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 Ultimate Ryu (alpha build 2.1)

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ELECTRO



Posts : 288
Join date : 2013-08-09
Age : 37
Location : United States

PostSubject: Ultimate Ryu (alpha build 2.1)   August 17th 2015, 12:27 pm

I have enough finished on Ryu that I think he's worth taking a look at.

Link :  http://electroslair.blogspot.com/




--------Finisher--------------

Defeat opponent with a standing medium kick


------Hyper Combos---------

Hyper Hadoken : D, DF, F & any two punch buttons. (level 1 power)

Hyper Hurricane Kick : D, DB, B any two kick bottons.  (level 1 power & can be done in air)

Ultimate Dragon Punch : F, D, DF any two Punch buttons (level 2 power)

;vvvvvvvv Evil Ryu vvvvvvvvv

Messatsu-Goshoryu : D, DF, F any two kick buttons (level 2 power)

Shun Goku Satsu : lp, lp, F, lk, hp  (level 3 power)

------Special Moves--------

Dragon Punch : F, D, DF, punch

Hadoken : D, DF, F, punch

Flaming Hadoken : B, DB, D, DF, F, punch

Hurricane kick : D, DB, B, kick

;vvvvvvvv Evil Ryu vvvvvvvvv

Axe Kick : B, DB, D, DF, F, punch  
(Does extra damage against opponents in the air. Also creates a small shockwave around ryu's feet for low damage.)

Teleport : F, D, DF & two punch or kick buttons together
        : B, D, DB & two punch or kick buttons together


Last edited by ELECTRO on August 18th 2015, 10:03 pm; edited 2 times in total
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charlevicio



Posts : 5
Join date : 2012-05-28

PostSubject: Re: Ultimate Ryu (alpha build 2.1)   August 17th 2015, 1:42 pm

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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Ultimate Ryu (alpha build 2.1)   August 18th 2015, 4:48 am

Besides "YES!", I don't know what else to say, so......

"YES!" "YES!" "YES!" "YES!" "YES!" "YES!" "YES!" "YES!" "YES!" "YES!" "YES!" "YES!"



The unique Ryu vs All intro [Statedef 192] is very interesting!

Just a very small thing found:
- the crouching medium kick [State 440, HitDef] should us guardflag = L rather than guardflag = M
- the SuperPause used in Hyper Hurricane Kick [Statedef 3200] has the wrong movetime value, at least there is a MUGEN debug message for that.  I understand what you wanted to do for using a movetime value 52 > time value 12, so I think an extra Pause can be used:

Code:
[State 3200, Superpause]
type = SuperPause
trigger1 = AnimELem = 1
time = 12
anim = -1
movetime = 0

[State 3200, Pause]
type = Pause
trigger1 = Time = 1
time = 6
movetime = 0
persistent = 0
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ELECTRO



Posts : 288
Join date : 2013-08-09
Age : 37
Location : United States

PostSubject: Re: Ultimate Ryu (alpha build 2.1)   August 18th 2015, 11:17 am

Thanks for the kind words and for the Fix. I literally was frustrated trying to get the pause to do exactly what you just posted. I'll have an update up soon.
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ELECTRO



Posts : 288
Join date : 2013-08-09
Age : 37
Location : United States

PostSubject: Re: Ultimate Ryu (alpha build 2.1)   August 18th 2015, 10:03 pm

Update available. So here's what's up :

Added new medium fireball sprites to normal fireball.
Added Air Throw (holdforward + Hard Punch)
Tweaks to sprites to fit the palette. Some sprites, like for the finisher, are still messed up.
Fixed Pausetime error (Thanks to Borewood2013 for the fix)
Removed shadows from fireballs.
Rumble now stops when canceling Evil Ryu's intro.
Fixed Hypers giving back energy.
Added AssertSpecial with NoFG, NoMusic and NoBarDisplay to Shun Goku Satsu.
Other tweaks I can't really remember.
Added missing Hyper command to read me.
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