LOCKED. Beta over. The file will remain up until the next release. Please PM bugs to me if you find them.
Alright so... Normally I wouldn't put a beta release in Releases, but I don't know when I'm going to have more chances/time to work on this character. I'm also a wee bit burnt out. I've been fooling with it for about 2-3 weeks.
This is a version of Evil Dan I was working on over 14 years ago. Details are here for your reading pleasure.
I still have a lot of work to do, so things are subject to change in future versions. The evil bubbles of doom on Shun Goku Satsu grab, for instance, are placeholders. There's redundancies in the sff, air, and probably in the code as well that have yet to be removed. The CLSNs are reeeally unfinished. You get the idea.
Screenies in Spoilers!
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Readme in spoiler below.
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Evil Dan 4.2c Test Build
Palette Selections
A: Magenta
B: Red
C: Cream
X: Blue
Y: Grey
Z: Black
Start+A: Deep Purple
Start+B: Clotted Cream (then jam)
Start+C: Blood Red
Start+X: Abyss Blue
Start+Y: Cthulhu Green
Start+Z: Evil Flamingo Pink
Aerial Launcher : Crouching Fierce Punch
Dash: f,f or b,b
Gadouken: d, df, f, any punch
Kouryuuken: f, d, df, any punch
Koryuhiji: b,bd,b, any punch
Dan Kuu Kyaku: d, db, b, any kick
Dive Kick (Tenma Kuujin Kyaku): In air, d, df, f, any kick
Asura Warp Forward: f, d, df, any 2 punches (or kicks)
Asura Warp Backward: f, d, df, any 2 punches (or kicks)
Messatsu Gadouken: d, db, b, d, db, b, any punch
Messatsu Koryuurekka: d, df, f, d, df, f, any punch
Messatsu Buraiken: d, df, f, d, df, f, any kick
Messatsu Haoh Gadouken: d, df, f, df, d, db, b, lp+mp
Raging Demon: lp, lp, f, lk, hp
Palette's 1-6: Classic Evil Color
Palette's 7-12: Dark Sicklier Evil
Things left to do:
Flash variant moves
Damage Scaling
Maybe more Hypers: Divekick?
Screen Splash/Effect for ending a round with a hyper
Update rising evil energy sprite for Shun Goku Satsu & Messatsu Haoh Gadouken
Final Palette Pass
Intros for various fighters, shotos, sagat, etc. (Not high priority)
Maybe an Alpha Counter
AI Update
Second Throw?
Clean up CLSN boxes
This character is edited heavily from multiple sources:
R's Dan was the base
Gouki by Tenebrous
Code/Sprite & AI assistance from O Ilusionista
Kairi (You probably helped with something, bud)
MvCE Evil Ryu by Vyn
Probably a lot of other resources and creators that I unfortunately cannot remember but deserve credit and acknowledgement.
Note: THIS IS THE FINAL BETA RELEASE.
If you still want to report bugs it's totally fine. I'll make sure I address them all - but don't expect another quick fix right away.
[Updated 7/12/22]
4.3c (hotfix) Beta Build Here
If someone wants to host it on a more reliable site, feel free to do so. I won't complain.
Current Bugs I'm aware of:
Afterimages not being destroyed properly.
Damage scaling is still wonky.
The AI isn't super difficult, but it is uh-- well, it's a cheater. Sorry.
Screenedge issues with various attacks.
Explods behaving strangely in Team mode & Watch mode.
Messatsu Buraiken "woosh" sfx missing for attacks being thrown out.
Changelog for Version 4.3c beta
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Launcher adjusted further. Can now be tech recovered.
CLSNs for Gadouken adjusted.
New Hyper: Messatsu Haoh Gadouken animations & move added. It's a new Level 3!
New Hyper: Messatsu Buraiken added. It ends with a Haoh Gadouken that increases in hits per level rather than a Koryuken.
Minor tweaks here and there.
Juggle maintenance.
Removed Divekick afterimages. Can't remember why I had them in the first place.
Hotfix:
Fixed: Messatsu Buraiken guard hitsparks missing.
Fixed: Accidentally used a predetermined stateno for Messatsu Haoh Gadouken. Woops.
Current Changelog for Ver 4.3 beta*silly errors fixed.
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Shinkuu Gadouken Input now more forgiving.
Koryuken Command corrected.
Only standing and crouching lp can be spammed at moment. Other light attack animations look and feel clumsy when spammed.
Normal, Special, and Hyper chains should be working properly.
Superjump window timing adjusted.
Aerial launcher adjusted. Can no longer relaunch, opponent recovers at apex of launch.
Gadouken damage adjusted. These values are subject to change.
Standing Gadouken in air fixed.
Adjusted hitpause timing on Shinkuu Gadouken's Stomp hit. It is now possible for the target to block the projectile at the last second post-hit.
*Thank you to Trololo, Raging Rowen, and Vegaz_Parrelli for helping find bugs/problems.
Hope he's fun to play with!
Oh, and throw is Forward/Back+X+A.