SSF2T Geese Howard

Started by The Railgunner, February 15, 2009, 10:25:02 AM

Previous topic - Next topic

The Railgunner

Yes, I had yet another wip in the making. ST Geese has all of his Fatal Fury Special moves, with the exception of the Atemi Nage (it didn't really fit, considering that no SF2 characters had a move like this, it being essentially an Alpha Counter). His Super Combo is the Raging Storm.

I used Fatal Fury Special sprites for his body, and KOF 2K2 sprites for his Reppuken, Shippuken, and Double Reppuken (Raging Storm still uses FF Special sprites). Why '02 sprites? Because they don't look all that bad, and I sure as hell didn't want to use the Fatal Fury ones...

I also used 2K2 voice samples (he has no intro)

Oh, if anyone's wondering, this Geese is a six-button character.

Screens:







Big portrait:

which is based off of this:


EDIT: I made a vid of Geese in his current state. The weird sounds in the background are me pressing the keys during gameplay (I had my microphone on, sorry). Yes, I play my fighting games on a keyboard.

EDIT 2: Made another vid, showing the palettes and a little moar fighting. Also, he has negative edge.

SSF2T Geese Vid
SSF2T Geese Vid 2

Skank88

Looks cool! But one thing...little portrait looks ugly!  :S

The Railgunner

Yeah, I realize that.

I will only say this once. To all of the people that ask, "Will this be accurate to KOF/Fatal Fury/some other SNK game that Geese appeared in?" the answer is no. Geese will play like ST, it you didn't get that from the title.

rednavi -RETIRED

yeah but reppuken shouldnt have a huge CLSN like that, it's usually the half of the projectile in his case

The Railgunner

Well, Double Reppuken is rather large (compared to normal, or Rugal's Reppuken), you'd think it would have a larger CLSN.

When I can, I'll make a vid.

rednavi -RETIRED

the problem is the height of the CLSN actually (but not too much on your case), normal reppuken already has a huge height on the hitbox.

The Railgunner

First post updated with a link to a preview vid.

SSF2T Geese Vid

PotS

Hm, correct me if I'm wrong but it's not like counters are a typical move type in FF either, and they are as much of a signature move as Reppuken or Raising Storm, so IMO he should have them.

Also those Reppuken Clsn1 are too big (especially on Double), seems actually higher than the normal (i.e. not ground) projectiles.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

K.O.D

Geese's Atemi Nage counters are his signature moves :P

The Railgunner

But they still don't fit ST play style.

But, since I don't want to be a dick, Geese will have his Atemi Nage, though I will lose a bit of accuracy to ST with them.

spidy

Quote from: Skank88 on February 15, 2009, 10:28:31 AM
Looks cool! But one thing...little portrait looks ugly!  :S
agrred with Skank big portrait look nice but the small one is ugly
Good luck with your Geese ;P

Hackers Never Cry

~*Ishida-Uryuu*~

Quote from: Kenshiro 20XX on February 16, 2009, 09:48:39 AM
But they still don't fit ST play style.

But, since I don't want to be a dick, Geese will have his Atemi Nage, though I will lose a bit of accuracy to ST with them.

Not much accuracy you can have with a character that wasn't in the original game to begin with.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)

The Railgunner

But it can be made to have such accuracy.

Also, a release is so close, I can almost taste it. From the smell of it, it kinda smells like fried chicken.

I implemented the ST ramdomized damage system (from the current version of ST Ryu, based off of data I collected myself using an emulator and thousands of screenshots), so that's one step closer to ST accuracy. I will put up another vid soon.

First post updated with new vid.

じゆう

Double Reppuken's CLSN1 is HUGE

RunningWild

Geese without Atemi Nage would suck.

felineki

#15
Interesting to finally see a non-SF2 character made into SF2 style. With all the CVS2 and MVC adaptations about, I was wondering if anyone would ever try such a thing with SF2. ;D I do have to agree about the projectile hitboxes being too big, projectile hitboxes in SF2 tend to be fairly small, and around the projectile's center (although with a ground projectile like a Reppuken, it would probably be at ground level). Then they have a second, bigger hitbox for determining collision with other projectiles or projectile cancelling moves, but I don't know if there's a good way to do that in Mugen or not.

And I don't think giving him his counters would go against SF2 style too much. There are a few moves in SF2 that have unique properties (such as projectile cancelling, of which there are only two moves that have that property and they weren't even added until ST), and as mentioned, they're his signature moves, so they could be made to work, IMO.

The Railgunner

Quote from: Running Wild on February 17, 2009, 09:29:18 PM
Geese without Atemi Nage would suck.

Ummm....

Quote from: Kenshiro 20XX on February 16, 2009, 09:48:39 AM
But, since I don't want to be a dick, Geese will have his Atemi Nage, though I will lose a bit of accuracy to ST with them.

Quote from: felineki on February 17, 2009, 10:37:24 PM
Interesting to finally see a non-SF2 character made into SF2 style. With all the CVS2 and MVC adaptations about, I was wondering if anyone would ever try such a thing with SF2. ;D

Yeah, especially since early SNK games have a similar sprite style to SF2 (this goes all the way to Fatal Fury/Garou Densetsu 3 and AoF2 - early KOF games are an exception to this rule), making it easier to convert.

RunningWild

I was just saying, Geese with no Atemi would suck. It's good your gonna keep it in.

However, I think you should use the old school FFSP Shippuken/Double Shippuken effects, or use FF3/RB1 effects rather than the newer ones so he looks more old school. I also think his small portrait could look smoother. You might also wanna scale him a bit so he looks properly proportional to SF2 characters.

The Railgunner

FF Special effects = Hell no. They look like crap.

Real Bout 1 effects = Kickass, though the Reppuken/Double Reppuken effects are identical to those in KOF 2K2 and SvC. But the Shippuken sprites are to die for - they are just that kickass.

RunningWild

Quote from: Kenshiro 20XX on February 18, 2009, 01:45:35 AMReal Bout 1 effects = Kickass, though the Reppuken/Double Reppuken effects are identical to those in KOF 2K2 and SvC. But the Shippuken sprites are to die for - they are just that kickass.

The Reppuken/Double Reppuken from RB1 is different than the ones used in 2k2/SvC. 2k2 and SvC use the sprites from RBS/RB2.