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Board: M.U.G.E.N Discussion
Anyone know of any KoF sprite set Ryo Sazakis that have a custom, not Pots playstyle by chance? Would really appreciate any arrange edits as well.Popoponta's Ryo has an arrange mode with air combos, EX moves, air dashes, etc. that you can access by holding down start while selecting him. It's very jokey though and has all sorts of things like a Buster Wolf and Akuma's warp.
[command]Even though these are 3 versions of the same move they all use different commands. It's kinda confusing.
name = "Ikman kick up"
command = D,D,b
time = 15
[command]
name = "Ikman kick forward"
command = D,F,c
time = 15
[command]
name = "Ikman kick back"
command = D,B,a
time = 15
Might wanna put this in the first post to make it easier to find.Where's the link?
You know you posted this in Your Releases,1.0+, right? That means you should have a link for the character here.
im retarded i forgot to put the link: https://www.mediafire.com/file/kx5pt5hslbzmijq/Ryu_SF2_GameBoy.rar/file
[VictoryBG 3]
type = normal
spriteno = 205,4 ; <--- Make sure this number lines up. This is the winquote sprite
start = 0,0
mask = 1
trans = none
velocity = 0,0
tile = 0,0
Thanks for feedback. Here's some of my responses:
I don't really understand that...- The moves won't hit if you're too close to the opponent. (I tested them against KFM, it might be different with other characters.) This can be solved by adding a Width sctrl (in the case of both moves) or by extending the red hitbox further inward (in the case of the rifle).
You mean the "pos" coding? I don't really use it, but judging from it, maybe I could make the superpause use it.- I was referring to how the superpause calls for an "anim = 3000". Thing is, the superpause sctrl pulls the animations from fightfx.air unless specified otherwise. Most people's fightfx don't have an animation numbered 3000, which makes it invisible. (For reference, the super sparks are typically anims 100-102.) Though if you wanted to make it invisible that's fine too.
Since it basically fires 60 projectiles, I thought it would be a bit too overpowered, which is why I didn't give it any chip damage.- That's understandable. I'd prefer if the projectiles each did a tiny bit of chip but I can see your reasoning.
Judging from that, I guess I should make it so that no power is given when Vortigon uses any of his hypers.- Pretty much. Adding "getpower = 0,0" to the hitdefs on Rage Ability and the Flamethrower projectiles should solve things.
I wasn't sure what the "channel = 0" thing means, but now I get it. I'll try to add it to fix this issue.- Yeah it's not a necessary fix (especially considering most of his voiceclips are too short for this to really be an issue), though it'd be nice
So I should tone down the amount of projectiles from 60 to 20 or 25? Also, I don't really know how to make it so that the projectiles could go in more than one direction, so I'm not really sure if I could do something like this.- Here are some ideas I had regarding Flamethrower:
I've tried to make them a bit slightly different, such as the ninja star being also possible to be used in the air and be an OTG, while the missile isn't and can be only performed while standing (also, the ninja star causes no knockdowns, while the missile causes hard knockdown no matter if the opponent is airbone or not). Also, sniper rifle causes hard knockdown too, while plank causes soft knockdown, but I tried to make it slightly different.- You bring up some fair points, admittedly I hadn't looked into his moveset too much when I made my post. Now that you mention it the projectiles are mostly fine. Though I still think they could be changed up a little. One idea I had is to maybe make the ninja star go in a slight arc?
So, should I replace it with a different move, or lower its startup a bit, or maybe even try to incrase its range?- Some ideas I had in mind regarding making Plank Swing better: