Posted by vyn
in Good quality MVC2 characters (Started by vyn September 30, 2023, 11:12:17 pm
Board: Requests
Board: Requests
- Mvc2 Venom
- Mvc2 Zangief
Thanks!
Actually, here's Vyn's first Evil Ryu. Here you guys go:Tnx buddy!
https://www.mediafire.com/file/prvf44la9n8kydz/xRyux.zip/file
The one provided by Basara-kun has the superhelpers.cns edited in 4/25/2007. The one I have has superhelpers.cns modified date originally as 4/12/2007. And, you're welcome.
Not sure if this version, but I found this into my old DOSM folder, so I suppose is this, so here you are
https://www.mediafire.com/file/uxzjyjit1xkpbmf/xRyux.rar/file
Got a rundown of his new stuff? I'm curious on what the unique stuff is gonna be this time around.
I would've liked to see how you expand on that V-System, but I understand trying to get a consistent style of sorts.
Might I suggest CvS2 system sounds to go with the CvS2 effects this time? The SFV sounds don't really fit tbh.
Lastly, I'm getting nitpicky here, I'm not saying I'm tired of them, but I think it would be cool to diversify a bit and edge away from Shotos, since you've done plenty of updates and releases of previous Ryus and the odd Ken. I'm just eager to see how you handle other characters and archetypes with your style.
Does he still use the custom sprites or are those gone now?
I was looking forward to testing the update, but then I realized it'd just be more helpful if I gave you feedback now rather than later. So for the public version:
- He only has one intro, so you could give it more speech variations
- His stance animation has some pixels that go missing on the sides of his belt
- I'm not fond of overriding the effects and sounds when he hits the ground (state 5100 etc). Makes him feel heavier than other chars
- His jump effects show up while he's still on the ground
- He has too much width and too little height (constants)
- Several of his normal attacks have no corner push
- His "V-Skills" don't feel strong enough to spend 500 meter (when you don't cancel into them). I mean Senha Kassatsu has a lot of startup and Ashura Senku has vulnerable startup
- Since he can't cancel into Senha Kassatsu, I think cancelling into Ashura Senku could also accept B+Y without any direction
- Or you could just allow cancelling into Senha Kassatsu. It'd feel more consistent with other moves
- Misogi has 0F startup?
- He can cancel or combo after his overhead and it's also very safe on block
- He has the dive kick but it's not in the readme
- It's a bit tricky to land his jumping MK crossup because of how high the hitbox is
- Only one throw? At least give it forward/back versions
- His Hadouken can't stop other fireballs because of the hurtbox on his arm
- Hadouken also feels like it should travel just a tad more
- All 3 versions of Hadouken feel about the same
- EX Hadouken can crumple repeatedly
- EX air Hadouken disappears before it leaves the screen completely if the stage is zoomed out
- Light and medium Ryusokyaku feel too similar
- EX Ryusokyaku doesn't selfstate the opponent. The custom state animation also looks too sudden. P2 could use the 5080 animation
- Medium Shoryuken could probably have more invincibility
- All hits of Shoryuken should knock down, I think
- When juggling with Shoryuken, I think the first hits should use "Hard" animation instead of "Up"
- Kurekijin startup has some frames where pos y < 0 but statetype = S
- All versions of Kurekijin should also hit behind Kage, I think
- Kurekijin animation would look better if the leg swing transitioned faster into the keyframe. Also if it animated during the hitpause
- Shakunetsu Hadouken should knock down. That's one of its main advantages over regular Hadouken
- Shun Goku Satsu is great. But it has the wrong command for some reason
- Both supers have no startup invincibility
EDIT:
- Metsu Shoryuken is statetype S when already in the air
- EX Kurekijin can combo into itself a bunch of times
- His normals don't air reset the opponent. Not sure if intentional
- EX Shoryuken should have invincibility on the first uppercut rather than second one
- All his moves are hard knockdowns, I think. Although I recently discovered this is quite common in Mugen
He's only a few polishes away from being very fun. His moves look and feel good but it feels like he has many unintentional weaknesses.