
Board: M.U.G.E.N Discussion
God damn that's true love.
I know you ain't forgot about Buckus's DudleyI was not aware of Buckus' Dudley having a run! That will definitely come handy. I'll give it a try to adapt the sprites myself and maybe ask for some help. Thank you so much!!![]()
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You could use the running animation he made. It's open source, but he 'downshaded' it to 16 colour limit to give Dudley a CVS look.
https://mugenguild.com/forum/msg.1333976
I understand if you'd pass on it since the sudden colour loss does stick out a bit when he transitions from his stance animation to running then back again.
Maybe the regulars over at the spriters' bounty could touch it up a bit if it catches your interest.
I was thinking about trying my hand at Dudley at one point or another. I love to see your take on him!He indeed has two cars! And in the .sff I made the second car shares color with the first. I'm aware he his car is green but hopefully that's addressed with different palettes having different car colors
It makes sense to use the SF3 sprites as the CvS edits didn't have his cars or his butler.
Speaking of his cars, didn't he have two of them in SF3? I know the one he got back from Gill, but there's another in a special intro against oddly enough himself.
Oh, I see...Hopefully!
Too bad. I really think the run anim is needed.
Perhaps someone with SF3 sprite skills can scale up then convert colors into SF3 style (from the CVS-like existing one)
Sheeesh! I'm a big fan of Ippo and I loved Vanessa's palette! Thank you so much.Looks like Mario to me.Yeah, he kinda does, though used this image as referenceSpoiler, click to toggle visibilty
Actually made 2 more palettes, 'coz why not? Dudley's a fun char, I'd enjoy playing as him, more color variants won't hurtSpoiler, click to toggle visibilty
I hope this palette isn't too close to his SF3, but here's his SF4 look.Yum, that palette is sick! Really good color choices. Yeah no color separation for this one hehehe.Spoiler, click to toggle visibilty
The others colors from there are coming.
Edit: I just realized his teeth share the colors of the shine of his shoes.
Also, I'm curious about the special "non SF3" sprites, like run animation etc?
(Sorry I go into details because I'm passionate about sprite work in such projects.) ^^;
Made one too...Thanks!
Mike
Hi karma! About Ryu, the project still alive?Yup yup, of course!
I did some ugly "cvs-like" palettes, here:Nothing ugly about these <3 thank you so much for the palettes.Spoiler, click to toggle visibilty
That's a fair call, but let me show you why I didn't used MaranCV sprites. When you apply the color reduced palette and resize the character, the result is super close to what MaranCV did:I did some ugly "cvs-like" palettes, here:Spoiler, click to toggle visibilty
They are good, actually!
Good job, man !!
I would only tweak the white + pink one fro a less contrasted shirt (just tweaking the lightest pink area)
But it's definitely well done
I have to say I'm a bit surprised the spritesed used is unedited SF3.
I'm curious about the reason. Hope it looks of with other POTS/CVS type characters when scalled
hope we can do it again sometime.For sure we will :] maybe sometime we can do the inverse and I can code the general moves and you can code around it being a CvS2 character instead of being a PotS Styled one :O
Nice! Grats on the release!
Maaaaaaaaan, I am going to test this guy over the weekend and let you guys know if I find anything funny.\
Gratz on the release, im sure you guys did a wonderful job.
Amazing, I'm looking forward to trying him out!
What a dynamic duo release! The double dragons! Would love to see 1 or 2 more from this dynamic duo in the near future.
Now this is perfect. Good job, I could have to play him alot.
Solid as a rock. Just a few things.Thanks! Got any sources on those names? The name of the throws and command normals is usually hard to find. I referenced this GameFaqs entry for those:
-Combination Body Blow and Jumping Lariat commands are swapped on read me
-Bearhug is actually a Choke lift
I can't for the life of me do theDestruciton Drop. I main wrestlers, so 360's are no issue, but I can't do this move. The piledriver looks more like a powerbomb too, but also resembles a "Gonzo Bomb" which is actually a type of "driver". So it depends on interpretation. I'm a wrestling geek so...lol!I'll look into this!
Not sure if I am going things incorrectly but I cant cancel out of the drop kick to the shoulder tackle.
I just cant do it, Raiden is always down on the ground.
Im trying to do this combo
Well, I guess I am not meeting the conditions or something because I sat there like a melon charging it for 10 seconds and he still falls on his bottom.Lvl 1 SDK needs 3/4 of a second
This is very nitpicky but just a suggestion, you can also add the ICHBAO or whatever when he activates excel as well amd have all 3 of them play at random...Not feeling the CC thing but I added the Bomber clip at the end of the lv.3. It was a good fit and I think saltyy thinks that as well.
One more thing that I think would be cool is maybe add that spinny ground bounce state when he does his EX Slam and lets say he can follow that up with a drop kick or something, however that will need some fiddling around and testing.Spoiler, click to toggle visibilty
I just though it would give him a bit more spice, he can still keep pressure with it even if it has a ground bounce, cause of projectiles Raiden will be forced in the corner at one point of the match, you can use the EX slam to a drop kick to reverse corner pressure, on the other hand it makes it even more dangerous in my mind and is a tidy little buff for him and I can see that you guys were true to source and kept his insane range so the OP will be in trouble if that were to happen.I really dislike the spiny ground bounce from KoF XIV-XV. It looks goofy af. I went as far as to reimagine the lv.3 to avoid that shit. Even then, a functional juggle from the grab is not something we'd like to explore. It adds too much of a reward for a mix. As saltyy said before, he already has nice juggling capabilities on EX Shoulder and SDK. He even can juggle from anything but throws with flame breath super, which is one of the spiciest things any PotS and even CvS2 character could ever ask for.
Nice release! I can't say much because I never touched Raiden, will if I find some bugs though.Thank you so much for the palettes dude :]
Meanwhile I did the cvs pro palettes:Spoiler, click to toggle visibilty
<02/06/2022>I still want to look into the issues with 360s, and foremost, I want to implement color separation.
- Fixed a mistake on the ReadMe.
- Dodge attacks now behave properly (punch knocks down, kick is special cancelable).
- Added the "Bomber!" voice clip at the end of Raiden's lv.3.
Name: RedDragonCats17
Character: Ken Masters from CvS2
Evidence of progress: https://streamable.com/0b8ur6
Requesting: Stance from SFA3 (a more accurate version anyway)
Reference:
Whelp... I tried... I'm not great at stances, but here's my attempt. You're more than welcome to not use it
Also, Ryu, because why not:
Just tested all versions of Rugal and they play great my only nitpick is when performing omega Rugal level 3 the projectiles he shoots the opponents with sometimes miss during the time they fall thus not receiving the full damage. If you could find a way where all the projectiles hits the opponents successfully that would be great otherwise its pretty lackluster when it comes to a level 3. By the way I used the move on kfm training dummy if you wanted to know.
Do you have any plans to add OMEGA mode or boss mode? https://www.youtube.com/watch?v=vpjC2sIjJBsI don't have any plans adding stuff from Omega Mode, but I very much want to continue the boss mode. Shin Gouken would have some of the traditional shoto stuff to complement his unique moves.
It's not noticeable in a mirror match because both fireballs will have the same animation timing, but if you put him against a different character (did not just test this against mine), fire fireballs at each other and then pause and frame advance, you will see that Gouken's fireball will pause a few frames before going into state 1006.I'll definitely look into this!
Edit: Oh, one more thing regarding his Hadoken: In a mirror match, when an uncharged Hadoken hits a charged one, both get destroyed.I'll look into this
When you do the EX air tatsu while holding back, Gouken will move back and the moment you let go of the back direction, Gouken will move forward with the EX air tatsu, you can sorta control the direction of it mid air.This is intentional:
Also he cant link a crouching short punch to a crouching short low kick, while I believe this is accurate to SF4, it just makes it harder to chain into other specials and etc.This is because his crouching light kick is kinda insane in terms of range.
Who Is The Master of Fist?
[youtube]https://m.youtube.com/watch?v=hJl0Zb4tcas[/youtube]
Great update from both characters. It took me awhile to test Akuma. Gouken's update isfuckingamazing! I hope they get a special intro in the future
Really nice job. Thanks for share.Thanks
[youtube]https://www.youtube.com/watch?v=6axsuE3IZew[/youtube]
- The values were taken from Jmorphman's Kyo, not Warusaki's. Jman has the accurate CvS2 values so I used those instead, and Jman's Kyo also walks faster than waru'sThis isn't exactly true, actually. Jmorphman used datamined values from CvS2, but at the time no one knew that there was a discrepancy between the movement displayed on the screen and the internal movement values. Essentially the game the game is coded for a screen with 358 horizontal pixels, while displaying a screen with 320 horizontal pixels. Because of this, all of the horizontal movement values need to be scaled down to *(320/358). You can read more about it in here. As far as I know none of Jmorphman characters were updated to the reflect this change. In fact, I'd say that the only public releases accounting for this are my characters from Haohmaru and onwards (Terry is outdated).
Quickly addressed, please download and sorry for the troubleThanks to everyone for the support and the kind words and videos
No problem Karma.- Fixed a bug where he wouldn't play the K.O. voice sample upon being knocked out.
For some reason, when I defeat Gouken, his KO voice still doesn't play.
Preview:
[youtube]https://www.youtube.com/watch?v=NgC2KKrniC8[/youtube]
(on the video, yes, I'm using the updated version)
The only feedback I have is that he seems to have no voice clip upon (regular) K.O.
- He has no KO sound, as the sound is group 11 index 1, instead of 11, 0, and there is no code to activate it.Fixed. Thanks for feedback Diek Stiekem
- Sakotsu Wari is listed as F + b, while I think you meant F + y.Fixed.
- Tenmakujinkyaku is listed as DF + k, but I can do it with just D, and only with MK, not all kicks.
- In the Move Details section, Tatsumaki Gorasen is listed as being both upper body invincible and fully invincible, I think you meant EX Tatsumaki Gorasen is fully invincible.
- The AI will often charge Gohadouken when in a good distance from the opponent, and will not fire it until is too late, resulting in spamming projectiles being a cheap and easy way to win against him: https://streamable.com/gjvka7Fixed.
- I think you should destroyself the angled Hadouken if it leaves the top of the screen, so he can fire another oneFixed.
- Too much startup on his overheadOff the top of my head, both Gouken's and Ryu's overheads in SF4 are 17f. In CvS2, Ryu's overhead is 28f in Normal Speed, which should translate to about 21f in Turbo (the default and competitive setting of the game). Gouken's overhead matches that startup.
- Too little startup on far hard kickI agree, his far heavy kick is now 2f slower.
- Far light kick doesn't look like it should be rapid fire. Close could be, thoughFar Light Kick does rapid fire in USF4
- Fireball Clsn2's look mismatched with the spritesFixed
- On that note, the fireballs seem to linger for a few frames after being hit by other fireballsIt might be because it causes more hitstun than a regular Hadoken. 2f to be precise. If it's more than 2f please let me know because I might not be reproducing the bug correctly.
- He can dive kick from a back jumpFixed.
- Back throw should have more startup. It's how they balanced its uniqueness in SF4. I think the tech window was longer than normal tooAgree, now its 2f slower and the tech window is 3 frames higher than the other.
- I think missed throw attempts should have more recovery. I'm guilty of that too but at least I can blame SFA3This is an oversight on my part, no throw should have just 8 frames of recovery. Fixed, it's 12f of recovery now. You will probably think its still too fast, but this a design choice I made to account for the system having wayyy too many defensive mechanics and not much to help you out to break defense (like guard crush).
- Normal fireballs seem very small spritewiseIts the same size as Shakunetsu which is similarly sized to regular Hadoken.
- Kung Fu Man can crouch under HadoukenHis fireballs now hit Iori which has the the shortest crouching hurtbox in CvS2.
- EX Hadouken doesn't have the charging sound. On that not why not use Gouken's own? I think he had one at leastFixed and changed to Gouken's.
- Tatsumaki spin sounds don't sound good. All versions. On a related note I don't know why people removed the shared channel in the "whiff" soundsI can tell you why. When you use accurate animation and sound data for Tatsu, the gap between sounds is short enough for this to happen with shared channels:
- Neutral hop attacks should use the animation for angled jump attacksWe thought about it with Jmorphman but we didn't settle on this yet. Since the hops were made like CvS2, we kept the same rules as in that game. But I wouldn't be certain of this being final.
- Demon flip vels feel weird. Admittedly that may just be me. The throw follow-up definitely looks different, thoughDemon flip movement comes directly from Gouki's demon flip in CvS2. The throw follow-up does looks weird but its hard to work with without doing actual Misogi.
- His regular and MAX supers are all very sameyI'm okay with that.
- Both MAX supers should have a bit more invulnerable framesKinjite Shoryuken just has startup invincibility because Shin Shoryuken is meant to be one with longer invincibility.
- I miss his Shin Shoryuken hit soundsThe USF4 ones?
- EX Hadouken charge effect is smaller than the regular versionFixed.
- I think back throw should not have selectable direction. Doesn't feel right and it's confusing. I think P2 goes too high as wellI agree with the direction thing, adjusted to that. Height is kept tho.
- I think full Denjin Hadouken would feel better if the wall bounce had the typical velocities
- Denjin Hadouken (no charge) has too much startup. No need because it's not an ultra anymoreYeah, I agree. It didn't work visually either. Buffed the fuck out of Denjin Hadoken in this patch.
- I think you should pack more damage in the first hit of Shoryuken so that cancelling it into Tatsumaki does more total damageHmmm, I'd have to buff the damage of the entire move because I want to keep the air hits at 14 each (the equivalent to 200 damage on CvS2)
- Related to the above, but MAX Shinkuu Tatsumaki needs to juggle better. He has no usable "Dream" cancels otherwiseYeah, it was source accurate up until now, but I'm definitely improving its juggles. It won't mean Gouken has usable MAX cancels tho, as the dampener makes it so its never worth doing Kinjite->Shinku Tatsumaki over Denjin or ShinSho (and I'm ok with that, I want for Gouken's lv.3s to be the money makers).
- Senkugoshoha looks weird because he only punches after losing all momentumI tweaked the movement on this one a bit.
- Shin Shoryuken should be unblockable after the freezeFixed.
- I don't like that you made angled jumping MP juggle in tight combos but not in the combos where it's supposed toAddressed on Discord already but it's working as it should:
- Various hitboxes like those of the high Hadoukens and EX Tatsumaki Gorasen are too thin and whiff on certain characters if their hurtboxes are too small.Heavy Gohadoken is meant to whiff against almost all standing opponents, it's clearly an anti-air. Medium Gohadoken should whiff against crouching opponents and short characters too. EX Tatsu Goraen I'm not sure why would it give any issues over regular one, as it has the same hitboxes.
- The Fully Charged Diagonal Hadoukens lack some transparency.Fixed.
- The EX Flash Sound cuts off for EX Hyakkishu's followups.Fixed.
- Hyakki Gosai doesn't do real damage (only 7 per hit).Fixed.
- EX Kongoshin could do with a tad more damage.It does the same damage in source.
- Why not give Shinkuu Tatsumaki a voice clip? He does already have a Tatsumaki Senpukyaku voice at the ready.Fixed.
- The wind effect on his fully charged hadoken is so subtle that I can't notice, however the upwards versions lacks transparency.Fixed.
Other than that people already pointed some other things that I noticed.
+ I just noticed a wrong color In his stance animation, it's between his belt and top gi, it's noticeable with his alternate palettes.There's a bunch of black dots across the entire set. Maybe in the future Ben or someone else will fix that.
-I don't like the idea of having a 2nd hitbox near his legs on his standing, crouching and get hits as certain moves can hit certain places where it shouldn't.Gouken is meant to be chunkier and vulnerable to crossups, that's by design.
-His taunt doesn't have a landing effect and envshake when he stomps the ground like Senkugoshoha.Added. Still unsure about the EnvShake tho, it may prove to be a bit too disruptive. I may removed it in the future.
-Raikotokyaku uses a normal ground shockwave instead of a strong one when he slams the opponent to the ground and has a strong punch hit sound when there was no hitspark.As weird as it is sometimes, this is by design. Check out Jman's Kyo kick throw, its sounds and visuals are the same. Its because we're doing it the way CvS2 layers sounds, which works better with CvS sounds than CFJ sounds.
-The projectile hit sound will still play one tick after if it was parried.This is unavoidable according to Jmorphman.
-The swing sound on Hyakki Gojin cuts off when he touches the ground.Fixed.
-Kongoshin doesn't have a voice clip when countering.Fixed.
-The EX sound on EX Kongoshin cuts off when he successfully counters an attack.Fixed.
-On EX Tatsumaki Senpukyaku, he moves so fast when you press forward, but so slow when press backwards (The speed should be even for both directions).This is actually intended, check this out:
-If you managed to get the back leg of EX Tatsumaki Senpukyaku to connect, a hit sound will be heard, but no hitspark or guard spark will appear.Fixed.
Admittedly, it's been a while since I've played Gouken in SF4, but the damage of his demon flip grab doesn't seem right, as it barely does any.Fixed.
His crouching MK barely has any reach at all. I know it wasn't great in SF4, either, but it seems kind of exaggerated here.This is intended. Both of his crouching mediums are awful pokes, but its compensated by him having really good range on crouching light kick and a savage sweep.
He's also missing a few sprites, or rather, he sometimes transforms into Ryu. This can be seen when he's thrown by another Gouken's P throw.Fixed.
His fully charged LP hadoken also doesn't have the darker swirl around it. This is also true for the horizontal EX hadoken.Fixed.
Edit: He could also need some adjustments to his width during some of his attacks (like his close MK or close HK): https://streamable.com/f0mxdqFixed.
Another thing I noticed: The alternate version of his Shin Shoryuken (the one without the full animation) is just a single hit attack that does very little damage. Maybe that was intentional, but it wasn't like that in SF4 and feels pretty underwhelming considering it's still a level 3 super.This is actually because the move is functionally inspired by CvS2 Shin Shoryuken (and visually inspired by SF3 Shin Shoryuken). But I made the changes anyway, it felt underwhelming upon whiffing indeed.
Oh, and no focus attack? Even without its original game mechanic (and command, obviously), it could still be a nice special similar to Ryu's donkey kick.FADC was actually planned! EX Donkey Kick was part of the original moveset and specials moves would have been cancelable into it. But his corner juggles were getting wayyy too out of hand, so I had to cut it. I do have plans to bring it back for Shin Gouken in the future, though
If you skip the intro, the sound clip still plays.Fixed.
To prevent that, you should add a StopSND in State -2 or -3 with the trigger1 = RoundState != [0,1].
The charge sound effect for the Hadoukens remains if Gouken gets hit.Fixed.
The LVL3 Shin Shoryuken can be ground-recovered.Fixed.
The only feedback I have is that he seems to have no voice clip upon (regular) K.O.
- He has no KO sound, as the sound is group 11 index 1, instead of 11, 0, and there is no code to activate it.Fixed. Thanks for feedback Diek Stiekem
- Sakotsu Wari is listed as F + b, while I think you meant F + y.Fixed.
- Tenmakujinkyaku is listed as DF + k, but I can do it with just D, and only with MK, not all kicks.
- In the Move Details section, Tatsumaki Gorasen is listed as being both upper body invincible and fully invincible, I think you meant EX Tatsumaki Gorasen is fully invincible.
- The AI will often charge Gohadouken when in a good distance from the opponent, and will not fire it until is too late, resulting in spamming projectiles being a cheap and easy way to win against him: https://streamable.com/gjvka7Fixed.
- I think you should destroyself the angled Hadouken if it leaves the top of the screen, so he can fire another oneFixed.
- Too much startup on his overheadOff the top of my head, both Gouken's and Ryu's overheads in SF4 are 17f. In CvS2, Ryu's overhead is 28f in Normal Speed, which should translate to about 21f in Turbo (the default and competitive setting of the game). Gouken's overhead matches that startup.
- Too little startup on far hard kickI agree, his far heavy kick is now 2f slower.
- Far light kick doesn't look like it should be rapid fire. Close could be, thoughFar Light Kick does rapid fire in USF4
- Fireball Clsn2's look mismatched with the spritesFixed
- On that note, the fireballs seem to linger for a few frames after being hit by other fireballsIt might be because it causes more hitstun than a regular Hadoken. 2f to be precise. If it's more than 2f please let me know because I might not be reproducing the bug correctly.
- He can dive kick from a back jumpFixed.
- Back throw should have more startup. It's how they balanced its uniqueness in SF4. I think the tech window was longer than normal tooAgree, now its 2f slower and the tech window is 3 frames higher than the other.
- I think missed throw attempts should have more recovery. I'm guilty of that too but at least I can blame SFA3This is an oversight on my part, no throw should have just 8 frames of recovery. Fixed, it's 12f of recovery now. You will probably think its still too fast, but this a design choice I made to account for the system having wayyy too many defensive mechanics and not much to help you out to break defense (like guard crush).
- Normal fireballs seem very small spritewiseIts the same size as Shakunetsu which is similarly sized to regular Hadoken.
- Kung Fu Man can crouch under HadoukenHis fireballs now hit Iori which has the the shortest crouching hurtbox in CvS2.
- EX Hadouken doesn't have the charging sound. On that not why not use Gouken's own? I think he had one at leastFixed and changed to Gouken's.
- Tatsumaki spin sounds don't sound good. All versions. On a related note I don't know why people removed the shared channel in the "whiff" soundsI can tell you why. When you use accurate animation and sound data for Tatsu, the gap between sounds is short enough for this to happen with shared channels:
- Neutral hop attacks should use the animation for angled jump attacksWe thought about it with Jmorphman but we didn't settle on this yet. Since the hops were made like CvS2, we kept the same rules as in that game. But I wouldn't be certain of this being final.
- Demon flip vels feel weird. Admittedly that may just be me. The throw follow-up definitely looks different, thoughDemon flip movement comes directly from Gouki's demon flip in CvS2. The throw follow-up does looks weird but its hard to work with without doing actual Misogi.
- His regular and MAX supers are all very sameyI'm okay with that.
- Both MAX supers should have a bit more invulnerable framesKinjite Shoryuken just has startup invincibility because Shin Shoryuken is meant to be one with longer invincibility.
- I miss his Shin Shoryuken hit soundsThe USF4 ones?
- EX Hadouken charge effect is smaller than the regular versionFixed.
- I think back throw should not have selectable direction. Doesn't feel right and it's confusing. I think P2 goes too high as wellI agree with the direction thing, adjusted to that. Height is kept tho.
- I think full Denjin Hadouken would feel better if the wall bounce had the typical velocities
- Denjin Hadouken (no charge) has too much startup. No need because it's not an ultra anymoreYeah, I agree. It didn't work visually either. Buffed the fuck out of Denjin Hadoken in this patch.
- I think you should pack more damage in the first hit of Shoryuken so that cancelling it into Tatsumaki does more total damageHmmm, I'd have to buff the damage of the entire move because I want to keep the air hits at 14 each (the equivalent to 200 damage on CvS2)
- Related to the above, but MAX Shinkuu Tatsumaki needs to juggle better. He has no usable "Dream" cancels otherwiseYeah, it was source accurate up until now, but I'm definitely improving its juggles. It won't mean Gouken has usable MAX cancels tho, as the dampener makes it so its never worth doing Kinjite->Shinku Tatsumaki over Denjin or ShinSho (and I'm ok with that, I want for Gouken's lv.3s to be the money makers).
- Senkugoshoha looks weird because he only punches after losing all momentumI tweaked the movement on this one a bit.
- Shin Shoryuken should be unblockable after the freezeFixed.
- I don't like that you made angled jumping MP juggle in tight combos but not in the combos where it's supposed toAddressed on Discord already but it's working as it should:
- Various hitboxes like those of the high Hadoukens and EX Tatsumaki Gorasen are too thin and whiff on certain characters if their hurtboxes are too small.Heavy Gohadoken is meant to whiff against almost all standing opponents, it's clearly an anti-air. Medium Gohadoken should whiff against crouching opponents and short characters too. EX Tatsu Goraen I'm not sure why would it give any issues over regular one, as it has the same hitboxes.
- The Fully Charged Diagonal Hadoukens lack some transparency.Fixed.
- The EX Flash Sound cuts off for EX Hyakkishu's followups.Fixed.
- Hyakki Gosai doesn't do real damage (only 7 per hit).Fixed.
- EX Kongoshin could do with a tad more damage.It does the same damage in source.
- Why not give Shinkuu Tatsumaki a voice clip? He does already have a Tatsumaki Senpukyaku voice at the ready.Fixed.
- The wind effect on his fully charged hadoken is so subtle that I can't notice, however the upwards versions lacks transparency.Fixed.
Other than that people already pointed some other things that I noticed.
+ I just noticed a wrong color In his stance animation, it's between his belt and top gi, it's noticeable with his alternate palettes.There's a bunch of black dots across the entire set. Maybe in the future Ben or someone else will fix that.
-I don't like the idea of having a 2nd hitbox near his legs on his standing, crouching and get hits as certain moves can hit certain places where it shouldn't.Gouken is meant to be chunkier and vulnerable to crossups, that's by design.
-His taunt doesn't have a landing effect and envshake when he stomps the ground like Senkugoshoha.Added. Still unsure about the EnvShake tho, it may prove to be a bit too disruptive. I may removed it in the future.
-Raikotokyaku uses a normal ground shockwave instead of a strong one when he slams the opponent to the ground and has a strong punch hit sound when there was no hitspark.As weird as it is sometimes, this is by design. Check out Jman's Kyo kick throw, its sounds and visuals are the same. Its because we're doing it the way CvS2 layers sounds, which works better with CvS sounds than CFJ sounds.
-The projectile hit sound will still play one tick after if it was parried.This is unavoidable according to Jmorphman.
-The swing sound on Hyakki Gojin cuts off when he touches the ground.Fixed.
-Kongoshin doesn't have a voice clip when countering.Fixed.
-The EX sound on EX Kongoshin cuts off when he successfully counters an attack.Fixed.
-On EX Tatsumaki Senpukyaku, he moves so fast when you press forward, but so slow when press backwards (The speed should be even for both directions).This is actually intended, check this out:
-If you managed to get the back leg of EX Tatsumaki Senpukyaku to connect, a hit sound will be heard, but no hitspark or guard spark will appear.Fixed.
Admittedly, it's been a while since I've played Gouken in SF4, but the damage of his demon flip grab doesn't seem right, as it barely does any.Fixed.
His crouching MK barely has any reach at all. I know it wasn't great in SF4, either, but it seems kind of exaggerated here.This is intended. Both of his crouching mediums are awful pokes, but its compensated by him having really good range on crouching light kick and a savage sweep.
He's also missing a few sprites, or rather, he sometimes transforms into Ryu. This can be seen when he's thrown by another Gouken's P throw.Fixed.
His fully charged LP hadoken also doesn't have the darker swirl around it. This is also true for the horizontal EX hadoken.Fixed.
Edit: He could also need some adjustments to his width during some of his attacks (like his close MK or close HK): https://streamable.com/f0mxdqFixed.
Another thing I noticed: The alternate version of his Shin Shoryuken (the one without the full animation) is just a single hit attack that does very little damage. Maybe that was intentional, but it wasn't like that in SF4 and feels pretty underwhelming considering it's still a level 3 super.This is actually because the move is functionally inspired by CvS2 Shin Shoryuken (and visually inspired by SF3 Shin Shoryuken). But I made the changes anyway, it felt underwhelming upon whiffing indeed.
Oh, and no focus attack? Even without its original game mechanic (and command, obviously), it could still be a nice special similar to Ryu's donkey kick.FADC was actually planned! EX Donkey Kick was part of the original moveset and specials moves would have been cancelable into it. But his corner juggles were getting wayyy too out of hand, so I had to cut it. I do have plans to bring it back for Shin Gouken in the future, though
If you skip the intro, the sound clip still plays.Fixed.
To prevent that, you should add a StopSND in State -2 or -3 with the trigger1 = RoundState != [0,1].
The charge sound effect for the Hadoukens remains if Gouken gets hit.Fixed.
The LVL3 Shin Shoryuken can be ground-recovered.Fixed.
After having a HARD argument with Karma, I was about to release Ash' beta by myself.Wow wtf
That Shin Shoryuken looks awesome! Can't wait to play Gouken!This is actually Kinjite Shoryuken! His Super Combo from SF4. If you want to see Shin Shoryuken, tho...
Shin Akuma (2nd Impact)Thank you so much! You wouldn't imagine how much I love Hunter x Hunter!
Kastro (Hunter x Hunter)
Master Wing (Hunter x Hunter)