
Board: M.U.G.E.N Discussion
Good to know you're back with this collectionyou know you can get my help anytime, and also you can use anything of my collection on MFFA, Also, I replaced the Birdie image with the correct colors that was posted before
- Shinku Tatsumaki helpers (vacuum helpers) can get hit and spawn a Ryu that disappears. You're missing a NotHitBy in their states.
- You forgot me in the credits for the sprites, like the knee attack (close medium kick) and the dodge. No big deal, just thought I should tell you.
- Speaking of sprites, I'm sure Balthazar made the Joudan Sokuto Geri (Donkey Kick) sprites better than what you're using (I'm guessing Reu's?).
- Any hitsound can be cancelled with another attack, even if it doesn't connect. It's easier to notice with Custom Combo but even just doing two light punches (and whiffing the second) does that.
- If you're quick enough, if you throw the c.MP twice, the second will not connect. Easier to get this problem in Custom Combo, but it's possible without it too.
- He can get power from any special move while in Custom Combo.
- The EX Hadouken, Shakunetsu and the different levels of Shinku Hadouken have shadow when they get parried/when they hit.
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.
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
You have 54 frames of total animation, whereas SFA3 uses 57, 58 or 59 (LMH versions) in Normal, which is about 46, 47, 48 in Turbo.OK, I'll recheck that tomorrow.
https://imgur.com/a/05rArT6Shit, I actually have it different... I guess, I really changed it because on 1:1 scaling it wasn't too comfortable to use like that. But I DID initially use the similar proportions, why I thought I still use them. Sorry for wasting your time here, I'll fix it, especially since now, with 0.8:1 it actually work stably enough.
We can thank Jesuszilla for that one, but Capcom always does it more or less like that. The hitbox you used is probably from the first frames, which is made wider to ensure the fireball doesn't miss at point blank.
In Winkawaks I count 22 frames of hitstun in Normal (18 in Turbo) while you gave it 26.Hm. Maybe this whole situation is a misunderstanding between us?
Solid stuff. I've been out of the scene for a while, but I remember someone working on a CPS2 Ryu ages ago, framing it as a KOF-style Another Ryu. Was that you?Thanks. And no, the only Another Ryu I know it Ryon's. It fits the bill too, because it's SFA sprited. Also, he has a lot of custom sprites, like different Shoryuken, SF EX Tatsumaki, SF3 Tatsumaki and ets. If that rings any bells, then it's Ryon's (at least it says so in the authorname).
Also this is kind of a petty fix, but the readme currently has Evil Ryu's Shakunetsu as a QCF instead of a QCB.
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
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?
With 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.