
Board: Your Releases, 1.0+
I get that, and I didn't mean that you should have used the same font over and over. In fact, I like some of the more individual choices like what you've done for Honda. But okay.
On a less personal level, Pocket Shin Gouki's attacks don't do any damage. Yeah...
In this particular case, I think the issue is that your animation timings for close hard punch are wrong. This one is 35 frames total in Normal (around 28 in Turbo), while you have it as 32. I can send you the guidebook where I get this from if you want.I see. Well, I'll try to adjust things for MP to connect Shoryuken. HP doesn't do that though.
Another thing I just noticed is that close medium or hard punch xx Shoryuken doesn't hit.
And yes, a guide would be good. Any info about SFA3 is really appreciated, especially because of lack of thereof.Fantastic and thank you for the reply I’m looking forward to seeing the tweaks also questioning whether or not you may one day do Akuma himself or even and bison in the style I absolutely cannot express how awesome these are
There are 3 things you never ask:
-You never ask a woman about her age.
-You never ask a man about his salary.
-You never ask Trololo about what he is going to do next. This guy right here never knows what he'll get a whim to do next, and even more he doesn't know if it will even survive to see a release. Ryu was lucky enough, even though I took several breaks on him.
If we're talking hypothetically though, Bison sounds interesting, but I don't really feel it either. My head tells me I finally need to update Charlie (for him not to be such a leach off P.o.T.S.'s version, kek), my heart tells me that a kinda customized version of Enja from SamSho would be great, but it might end up being something entirely else. So, no expectations from me, OK? xD
I don't agree with that way of doing it, but if it's intentional it's cool.Well, it's not even as intentional, as collateral. I kinda did the same thing with Cody previously, and it did work out, so I didn't see much need to fix it here too.Sorry but, assuming they came from SFA3 Turbo, I think all those points (except air Hadouken of course) are inaccurate. I'm not trying to be a jerk so I can show it to you if you want.Yeah, you're right here. I'm referring to Turbo 1 of SFA3 here. I know, it can NOT be entirely accurate because it skips every 7th frame, meaning animations can be different with different moment ot pause and frame skipping used. But, funny, it actually works in out favor here: if I'd refer Normal Speed, all the abovementioned stuff would take even longer. But I'd still like to ask your opinion if referring Normal Speed is actually better than Turbos.Dust: If Ryu is on P1's side, you can see that the dust is a little to the right compared to Ryu.Dust: well, it's funny, because when set on pause it looks fine. I guess, it's looks like that because SFA animation of Tatsumaki isn't as centrical as it is in later games. I still referred here and placed it a bit to his left, I hope the position is good enough.
Senpu Kyaku xx Tatsumaki: I meant it's weird that he can stay that long in the air. SK XX EX Tatsu works visually, but SK xx Regular Tatsu doesn't IMO
XX Tatsumaki: you know, thanks for insisting on it being a problem! I just found out that I done goofed with their execution overall: while physics is in the same broken state, I somehow failed to notice it's ALWAYS a 2-hitter, and that only HK version knocks the enemy down, and even there its hitvels are closer to Normal Ryu's Tatsu than by Evil Ryu's/Akuma's. The problem is reviewed.It's hard to notice in most palettes because of the glove colors, but if you pick Master Ryu you can see some red from the gloves in his hair.Well, it might look like that because Ryu's hair has the same tones of red as his gloves there. But again, CS palette tells us a whole story. As you can see, in palette with glove colors like THESE they would be easily seen if they would be in the hair.Well I'm no saint either because I left it unblockable in mine for what, around 17 years?Yes, you sure did. Once again, welcome back aboard. Can't wait to see your next character when the time will come. Any plans on reviving that Ken?
Also, I gave a thought about sounds for Unique Moves and about Metsu Shoryuken stuff. Decided to follow your suggestion about the first one (hope I got the right sound), but I have to refuse for the second one. I KNOW it looks off, but you know, this whole scene not only is a re-state of the fact THAT'S how Ryu put that scar on Sagat, but kinda works like a direct reference to that exact scene from "SF2: the Animated Movie" (and THIS was NOT intended). So, yeah, now that I see it this way I can't bring myself to edit this out... xDWith everything mentioned above; I will say, I've kept your Ken and Ryu respectively in my main roster for quite some time; as thhe "younger variants", what you've done with these updates to me at least, is wonderful so far ... there are those aforementioned bugs and various issues here and there, but overall I'm enjoying this; and I hope to see you continue updating and working on him! Really cool stuff!
Also, as I did read quite a bit; but not all above ... I will say Evil Ryu's teleports feel ... very fast.
Thanks for kinda words. Good to see some people REALLY use the Alpha versions here. And, well, my work with them will continue for as long as I won't be fine with them (with Ken I'm still not fine, so he will be updated someday, who knows how long will it take with my tempo of work).
And yes, it might be pretty fast. Have to say, here I used the values of DS's Akuma, but after later comparing them to SFA3 Max, I can say they're roughly the same speeds, so, yeah...
At any rate, Ryu is updated again, with small stuff mentioned above.
This version is much better coded than Varo_Hades and has updated Gouken sprites.
There's also this odd interaction with your Dan that turns Vega invisible for a moment: https://streamable.com/gh8wxm
Edit:
Also, your most recent Akuma's grabs don't work.