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Character: Urban Champion (Read 37593 times)

Started by KingPepe2010, February 08, 2016, 01:25:19 am
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Character: Urban Champion
#1  February 08, 2016, 01:25:19 am
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(Upon request since he was already finished, this topic is meant to fully explain this character as well as allowing any discussion regarding him)
Urban Champion

Representative of: Nintendo
First Game: Urban Champion (November 14, 1984)
Progress: 100%
Playstyle: Close-ranged power character.

Strengths:
-Scary damage output.
-Has so many ways to start a combo
-Has a decent defense game. (2 special reversals, several anti-airs)
-Above average stamina lets him take hits decently well.

Weaknesses:
-Outside of helpers, he has almost no options for dealing with the opponent at long ranges. (he needs to close the gap)
-For a rush down character, his mobility is quite horrible. (Walk and dashes are slow, short jump is a bit of a blessing since he's harder to anti-air but also a curse since he struggles jumping above some projectiles)
-While he does have options to get closer on the opponent, those options have notable recovery.
-Basic attacks don't reach very far.

Moveset:

Basics
  • Low Smash (Back + Punch) - Quite a bit of startup but it moves Urban Champ forwards and it can be cancelled off of or linked into a light basic attack.

Specials
  • Quick Dash (D, DF, F, Punch or Kick) - Urban Champ turns around and dashes at the opponent. Punch version has a shorter, faster dash while the Kick version is a farther but slower dash. A followup attack can be preformed depending on the button you press:
    • High Punch (Punch) - Comes out the fastest and is safe but it's the easiest to block.
    • Sweep Punch (Kick) - Needs to be blocked low and it knocks down. Comes out fast but is unsafe.
    • Head Smash (Hold Up) - Needs to be blocked high. Does the most damage and is the safest of the three but the startup is longer.
  • Rising Upper (F, D, DF, Punch or Kick) - Urban Champ does a shoryuken jumping uppercut attack. Punch version travels the least forwards but has invincibility at the beginning. Kick version drops the invincibility for more damage and Urban Champ preforms a short dash. The punch version can be cancelled into a super from the first hit. They're also unsafe on block as well.
  • Counter Attack (D, DB, B, Punch or Kick) - Urban Champ steps back and then throws out a punch. Urban Champ is completely invincible to attacks until the punch comes out. Compared to Rising Upper, this one starts up longer but hits farther and is much more safe. There are some additional commands during this move:
    • Spin Punch (F, F) - Urban Champ dashes forward while being invincible to projectiles. This invincibility wears off after the punch is thrown.
    • Dodge (B, B) - Urban Champ turns around, extending the invincibility until he throws the punch out. You can also use the Spin Punch during this.
  • Fistful Fury (F, DF, D, DB. B, Punch or Kick) - Urban Champ throws out a punch, proceeds to unleash a few more punches and then knocks the opponent out. Urban Champ's most damaging special attack and it does quite a bit of chip damage although it is unsafe. Punch version leaves the opponent standing but it's cancellable at any point. Kick version knocks down and does a bit more damage but can't be cancelled out of.

EX Specials
  • Power Launch (Quick Dash, Punch+Kick) - Urban Champ throws out an uppercut which on hit, launches the opponent and causes them to float downwards. The move is also safe on block.
  • EX Rising Upper (F, D, DF, Punch+Kick) - Does slightly more damage, travels farther than the punch version and the invincibility overlaps a bit when Urban Champ leaps off the ground
  • EX Fistful Fury F, DF, D, DB. B, Punch+Kick) - Basically does more hits and even more damage while still being cancellable.

Super Attacks
  • Triple Rise (Level 1) (D, DF, F, D, DF, F, Punch) - Urban Champ does three jumping uppercuts that can do up to a total of 8 hits. This works really well in juggles and can combo from almost all his specials. Urban Champ is also invincible before the first leap off the ground.
  • Flowerpot Toss (Level 1) (D, DB, B, DB, D, DF, F, Punch) - Urban Champ tosses a flower pot at the opponent. The flower pot flies at where the opponent was when Urban Champ tosses the pot. Upon getting hit, the opponent becomes dizzy on getting hit. It is possible to juggle into this move but the opponent won't be dizzy and the damage from the flower pot is quite weak.
  • Scapegoat (Level 1) (D, DB, B, D, DB, B, Kick) - Urban Champ whistles and acts completely innocent. If he gets hit with a basic attack at the beginning of the move, he flies back and a police car drives into the opponent.
  • Sewer Brawl (Level 3) (D, DF, F, D, DF, F, Punch + Kick) - Urban Champ unleashes several punches and if the uppercut at the end hits, the opponent gets knocked into a manhole. Urban Champ proceeds to follow the opponent and continues beating them up. Urban Champ is completely invincible during the first punch.

Helpers:
2P Urban Champion (5 hits):
  • Standing - Turns out and throws out a punch that causes the opponent to fly into the wall and bounce off of it. He's invincible during the turn.  (1/3 of the helper bar)
  • Crouching - Dashes forward and will either do a Sweep Punch, a Head Smash or a Power Launcher. (1/3 of the helper bar)

Bubbles (3 hits):
  • Standing - Bubbles goes after the opponent and if she can grab them (blockable), she slams the opponent onto the ground. (1/3 of the helper bar)
  • Crouching - Bubbles lets out a sonic wave and if the opponent is hit, they become stunned. (1/3 of the helper bar)

Balloon Fighter (3 hits):
  • Standing - Balloon Fighter flies by and drops sparks. If the opponent gets hit by one, they fall down. (1/2 of the helper bar)
  • Crouching - Balloon Fighter flies in and tosses a flipper. If the opponent touches the flipper, they get knocked forwards. (1/3 of the helper bar)

Palettes:

1 - Default
2 - 2P Urban Champ (2P Urban Champ helper uses 1P palette)
3 - Tennis
4 - Excitebike
5 - Jiro Ayashiro (Famicom Detective Club)
6 - Russian Volleyball Team

Other Stuff:
Arrested! - Defeating the opponent with Scapegoat causes the policeman to grab the opponent and take them into his car.

Lurking in the sewers - If the opponent is within KO range by the time they fall into the manhole in Sewer Brawl, something might help you finish the job instead...
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Last Edit: September 23, 2017, 03:22:12 am by KingPepe2010
Re: Character: Urban Champion
#2  October 03, 2017, 07:43:42 pm
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As of now, Urban Champ is getting a few changes; mainly a damage nerf to his Rising Upper attacks but also getting a whole bunch of other buffs in the meantime. One of the new buffs involves his air strong punch getting changed into a reaching punch. (The uppercut will remain but as a separate basic command):
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Re: Character: Urban Champion
#3  October 09, 2017, 03:57:29 am
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Video regarding the upcoming Urban Champion update:
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Re: Character: Urban Champion
#4  October 09, 2017, 05:37:42 am
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  • Oh look, I changed this thing.
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Thanks for this, Urban Champ always felt too strong for his own good.He played like a fighter with that one good move and ran with it. Even though he is my main, he needed a well deserved rework. He still looks good but not cheap to play with.
Re: Character: Urban Champion
#5  November 24, 2017, 05:19:54 pm
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Re: Character: Urban Champion
#6  November 24, 2017, 09:40:43 pm
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  • NINJA COP SAIZOU
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Great release! I was wondering, are you working on a new character?
Re: Character: Urban Champion
#7  November 25, 2017, 05:13:07 pm
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@Noside: Right now, Kid Niki is still being worked on.
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Re: Character: Urban Champion
#8  November 25, 2017, 08:57:43 pm
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  • NINJA COP SAIZOU
    • Mexico
Oh cool!
Re: Character: Urban Champion
#9  November 27, 2017, 05:34:57 pm
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Urban Champion updated (11/27/2017): https://www.dropbox.com/s/dn77x8xbu0iypb4/Urban%20Champion%20%2811-27-2017%29.zip?dl=0

-Changes to be applied to the next FCF update:
--Pause menu now displays the controls to navigate it.
--If Training Mode is detected (NOTE: Ok, it actually checks for certain aspects of Training Mode,
see XI. Known Issues/To-Do), the helper health and meter is always set to max.
--The input window for Urban Champion's cancels for Counter Attack have been extended to five
earlier frames.
--Fixed a bug that prevented the fish from popping up if Urban Champion had to back dash during
Sewer Brawl.
--Fixed a bug where Balloon Fighter would set your helper meter to zero when he tossed the
flipper.
--Fixed a bug where vs. certain character, the opponent won't fall into the manhole and Urban
Champion would remain stuck during Sewer Brawl. (this isn't really FCF-specific but the code will
be carried over for the FCF version anyways)
--Fixed velocities for the helpers for scaled up Urban Champion. (also not really FCF-specific)

-Changes for the standalone version only:
--The general controls will update now if you use the six button scheme.
--In the SFF file, there's now a portrait from the old 2010 Urban Champion. See Configuration
Notes on how to change the portraits.
--Fixed Urban Champion being able to air recover even when it's disabled.
--Helper bars' position are now adjustable in Config.txt
--If Urban Champion is the secondary player on a team during Simul mode, his helper bars will only
be readjusted if his partner is a Famicom Fighters character. (EX: Another Urban Champion)
--Readme changes: Fixed Sewer Brawl commands and added "X. Extra Stuff" and
"XI. Known Issues/To-Do". The configurable stuff that does not relate to Config.txt has been
split into its own section. (i. Non-Config.txt stuff)
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Re: Character: Urban Champion
#10  December 02, 2017, 05:18:15 pm
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Standalone Urban Champion updated (12/2/2017): https://www.dropbox.com/s/god30ma47yitlw4/Urban%20Champion%20%2812-2-2017%29.zip?dl=0

-Changes to be applied to the next FCF update:
--Readjusted Urban Champion's jump speeds.
--Spin Punch and Dodge now use new commands (Back + Punch, Back + Kick) but the input window during Counter Attack has been reverted.
--Balloon Fighter's Flipper has been reworked; it's now blockable but on hit, it flings the opponent forwards. After throwing, Balloon Fighter will attempt to fly away as fast as he can.
--Fixed an issue where Bubbles' stun wave and Balloon Fighter's attacks in general were not counting towards the juggle counter.

-Changes for the standalone version only:
--Readme changes: Added the 6-button scheme command for Sewer Brawl.
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Re: Character: Urban Champion
#11  February 23, 2018, 04:32:05 pm
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Standalone Urban Champion updated (2/23/2018): https://www.dropbox.com/s/02pbn9n5da8xbj6/Urban%20Champion%20%282-23-2018%29.zip?dl=0

-Changes to be applied to the next FCF update:
--Buffer system has been replaced with Jesuszilla's/Vans' buffer system.
--Urban Champion has the ability to summon helpers in the air.
--You can now summon helpers mid-attack; this however requires double the helper meter to preform.
---If said summon requires more than 1/2 of the meter normally, you can't preform that summon
for a mid attack.
--Chip damage increased. (From 1/10th of the original damage to 1/4th)
--All air attacks do the same hitstun to grounded opponents as Jumping Light Punch.
---Jumping Light Punch's pushback has also been decreased which applies to all the other
attacks.
--Urban Champion resize has gone from 1.38x to 1.4x to match Thonolan's resize.
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Re: Character: Urban Champion
#12  March 27, 2018, 06:32:45 pm
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Re: Character: Urban Champion
#13  November 05, 2018, 11:44:21 pm
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Bug fix update for Urban Champion: http://mcjimmy.net/famicomfighters.html
  • Fixed issue of opponents not falling into the hole during Sewer Brawl.
  • Removed shadows for the police car and the flower pot in the intro.
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Re: Character: Urban Champion
#14  July 31, 2019, 12:44:10 am
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Update for standalone Urban Champion: http://mcjimmy.net/famicomfighters.html
  • Projectiles were re-coded to fix command issues (ex: not being able to throw out a projectile
    when the opponent was laying down).
  • Helpers were re-coded to prevent the move counter from dropping and to fix an issue where if a
    helper was dead, they could still be summoned mid-attack
  • Juggle system was updated: Level 1 supers and helpers do not max out the juggle points anymore.  (Level 3 supers still max out the bar)
  • The helper bar can now be resized as well as have its background swapped it by a minimalist one. This can be changed in the Config.txt file.
  • Rising Uppercut has more ending lag. (5F -> 8F)
  • The final uppercut on Triple Rise was reworked; it knocks down on the initial hit, Urban Champhimself doesn't move as far as he does and he has a lot more ending lag. (4F -> 13F).
  • (2010 Mode) Fist Fury's recovery increased by 5 frames.
  • (2010 Mode) Super Uppercut uses the same landing lag and velocities as Triple Rise's final uppercut.
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Re: Character: Urban Champion
#15  October 17, 2020, 08:19:32 pm
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Update for standalone Urban Champion(10-17-2020): http://mcjimmy.net/famicomfighters.html
General Changes:
  • FCF's control scheme is changed so that A and B align with the 6-button control scheme.
  • Received damage dampener update; based around specific attacks scaling rather than the number of
    hits in a combo.
  • Mid-position hit sprites were readjusted.
  • Fire/Electric attacks now don't force the opponent to restand.
  • Priority was reworked on most attacks, being hitbox-reliant instead.
  • Upon defeating the opponent with a super, a "super finish" screen will appear with the super's
    name.
  • These following attacks have had their range increased:
    • Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, Low Smash, Face Breaker, Gut Punch Guard Attack, Quick Dash -> all punches, Fistul Fury, Slide Punch, Fist Fury, Sewer Brawl
  • Standing Strong Punch startup increased by 2f (6F -> 8F)
  • Active frames of Low Punch use 1 consistent hitbox (4F -> 5F)
  • Standing Light Kick startup increased by 1 frame
  • Jumping Strong Punch active frames decreased by 2 (6F -> 4F)
  • Standing Hit, Crouching Hit and Popped sprites were redone.
  • Some of Urban Champ's alt palettes how use alternate victory music based on palette's origins.

Standalone-specific changes:
  • Added new config variable: Var(48) for disabling custom victory music.
  • Moved alternative intro variable to Var(49).
  • Moved 2010 mode variable to Var(26)
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