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Inuyasha - Meta-Gouki Edit - Final Update. (Read 71099 times)

Started by jrm1007, October 27, 2021, 06:19:07 pm
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Inuyasha - Meta-Gouki Edit - Final Update.
#1  October 27, 2021, 06:19:07 pm
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Hey uh.. first time with posting work here, I'm mostly on Free For All.
This is an edit of Meta-Gouki's Inuyasha, mostly my goal was to improve on certain aspects, and make him more of a formidable opponent.
I'm not really sure on what else to say so..
I'll just leave the the entire list of changes right here, apologies if too long.

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-Inuyasha can now combo between all of his Standing, Crouching, and Air Attacks.
-New hit animations implemented, this is for more compatibility for 1.0/1.1 era characters, as some force older chars to use the new hit anims, which they don't have, thus making them invisible.
-Midnight Bliss Compatability, using Midnight Bliss on Inuyasha, deforms him to Pure Human, thus rendering him powerless.
-Special Kagome Intro, following the Anime, and Manga, Inuyasha promises to protect Kagome at all costs, If you try to have him fight Kagome, he will K.O. himself instead at Round Start.
-Helper Debug Fix, the Super/Hyper Anim Helper was missing an anim, this has been fixed.
-New Air Attack, Inuyasha will swipe his sword upward in the air, if hit, the opponent will fall to the ground.
-Sound Swaps and Addons, Some attacks didn't sound very powerful at all, so their sounds were swapped out.
-New Palettes and Icon, the Icon is an edited 25x25 Crop of Inuyasha's Team Select Sprite from the PS1 Source Game - Inuyasha: A Feudal Fairy Tale - in Group 8999, you'll find Older Icons, as well as the one originally used
on top of that, he has several new color sets, as well as the default now being more saturated, to be more like the Anime. (original is still present, being named InuyashaPS1.act)
-Added Compatability for a few lifebars, such as Melty Blood, Alpha Storm, Miku, Vortex, Touhou 7.5, Touhou 10.5, Touhou 12.3
-the Stats for Life were changed to 1150
-and Stats for Defence were changed to 110
-Almost all Animations now labeled.
-Some Hitbox tweaking, some seemed a bit too close.
-Grab now uses an Explod to make a Hitspark when Inuyasha punches his target
-All Self-KO coding as been moved to statedef-2.cns, as it is a much better method.
-When using Palette 12, Inuyasha has a Life, and Power Boost, he's still beatable, but it will take a lot of time up
-Disabled HIT_BOUNCE, and HIT_LIEDOWN's PlaySnd, and MakeGameAnim States, this is done to avoid clashing with Inuyasha's custom HIT_BOUNCE/HIT_LIEDOWN's States
-Labled all of the Palettes, this is done due to several new palettes being made by me, so I didn't want it to just be inuyashax.act - x being the number
-Cleaned up a few sprites
-A new Air Light Punch Attack, now giving Inuyasha the ability to combo through 4 Air Attacks, but on a very short time frame.
-Added Failsafe Animations for Electricution, Burnt, and Frozen - This is for Characters that might force him into Animations that wouldn't exist, thus turning him invisible.
-Recreated Inuyasha's Alt Palette from the PS1 Source Game, it is named InuyashaPS1Alt.act
-Inuyasha's Tessaiga Transformation Animations have been added, with the first one being an Explod over the Tessaiga
-Added SIT Animations
-Added a few Midnight Bliss Sprites
-Added tons of Winquotes for 1.0/1.1b - he still works with WinMUGEN
-Animation Hitboxes all tweaked to be the same style
-Cleaned up the Portrait a bit
-Projectile Guard Sparks repositioned forward as they were too far back
-New Hyper
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Hijin Ketsou Triple - D, B, D, B, y - 1000 Power
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-All Files now assorted into seperate folders.
-Character Folder is now named "InuyashaGouki", this is to give him a distinct name from all other Inuyashas.
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Update - 4,1,2021
-Tweaked Hitboxes for Walking
-Four Voiceclips Added, meant for Continue Screen
-New Sprites added, for a New Lose Animation.
-New Lose Animation
-New Continue Animation
-New Hyper
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Sankon Tetsou Max - D, F, D, F, y - 1000 Power
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-Dizzy Sprites removed, the Rip used was discovered to be messy, due to this, Dizzy has been removed for cleanup reasons.
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Update - 4,11,2021
-New Hit Sounds
-More Tessaiga Transformation Frames
-Improved Lose Game/Draw Game Animations
-Improved Guarding Hitboxes
-Cleaned up State Naming (all Statedefs now have Proper naming)
-Changed PlaySnd Trigger for Attack 320 (Crouch Light Slash) Swoosh now plays at Time 9
-Several New Palettes
-Decreased Defence, and Life back to Standard Values
-All Basic Tessaiga Attacks have been sped up slightly to better the flow
-Tweaked a few hitboxes
-New Hyper
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Hijin Ketsou Triple (Air) - D, B, D, B, y - 1000 Power
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-Can Only be done in the Air (if not obvious enough)
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Update - 4,21,2021
-Hyper Level 3 Sound Added (Finally)
-All Hyper/Superpause Times have been lowered to 96.
-Kongosoha has been upgraded to Hyper Level 2, and will now use 2000 Power as a Result.
-New Sprites made for the Kenatsu Hyper
-New Animations made for the Kenatsu Hyper
-New Midnight Bliss Sprite
-Animation, and State Numbers for Light, and Medium Air Punch, have been swapped (Light = 400 | Medium = 405)
-All Standing Attacks, and Grab have been tweaked to play way smoother.
-Landing Sound now plays for Sankon Tetsou
-Grab Bind Pos is now: 42, -23
-All three Hyper Helper States, have now been moved to hypers.cns
-Cleaned up a bunch of Sprites
-Fixed Self-K.O. Loophole - Inuyasha's Control is revoked entirely now.
-Repositioned the Tessaiga for Inuyasha's Grab Sprites
-Grab now uses Playerpush = 0
-New Hyper
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Tessaiga Slash - Kenatsu Hyper - D, F, D, F, x - 1000 Power
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Update - 5,2,2021 - This one is the smallest.
-Added new Grab Sprites
-Changed Grab Animation

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Update - 5,15,2021
-Realigned Kaze No Kizu, left foot now stays in the same position.
-All clips are now 44100, being freshly recorded from the PS1 Game, and then cropped.
-Win State 182 is now using the original line once again! (which was "Is that all you got?!")
-Lots of clips are now replaced with higher quality versions
-All Unused Clips Removed
-Few More Sprites Realigned
-More Palettes Added
-Four Special Palettes added.
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(PS1/Anime)DXModeNoneNS - NS = Normal Skin
(PS1/Anime)DXModeNone - Full Recreation of Inuyasha being used in WinMUGEN when the DXmode is set to None.
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-Inuyasha now has Special Win clips for his friends. (and enemies)
-All SFX related to Inuyasha's Main Attacks are now in Group 9.


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Update - 8,24,2021
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-Added a new palette.
-the Supers that deal more damage now take more time to execute, and no longer have the same frametimes
-A few new anims for the supers
-new Portrait for 9000,999
-fixed winquote error
-added swoosh for all Tessaiga Supers/Hypers


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Update - 10,22,2021
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-English Dub voicepack, done by Laharl added, english cns files also created.
-English cns files
-fixed taunt, I can't believe I never saw it cut off for that long... dang
-cleaned up sff
-cleaned up grab animation
-added air grab
-readded the new dizzy animation, clean rip found with the the help of Laharl.
-added Parry Animation support for Alexei Roschak's Miroku and Sango
-sped up a few animations, as they were a bit slow
-changed some of the Lifebar Portraits
-added StopSnd state that's hooked to the Hitstates, to cancel out voice clips
-fixed a bug leftover from the unedited Inuyasha where the Air Dash would allow Inuyasha to go below ground
-fixed all leftover color inconsistency issues with sprites


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Update - 11,8,2021
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-Hijin Kesso Triple, and Sankon Tetsou Hypers can no longer be comboed into, as it did way too much damage.
-Damage values for Sankon Tetsou and Kenatsu Hyper swapped, to be more accurate with Manga and Anime.
-Added Frozen Sprite, as well as animations
-Lowered Damage for Hijin Kesso Triple
-Added Air Back Dash (States for it already existed in earlier versions of the edit, but it was broken, now it's functional.)
-Replaced Crouch Stab with a Crouch Slash (at the moment is unused, and sprites might get revised later.)
-Smoothed out the Hit Animations
-Added Electrocution Sprites, as well as the animation (done in Eternal Fighter Zero style, so no skeleton)


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Update - 11,19,2021
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-Smoothed out the Hit Anims a slight bit more
-Added missing Jump Land Frames (the Unedited Inuyasha reused crouching sprites.)
-Added Idle State if you do nothing for exactly 1,500 seconds.
-Redid existing hitboxes for Attacks (the Hitbox for his head was a bit too small)
-Added compatability with Eternal Fighter Zero - UNKNOWN's Barrel
-Added in missing turn sprite to turn animation

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Update - 11,21,2021
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-Smoothed out Backlash Wave Anim
-Backlash Wave state now ends once the opponent is getting up from being knocked down.
-Organized the snd file
-Intro, and Win, now use multiple clips rather than the same one constantly.

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Update - 12,8,2021 - I wanted to wait till' Character of the Month was over
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-Lengethed the Second State for Sankon Tetsou Hyper (meaning he can't do a 2 hit combo right after to deal 330 Damage)
-Added in missing frame for Air Jump Anims
-Refined a few hitboxes for general anims
-Cleaned up a few sprites
-Hijin Ketsou Triple now has raised hit time, and now takes more time to exit
-Fixed an issue where certain Hypers would give Inuyasha power
-A cling now plays out when Wind Scar is used
-Wind Scar Projectile is now activated at AnimElem 10, instead of 9, meaning it's activated when Tessaiga hits the ground now
-Wind Scar Anims are a tad bit faster to compensate for this change

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Update - 12,30,2021
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-Inuyasha's Jump Height has been raised to -8.9
-Width has been set to his own proportions and not Kung Fu Man's.
-Ground Slam sound/explode are now tied to the common1.cns, meaning they won't play again if hit when downed.
-Increased Inuyasha's movement speeds.

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Update - 3,6,2022 - First Update of the yeeaar! (A Color Picker is in the works, sprites and anims were already made.)
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-Jugglepoints lowered to 5, this fixes an 8-hit aircombo exploit I had discovered.
-Optimized the .air file to use less lines
-fixed an sff error with group 5031
-lowered tick speeds for Air Attacks
-cleaned up some unused anims and sprites

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Update - 11,18,2022 - It's been a long time, hasn't it?
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-Working on a Palette Selector (Credit to PlayerOne, Flawless, Humanoid Typhoon, and Seravy) for wip X-Costume Addition (Check workfiles)
-Lowered Inuyasha's overall damage percentage by 5%
-Properly sorted the Palettes
-Ikemen Go Movelist added
-Cleaned up a few animations
-A few CLSN fixes
-Improved Crouch Kongosoha animations
-Kaze No Kizu, and Backlash Wave take one second longer to activate.
-Redone Intro Animations
-Added Additional Intro Sprites
-Better damage balancing
-Redone Taunt Animation
-Sankon Tetsou Hyper takes more time to exit.
-Hijin Kesso Triple takes more time to exit.
-Kaze No Kizu Max takes more time to exit.
-Backlash Wave takes more time to exit.
-All Hypers now end when the Opponent hits the ground and begins getting up.
-English Dub Inuyasha now uses the same SuperPause time as Japanese Inuyasha.
-Increased Dash Speeds
-Refined a huge amount of the Animations to have smoother returns to Standing Animation
-Inuyasha now has a Crouch Grab, it had unused anims for several updates.
-Fixed Sankon Tetsou explod effect time triggers
-Reimported a few sounds from the Original 2006 Release of Meta Gouki's Inuyasha
-Crouch Grab uses sounds from the 2006 Release
-Sankon Tetsou uses sounds from the 2006 Release
-Sankon Tetsou Hyper uses the Jump sound as well as the 2006 sounds
-Blood Effects play when Inuyasha uses Blades of Blood
-Using Blades of Blood now hurts Inuyasha by 30 health
-Dust Particles play when using Backlash Wave
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Update - 12,4,2022 - A new Hyper | I recommend deleting the existing Folder when grabbing the new update, see why below.
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-Backlash Wave has been bumped up to Level 2
-Backlash Wave damage has been buffed by 5
-Ported more sounds from the 2006 Release
-Added Low-Health Win
-Added Low-Health Lose/Draw
-More sprites, some for the new hyper, others for Low-Health Poses.
-Rearranged File System, Folders now more organzied
-Fixed explod, and playsnd triggers for Sankon Tetsou Medium, and Hyper
-A few more sprites cleaned up
-Consistency errors fixed
-Repositioned Lose Sprites
-Edited Lose Sprites
-Lose, and Draw now play different clips instead of only just one.
-More clips recorded from the PS1 Fighting Game
-Added a new Hyper
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Flaming Tessaiga - D, B, D, B, b - 1000 Power - Chips off around 60 Health with each usage.
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 -Special Thanks to Rumiko Takahashi, for making Inuyasha | Viz Media, Sunrise, for the Anime | Bandi/Dimps for Inuyasha's Sprites | Kappei Yamaguchi, for voicing Inuyasha, Richard Cox for dubbing Inuyasha's lines
Laharl for making the English Voicepack and cns files

That's about it for the changes, not much else to really say other than, I hope you enjoy it.



https://www.mediafire.com/file/pvb4kb18ih2ix35/InuyashaGoukiFinal.zip/file



Just a guy who has a big passion for Racing Games, who happened to stumble upon MUGEN one year...
Last Edit: February 10, 2023, 12:08:58 am by jrm1007
Re: Inuyasha - Meta-Gouki Edit
#2  October 28, 2021, 11:54:28 am
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Lookin good :3
Re: Inuyasha - Meta-Gouki Edit
#3  January 06, 2023, 10:11:23 pm
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  • Formerly known as SumirekoUsami
    • USA
NEW YEAR, NEW UPDATE!

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Update - 1,6,2023 - New Year, last update for a while.
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-Lowered Overall Damage once again, now 90% (Originally was 100%)
-Imported a bunch of Ripped Clips from Inuyasha: Ougi Ranbu (known as Feudal Combat in the US).
-Retweaked some existing Animations.
-Japanese Inuyasha shouts his Backlash Wave start-up line from Ougi Ranbu, when beginning the Hyper.
-Basic Attacks now use 6 Different clips now, rather than the original 3.
-Reverted the New Hit sounds (for Punch attacks) back to the original Melty Blood sfx.
-Standing Grab uses the original Punch SFX, from the original 2006 release.
-Crouching, and Air Grab, use Melty Blood sfx.
-Rearranged some of the sounds in Group 8.
-Replaced unused sounds in Group 8, with the new Attack Grunts.
-Imported Inuyasha's hit clips from Ougi Ranbu.
-Japanese Inuyasha now uses 5 different hit sounds when attacked now.
-Kongosoha attacks have a Proper clip now.
-Cleaned up some more sprites
-Fixed Turning Animation Sprite positions
-English Inuyasha now uses 2 different clips for both intros.
-Fixed oversight error, where Backlash Wave was still using the Level 1 Hyper Helper, despite using 2000 Power.
-Japanese Inuyasha, now uses a different clip for Backlash Wave (from Ougi Ranbu)
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Wow... It's been quite the year hasn't it? Thank goodness it's over, here's to hoping 2023 is a better year!

Before I end this off, I just want to mention, there is a CS Project for Inuyasha's sprites going on, behind the scenes. It would.. (hopefully) be finished
by the time I start making the next update (which probably won't be for a long while), as well as Palette Selector Support.
Thank you all for your support, and Thank you, Laharl, for your help!
Special Thanks goes to Gemini0, and Laharl.

Happy new Year!!
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Just a guy who has a big passion for Racing Games, who happened to stumble upon MUGEN one year...
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#4  February 09, 2023, 11:42:48 pm
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    • USA
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Update - 2,7,2023 - Final Update. It's been two whole years since I had started work, and I feel like I've hit the end. There's no further to go, It's time to end it here.
I'll be honest, I got literally nowhere with any sort of CS, I lost motivation for both the Palette Selector, and Color Seperation, and both got canceled.

I enjoyed this experience, I've learned a lot from the edits I've made. I think it's time I really tried making something on my own for once.
Thank you everyone, for all your support. I couldn't have gotten this far without it.

Special Thanks to - Meta Gouki (original character), Kong (Sprite Rips), Gemini0, PeeJay Bonobo, Garfieldfan MUGEN, Shimmering Brony, Laharl, Dissidia
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-Added more Voice Clips from Inuyasha: Ougi Ranbu
-Added Voice Clips from Inuyasha: Juso no Kamen
-Pallete 11 now only uses PowerAdd.
-Lowered the HZ for all Japanese Voiceclips down to 22050hz, resulting in less space used.
-Replaced unused Sounds with better, used clips.
-Removed Flamming Tessaiga (I honestly don't think it looked any sort of good anymore, besides it was just a weaker Backlash Wave anyway.)
-Inuyasha now has 8 Attack grunts.
-Inuyasha now has 8 Hit grunts.
-Fixed Error where Inuyasha could spam Kongosoha Projectiles
-Fixed Error where Inuyasha could use 2 Projectile types before Opponent collision
-Fixed Error where English Inuyasha's Voiceclips were cutting off with Kongosoha attacks
-Removed unused effects, they were clogging up the sff and wasting space (and also were part of the original unedited Inuyasha.)
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https://www.mediafire.com/file/pvb4kb18ih2ix35/InuyashaGoukiFinal.zip/file


Just a guy who has a big passion for Racing Games, who happened to stumble upon MUGEN one year...
Last Edit: February 10, 2023, 12:04:14 am by jrm1007
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#5  February 10, 2023, 01:53:25 am
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  • The dream is nothing yet drive us to the end.
    • www.youtube.com/playlist?list=PLaWlQGjKyJWoXxMR8nrea7P4R9C0JnA-_
-Special Kagome Intro, following the Anime, and Manga, Inuyasha promises to protect Kagome at all costs, If you try to have him fight Kagome, he will K.O. himself instead at Round Start.
Is there any setting to disable this?
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#6  February 10, 2023, 03:10:44 am
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  • Formerly known as SumirekoUsami
    • USA
-Special Kagome Intro, following the Anime, and Manga, Inuyasha promises to protect Kagome at all costs, If you try to have him fight Kagome, he will K.O. himself instead at Round Start.
Is there any setting to disable this?

Yes there is, In Statedef -2.cns You'll find the states used to make Inuyasha Self KO himself, as well as force his Ctrl to 0.
and in State 190 in Basic.cns, you'll find the Intro Triggers for it. You can either set the states to null, or remove them


Just a guy who has a big passion for Racing Games, who happened to stumble upon MUGEN one year...
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#7  February 10, 2023, 04:31:41 pm
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  • I'm going to kill myself.
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Aw man... I wish I could've helped with the palettes.
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#8  February 12, 2023, 02:22:08 am
  • ****
  • Rurouni Fan
  • The dream is nothing yet drive us to the end.
    • www.youtube.com/playlist?list=PLaWlQGjKyJWoXxMR8nrea7P4R9C0JnA-_
Spoiler, click to toggle visibilty
Yes there is, In Statedef -2.cns You'll find the states used to make Inuyasha Self KO himself, as well as force his Ctrl to 0.
and in State 190 in Basic.cns, you'll find the Intro Triggers for it. You can either set the states to null, or remove them
Thank you.
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty

N_N

Re: Inuyasha - Meta-Gouki Edit - Final Update.
#9  February 13, 2023, 05:05:21 pm
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  • ViktorVaughN_N
    • USA
Tested him out for a bit. Here's some feedback:
- Some of his specials and hypers do chip damage while others don't, which feels weird.
- Triple Hijin Ketsou hyper feels underpowered, in that P2 can easily recover out of it if they're not in the corner/right next to Inuyasha. I can't really see myself using it when Tessaiga Slash and Kaze no Kizu-other level 1 hypers that do more damage and cover roughly the same range without nearly as much risk-are right there.
- Speaking of, I don't see enough of a difference between Hijin Ketsou and Kongosoha to warrant Inuyasha hurting himself when he does the former. They travel at similar speeds, they deal the same amount of damage, and the startup and cooldown on them is practically the same.
- Throw looks odd on some opponents (like KFM for example, who floats in the air before getting punched)
- You should increase the hittimes on his strong normals (especially his standing medium kick) a little. It'd make chaining into specials/hypers easier and he'd feel like a much smoother character overall.
- A movelist would be much appreciated (there's one in the original readme that you could work off of)

With that said it definitely sounds like you're committed to this edit and I respect that. I'm aware this is a 'final update' but I feel with a few more tweaks this could be a really good Inuyasha.
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#10  February 13, 2023, 07:27:50 pm
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    • matrerog@yahoo.com.ar
Nice job.
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#11  February 14, 2023, 02:38:58 pm
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  • Formerly known as SumirekoUsami
    • USA


Just a guy who has a big passion for Racing Games, who happened to stumble upon MUGEN one year...
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#12  February 14, 2023, 02:58:50 pm
  • **
  • Racing Game Enthusiast
  • Formerly known as SumirekoUsami
    • USA
Tested him out for a bit. Here's some feedback:
- Some of his specials and hypers do chip damage while others don't, which feels weird.
- Triple Hijin Ketsou hyper feels underpowered, in that P2 can easily recover out of it if they're not in the corner/right next to Inuyasha. I can't really see myself using it when Tessaiga Slash and Kaze no Kizu-other level 1 hypers that do more damage and cover roughly the same range without nearly as much risk-are right there.
- Speaking of, I don't see enough of a difference between Hijin Ketsou and Kongosoha to warrant Inuyasha hurting himself when he does the former. They travel at similar speeds, they deal the same amount of damage, and the startup and cooldown on them is practically the same.
- Throw looks odd on some opponents (like KFM for example, who floats in the air before getting punched)
- You should increase the hittimes on his strong normals (especially his standing medium kick) a little. It'd make chaining into specials/hypers easier and he'd feel like a much smoother character overall.
- A movelist would be much appreciated (there's one in the original readme that you could work off of)

With that said it definitely sounds like you're committed to this edit and I respect that. I'm aware this is a 'final update' but I feel with a few more tweaks this could be a really good Inuyasha.


Missed error on my end, apologizes. I probably should've checked the original Hypers over.
Hijin Ketsou Triple is much like in the Anime/Manga, it's a desperation move. Though it works best in the corner. I do see what you mean about risk-free however.
the difference though is the speed, as the more damaging Hypers are slower.

This was a design choice, all characters are lifted above the ground before being punched, the original game also did this
Hijin Ketsou hurts you on use, because Inuyasha punctures himself for blade ammo, Hijin Ketsou only works on his own blood, it means Blades of Blood.
the Issue is that I tried longer hittimes before, and it was causing infinites.
There is a movelist, though it's in the form of a movelist.dat, and only can be seen when using Ikemen Go, but if you open it up on Notepad, you'll be able to read it.

I didn't want to end up creating a 2.0 of Duralminn's Edit, which was really Overpowered, and drained the opponent's life in seconds, so I ended taking a lot of precautions to avoid this.


Just a guy who has a big passion for Racing Games, who happened to stumble upon MUGEN one year...
Last Edit: February 14, 2023, 03:22:24 pm by jrm1007

N_N

Re: Inuyasha - Meta-Gouki Edit - Final Update.
#13  February 20, 2023, 05:17:48 am
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  • ViktorVaughN_N
    • USA
Sorry for the late response, was busy with a few things.
This was a design choice, all characters are lifted above the ground before being punched, the original game also did this
Gotcha. I'm not familiar with the original game so I wouldn't know.
Hijin Ketsou hurts you on use, because Inuyasha punctures himself for blade ammo, Hijin Ketsou only works on his own blood, it means Blades of Blood.
I see but there's still not much of a reason to use it because Inuyasha has another projectile that's practically the same thing but better, one that doesn't drain his health at that. I would suggest making Hijin Ketsou more powerful to compensate for the health loss.
the Issue is that I tried longer hittimes before, and it was causing infinites.
I understand your concern, though I still feel as if s.MK could have its hittime raised to 20 or so. For a better demonstration of what I mean, try chaining s.MP to light Sankon Tetsou. Now try it again but with s.MK. You'll notice you drop the combo if you do s.MK--that's the part that bugs me, there's not enough hittime on that move.
There is a movelist, though it's in the form of a movelist.dat, and only can be seen when using Ikemen Go, but if you open it up on Notepad, you'll be able to read it.
Okay that one's on me lmao. I didn't notice it somehow, sorry about that
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#14  February 21, 2023, 06:04:01 am
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Sorry for the late response, was busy with a few things.
This was a design choice, all characters are lifted above the ground before being punched, the original game also did this
Gotcha. I'm not familiar with the original game so I wouldn't know.
Hijin Ketsou hurts you on use, because Inuyasha punctures himself for blade ammo, Hijin Ketsou only works on his own blood, it means Blades of Blood.
I see but there's still not much of a reason to use it because Inuyasha has another projectile that's practically the same thing but better, one that doesn't drain his health at that. I would suggest making Hijin Ketsou more powerful to compensate for the health loss.
the Issue is that I tried longer hittimes before, and it was causing infinites.
I understand your concern, though I still feel as if s.MK could have its hittime raised to 20 or so. For a better demonstration of what I mean, try chaining s.MP to light Sankon Tetsou. Now try it again but with s.MK. You'll notice you drop the combo if you do s.MK--that's the part that bugs me, there's not enough hittime on that move.
There is a movelist, though it's in the form of a movelist.dat, and only can be seen when using Ikemen Go, but if you open it up on Notepad, you'll be able to read it.
Okay that one's on me lmao. I didn't notice it somehow, sorry about that

Hijin Ketsou is the fastest projectile he has, while still dealing out an average of 55 to 60 (depending on Defense) for the Light version. with an Average of 85 to 90 for the Hard Version, You only lose 30 health for each usage, no matter if it's the Light or Hard variant. I don't believe it needs to be made stronger.

the Combo Drop is due to the Sankon Tetsou having a start up (which is a second or two) longer than the Projectile based attacks, and because the Tessaiga attacks (aka the Kicks) take longer to end, since he's swinging a giant sword round. Changing the Hittimes to cater for it, would be a potential infinite causer. Especially if the Medium Punch is involved, since it pushes you forwards with each use.

EDIT: Medium Kick's Hittime is only 4 seconds less than Medium Punch, another error I should've checked.
but honestly, I don't think a single number change is worth an entire upload.


Just a guy who has a big passion for Racing Games, who happened to stumble upon MUGEN one year...
Last Edit: February 21, 2023, 06:23:29 am by jrm1007
Re: Inuyasha - Meta-Gouki Edit - Final Update.
#15  February 23, 2023, 07:13:56 pm
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  • Racing Game Enthusiast
  • Formerly known as SumirekoUsami
    • USA
QUICK PATCH.

Right so despite being meant to be final, I ended coming across a pretty.. bad bug, that I didn't know of, that a majority of MUGEN Creations tend to have as well, this bug relates to his Hit States, and was fixed thanks to KarmaCharmeleon's help.

Inuyasha's Gravity bug for Hit States patched.
Startup Time for Sankon Tetsou decreased (Can now be comboed into after Medium Kick)
Hittime for Medium Punch decreased to 16.


Just a guy who has a big passion for Racing Games, who happened to stumble upon MUGEN one year...