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Re: SF2NES FAQ/Guide

 January 20, 2009, 11:50:24 am View in topic context
 Posted by Kensuke  in SF2NES FAQ/Guide (Started by Kensuke January 10, 2009, 02:47:07 pm
 Board: Projects

Progress Going a little school compounding school and various other home issues, but wanted to update that I am still working on this, possible update today.

Thanks for patience.
    

Re: Things that help chars compete in Mugen

 January 11, 2009, 08:12:02 pm View in topic context
 Posted by Kensuke  in Things that help chars compete in Mugen (Started by PotS December 21, 2008, 07:17:06 pm
 Board: M.U.G.E.N Discussion

Personally I feel that damage scaling is important to let things compete.

Less combos = more strength and defense.


Not all black and white but this essentially covers it.


Snk/Third Strike/Alpha Highest Defense/Attack
Guilty Gear Etc Lower Defense/Attack
    

Re: SF2Nes Honda replacement topic: Vote in a new character!

 January 11, 2009, 07:33:51 pm View in topic context
 Posted by Kensuke  in SF2Nes - Zangief teaser. (Started by Bea January 05, 2009, 02:39:42 am
 Board: Projects

So I wanted to continue writing my SF2NES Faq... just curious how much has changed from v 9.2 to this new version? should I continue writing on the current version 9.2 or wait till the next one?
    

Re: SF2NES FAQ/Guide

 January 11, 2009, 07:07:47 pm View in topic context
 Posted by Kensuke  in SF2NES FAQ/Guide (Started by Kensuke January 10, 2009, 02:47:07 pm
 Board: Projects

Dually Noted.

Spelling errors fixed...
----------------------------------
Ryu section needs to be updated with Air hadouken

Haggar Section needs complete revamping because of massive changes in gameplay.

Chunli section needs slight revamping.

Guile Section may be next.

BC count for new chars needs to be posted.

I'll be working on this asap.

Thank you for all the feedback! If there is anything else I missed please continue to tell me.
Updating as quick and efficientlyt as possible.

If you could, more feed back on the application's of the air hadouken would be greatly appriciated.

Will make a list of you who have helped to add to the list of contributers on the faq.
Thank you again. :)
    

Re: SF2Nes Honda replacement topic: Vote in a new character!

 January 10, 2009, 03:27:21 pm View in topic context
 Posted by Kensuke  in SF2Nes - Zangief teaser. (Started by Bea January 05, 2009, 02:39:42 am
 Board: Projects

Has nothing to do with Honda, but guile is missing a hitframe on his light punch. his get hit frame just disappears for about one frame.
    

Re: SF2NES FAQ/Guide

 January 10, 2009, 02:47:39 pm View in topic context
 Posted by Kensuke  in SF2NES FAQ/Guide (Started by Kensuke January 10, 2009, 02:47:07 pm
 Board: Projects

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chun Li:
Chui Li is the lead female of SF2NES
This incarnation of Chun Li is a mix of speed and percision. BCing is
very precise with Chun Li but is required to rack up damage with Chun Li as her attacks are weaker than most characters and her defense is also the lowest in the game. Chun Li must avoid being hit while rushing in to attack the opponent.Although mainly combo based Chun Li can dish out lots of damage with precise combos Chained into Spinnnig Bird Bombs.
----------------------------------------------------------------------
Regular Attacks

S Far Light Punch
Quick, Chains easily, good for combos.
Faster than the Light Kick but a lot less range.

Chains into:
S, Cr Far Light Punch
S, Cr Light Kick
S, Cr Far Hard Punch and Kick
S, Cr Hard Kick
Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers


S Close Light Punch,
Fast elbow to the midsection, light damage, decent comboability
More dependable than the Light Kick, the Light Kick is somewhat laggier on chaining, possibly from the knock back, than the Close Light Punch making the combos not always work.

Chains into:
S, Cr Far Light Punch
S, Cr Light Kick
S, Cr Far Hard Punch and Kick
S, Cr Hard Kick
Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers


S Far Hard Punch
Moderate Speed Hard Punch, not as fast as the Light Punch. Relatively similar startup and recovery times.

Chains into:
Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers


S Close Hard Punch
Same startup as the Far Hard Punch, slightly less recovery time. Less Range (as if it mathers =p).

Chains into:
Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers

Cr Light Punch
A quick light punch. Relatively fast.

Chains into:
S, Cr Far Light Punch
S, Cr Light Kick
S, Cr Far Hard Punch and Kick
S, Cr Hard Kick
Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers

Cr Hard Punch
Straight Low hitting Punch. More windup time than recovery.

Chains into:
Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers


Air Light Punch
An intersting air punch. Hits Low, can be cancelled into itself(!), aswell as all the other air attacks she has. This is very interesting as it means if you mash this in the air fast enough you will cancel the frames of attacking and simply continue doing the startup animation. The ability to chain this into any aerial is only truly useful for chaining into the Air Hard Kick in a Landing hit.

Chains into:
Air Light Punch
Air Hard Punch
Air Light Kick
Air Down Light Kick
Air Hard Kick


Air Hard Punch
Least useful of the Aerial Moves. Does not chain. Slower than the Hard Kick, less range. Use any other aerial than this.


S Light Kick
Good range, Hits mid, not always dependable for comboing. Possibly faster than the Light Punch. Great for poking.

Chains into:
S, Cr Far Light Punch
S, Cr Light Kick
S, Cr Far Hard Punch and Kick
S, Cr Hard Kick
Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers


S Hard Kick
Relatively fast Hard Kick. Can be two-in-one'd into a spinning bird kick(cyclone kick) by holding back while peforming the hard kick then pressing forward during or after the animation of the Hard Kick.

Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers


Cr Light Kick
A quick light kick. Relatively fast. Hits lower than it's punch equivalent. Great for poking.

Chains into:
S, Cr Far Light Punch
S, Cr Light Kick
S, Cr Far Hard Punch and Kick
S, Cr Hard Kick
Kikouken (light and hard)
Lightning Kick (light and hard)
Cyclone Kick (light and hard)
Tenshou Kyako (light and hard)
Spinning Bird Bomb
All Supers


Cr Hard Kick
A grounded flailing of the two legs. Great Range. Knockdown. Does not Chain.

Air Light Kick
Hits Low, stays out until landing or hit, large hitbox. Good attack. Can cancel into itself but not terribly noticable. Great to cancel into an Air Hard Kick.

Chains into:
Air Light Punch
Air Hard Punch
Air Light Kick
Air Down Light Kick
Air Hard Kick


Air Down Light Kick (Head Step)
Hits Low, quick, Chun Li's signature Head Step move. Can be chained into itself. You can infintely step on an enemy with good timing in the corner.

Chains into:
Air Down Light Kick


Air Hard Kick
Hits High and Mid, extremely quick. The quickest of her aerials. Abuse the ability to chain into this from another aerial on a Jump-In. Does not chain. A great attack. Abuse it. This is the move to use in an aerial confrontation.

----------------------------------------------------------------------
Throws:

Koshuu To: (Forward or Backwards and Hard Punch while close)
Catches enemies to about 3/7ths a body length away. Moderate Damage.

Air Koshuu To: (Forward or Backwards and Hard Punch while close in the air)
About the same range as the normal Koshuu To.

----------------------------------------------------------------------
Specials

Kikouken
Light Punch Kikouken moves slow, small recovery time, easy to BC. Goes  about 4/5ths the stage and then disappears.

Hard Punch Kikouken moves fast, larger recovery time than Light Kikouken, does more damage than the Light Kikouken. Also easy to BC. Goes about 3/5ths the stage and then disappears.

Can be BC'd into:
Lightning Kick: Anytime Before she goes back into the standing animation.
Cyclone Kick: Anytime Before she goes back into the standing animation.
Tenshou Kyako: Anytime Before she goes back into the standing animation.
Spinning Bird Bomb: Anytime Before she goes back into the standing animation.


Lightning Kick
Light Kick Lightning Kick is quick (duh), small recovery time. 7 Hits on full connect. Good for combos. Hits Mid then full body range.

Hard Kick Lightning Kick is also quick, slightly larger recovery time. 9 Hits on full connect. Good for combos. Hits Mid then full body range.

Can be BC'd into:
Kikouken: During the last few hits of the Lightning Kick.
Cyclone Kick: During the last few hits of the Lightning Kick.
Tenshou Kyako: During the last few hits of the Lightning Kick.
Spinning Bird Bomb: During the last few hits of the Lightning Kick.


Cyclone Kick (Spinning Bird Kick)
Light Kick Cyclone Kick has a slight startup, and a noticable recoverytime. 3 hits on full connect. Can avoid some low attacks.

Hard Kick Cyclone Kick is the exact same as the Light version with more hits, further range, and longer lasting. 5 hits on full connect. Can avoid some low attacks.

Can be BC'd into:
Kikouken: During the frames where she lands from the Kick.
Lightning Kick: During the frames where she lands from the Kick.
Tenshou Kyako: During the frames where she lands from the Kick.
Spinning Bird Bomb: During the frames where she lands from the Kick.


Tenshou Kyako
Light Kick Tenshou Kyako Hits twice. Fast Startup, invincible until reaches a certain point in the air. Relatively long landing lag time.

Hard Kick Tenshou Kyako Hits twice. Fast Startup, invincible until reaches a certain point in the air. Goes higher than the light kick version. Relatively long landing lag time.

Can be BC'd into:
Kikouken: During the frames where she lands from the Kick.
Lightning Kick: During the frames where she lands from the Kick.
Cyclone Kick: During the frames where she lands from the Kick.
Spinning Bird Bomb: During the frames where she lands from the Kick.


Spinning Bird Bomb
Hard hitting command throw. Excellent finisher for BC chains. Most Damaging of her specials. 360 forward! Meaning you must end with your command as foward for the move to come out! Range is about the same as a light punch. Will not hit off a blocked hit.

Can be BC'd into:
Kikouken: If the move misses, during the recovery frames.
Lightning Kick: If the move misses, during the recovery frames.
Tenshou Kyako: If the move misses, during the recovery frames.
Cyclone Kick: If the move misses, during the recovery frames.


----------------------------------------------------------------------
Supers

Level 1

Kishouhou
Stationary energy barrier that forms around Chun li. Almost completely surrounds Chun li. Her back (butt) is not protected by the barrier. Destroys projectiles. Extremely hard to out prioritize. There is a small interval where Chunli is completely unprotected during this move, it is right after the superpause has ended. 11 hits on full contact.

Hazan Tenshou Kyako
Four Hit Tenshou Kyako. Same Properties as a regular Tenshou Kyako with 4 hits instead of 2. Can be Super Cancelled during the landing delay at the end.

Senretsu Kyaku
A longer version of the Lightning Kick. Completely invincible until the the third hit (Counting the initial) hits. Extremely Useful in combos.


Level 3

Lightning Ciclone Kick
Decent Level 3 super. If you are hit by one hit you will be hit by all the other consecutive hits aswell, meaning no escape. Dodges some low attacks. Does 31 hits on full connect. Has complete invincibility until the actual attack starts. V 9.0 Does almost a 1/2 bar of damage.  V 9.1 has the attack toned down a considerable amount doing about 3/7ths a bar of damage. Stationary attack.


----------------------------------------------------------------------
Strategy:
Chun Li is one of the fastest people in the game. She has the longest dash in the game and has the most hits per combo (other then shenlong). She should be played quickly assaulting the opponent at any opportunity. Her combos require strategy due to the need to charge up about half of them. The ability for her to BC into a Spinning Bird Bomb from just about anything is a great asset that you should abuse. Spinning Bird Bomb out of a combo to inflict tremendous damage while giving yourself space. Particularly it is very useful to BC into a Spinning Bird Bomb from a Lightning Kick. Personally I'd recommend BCing into a Spinning Bird Bomb from all of her specials to cancel lag time on landing. Either that or cancel the lag time to Her aerial ability is very good, being one of the few people who can cancel her aerials into aerials without hitting an attack. Her Air Hard Kick may be the fastest in the game, and is great for combos when chained from a Air Light Kick. Remember. Chunli has poor defense, so don't get hit! As a side note, one of her worse match ups is Balrog. As of update v9.1 the Lightning Ciclone Kick does considerably less damage making it less worthwhile. I suggest using three hypers in sucession instead. It should also be noticed that Chun Li is one of the few people to have an air throw.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Haggar:
Haggar is a character from Final Fight. Haggar has never before appeared in a Street Fighter game before SF2NEs, therefore there are no precedents in how his moveset should be. As a general rule though he follows the guidelines of a stereotypical throw-character such as Zangief. Many of his moves are reminisent of Zangiefs moves, and playing him as one would play Zangief is not a bad idea.
----------------------------------------------------------------------
Regular Attacks

S Light Punch
Decent speed, Chains easily, Although it chains into basically everything, it should be noticed that the Hard Kick variations are slow and will not be fast enough to be counted as a combo.

Chains into:
S, Cr Light Punch
S, Cr Light Kick
S, Cr Hard Punch and Kick
Lariant
Spinning Pile Drive
Emperor's PowerBomb
Argentina Back Breaker
Pile Drive
All Supers


S Hard Punch
Slower Speed Hard Punch, very powerful, this chained into either a Spinning Pile Drive or Emperor's power bomb takes away a whole 1/4 to 1/3 of a life bar of damage, making it as powerful as using a standalone level one super :p

Chains into:
Lariant
Spinning Pile Drive
Emperor's PowerBomb
Argentina Back Breaker
Pile Drive
All Supers


Cr Light Punch
A quick light punch. Relatively fast. Because it has less knockback then it's standing brother, it can produce more hits.

Chains into:
S, Cr Light Punch
S, Cr Light Kick
S, Cr Hard Punch and Kick
Lariant
Spinning Pile Drive
Emperor's PowerBomb
Argentina Back Breaker
Pile Drive
All Supers

Cr Hard Punch
Straight Low hitting Punch. More recovery than windup.

Chains into:
Lariant
Spinning Pile Drive
Emperor's PowerBomb
Argentina Back Breaker
Pile Drive
All Supers


Air Light Punch
Average Aerial Light Punch, Hits high, stays out the duration you are in the air. Doesn't Chain.


Air Hard Punch
Same as the Light version, same hit box, more damage, does not stay out.

S Light Kick
Mid range, Hits mid, has more knockback then the light punch therefore there is less ability to combo.

Chains into:
S, Cr Far Light Punch
S, Cr Light Kick
S, Cr Far Hard Punch and Kick
S, Cr Hard Kick
Lariant
Spinning Pile Drive
Emperor's PowerBomb
Argentina Back Breaker
Pile Drive
All Supers


S Hard Kick
Slow hard kick, does not chain, can not be combo'd into effeceintly.


Cr Light Kick
A quick light kick. Relatively fast. Hits lower than it's punch equivalent. Has more knockback then it's punch equivalent.

Chains into:
S, Cr Light Kick
S, Cr Hard Kick
Lariant
Spinning Pile Drive
Emperor's PowerBomb
Argentina Back Breaker
Pile Drive
All Supers


Cr Hard Kick
A same exact animation as the light kick but slower startup making it not combo. Does not Chain.


Air Light Kick
Hits Low, stays out until landing or hit, small hit box.


Air Hard Kick
Hits low and mid, wide hitbox. Good for Jump-ins, and spacing.
----------------------------------------------------------------------
Throws:

Head butt: (Forward or Backwards and Hard Punch while close)
Catches enemies to about 6/7ths a body length away. Moderate Damage. Headbutts opponent 7 times.

OverHead Throw: (Forward or Backwards and Hard Kick while close)
Catches enemies to about 1/2 a body length away, throws overhead. If thrown into a wall you can combo after it.

----------------------------------------------------------------------
Specials

Special Note: Although Haggar cannot BC, all his throws can be combo'd into if in range of the throw. No specials can be super cancelled either. All his throws have the same startup. They all have little to know start up though. All of them have a small amount of recoverytime if missed though in their miss animation.

Lariant
Hits twice. Invincible during duration. Can move while doing. Can hit twice at most. Small hit box at start and end, wider one during duration.


Spinning Pile Drive
Command Throw, Can be combo'd into. to about 2/5ths a bodylength away. takes about a 1/4th a gauge of damage.


Emperor's PowerBomb
Same as the Spinning Pile Drive. Use this so that you won't get bored looking at the SPD.


Argentina Back Breaker
Same damage as a Hard Kick. Easily combo'd into because of range. Reaches to about 4/5ths a body length away.


Pile Drive
Does slightly more damage than the Argentina Back Breaker. Bretter in combos than the EPB and the SPD because of it's increased range. Reaches to about 4/5ths a body length away.


----------------------------------------------------------------------
Supers

Level 1

Irish Whip
Longer version of the Lariat. Does 12 hits. Has a slight vacuum effect on certain hits, meaning that if hit by one hit all the hits will hit. Good mainly for its invincible duration.

Gigantic Pile Drive
Essentially worthless super. A hard punch chained to any command throw does the same amount of damage as this.


Gigantic Power Bomb
Does three Drops instead of two. Worthless. See Gigantic Pile Driver.


Level 3

Emperor's Atomic Drop
Good Level 3 Super. Does a mixture of all of Haggar's throws to the enemy.If you are going to use hyper gauge with Haggar, either use the Irish Whip or this. This move is easily the most damaging in the game, it takes off more than half a life gauge. Its greatest set back is it's range. Its range is the same as an Emperor's Power Bomb.


----------------------------------------------------------------------
Strategy:
Haggar is all about the throws. Defending and Reciprocating is the name of Haggar's Game. With Haggar it is benificial to stay close to your opponent. Use the Lariat to close the distance, or to space yourself from the enemy. It whirls right past almost all other moves. The biggest worry about Haggar is his speed. Do not try and to be fast. Don't try to outspeed. Haggar will lose every time. Haggar is good at grapples, learn how to use them efficently. Haggar has increased defense for a reason, take the damage, find a good position, do a short combo and devistate the enemy. Hard punch to any throw does decent damage. Good enough to make mince meat of your enemies in-fact. Use this to your advantage. Haggar has Power. Use it.



    

SF2NES FAQ/Guide

 January 10, 2009, 02:47:07 pm View in topic context
 Posted by Kensuke  in SF2NES FAQ/Guide (Started by Kensuke January 10, 2009, 02:47:07 pm
 Board: Projects

When I first started playing this game I was thouroughly (sp) impressed with how well the game was set up. I am still impressed to this date of how well put together this Full Game is.

This is the start of the FAQ that I began putting together for the Full Game SF2NES. It needs to be updated and such and hopefully will include many pictures and such.

The fact that I am starting this topic insinuates the fact that I am indeed continuing this project.

This is an extensive project for me that I am reviving and any help would be greatly appriciated.

Please keep this topic professional.

My work so far: (Updates will be edited in the first post).

SF2NES v.9.1 FAQ changing to 9.2
By Kensuke

Updated Jan 27 2007 to 9.1
in process of changing to 9.2-9.3?
MAJOR CHANGES:
Chun Li's Lightning Spinning Bird Kick Toned Down
Chun Li's Command Throw changed animation.
Ryu gains Air Hadouken
Ryu gains Super and Loses Super
Ryu gains command move "Hammer Punch"
Haggar gains many changes needs to be noted.
Much More to be noted.

Important Terminology

Wake-Up Attack:
Unlike usual fighting game terminology, wake up attacks are in a more literal sense here. What will be refered to as a wake-up attack, is the ability to cancel the last frames of your standing animation into an attack. There are many usages of this technique, in general for mind games and for clearing space or doing lots of damage when an opponent least expects it. It should be obvious that this technique works better and is more essential with some than others, with the most effective being the Ansatsuken fighters (Ryu, Ken, Shenlong) because of the invinciblity on their uppercut, and essential with Haggar and Blanka. More of this technique and it's usage will be explained in the character specific sections.

Super Jump:
Super Jumping is done a little differently in SF2NES than in most fighting games. Instead of pressing down and then up quickly, SF2NES requires you to hold down the downwards direction for about a second before going to an upwards direction. This can be done with any combination of a downwards direction and an upwards direction. The Super Jump will always go in the direction indicated in the upwards direction. For instance: Charge DownForward, Up = Super Jump up. It should also be noted that Super Jumping causes you to rise and fall quicker than a normal jump. Also if you super jump in a forwards or backwards direction you will slide a little. Both of these Physics can lead to interesting mindgames and strategies.

Throwing:
Throwing is a little different in SF2NES. Unlike most fighting games, you can combo into a command throw. Let me repeat this... YOU CAN COMBO INTO A COMMAND THROW. This does not mean that if you are out of range you can hit the opposing char in your combo, Nor does this mean that you can do a regular throw out of a combo. This is a extremely effective of creating damaging chains and hard to escape combos, especially with the use of BCing (BCom explained in the next section. Also As Jango has pointed out to me, For 360 Motions concerning characters they require COMPLETE 360 MOTIONS. This is important aswell when pertaining to throwing because it means you must go all the way to the spot you started at. Many MUGEN chars give a good amount of leway(sp?) for Keyboard users. This is not so for this game. So practice up. That 360 might kick your butt.

Bia Cancelling:
Certain Chars have the ability to cancel out of
their special attacks into other special attacks with
somewhat precise timing creating combo possibilites not otherwise doable, It also cancels Juggle points allowing your juggle to proceed pass it's normal means. I've dubbed this ability Bia Cancelling after the (AFAIK) lead programmer Bia. The ability to Bia Cancelling
(will be refered to as BC from now on in the FAQ) is similar
on all chars who have this ability. In general the combos created by BCing have a damage dampener on them, meaning that the amount of damage created by these combos is lessened to a certain degree. This however does not make BCing worthless by any means, certain combos can take off much more damage then normal by using this technique and chaining hard to hit attacks (command throws!) into devastating combos. BCing requires that the character is not in the air. Most moves have differing requirements which will be explained within the seperate Character Sections. Also all chars have a BC limit. The BC limit is the max amount of moves you can BC before the BC chain is over. Generally Fast Chars have up to 4 while some chars (slower) might have none.

For Example: Ken: Hadouken BC --> Shoryuken BC--> TSK BC -->Shoryuken
The Hadouken can be BC'd into the Shoryuken at the frames after the
hadouken leaves his hands, The first two hits of Ken's Shoryuken can
be BC'd into a Tatsumaki Senpuu Kyaku before Ken actually leaves the ground then when the Tatsumaki Senpuu Kyaku is over and Ken is landing you can cancel the landing into another uppercut. The BC chain is now over unless one decides to Super Cancel into a Super Attack because Ken has a BC limit of 4. There are a few exceptions to this rule. Those exceptions will be explained in the char specific Strategies.

Additional Note: BC should not be considered the same as Super Cancelling. Super Cancelling Time frames are much more loose than a BC, in addition BCing allows some chars to do things that Super Cancelling does not allow such as cancelling from Vega's Rolling Attack into His Lvl 3 super. For all chars this may not be neccesary but for some it is.


This is the Revised Version of the BCList corrected by Bia.
BCLIST
--------------------------------
Ryu       : 2
Ken       : 4
Blanka    : 2
Chunli    : 4
Guile     : 2
Dhalsim  : 3
Haggar    : 2
E.Honda   : 2
Balrog    : 2
Sagat     : 2
Vega      : 2
M.Bison   : 2
Shenlong  : 5
------------------------
Needs to be added.
Akuma : ?
Dan: ?
Sean: ?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ryu:
Ryu is the Protagonist of Street Fighter
He is an All Around character, who excels in technical precision.
He dishes out damage pretty well, but is not extremely combo based.
The combos that he does have however are effective, with a special based combo without supers dealing up to 1/4th a guage of damage. BC'ing is integral to pulling off these powerful combos.
----------------------------------------------------------------------
Command Attacks

Hammer Punch
Hold Fwd and Light Punch
Deceptively fast attack. Very useful in combos. Not much else to do with this
move. Can be chained from all normal attacks that allow chaining. Can chain
into all other specials.

Regular Attacks

S Far Light Punch
Fast Punch, Light, good comboability
Slower than the light Kick because of the winddown frame,
Still useful for poking, but preferable to use the kick as it
has the same range with a little more head protection from the
head moving back.

Chains into:
S, Cr Far Light Punch and Kick
S, Cr Far Hard Punch and Kick
Hadouken (light and hard)
Shoryuken (light and hard)
Ground Tatsumaki Senpuu Kyaku (light and hard)
All Supers


S Close Light Punch,
Fast elbow to the face, light damage, great comboability
Better Comboability than the close light kick but won't hit
crouching opponents.

Chains into:
S, Cr Far and Close Light Punch and Kick
S, Cr Far and Close Hard Punch and Kick
Hadouken (light and hard)
Shoryuken (light and hard)
Ground Tatsumaki Senpuu Kyaku (light and hard)
All Supers


S Far Hard Punch
Slower than the Light punch, More damaging. Won't hit crouching opponents. Slower Start up, recovery is shorter than startup.

Chains into:
Hadouken (light and hard)
Shinkuu Hadouken


S Close Hard Punch
Faster than the Far Hard punch, slightly Less damaging than the Far Hard Punch. Will hit crouching opponents. Faster Start up, slightly faster recovery time.

Chains into:
S, Close Hard Kick
Cr, Hard Kick
Hadouken (light and hard)
Shoryuken (light and hard)
Ground Tatsumaki Senpuu Kyaku (light and hard)
All Supers

Cr Light Punch
A quick light punch. Relatively fast.

Chains into:
S, Cr Far and Close Light Punch and Kick
Hadouken (light and hard)
Shoryuken (light and hard)
Ground Tatsumaki Senpuu Kyaku (light and hard)
All Supers

Cr Hard Punch
An uppercut that hits mid and high. Good Anti Air.

Chains into:
Hadouken (light and hard)
Shoryuken (light and hard)
Ground Tatsumaki Senpuu Kyaku (light and hard)
All Supers


Air Light Punch
Light Air Punch, nothing very spectacular.

Chains into:
Air Tatsumaki Senpuu Kyaku
Shinkuu Tatsumaki Senpuu Kyaku


Air Hard Punch
Hard Air Punch, better than the light punch, faster and hits harder.

Chains into:
Air Tatsumaki Senpuu Kyaku
Shinkuu Tatsumaki Senpuu Kyaku


S Far Light Kick
Good range, Hits high, faster than it's Punch equivalent. Great for poking.

Chains into:
S, Cr Far Light Punch and Kick
S, Cr Far Hard Punch and Kick
Hadouken (light and hard)
Shoryuken (light and hard)
Ground Tatsumaki Senpuu Kyaku (light and hard)
All Supers


S Close Light Kick
Fast light hit. Good for comboing. Hits Mid-Low.

Chains into:
S, Cr Far and Close Light Punch and Kick
S, Cr Far and Close Hard Punch and Kick
Hadouken (light and hard)
Shoryuken (light and hard)
Ground Tatsumaki Senpuu Kyaku (light and hard)
All Supers


S Far Hard Kick
Slow hitting Hard Kick. Hits high. Slow Startup, slow recovery, no comboability. No chain ability.

S Close Hard Kick
Two Hit axe kick. Hits High and mid. Decent startup, slower recovery. Cannot chain.

Cr Light Kick
A quick light kick. Relatively fast. Hits lower than it's punch equivalent. Great for poking.

Chains into:
S, Cr Far and Close Light Punch and Kick
Hadouken (light and hard)
Shoryuken (light and hard)
Ground Tatsumaki Senpuu Kyaku (light and hard)
All Supers


Cr Hard Kick
A grounded sweep. Hits Lower than it's punch equivalent. Does not chain into anything.


Air Neutral Light Kick
Hits high. Limited usage.

Chains into:
Air Tatsumaki Senpuu Kyaku
Shinkuu Tatsumaki Senpuu Kyaku


Air Moving Light Kick
Hits low. Combination foot and fist. Decent Jump in.

Chains into:
Air Tatsumaki Senpuu Kyaku
Shinkuu Tatsumaki Senpuu Kyaku

Air Neutral Hard Kick
Hits Mid. Throws foot out. (Kobe Air Jump Shot?)

Chains into:
Air Tatsumaki Senpuu Kyaku
Shinkuu Tatsumaki Senpuu Kyaku


Air Moving Hard Kick
Wide Hitbox. Hits Low and Mid. Great Jump in, Good Crossup. Decent speed.

Chains into:
Air Tatsumaki Senpuu Kyaku
Shinkuu Tatsumaki Senpuu Kyaku

----------------------------------------------------------------------
Throws

Note: As of version 9.2 Ryu's throws can be chained from all normally cancelled normal
attacks.

Seoi nage: (Forward or Backwards and Hard Punch while close)
Catches enemies to about half a body's length away. Moderate Damage.

Tomoe nage: (Forward or Backwards and Hard Kick while close)
Range is slightly smaller than the Standing Shoulder Toss. Does slightly more damage.

----------------------------------------------------------------------
Specials

Hadouken
Light Punch Hadouken moves slow, small recovery time, easy to BC.
BC timing is dependent on move.

Hard Punch Hadouken moves fast, larger recovery time than Light Hadouken, does more damage than the Light Hadouken.
BC timing is dependent on move.

Can be BC'd into:
Fiery Hadouken: Before the Hadouken appears.
Shoryuken: Right after the Hadouken appears. (else it will SC into Shinkuu Hadouken)
Tsumaki Senpuu Kyako: Up until he finishes saying "Hadou"


Shoryuken
Light punch Shoryuken is quick, small recovery time, barely leaves the ground, Invincible during startup, can be BC'd during the ground animations excluding the recovery. Sometimes hits twice, usually on crouching opponents.

Hard punch Shoryuken is also quick, larger recovery time, leaves the ground to a greater extent than the Light Shoryuken, invincible startup, can be BC'd during the ground animations excluding recovery. Sometimes hits twice, usually on crouching opponents.

Can be BC'd into:
Ground  Tatsumaki Senpuu Kyaku: Before Ryu leaves the ground.


Ground Tatsumaki Senpuu Kyaku
Light kick Tsumaki Senpuu Kyako is quick, has small recovery time, bad recovery on block, hits twice, sets up for juggle, cannot be BC'd. Use this instead of the Hard Kick version. Cannot be Super Cancelled.

Hard kick Tatsumaki Senpuu Kyaku is slow, has tremendous recovery time,
hits once, knocks down on hit, cannot be BC'd. Has less recovery time on block. Extremely useless, recommend using Light kick version instead. Cannot be Super Cancelled.

Air Tatsumaki Senpuu Kyaku
Physics differ depending on way jumped. Air hit causes multiple hits. Has small recovery time. Hit on standing opponent causes to be launched into the air. If done close to ground juggle is possible. Hits more times if it hits opponent in back with back foot. Cannot be BC'd or Super Cancelled.


Shakunetsu Hadouken
Secret Special Move
Command = HCB, Any Punch

Light Punch Shakunetsu Hadouken, does as much damage as a Hard Hadouken, Slow, Hit on close opponent causes slowed down knockdown, can be BC'd.

Hard Punch Shakunetsu Hadouken, does slightly more damage than a hard Hadouken, Fast, Hit on close opponent causes slowed down knockdown, can be BC'd.

Can be BC'd into:

Shoryuken: Untill he's done saying "Hadou".
Ground Tatsumaki Senpuu Kyaku: Right after the Hadouken Appears.


----------------------------------------------------------------------
Supers

Level 1

Shinkuu Hadouken
Powerful Hadouken attack, Larger hitbox than regular hadouken and does more hits, 5 hits ending in a knockdown. Can be on the screen with other projectiles. Invincible startup. Can hit behind opponents.

Shinkuu Shoryuken
Four Multiple hitting Shoryukens chained together with the last one being the biggest. Full attack is 15 hits. Invincible during the startup and the first Shoryuken. Final hits hits with an aerial knockback.


Nidan Shouryuu Tsuki
A Hammer Punch followed by a roundhouse kick followed by a twice hitting uppercut. 4 hits. Invincible startup and roundhouse kick.

Shinkuu Tatsumaki Senpuu Kyaku
Non-moving Tatsumaki Senpuu Kyaku attack. Can be done in air. All hits do the same amount of damage contrary to what the last hit's screen shake would make you believe. Full Attack is 12 hits. Invincible startup.

Level 3

Shin Shoryuken
Extremely Damaging Super. Takes away more than 1/2 a life guage on connecting with the close version's three full hits. If it does not hit close it will do a varying amount of damage dependent on hits. The far version is a larger multi-hitting Shoryuken. Far version does much less damage.  


----------------------------------------------------------------------
Strategy:
Ryu is not as fast as some chars, but for what little he loses in
terms of comboability he gains back more in power. BCing is an integral
part to playing with Ryu as it allows for multiple projectiles and allows for him to have combos. BCing with Ryu is done immediately after entering the command for the initial special move. By BCing Ryu can throw his regular Hadouken, followed by a Shakunetsu Hadouken. depending on the strength of the Hadouken, one may overlap the other, and they will create a 2 hit combo. This also can be used to fool a opponent into jumping to avoid the first Hadouken but getting hit by the second. The timing on BCing a HP Hadouken into a Shakunetsu Hadouken is very tight though so practice  will be needed to pull off correctly. The Shakunetsu Hadouken can be BC'd into another special other than a Hadouken. Take Note, any BC'd move into Ryu's Shoryuken will end whatever combo you are doing, The enemy will fall too quick for you to hit them with another attack. Ryu has one of the best options for Wake-Up Attacks in the game, any of his Shoryuken type moves should be used here as they give invincibility at the startup giving you a great way to hit your opponent without being in any danger. His Shin Shoryuken works wonders here.

    

Re: SF2Nes Honda replacement topic: Vote in a new character!

 January 09, 2009, 04:27:37 pm View in topic context
 Posted by Kensuke  in SF2Nes - Zangief teaser. (Started by Bea January 05, 2009, 02:39:42 am
 Board: Projects

If you need any help/feedback/betatesting again.. I'm still widely interested in your project. Extensive feedback will be left. If so please hit up my inbox.
    

Re: SF2Nes Honda replacement topic: Vote in a new character!

 January 09, 2009, 04:29:22 am View in topic context
 Posted by Kensuke  in SF2Nes - Zangief teaser. (Started by Bea January 05, 2009, 02:39:42 am
 Board: Projects

Matter of fact IIRC

Tiers for SF2NES v 9.2

God Tier:
Shenlong
Akuma

High Tier:
Guile
Sagat

High Mid Tier:
Ken
Chunli
Balrog (Using constant Final Punch)

Mid Tier:
Everyone not mentioned

Low Tier:
Blanka

Dan Tier:
Dan
    

Re: SF2Nes Honda replacement topic: Vote in a new character!

 January 09, 2009, 03:44:14 am View in topic context
 Posted by Kensuke  in SF2Nes - Zangief teaser. (Started by Bea January 05, 2009, 02:39:42 am
 Board: Projects

I'm back...

I really dont think honda is as bad as people are making him out to be... and i definately don't see him to be anywhere as bad as dan....
Honda to me plays like a more defensive/stronger version of chunli.. but it's been awhile maybe i need to check again.

By the way... I like E honda... but i would love to see cody in this game... just because i love cody though.

I'll check some more and place some more feedback.

Edit:

Infact...my only complaint is his headbutt is too slow to be useful...

yes he's boring but he is by no means hard to play with... in order to make him a little less raped by projectiles though i suggest giving him a more horizontal "super jump". his is largely vertical right now... and that simple change should give him a better option agianst projectiles.

Honda may be low tier but hes not bottom tier.... I feel more that blanka is still bottom tier as apposed to honda.
    

Re: S.Giest from Asura Blade

 July 17, 2008, 06:14:27 am View in topic context
 Posted by Kensuke  in S.Giest from Asura Blade (Started by Kensuke July 15, 2008, 03:39:22 pm
 Board: Projects

    

Re: S.Giest from Asura Blade

 July 16, 2008, 07:19:31 pm View in topic context
 Posted by Kensuke  in S.Giest from Asura Blade (Started by Kensuke July 15, 2008, 03:39:22 pm
 Board: Projects

Update All Requireds are done but needs a little work/polish, pallete problem fixed.

More pics when find better imagehost.
    

Dash instead of Run

 July 16, 2008, 06:21:04 pm View in topic context
 Posted by Kensuke  in Dash instead of Run (Started by Kensuke July 16, 2008, 06:21:04 pm
 Board: M.U.G.E.N Development Help

I need to make a fwd dash instead of run with a slight hop forward.

I am editing kfm, was wondering how do you do this?
    

Re: S.Giest from Asura Blade

 July 16, 2008, 04:40:56 pm View in topic context
 Posted by Kensuke  in S.Giest from Asura Blade (Started by Kensuke July 15, 2008, 03:39:22 pm
 Board: Projects

Thank you very much... I think i shall have the required animations completed by today.
    

S.Giest from Asura Blade

 July 15, 2008, 03:39:22 pm View in topic context
 Posted by Kensuke  in S.Giest from Asura Blade (Started by Kensuke July 15, 2008, 03:39:22 pm
 Board: Projects

No promises from me on this one. It's my first true char from a fighting game.
I would like to try and strive for accuracy on this one, but my mugen programming skills are only so good.

Anyways, I great Thank you to doggiedoo for his awesome sprite ripping abilities and his support throughout.
(my palletes are messed up thats why the sprite is in all black)

All credit for rips go to Doggiedoo



Damn that screenshot sucks...

But anyways. any help or support would be greatly appriciated. Including input on timings etc.

Thanks for viewing.

ps if anyone has an english version of fighter factory mind sending it to me/pointing me in the right direction? i would like to not have to use mcm

Also if anyone knows how to contact either juke kisargi or NHK it would be a great help as they are the only two authors i know who did accurate asura blade creations. Or if anyone knows how to reach the guy who made chen mao that would be a great help too. Thanks
    

Re: Blade/Jihad updated to 1.03, 7/14/2008

 July 15, 2008, 03:46:49 am View in topic context
 Posted by Kensuke  in Blade/Jihad updated to 1.03, 7/14/2008 (Started by Doggiedoo July 10, 2008, 06:08:57 pm
 Board: Your Releases, older Mugen

Hey if you are looking for a char to make.... how bout helping me with S. Giest? i know asura blade isnt your specialty, but i have a feeling you would be great as far as accuracy/feedback.  ;P
    

Re: Mini Rockman/Megaman

 July 08, 2008, 02:30:03 pm View in topic context
 Posted by Kensuke  in Mini Rockman/Megaman (Started by OrochiWeapon2000 July 07, 2008, 03:32:59 am
 Board: Your Releases, older Mugen

MVCNES edition? lmao

great creation!

no multi hit charge shot?
    

Re: Maple Story Characters

 July 05, 2008, 11:32:24 pm View in topic context
 Posted by Kensuke  in Maple Story Characters (Started by Skulper34 July 04, 2008, 04:09:15 am
 Board: Your Releases, older Mugen

I would advise more attacks for your creations
    

English version of fighter factory?

 July 05, 2008, 10:51:25 pm View in topic context
 Posted by Kensuke  in English version of fighter factory? (Started by Kensuke July 05, 2008, 10:51:25 pm
 Board: M.U.G.E.N Development Help

is there one?  ???
    

Re: Maple Story Characters

 July 04, 2008, 05:51:00 am View in topic context
 Posted by Kensuke  in Maple Story Characters (Started by Skulper34 July 04, 2008, 04:09:15 am
 Board: Your Releases, older Mugen

I was hesitant to even look. But they are all well put together chars. Nice Job.