Also, this Gouki is the first to have exact (or maybe accurate to avoid any shenanigans) hitboxes to the vs series (X-Men vs Street Fighter, and Marvel Super Heroes vs Street Fighter)
Thanks for the Gouki Release DCL! :)
So whats your next W.I.P (if its alright to ask that sort of question)?
@DCL - you are beast, hey I made a little video of your character and put it on youtube (i probably shoulda asked you if I could have) but the character was so good that i wanted everyone to know how good
ive tried it and he really kicks butt. :thumbsup:
thanks for the release...one question?
why does all gouki/akuma versions have this bad ugly violet effects?
arent there some hires sparks for explosions and stuff?
every single akuma/gouki ive tried has this violet cloudy low-res effect and it would be really awesome to see an akuma with new fx like heros new 1.0 chars have..
i hope you dont get me wrong, the char is pretty awesome but the effects could be better i think. ::salute::
keep it up
btw: i love your gambit thanks for this epic char (best gambit ever) ^:)^
i still say its the best gambit out there..maybe there are some who are more accurate but i dont care. your gambit plays well has a lot of hypers and he has lots of cool moves so for ME its the best %-(
yeah i didnt mean that you should buy photoshop or something i was just wondering why nobody has released an akuma with hires sparks since there are loads of akuma/goukis out there :-??
i still say its the best gambit out there..maybe there are some who are more accurate but i dont care. your gambit plays well has a lot of hypers and he has lots of cool moves so for ME its the best %-(
-Please increase the cooldown and startup times for Tenma Kuujin Kyaku.
-Also, add a height/velocity requirement to it. Like, you can't do this move if pos y < 45 or vel y < 4 or something.
-IMO I think you should increase the pausetimes of all attacks by about 2 or 3 intergers ( Capcom Vs games use 9,9 on turbo iirc).
-Why did you make Fwd + Medium Kick cause wall bounce?
-The velocity for the second hit of close MK needs to be increased.
-Akuma needs to have a low velocity during Zankuu Hadouken. Like .4 or something. He shouldn't fall so quickly.
-How do you get your animtimes? I know you reference Emus but it feels like guesswork.
-Hey! You didn't crop the sff! >: (
-Lastly, please change the sounds (CvS2 common sounds, and CvS2 voice). : (
Also(click to show/hide)
Also(click to show/hide)
When it comes to pausetimes P2's value shouldn't differ from P1's value ( In most instances ). Mainly because P2 would recover allot later than P1 would (Giving P1 a slight advantage). So like, if P1's is 8 then P2's should be 8 aswell.
I was talking about close MK. ( The slam kick ).
and I know EOH uses CvS2 sounds and stuff but I think you should do something different.
Oh, I told you in PM that I'd like to do FX for you. =3