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SSF2T Gouki/Akuma Release (Updated - version 1.15) (Read 23103 times)

Started by The Railgunner, September 18, 2008, 11:27:04 pm
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SSF2T Gouki/Akuma Release (Updated - version 1.15)
#1  September 18, 2008, 11:27:04 pm
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Here he is. He likely definitely has a few bugs that I haven't found when testing him, and I need help adding a PosFreeze that won't leave him stuck in midair after two Zankuu Hadouken (Shin mode only) Has been fixed, along with the hitspark problem and the burn anim.

EDIT: I moved the screenshot to this post, plus a couple more:
Versus Ken Lvl 2:

Versus my M. Bison/Vega:

Versus alexlexus' Gouken:

Here's the new link:
Updated Super Turbo Akuma/Gouki

Updated to version 1.15.
Last Edit: February 08, 2009, 03:01:43 am by Kenshiro 20XX
Re: SSF2T Gouki/Akuma Release
#2  September 19, 2008, 10:00:05 am
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Apparently I always have to double post to get people to notice my release. I updated the link, and got this screenshot:

EDIT: Screenshot moved to the first post.

I'll get more if you want, but this is all for now.
Last Edit: September 20, 2008, 05:34:10 am by Vegeta 20XX
Re: SSF2T Gouki/Akuma Release
#3  September 19, 2008, 10:41:30 am
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He is a solid Character actually but just like you mentioned allready, once his bugs are fixed he will be a awesome Character.

Even if you know what kind of bugs they are, i want to say that you should use better sounds for him. Also speed him up and i prefer to add you his after image in red when he dashes. And I'm sure that you know the getting fire image in the weak punch and weak kick basic moves. They appear like sparks when getting hitten.

This is what i mean:

weak punch


weak kick


You see what i mean. It doesnt look right. You know your bugs. I prefer you to fix those for a awesome Character. :)   
Re: SSF2T Gouki/Akuma Release
#4  September 19, 2008, 12:12:20 pm
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small portrait?
Spoiler, click to toggle visibilty

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i was playing FFVII and I accidently named Red XIII Cyanide D:
Re: SSF2T Gouki/Akuma Release
#5  September 19, 2008, 12:17:10 pm
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If you require my assistance, please feel free to contact me on Discord: 2DMirage#5299
Commissions/Requests are closed. Please do not ask.
Re: SSF2T Gouki/Akuma Release
#6  September 19, 2008, 12:21:51 pm
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i guess i should have made my question more clear.
what i meant was that if he wants him original as possible or not
so like if he wants to add a portrait later or no, noh mon ami
Spoiler, click to toggle visibilty

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Lord Canti Says:
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Re: SSF2T Gouki/Akuma Release
#7  September 19, 2008, 02:09:09 pm
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He is a solid Character actually but just like you mentioned allready, once his bugs are fixed he will be a awesome Character.

Even if you know what kind of bugs they are, i want to say that you should use better sounds for him. Also speed him up and i prefer to add you his after image in red when he dashes. And I'm sure that you know the getting fire image in the weak punch and weak kick basic moves. They appear like sparks when getting hitten.

This is what i mean:

weak punch


weak kick


You see what i mean. It doesnt look right. You know your bugs. I prefer you to fix those for a awesome Character. :)   


I think that's because the hitsparks for these attacks is s6000 (same anim as the burn anim). A value starting with "s" for snd's and hitsparks means it's taken from the char's SFF as opposed to fightfx.sff

Also, the sounds were taken from Super Turbo, and are the actual snd's used for our neighborhood friendly Raging Demon man ;D .

EDIT: Here's the new link (I fixed the bugs). Though I'm not making the afterimage red, because a)that's not how it is in Super Turbo, and b) I can't seem to be able to code an afterimage color other than the default anyway.

SSF2T Gouki/Akuma
Last Edit: September 19, 2008, 02:28:20 pm by Vegeta 20XX
Re: SSF2T Gouki/Akuma Release
#8  September 19, 2008, 03:31:24 pm
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Apparently I always have to double post to get people to notice my release. I updated the link, and got this screenshot:

We see it but you just didn't put the screenshot in the first time.

People like to see what they are downloading.
Re: SSF2T Gouki/Akuma Release
#9  September 19, 2008, 05:24:21 pm
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Thats kinda clever how you didn't give him a display name and blacked out his small portrait.
There was a sig here. Its gone now (thanks photobucket ya fecks)
Re: SSF2T Gouki/Akuma Release - HOLY SHIT UPDATE!
#10  November 02, 2008, 01:32:09 am
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He's been updated - I mean really updated. The link has been updated too (first post).
Re: SSF2T Gouki/Akuma Release (Updated)
#11  November 02, 2008, 08:30:26 am
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 ok, its funny; why you get interested on doing something on this non general interesting chars?.
Re: SSF2T Gouki/Akuma Release (Updated)
#12  November 02, 2008, 09:49:41 am
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What do you mean? Do you mean that I'm more interested in making characters that most Mugen players would say suck?
Re: SSF2T Gouki/Akuma Release (Updated)
#13  November 02, 2008, 09:55:50 am
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 ???
Re: SSF2T Gouki/Akuma Release (Updated)
#14  November 02, 2008, 12:56:13 pm
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- Standing HP looks very weird when performed anywhere except for right next to the opponent (in which case a different HP is used)

- May be true to the source game, but i can't see him standing much chance against your other chars without super moves.... makes sense to me that he should at least have an SGS

- When i just played a match of this akuma vs himself, i saw that when performing a flurry of crouching light kicks or punches against him, many of the punches/kicks did'nt connect and seemed to go right through him

- Shin version of akuma is far too overpowered: You can kill a character in 2 simple combos, and tatsumaki kick comboed into upper cut takes off well over half of a life bar alone :-\

Again i'll say that this isn't bad, but it needs work to even be on par with other sf2 styled akuma's that i've played with
Re: SSF2T Gouki/Akuma Release (Updated)
#15  November 02, 2008, 01:15:19 pm
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I don't know if you've ever played Super Turbo (much less gotten to Akuma alive), but his specials are supposed to be VERY overpowered to make him more challenging than M. Bison. And I can't seem to find out why he isn't using more specials...

I'll make a version of him with an SGS to be fair. And a seperate SGS for Shin Akuma >:D.
Re: SSF2T Gouki/Akuma Release (Updated)
#16  February 08, 2009, 03:00:14 am
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UPDATE: I uploaded the current version, feedback would be nice.
Re: SSF2T Gouki/Akuma Release (Updated - version 1.15)
#17  February 08, 2009, 07:42:50 pm
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- Missing required sprite 5041,20.
- Custom state for Seoi Nage (f + MP/HP) looks bad.
- Seoi Nage should also work when pressing back.
- Tomoe Nage gives a debug flood (changed to invalid action 891)
- Are you sure Gouki is correctly aligned when leaning on his back during Tomoe Nage ?
- If performed with opponent in the corner, Tomoe Nage makes Gouki end on the other side of the opponent.
- HK close is supposed to hit twice, not make the opponent fall on first hit.
- I can have several red hadouken (Shakunetsu Hadou Ken) on the screen.
- The command is hcf+P, not hcb+P.
- Shakunetsu Hadou Ken is an infinite in the corner.
- All 3 versions of Shakunetsu Hadou Ken should be different.
- I cannot connect a Tatsumaki Kyaku after a Tatsumaki Kyaku with HK, whereas I should.
- Ashura Senkuu is with dp/rdp+3P/3K, not F,F or I don't know what.
Re: SSF2T Gouki/Akuma Release (Updated - version 1.15)
#18  February 08, 2009, 08:03:47 pm
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- Missing required sprite 5041,20.

Meh, so long as it isn't used in a custom state, it's fine (besides, I probably don't HAVE the sprite).

Quote
- Custom state for Seoi Nage (f + MP/HP) looks bad.

Yes, I'm working on taking the vels from ST Ryu.

Quote
- Seoi Nage should also work when pressing back.

*facepalm*

Quote
- Are you sure Gouki is correctly aligned when leaning on his back during Tomoe Nage ?

Probably not, so I have no choice but to look...

Quote
- HK close is supposed to hit twice, not make the opponent fall on first hit.

I tried this so many times. No matter what I did, the first hit always kept the second one from connecting. I may even have to copypasta the hitdefs from Ryu...

Quote
- I can have several red hadouken (Shakunetsu Hadou Ken) on the screen.

Solution:

triggerall = numhelper(2999) != 1
triggerall = numhelper(3001) != 1
triggerall = numhelper(3003) != 1


This goes in the Shakunetsu Hadouken changestates in superturbo.cmd. Also, this is fixed in Ryu.

Quote
- The command is hcf+P, not hcb+P.

Only if you're Ryu. Akuma/Gouki's is HCB + P. OH WAIT, you're right (just tested it in ST).

Quote
- Shakunetsu Hadou Ken is an infinite in the corner.

Because it can be spammed. See above, this will be fixed later.

Quote
- All 3 versions of Shakunetsu Hadou Ken should be different.

I haven't added the sprites for the other versions yet (Ryu has them, just uploaded).

Quote
- I cannot connect a Tatsumaki Kyaku after a Tatsumaki Kyaku with HK, whereas I should.

As soon as I get the big things out of the way, I'll take care of this.
- Ashura Senkuu is with dp/rdp+3P/3K, not F,F or I don't know what.
[/quote]

I'll change it from 2P/K to 3.
Re: SSF2T Gouki/Akuma Release (Updated - version 1.15)
New #19  February 08, 2009, 08:14:39 pm
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Quote
Meh, so long as it isn't used in a custom state, it's fine
There's a reason it's called a required sprite : so that everyone is absolutely certain that this sprite exists in every single character. Out there, there definitely is a character that uses an anim with a custom state making use of that sprite ; you can't just say "it's OK as long as everyone else ignores the fact that I really should have that sprite" :P
Quote
(besides, I probably don't HAVE the sprite)
Just use another one that seems close enough. ... And if you have 5040,20 then you have 5041,20. mugen/docs/spr.gif.
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Last Edit: February 08, 2009, 08:18:40 pm by Byakko