a grenade from his motorcycle, it spawns on the ground instead of actually being thrown. To solve this, find State 9504 in the "EnemyStates.cns" file and add this to it:

[State 10000, VarSet]
type = VarSet
trigger1 = FVar(3) != root, const(size.xscale)
fv = 3
value = root, const(size.xscale)

[State 10000, VarSet]
type = VarSet
trigger1 = FVar(4) != root, const(size.yscale)
fv = 4
value = root, const(size.yscale)


This should fix that problem.
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

Fauxcry

Sorry I'm late to upload this I made a video. I can breeze through the whole thing with Jin. I also wish that if you're knocked in the  air you could also be hit by someone else but I don't think that's SOR cannon would be a change of pace if considered ( this is just an opinion btw not stressing it). Besides that was trying to knock Mr. X silly with jin's devils dance when I found out this issue. I went back and found I could do it to any character which is kind of unfair in the long run. I wanted to try to see If I could make the characters work on a zaxis stage with four player capability  so I could have a nice little minigame but wanted to help squash some issues that I find to make the minigame you made shine more it's pretty awesome as is keep up the good work. To better my results I used the latest uploaded SoRIkemen that was posted on this page.


K-Fox

I have this Jin character. I took a look at the code and found this in various custom states:

[State 3320, Destroy Helpers]
type=DestroySelf
trigger1=IsHelper

This bit of code is causing the enemies to disappear instantly. Its the typical code to prevent sending helpers to custom states, but the SoR enemies here were designed to not have HitOverrides by default (so you can use any attack against them), which unfortunately triggers this.

There is an option to enable HitOverrides for the SoR enemies in the Config file. Look for this:

;Enemy Hit System. Set to 1 to make enemies use HitOverrides when hit instead of using the default MUGEN hit system.
;If strange things happen when you try throwing enemies or use certain attacks, such as enemies disappearing
;completely, set this to 1. It'll prevent enemies from being affected by some attacks such as throws (because of
;how MUGEN works), but it should also prevent any problems related to such attacks.
[State 5900, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 0
;       ^ Change this value (Default is 0)
ignorehitpause = 1
persistent = 0

Set the value to 1. This will prevent the issue from occurring for the most part, but some attacks won't work properly as a result.

As for the Juggle issue, yes in the classic games once you are knocked down nothing can hit you until you get up. I kept that behavior here to prevent potentially endless juggles from the enemies (especially since you can't recover from their attacks). The only exception is Mr.X; when firing his Tommy Gun, each bullet used to have a Damage value of 100, but it would knock you down upon a hit, so you'd only be able to get hit once. But characters with HitOverrides would get hit multiple times and take tons of damage as a result. Now, each bullet deals much lower damage, but can Juggle to get about the same damage.
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

K-Fox

Got an update. Nothing really new, instead this update fixes several issues, and does some balance changes. Links (EDIT: Link changed. See message below:
https://www.mediafire.com/file/ai2947nvnjgf9zn/SoR2IK3.5.zip/file - With Sound File
https://www.mediafire.com/file/af2f5a1z0vlw5q4/SoR2IK3.5NoSnd.zip/file - Without Sound File

Changes:
Spoiler (click to show)

Update 43

~Fixed

1. When Fog would throw a grenade, it would spawn on the ground instead of actually being thrown.
2. Akaiho's special behavior icons not disappearing if he runs from battle because a Boss got KO'd.
3. Enemies attempting to use throws from too far away.
4. The defense bonus enemies get from the "Damage Dampener" Tweak option wasn't being reset once an enemy wasn't being hit anymore.
5. Kusanagi's shuriken throw (standing) was causing pop-up-like effects despite not knocking down anymore.
6. If the "Quick KO-Recover" option was on, players were losing too much score on KO, and not losing a big chunk of score when KO'd at 0 lives.
7. Traditional mode ending early if fighting 4/5 enemies at once (using the multiple Bonus Games on the same team method); wasn't waiting for 4th/5th to be KO'd after the enemy strength meter was depleted.
8. The mini-life bars for the 4th & 5th SoR enemies were appearing already partially depleted if the enemy had less than 1000 max life.

=====

~Adjusted/Changed

1. Minimum delay before an enemy can attack increased. (It was abnormally low on higher difficultly levels, or if the enemy Attack rate setting was set high (there needs to be SOME delay to their attacks even on higher difficulty levels)).
2. Reduced life bonus Sub-Elite/Elite/Super-Elite (special effect) enemies get from +25%/+50%/+75% to +15%/+30%/+45%
3. Reduced average enemy spawn delay after one gets KO'd.
4. Hitting an object now instantly spawns the contained item (if there is one), instead of there being a 1 second delay before it appears.
5. The Jammer effect has been changed from the giant black "static" effect to simply causing the lifebars (and extra "lives" + special effect icons) of all enemies to be covered with a white bar/square. Jammer enemies now have +15% bonus life instead of -25% less life.

=====

~Added

1. Getting KO'd at 0 lives will now add 2 lives. Prevents massive score drops from back-to-back KOs at 0 lives.
2. Getting KO'd will now grant you 1000 Power upon "re-spawning".
3. An option to allow enemies to move offscreen has been added. This prevents the main issue that makes the bonus game too easy: enemies trapped in a corner can be combo'd extremely easily.

=====

~Removed

1. Enemy Special effect "Recon" Ability. It increased the enemy strength meter over time, but could extend the game length by an absurd amount on higher difficulties because it was hard to quickly KO the Recon enemy.

=====

~Enemy Move/Stat/Misc Changes

1. Barbon's Punch and High Kick damage increased from 60 to 80. Roundhouse kick damage increased from 80 to 100 (from 40 to 50 for Breaker version). Throw damage increased from 50 to 75.
2. Reduced acceleration speed of all Jet-type enemies' Dive Kick attack (They were way too fast before).
3. When the "Enemy Block Type" setting is set to 4, enemies now become immune to throws after blocking an attack (for a short time if not in Simul mode, until they leave the guard states if in simul mode).
4. Zamza can use his DiveKick attack more often.
5. Enemies that can block now take less damage when blocking (when "Enemy Block Type" setting is set to 0 or 1).
6. Heavily reduced Mr.X's chance of blocking attacks (he can only block once he has "Rage" status from being on his last lifebar).
7. Attack power bonus from special effects no longer apply to P1's self-destruct attack (absurd damage amounts could result; with X-Beserk, the total damage became 1050 if not blocked, which was a 1-hit KO against most characters).
8. Vehelits takes an extra 40 damage when hit now (up from 30).

=====

~Speed Run Mode Changes

1. You can no longer get "fake KO'd" in Speed Run mode. If you take damage in any way, you'll be healed to Max Life once you're no longer being hit (or your Life manages to fall to 50% or less). I didn't like the fact that being KO'd added to the Timer since it would mean the Timer wasn't giving an accurate reading of how long the player took to finish the mode, plus the goal of Speed Run mode is not tied to Score, so getting KO'd and gaining time on the Timer shouldn't be thing since being hit already causes you to gain time since you can't move/attack.
2. The enemy strength meter was being set too high. Is now set to 40. If you are in Simul mode, plus 5 for every team member you have (not counting the first character in the team).
3. The timer now always counts up at all times during a round, only stopping when the round is over, Mr.X's intro is playing, or when Mr.X is KO'd. This fixes a issue where the code to stop the timer (such as when no enemies existed at the moment) wasn't always working, and as such the timer was counting up when the player coudn't do anything to progress, which resulted in inaccurate time tracking.
4. Default value of "Extra damage multiplier" setting increased from 2 to 2.5.
5. The "Boss Life/Damage Multiplier Ratio Fix" option is now set to 2, so that Bosses/Mini-Bosses only get half the bonus life due to the "Extra damage multiplier" setting.
6. Healing items will restore a percentage of Power instead of Life.

This update fixes the two problems I mentioned above, so you don't have to fix it yourself anymore. The Jammer effect no longer looks like a glitchy "fuzz" covering the enemy lifebars, instead simply covering them with a white bar. Speed Run mode also got some major changes so that you'll really be able to speed through it now.

As always, tell me of any issues you find.

EDIT: I found some minor issues. New links have been added, re-download if you already downloaded the previous version. I don't like doing these mini-updates without something noticeable, so I added a new enemy, the Streets of Rage 2 version of Electra (called Reine in-game).

Mini-update changes:
Spoiler (click to show)

1. Fog not leaving the battle when other enemies do if he is on his motorcycle.
2. Increased Defense bonus Bosses & Mini-Bosses get when juggled if fighting 3 or 4 players at once.
3. Mr.X's "get-up" invincibility is not lost if he is fighting 3 or 4 players at once and is on his last lifebar.
4. Aggressive Akaiho enemies' Base Life increased by 100 (Total Base Life is now 900).
5. Enemy special effect icons sometimes not being removed when enemy is KO'd.
6. Damage of Zamza's Suplex attack reduced from 125 to 100.
7. Fixed problem with Electra's Electric Whip attack not playing the "Electrified" sound effect when hitting the 3rd or 4th player in Simul mode.
8. Nora falls faster during her Jump Kick attack (less "floaty" effect).
9. Fixed problem with Rocket never appearing in Traditional mode, and Rocket not able to appear as the 4th or 5th enemy.
10. Big-ben can now use his Roll attack from Streets of Rage 3.
11. Enemies with the Shield special effect were directly taking Life damage if they were hit by projectiles if the "Enemy Anti-Projectile" tweak was active.
12. You (and any allies) are now fully healed before each Boss & Mini-boss fight (This is a reference to how in the games you'd always find a Chicken power-up (two in 2-player mode) before each Boss.) The heal effect also occurs when starting the "Save the general" bonus area and before fighting Mr.X.
13. Slightly increased invincible time of all non-Boss enemies when they get-up from being knocked down.
14. NEW ENEMY: SoR2 Electra (Called Reine in-game. Its one of the different names she can appear with in the games.)

-The SoR2 version of Electra is similar to her SoR3 version, with some differences, which are listed below:

-Reine has 800 Base Life, Electra has 650.
-Reine's Normal Whip Swing is stronger, but hits only once instead of twice (net result is slightly weaker than Electra's Double Whip Swing)
-Reine's Electric Whip starts up much faster, but has less damage & active frames, and has a hefty recovery time (it can't hit when it is retracting). It also extends to max range instead of instantly appearing at max range.
-Reine has a Jump Kick similar to Nora (with the same damage), but doesn't have Electra's "Back Jump Dodge".
-Reine has a bit less walk speed than Electra, and has a lower Attack Rate.
-Reine doesn't have Electra's "Feint" ability. She'll get up normally if you are close to her.
-Reine can enter the fight from above with her Jump Kick attack, exactly like Hakuyo and Tiger can.

EDIT 2: And to complete this, find this in State 21893:

[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 1
loop = 0

[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 301,8
channel = 2
loop = 0


And replace it with this:

[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 1
loop = 0
persistent = 0

[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 2
loop = 0
persistent = 0

This fixes a problem with Reine's "attack voice" playing multiple times during her Jump Kick.
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

K-Fox

Got another mini-update:
https://www.mediafire.com/file/ebz99wmf1es6kjc/SoR2IK3.75.zip/file - With Sound File
https://www.mediafire.com/file/n1g159m0bthvutz/SoR2IK3.75NoSnd.zip/file - Without Sound File

Changes:
1. Fixed major issue with the Score not increasing from hitting/KOing the 4th/5th SoR enemy.
2. Fixed Big-ben going into a non-existent animation at the end of his roll attack.
3. Fixed Bosses taking too much guard damage if the Boss Life/Damage Multiplier Ratio Fix option was set to -1.

4. Reduced chance of Harakiri using his Counter Slash attack. Increased base life by 250.
5. Added cooldown to Electra's/Reine's Shock Whip attack.
6. The Rocket enemy that spawns with Jet has slightly more Life if more than 2 players exist in Simul mode.

7. Added a new "Tweak" option that grants Super-Armor to all Bosses and Mini-Bosses (except Vehelits) ONLY if they are in their Stand or Walking States (and Jumping state for Zamza), and grants them NotHitBy for a brief moment upon attacking. This was specially made for playing with more than 2 players in Simul mode, and should finally allow a way for Bosses/Mini-Bosses to have a chance at fighting back when fighting 3/4 players at once instead of spending 90% of their time onscreen getting stunlocked & combo'd.

*Known Issue: The dark flicker effect for Vehelits when it gets hit isn't working. Mr.X also doesn't flicker yellow when hit while he has Super-Armor from the new option, which is very strange since the PalFX causing that effect doesn't have any trigger on it besides "Time%3 = 0", so why it doesn't work on Mr.X only is still a mystery.
---------------
If you play against 3 or 4 Bonus Games to fight more enemies, you might notice that your score may sometimes appear to quickly increase multiple times after hitting or KO'ing the 4th/5th SoR enemy (the ones with the tiny lifebar above them). This is due to a weird workaround that I had to do to get the score to increase properly.
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

K-Fox

Back again with another update. This time, there isn't a "no sound file" version because I've added new sounds for a certain feature I've added.

EDIT 12/18: The mode select menu was activating again after a round was completed. Here is a fixed version; re-download if you already have the previous version.
Link: https://www.mediafire.com/file/nlt4tg9mflrjbq4/SoR2IK4.1.zip/file

Changes:
1. Invincible time Bosses get upon attacking if the "Super Armor" Tweak is active has been reduced. Defense bonus from Super Armor effect heavily reduced.
2. All Jet-Type enemies are considered to be "Standing" when using their Flying Punch attack (for the normal Jet, excluding his Aerial Breaker vsersion). This fixes a problem where managing to hit a Jet-Type enemy during their Flying Punch wouldn't allow for a potential combo since they would almost instantly go to their special air recovery state for most attacks, which made them invincible for the duration of that state.
3. Reduced chance of Jet using his Breaker attack if the option is on. Since he is harder to pin down than most other Bosses, successful hits on him need to have a higher rate of allowing combos against him.
4. In Ranked mode, the Healing effect is no longer done by "grabbing" the players and sending them into a custom state for the heal, instead done with a "LifeAdd" state controller with IKEMEN's "RedirectID" parameter.
5. Healing after a Rank Up is no longer a full heal, instead it heals 60% of a character's MISSING Life. It was overall very easy to hit Star Rank despite the weaker healing items, so this adds some pressure while still granting a big heal upon Ranking Up.
6. Fixed problem with the Boss music still playing after defeating Jet.
7. Barbon and R.Bear are a bit smarter in deciding whether to use their anti-air attacks.
8. Can now set the "Random Enemy Life Bonus" option to -1 (Normal enemies spawn with a random amount of base life based on which enemy they are), -2 (Makes normal enemies spawn with lower life, but each time a Boss is defeated they spawn with slightly higher life), or -3 (Apllies the -1 and -2 option at the same time).
9. You can now set the "Alternate mode setting" to -1, which will allow you to choose the Bonus Game mode at the start the round. Now you don't have to keep opening the "SetConfig" when you just want to play in a different mode (Do note that all other options stay at whatever values they are set to in the SetConfig file).
---------
A major change I've added is Change #9, which allows switching of the Bonus Game mode at the start of a match instead of having to change the config file every time you want to play a different mode. Do note that it works by pulling whoever is Player 1 into a custom state, where that player can press Left/Right to select a mode, then press Start to confirm. Afterwards that player re-appears from above and the Bonus Game starts.

Some notes about this method:
1. If the Bonus Game is unable to pull Player 1 into a custom state for 15 seconds, it will default to Normal mode to avoid a soft-lock.
2. If Player 1 is AI-controlled, the Bonus Game also defaults to Normal mode.
3. In Simul mode, if one of the teammates is "grabbed" instead of Player 1, they'll be removed from the screen and another attempt to pull Player 1 into the special state will be made. Once the mode has been set (or the 15 second fail-safe activates), the removed teammates will also jump back in from above.
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

K-Fox

Here is a minor update for characters: https://www.mediafire.com/file/cgxu2u71qckvr9s/12Char4StagePackIK2.zip/file

Changes:
Spoiler (click to show)

===============================
All characters (except Yamato)
===============================
1. Add a new option that shows a tiny version of the character's HUD when playing with more than 2 players in Simul mode and can be set to always appear instead of the usual HUD; this version displays the remaining Blitz Stars, Special Meter, and Grip meter directly on the character instead of at the corner of the screen. Exact method is:

Blitz Stars: Shown above the character with "*#" where # is a number from 0 to 5. Once 5 Blitz stars are stocked, the number display will fade out after a bit to reduce screen clutter.
Special Meter: Shown at the character's feet. Always shown since knowing remaining Special is important due to the Life cost if using Specials without a maxed Special meter.
Grip Meter: Shown to the left/right of the SoR character during grabs based on teamside (Left for Teamside = 1, right for Teamside = 2). After leaving the grab states, the grip meter will remaining for a bit before fading out.

This allows for the SoR characters to be in a Simul mode team of more than 2 players without their HUDs conflicting with other characters. If the current lifebars used show power meters at the bottom of the screen, this option can also be turned on to prevent the custom HUD from covering or being covered by the power meters.

2. Added the IKEMEN-specific movelist file, so you can view the character's moves in-game (Kind of redundant since the characters share so many commands, but I thought it'd be useful. Plus, some characters have some slight differences in their move sets, or unique commands only they can use).

=====
Axel
=====
1. Pausetime of some hits during "Dragon Smash" increased to prevent opponent from briefly moving before some hits could connect, which could result in the enemy slipping out of range.

=====
Skate
=====
1. Speed of all attacks in "Basic combo" increased. Exact changes are:
   A. Punch: Start-up time -2 frames, recovery time -1 frame
   B. Kick: Start-up & recovery time -1 frame
   C. Roller Kick: Start-up time -2 frames, active frames -4, recovery time -4 frames (Cuts total anim time by 10 frames)

This update adds a tiny version of the HUD that can enabled so that if in Simul mode with many players, the HUD of each SoR character (hopefully) won't get in the way of other HUDs. I really like Simul mode and wanted to make sure my characters were as playable as possible in that mode, especially with IKEMEN's new 3/4 player Simul mode. This tiny HUD also is good to use if you are using lifebars that have the powerbars at the bottom of the screen.
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

K-Fox

Update time! Link: https://www.mediafire.com/file/yz5a42ij9c7bb63/SoR2IK5.zip/file. This update contains some important fixes.

Changes:
Spoiler (click to show)

~Fixes

1. Fixed major score issue where the points given for defeating Bosses and Mini-bosses were MUCH higher than they were supposed to be if the "Extra damage mulitplier" setting was set above 1 (which it most likely always was since I recommended it should be set to at least 2).
2. Fixed another score issue in the "Save the General" area; the amount of points earned if the General was saved with very low life wasn't scaled correctly.
3. Fixed an issue where items sometimes couldn't be picked-up if the "Auto-PickUp" option was active.
4. Certain PalFX on enemies weren't showing.

5. Zamza would sometimes start his "Upper Slash" attack from under the ground after being hit by certain attacks.
6. Jack wouldn't have an attack delay after "equipping" a knife if he was the enemy spawned from the 3rd or 4th bonus game in Simul mode.
7. Rocket wouldn't have an attack delay after a failed grab attempt or if hit just before his DiveKick attack, if he was the enemy spawned from the 3rd or 4th bonus game in Simul mode.
8. Jet was attacking too quickly after another attack on higher difficulties.

9. When Jet left the fight because Zamza was defeated first during their rematch, he would snap to the ground. Now he properly flies away without doing that.
10. If an Electra or Nora enemy was in their Feint state when a Boss was defeated, they wouldn't run away until leaving that state. This could delay progress for a bit.
11. The special effect icons sometimes weren't being removed upon an enemy leaving the battle (not from a KO).
12. Fixed a problem where enemies wouldn't be able to attack extremely large characters with certain short-ranged attacks despite being very close to them.

13. Shiva's chance of blocking attacks after being hit was way too high (was 100% if in Simul mode against the Bonus Game); the only thing preventing him from blocking non-stop was the block limit in the Config file. Now Shiva can't have more than a certain chance of blocking after being hit; if you are playing in Simul mode, this maximum chance is based on the number of characters on your team, in the other modes, its the lowest possible. Exact maximum chance is 30%, then +15% for each additional teammate. Do note that the actual chance of Shiva blocking is based on difficulty level, the number of players on your team (if in Simul mode), and if the "Enemy Attack Rate Modifier" has been changed.

14. The states the Bonus Game goes to in Normal, Boss-Rush, and Speed Run modes have had their values reduced from the 3000-3700 range to the 1000-1700 range. This fixes a problem related to other characters that have some sort of Combo Breaker-style move; these characters couldn't use their Breaker attack against Super attacks, but they often used a trigger like "enemynear, stateno = [3000,3999]" to detect an opponent's Super, which would detect the Bonus Game as always using a Super attack, which in turn permanently disabled their Breaker attack.

15. Damage all enemies take while in Custom States is now properly tracked and applied instead of the damage being dealt all at once in one big chunk once the enemy is out of a custom state. This not only looks better since you can see the damage being dealt on their lifebar, it also prevents a problem where certain high-damage custom state attacks would incorrectly hit the "max damage in 1 hit" limit (500) since the chunk of damage was effectivly being done in "1 hit" instead of however many "hits" (instances of "lifeadd" state controllers in the custom state, or "targetlifeadd" state controllers from the attacker) the attack did. This is all now possible thanks to the inclusion of "Statedef -4" in IKEMEN.

16. The life value of the Bonus Game character has been reduced from 10000 to 1000. It was set to 10000 because of some issue in MUGEN involving helpers that dropped to 0 life (don't remember what exactly), but this was also causing attacks that deal "percentage" damage (any damage based on the opponents current or max life) to deal very large amounts of damage to the enemies.

---

~Enemy Moves/Stats Changes

1. Slightly reduced damage of P1's Self-Destruct attack.
2. Antonio's Boomerang can't hit again when returning to him anymore.
3. Harakiri's "Counter Stance" duration increased from 1 second to 1.25 seconds (gives you more time to back out of range). Damage resistance during "Counter Stance" increased from 25% to 40%.
4. Hakuyo's Energy Palm attack should no longer miss players standing very close to him.
5. Zamza's Double Slash attack is slightly faster.
6. Enemies with the Stealth effect (if special effects are enabled) no longer deal x2 damage when attacking while the Stealth effect is active.
7. Nora's Jump Kick starts up faster.

8. Kasanagi's Sword Slash is faster.
9. Electra's Double Whip attack starts-up faster.
10. Bruce's Double Whip attack is faster.
11. Tiger's kick starts-up faster.
12. When Jack is "equipping" a knife, he can now use his strong punch against players that get close to him before the spinning knife appears.
13. P1's Dash attack starts-up slightly faster.
14. Jet MKII's throw damage reduced from 225 to 175.

15. Enemies that can block (except Shiva) will now be forced out of their guard state after blocking enough hits when the "Enemy Block Type" setting is 0. This mainly prevents a problem in Simul mode where multiple players could be attacking a blocking enemy, getting them stuck in that state until the safety kicked in and forced the enemy into an invincible knockdown state. Now the enemy will drop their guard after their "Block Charges" are 0. In exchange, the max block charges an enemy can have and the rate at which the charges recharge is by default set higher when fighting with multiple players in Simul mode against the Bonus Game.

16. Ash has been reworked. He now uses sprites, animations, and moves from the playable version of himself, giving him much more variety in attacks (do note that most of these attacks are different from the playable Ash). This also fixes a problem where his palette was too bright.

---

~Speed Run Mode Changes

1. All normal enemies (not Bosses or Mini-bosses) have +500 Max Life. Damage multiplier is set to x3 instead of x2.5.
2. Abadede doesn't get additional extra defense when hit while in the air or lying on the ground.
3. Shiva's chance of blocking attacks is heavily reduced, but he also gets +1000 to Base Max Life.
4. Maximum damage that can be dealt to an enemy in 1 hit increased to 750 (Needed since the damage limit doesn't scale with the damage multiplier, so in Speed Run mode you could reach the damage limit rather easily).

---

~Other Changes

1. The camera no longer follows Jet, Rocket, or Jet MKII upwards (except during the "intro" for Jet). Prevents excessive camera bobbing when multiple Jet-type enemies are on-screen (on stages that can have the camera scroll upwards).
2. Removed the option in the Config file that would increase lives remaining if they were below a certain amount after a round was won.

---

*Known issue*

1. Something is causing Ash's Theme to cut out early.

Changes (IKEMEN Specific):
Spoiler (click to show)

A. Changed

1. Throws from enemies always grant Red Life even if not in Tag mode (this is to be consistent with the default behavior of IKEMEN).

2. The bonus to Max Life Bosses and Mini-bosses get for each team member (on your team) above the 2nd in Simul mode has been increased to 20%. To prevent Bosses and Mini-Bosses from taking too long to defeat because of this, the base damage they can take before they are forced into their invincible knockdown state is increased by 50 for each team member above the first on your team, unless you are playing on a difficulty above Normal, in which case the damage threshold is increased by 60/70/80 for Hard/Very Hard/Mania difficulties.

The last four of the "fixes" are particularly important:

A. Shiva's ability to block any attack for 0 damage was meant to make him tougher, but it also was rather annoying to have almost all your attacks wasted on higher difficulty levels, so I added a maximum block chance to tone that down.

B. I do have some characters with "Breaker" attacks, but they couldn't use them against the Bonus Game because of its State Number being over 3000 and thus counted as "always using a super attack", which the Breaker moves didn't work against. Those characters should now be able to use their Breaker attacks properly.

C. The damage limit was to prevent 1-hit KO's against enemies, but it affected custom state attacks incorrectly. Now no longer a problem.

D. "Percentage" damage is rare, but if it was used against the Bonus Game enemies, they would usually take a huge amount of damage.

Also, Ash has a lot more attacks and should be a much bigger threat than before. But now there seems to be a bug that is causing his battle theme to cut out early (sometimes). I'm not sure why it happens yet. Sorry about that. I'll keep checking to see if I can fix it.

EDIT: One of Ash's new attacks wasn't activating. To fix this, open the "EStates3.cns" file, and go to line 25284 to find this:

triggerall = Time >= 15

Change 15 to 18.

I also forgot to list the new attacks Bonus Game Ash can use, and how the Bonus Game Ash's attacks are different compared to the playable Ash. Here they are:
Spoiler (click to show)

-[All attacks]: Damage reduced.
-Double Slap: Can't hit crouching players.
-Big-hands: Only used as part of a combo from x2 Slap attack.

-Spinning Hammer: Only used as a Breaker attack*, absorbs attacks for 0.5 seconds (with -25% damage taken), then unleashes the invincible attack. *If playing in Simul mode against the Bonus Game with more than 2 players, can use outside of being hit.

-Pride Slide: Slightly faster travel speed/distance, no invincibility. Player-push is disabled. Can't be hit by projectiles. Slightly longer start-up time.

-Booty Bump: Slightly crouches and flickers white for a bit, then uses the attack. Hits once instead of twice. Travel distance is higher. Can't be hit while "charging", then can't be hit by projectiles afterwards.

-Flying Pirouette Kick: The spin at the beginning can't hit, but the travel speed & distance of the kick is much higher. As such, is only used from far away. Player-push is disabled. Can't be hit by projectiles.

EDIT 2: I have something for everyone: A list of all the enemies and their Stats/Attacks: https://www.mediafire.com/file/bzwqx3f9yck89l8/NewEnemyGuide.txt/file. Not much, but I figured some might find it useful.

I also found another issue with Ash; his laugh animation wasn't showing right. You'll need to open the "SoR2.air" file and find this starting from line 7450:

; AshLaugh
[Begin Action 10698]
Clsn2Default: 1
  Clsn2[0] = -14, -87, 11, 0
10698,0, 0,0, 7
LoopStart
10698,1, 0,0, 7
10698,2, 2,0, 0

Change that last line showing "10698,2, 2,0, 0" to "10698,2, 0,0, 7".
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

K-Fox

Alright, I got something big here. Years ago I had an idea to add a new section to the Bonus Game where you'd fight all the Major Bosses again (with a different palette) after first fighting a small group of enemies, which was more or less what the final stage of Streets of Rage 2 was. I even wanted to use explods to "replace" the background so it would look like you were in Stage 8 of SoR2, although it was harder to do than I thought, so I dropped that idea.

I wanted to release it during Christmas as a "gift" of sorts, but I never got around to it. Now, years later, its FINALLY done, and here it is: https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file

Changes:
Spoiler (click to show)

Update 46

1. When escaping out of Pummel-type grabs, the enemy that grabbed you no longer gets 15 frames of invincibility.
2. Fixed Barbon using some of his attacks from too far away.
3. Chance of enemies appearing with Special Effects (if option is set to 1, 2 uses a different chance amount) reduced from 70% to 50%.
4. Fixed the "Screen Lock" effect not working in the "Save the General" bonus area.

5. New section added. After winning a round and depleting the enemy strength meter for a second time, instead of jumping to the Shiva fight, you'll instead enter a Boss Rush-like section where you'll fight a weaker version (Sub-Boss) of every major Boss that appeared in Streets of Rage 2, after first defeating a few enemies. What exactly happens in this section is as follows (Note: you'll be healed to max life upon starting the new area):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. The enemy strength meter will be restored by a small amount (if you are in Simul mode, it'll be increased based on your Team Size).

2. Enemies will begin to spawn again. This time, the enemies that spawn will depend on which Sub-Boss you'll be fighting (they'll appear based on the stage the original Boss appeared in, which means mostly SoR2 enemies, although there are some SoR3 enemies that can appear).

3. The Sub-Boss will appear after depleting the Enemy Strength Meter. The Sub-Bosses have the exact same attacks and skills as the original Bosses, but have 30% less Life and a slightly lower attack rate. They also get the same special defensives Bosses do such as being forced into an invincible state if they take enough damage in a combo. Plus, if you are in Simul mode, they'll have assists spawning until the Sub-Boss is KO'd.

4. After defeating a Sub-Boss, you'll be healed for 50% of your max Life and the process will repeat from Step 1 until you defeat the last Sub-Boss (Z.Kusano).

5. Once Z.Kusano is defeated, the Enemy Strength Meter will be restored again (by a slightly larger amount than before), and you'll fight a swarm of Garcia, Donovan, Slum, and Vice enemies.

Once you've defeated the Garcia/Donovan swarm, the rest of the Bonus Game will continue as normal. Note that this "Final Area" is only encountered in Normal mode. Playing in Boss-Rush or Speed Run mode will skip this section.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The list of Sub-Bosses, and who they are copies of, are as follows:

1. Isotope/Uranium (Particle/Molecule)
2. Bear Jr. (R.Bear)
3. Vulture (Barbon)
4. Bomber (Jet)
5. Nail (Zamza)
6. Z.Kusano (Abadede)

Now you'll basically "be" in Stage 8 of Streets of Rage 2 after depleting the Enemy Strength Meter in the second round (comeplete with Stage 8 music), fighting some amount of enemies, then a Sub-Boss. This is the first update in a long time that has actually has added something major to the Bonus Game; I hope you enjoy it.

I'd also like to thank everyone who took interest in this Bonus Game, whether you posted in the original topic, this one, or even made a Youtube video of this Bonus Game. Its been 8 years (I can't believe it) since I posted the original, and 46 updates later, its become an absolutely massive Bonus Game, which all started because I wanted a good "Beat-em Up" style bonus game for MUGEN, but most I found were either very simple, overly difficult, or just poorly coded.

With this ultra late Christmas preset finally complete, I also want to say that I probably won't be updating this Bonus Game much anymore outside of bug fixes. Its not that I'm tired of it, its just that I've crammed so much into it that I don't think I have anything left to add. I'm glad I was able to make something so many people found fun despite the Bonus Game taking a very long time to complete.

Thank you all once again. I tested this update lots of times to make sure the new area works correctly, although knowing me I may have overlooked something. If anyone finds a problem, please let me know.

Finally, some things about the new area some people might wonder about:

1. I know a Jet copy didn't appear in Stage 8 (probably because he appeared as a normal enemy in earlier stages in Streets of Rage 2). I included Bomber because I wanted to have all the SoR2 Bosses in the new area.

2. Non-SoR2 enemies appear here for more variety.

3. The music for the area besides the "intro" of the song is loaded with IKEMEN's new "PlayBGM" State Controller, which is why there is a brief moment of no music when the "intro" part of the song finishes playing (and it seems this also causes it to not loop perfectly). I included the main part of the Stage 8 theme this way because including it in the sound file would have added 12.9 MB to the file size, plus the song wasn't looping for some reason when played with a "PlaySnd" with "loop = 1" (maybe because the size triggered some IKEMEN bug?).

EDIT: I found some issues, here is a "Micro-Update": https://www.mediafire.com/file/pale3sl98lhxz13/MicroUpdate1.zip/file
Instead of the whole Bonus Game folder, this only contains the files I changed. Copy these files into the Bonus Game folder, replacing the ones already there, to apply the Update.
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

Adnan

Boyboyz's Rugal XV char makes enemy disappear with genocide cutter and grab based moves.

K-Fox

Quote from: Adnan on April 06, 2023, 05:26:18 PM
Boyboyz's Rugal XV char makes enemy disappear with genocide cutter and grab based moves.

Its an unfortunate "problem" with certain characters that remove Helpers to avoid the "character clone" glitch, but it screws up the Bonus Game as a result.

To fix this, open the "SetConfig" file and look for this:

;Enemy Hit System. Set to 1 to make enemies use HitOverrides when hit instead of using the default MUGEN hit system.
;If strange things happen when you try throwing enemies or use certain attacks, such as enemies disappearing
;completely, set this to 1. It'll prevent enemies from being affected by some attacks such as throws (because of
;how MUGEN works), but it should also prevent any problems related to such attacks.
[State 5900, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 0
;       ^ Change this value (Default is 0)
ignorehitpause = 1
persistent = 0


Change the value from 0 to 1. This will let you use the "problematic" characters against the Bonus Game at the cost of some attacks not being able to hit the enemies.
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

K-Fox

Its been a while. Here is another update. I found some rather big issues with the Bonus Game, so I'm back to fix them.
Link: https://www.mediafire.com/file/liwu0ro6wcw0lly/SoR2IK7.zip/file

Changes:
Spoiler (click to show)

~Fixed

1. If Mr.X was KO'd while guarding, he wouldn't go into the proper KO states, causing the game to get stuck.
2. In Traditional Mode if fighting against 3 or 4 Bonus Games at once, the 4th and 5th enemies wouldn't stop spawning once the enemy strength meter was empty.
3. Various debug flood happening.
4. The Control Panel in the Police Chief/General should now stick to the right side of the screen when playing on stages that can zoom out.

5. No enemies were appearing in the Police Chief/General bonus area if you were playing in Single mode.
6. "Fake KO'd" characters would very rarely enter the Fake KO states multiple times back-to-back, causing a huge drop in lives. (Real hard to pin down why this happens, so I'm not sure if its actually fixed).
7. Some Mini-Boss assist enemies continuing to spawn after the mini-boss has been defeated.
8. Ash's forward slam wasn't giving Power or Red Life.

9. When fighting Mona/Lisa with more than 2 players, Mona could perform Team attacks with the assists that spawned instead of Lisa, causing the assist to turn into Lisa for a bit before returning to normal.
10. Yasha wasn't getting a defense bonus if the "Boss Life/Damage Multiplier Ratio Fix" option was set to -1, making her very easy to defeat.

~Adjusted

1. Enemies that can Guard will only lose a "block charge" (if Block Type is set to 0 or 1) if the Base Damage of the attack is at least 20. Prevents moves that consist of multiple weak hits from quickly breaking through the enemies block charges and in turn disabling their Guard for a bit.

2. Slightly reduced the defense bonus Bosses/Mini-Bosses get when they are hit while in the air and you are in Simul mode (Abadede/Z.Kusano always get this bonus even if you aren't in Simul mode).
3. Reduced the life bonus Bosses and Mini-bosses get from Hard difficulty or higher by 50%.

4. Reduced Base Life of the Control Panel from 6000 to 4000, increased damage the gas does to the General and players/enemies, slightly increased the rate the gas meter increases, and increased the damage the gas meter takes when the Control Panel takes damage. The aim of this change is to make this section less dull. Note that if playing with more than 2 players in Simul mode, the Control Panel still has a very large amount of life.

5. Mona/Lisa get a slightly bigger life bonus when fighting more than 2 players.
6. Added cooldown to the Boss Breaker attacks to prevent back-to-back breakers (3.5 seconds for Abadede/Z.Kusano/Harakiri, 5.5 seconds for all others except Shiva (who already had a cooldown for his Breaker attack)).
7. Boss life drop when playing on Easy or Very Easy slightly reduced.

~Enemy Attack Changes (Base Power of attacks)

1. Power of Abadede's Suplex reduced from 330 to 300, BodySlam reduced from 230 to 200, and Punch reduced from 360 to 320.
2. Power of Mona's/Lisa's Team Lift Kick reduced from 350 to 300.
1. Power of Shiva's Slam reduced from 200 to 150.

~Misc Changes

1. Added an option in the config to adjust all Boss and Mini-boss life & damage dealt by a percentage.
2. Enemies that walk onscreen spawn slightly more offscreen. Helps prevent them from simply snapping into play when playing on a stage that can zoom out.
3. Slightly reduced volume of the SoR2 Stage 8 theme that plays once you start the "Sub-Boss" area.

A critical bug involving Mr.X being "guard KO'd" was fixed (if using the default IKEMEN guard system, forgot to mention that in the update notes). That wasn't cool when that happened to me, and considering it takes so long to complete the bonus game, I couldn't just leave that there.

Another thing I added was the ability to change all Boss & Mini-boss life and/or damage by a percentage. I think that most Bosses have a bit too much life and not enough damage, making the fights kind of boring. You can now set these new values to your liking. Ideally, reducing their life and increasing their damage should make for more intense fights.
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

kingkunio

Ahoy, not quite sure what's going on, but the latest update's mediafire link is broken.

K-Fox

Quote from: kingkunio on November 03, 2023, 02:53:24 AM
Ahoy, not quite sure what's going on, but the latest update's mediafire link is broken.

Well this is a double dose of problems. I was going to just upload a new version of the Bonus Game with some minor fixes to replace this link, but I'm currently on a Mobile HotSpot (true internet is down), and apparently Mediafire doesn't like the very slow upload speed; when I try to upload the file the progress keeps resetting.

So at the moment, I have another way. Here is the update, except 2 files are excluded to reduce the file size (the "SoR2" AU Format Sound file and the "SoR2FinalLevelTheme" MP3 file) so that this can actually upload properly: https://www.mediafire.com/file/roxt36knfvtfijs/SoR2IK7.1NoSnd.zip/file

Once this is downloaded, download Update 6: https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file. Then take the 2 sound files listed above from this folder and move them to the updated Bonus Game Folder with the missing sound files.

Here is the small update notes for this "patch". Do note that with this patch the newest version of IKEMEN is now needed:

~Fixed

1. If the "Boss Breaker" tweak was on, Jet was sometimes becoming invincible but not actually using a breaker attack.
2. If the "Idle Super Armor" and "Boss Breaker" tweaks were on, Bosses weren't affected by the Breaker attack cooldown in their Super-Armor state and as such could spam Breaker attacks.

~IKEMEN Specific Changes

A. Due to the change in how Red Life works in IKEMEN GO v0.99.0, certain enemy throws have been fixed to give the proper amount of Red Life.
B. Also due to the Red Life change, the life bar in Tag mode has been fixed to properly display Red Life.
C. The new "GlobalNoKO" AssertSpecial flag is now used to prevent players from being really KO'd and out of the fight (VERY helpful for characters that can inflict self-damage, and even more important in Simul mode for characters who can damage not only themselves but their allies as well).
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