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Author Topic: Akuma Beta .9 Released  (Read 1893 times)

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Offline ssjsongoku

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Akuma Beta .9 Released
« on: October 16, 2007, 08:24:54 AM »
It's finally here.....but only a beta  :P   
Features:

All the basic stuff
Parry
Readme, will full move  list, descriptions, and credits.
Chainable combos, Cancels and Super Cancels, exm, shin shoryuken -> super hurricane kick.
12 palletes
power up
lots of specials
10 super moves  :)
Moderate AI.  :)



[Im quite happy with how the ai is, tell me if you think it needs to be stronger ]




=================Move List====================
--------------MOVE LIST---------------------
----NORMAL----

a      - light   kick

b      - medium  kick

c      - strong  kick

x      - light   punch

y      - medium  punch

z      - strong  punch

a - High Elbow (close distance)

Fwd + Medium Punch = Open Palm Attack

Parry = Tap forward at the instant of getting hit.

1 taunt

----SPECIAL----

D, B, a   - Weak   hurricane kick

D, B, b   - Medium hurricane kick

D, B, c   - Strong hurricane kick



Down + all 6 buttons, = crouch attacks, And Up += all air attacks

F, D, F, x  - Light shoryken

F, D, F, y  - Medium shoryken

F, D, F, z  - Strong Shoryken

F, D, F, x   lvl 1           Evil Pandemonium Attack

F, D, F, y   lvl 2           Evil Pandemonium Attack

F, D, F, z   lvl 3           Evil Pandemonium Attack

D, F, x  - Light   Hadoken          [ground or air]

D, F, y  - Medium Hadoken           [ground or air]

D, F, z  - Strong Hadoken           [ground or air]

D, B, x  - Roll Teleport 1

D, B, y  - Roll Teleport 2

D, B, z  - Roll Teleport 3

D, F, a  - Fall kick 1 (air)

D, F, b  - Fall kick 2 (air)

D, F, c  - Fall kick 3 (air)

F, FD, D, F, any 2 punches = Ashura Senkuu   (FWD, half screen)

B, BD, D, B, any 2 punches = Ashura Senkuu   (BACK, half screen)
----SUPERS----
D, DB, B, D, DB, B a, b or c - shinkuu hadoken

D, DF, F, D, DF, F, a, b or c = Shin Shoryuken

Kongou Kokuretsuzan (floor punch) - D, D, any 2 punches

Tatsumakisenpuukyaku (super hurricane kick) - D, DB, D, DB, x, y, z  (land and air) Easy to cancel into

shroyu reppa D, f, D, f any 3 punches (in air only)

Gou Hadoken = B, D, DB, B x, y, or z (in air only)

x, x, F, a = Shun Goku Satsu (raging demon, instant hell murder) Normally does 500

;------------------


As this is only a .9 beta:
He's missing throws
Missing some sounds
Might have some bugs, as it is in beta form....



In the next update....

Will have full sounds
All throws
A full cvs spark pack
More attacks
New super--Misogi
Better AI
more fx
No bugs
More intros, winposes
Interactive intros
edited air Parry air stance
Many more little details

I'll take all comments and feedback into consideration

Download him at My site

http://ssjsongoku.bravehost.com/index.html

or the Mugen-Lair

http://mugenlair.freesmfhosting.com/index.php/topic,552.0.html


Enjoy  :)





Offline A!

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Re: Akuma Beta .9 Released
« Reply #1 on: October 16, 2007, 09:07:51 AM »
you making shin akuma?
A guy told me one time, "Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner."

Offline Excursion

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Re: Akuma Beta .9 Released
« Reply #2 on: October 16, 2007, 09:39:48 AM »
Pretty good. I tested him out for a little bit and this is what I noticed:

- His jump HK never connects on a standing opponent Akuma's size. Same thing with the jumping MP, but jump HK is a little more important :P
- His Fireball definitely needs a couple more frames of animation for a SF3 animated character like this.
- His dash back move needs tweaking. It does not distance Akuma from P2 enough to avoid a crouching sweep attack from some foes with long legs.
- It may just be me, so 2nd opinions are always welcome, but his standing punch/kicks nor crouching punches combo well. It is difficult to pull off a LP/MP/HP kind of combo.
- When hitting Akuma while he is laying on the ground, his animation "sinks" into the ground and then comes back up to hit the floor. That is easily fixed via coding.

I like all of his supers. You just have tweaking to do and additions like extra frames for the fireballs (all of them) or maybe a tad bit of translucency may help disguise their lack of frames. Great job overall.  :thumbsup:

Offline Luffy

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Re: Akuma Beta .9 Released
« Reply #3 on: October 16, 2007, 10:12:31 AM »
-standing hadoukens are transparent but the ones in the air dont?
-ai spams hadoukens like a mofo
-i can get out of the ground slam with pressing the kick buttons it seems
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Offline anjim

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Re: Akuma Beta .9 Released
« Reply #4 on: October 16, 2007, 11:04:37 AM »
MOD EDIT - This post was not needed at all, if you don't have anything to say about the character, don't post.
« Last Edit: October 16, 2007, 11:59:49 AM by P.E.R.F.E.C.T.I.O.N »

Offline Marancv

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Re: Akuma Beta .9 Released
« Reply #5 on: October 16, 2007, 11:19:35 AM »
 [-X  if u dont point the goods or give feedback i dont see the point of your post man

ontopic:DL now to give it a try. congrats on the release  :)
« Last Edit: October 16, 2007, 03:36:57 PM by Sasuke-kun »

Offline DMK

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Re: Akuma Beta .9 Released
« Reply #6 on: October 16, 2007, 12:46:59 PM »
Sup man.

Glad to see you finally got to releaseing him.  :D

I like his moves.

Some I haven't seen in a SF3 Gouki. He combos well and you can put a hurting on pretty much anybody by him.

Some of his FX like for his Hadu's, seem a bit slower.

Even for his slower projectiles.

Maybe increase the vel for some?

No de-bug info after a quick play test and thats always a good thing.

Most sprites seemed properly aligned as well and the FX are eye-catching but don't take to much from the character itself.

For sounds may I suggest POTS Shin Akuma?

He is open source along with his sounds.

To help fill the viods and overuse of the ones you have now.

Some of his CLSN's still need to be fixed.

His air block one is way out of the characters sprites.

He also has some wierd CLSN1's in his stand guard group that are just. o_O

Some of his attack's like his stand light punch have over priority.

Like this:



Just need to throw a good CLSN1 over it to fix that small problem bro.

Some of the other attack have good CLSN1's and 2's over them but even some like his Medium Stand Punch have a bit sticking out. Giving him good favor oveer most attacks.

Great character and luck to ya in the update my friend.  ;D


Offline Reza

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Re: Akuma Beta .9 Released
« Reply #7 on: October 16, 2007, 01:38:04 PM »
Hey man i see you finally released your Akuma well i'm going to test him out now. :thumbsup:

EDIT: This is what i found so far
- His Intro symbol is off and should be on his back not the air. :P
- His HK does connect and i know why, he has no Attack CLSN in that animation. :o
- Fireball animations needs more frames or better timing.
- Some of his axises is a bit off. (Mainly FX and Hit Sparks)
- His Collide CLSN needs some tweaking.
- Those sounds does match his style and gameplay (Mainly his Basic and Common Sounds)

Other than those things he's pretty good love what you did with the Shin Gokuu Satsuu. :) :w00t:
« Last Edit: October 16, 2007, 02:42:07 PM by Reza »


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Offline RiceZilla

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Re: Akuma Beta .9 Released
« Reply #8 on: October 16, 2007, 01:53:55 PM »
Why does he have roll teleport? Gouki has that slide teleport..

Gouki's Super Shoryuken is not called Shin Shoryuken..you got almost all the special/super move names wrong.

Im Pretty sure the kanji after raging demon is behind gouki not in front.. [-X

He does not have CLSN1 over basic attacks?..wtf

He doesn't have his power'd hadoken?

and you have enough supers.. ???


Offline ssjsongoku

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Re: Akuma Beta .9 Released
« Reply #9 on: October 16, 2007, 04:03:52 PM »
Thanks for all the Feedback

I'll fix all those things for the next release.
I'll redo the CLSN aswell :)

I might add new hadokens in the next update also then.
And yeah i did want the symbol in the air XD

Pretty good. I tested him out for a little bit and this is what I noticed:

- His jump HK never connects on a standing opponent Akuma's size. Same thing with the jumping MP, but jump HK is a little more important :P
- His Fireball definitely needs a couple more frames of animation for a SF3 animated character like this.
- His dash back move needs tweaking. It does not distance Akuma from P2 enough to avoid a crouching sweep attack from some foes with long legs.
- It may just be me, so 2nd opinions are always welcome, but his standing punch/kicks nor crouching punches combo well. It is difficult to pull off a LP/MP/HP kind of combo.
- When hitting Akuma while he is laying on the ground, his animation "sinks" into the ground and then comes back up to hit the floor. That is easily fixed via coding.

I like all of his supers. You just have tweaking to do and additions like extra frames for the fireballs (all of them) or maybe a tad bit of translucency may help disguise their lack of frames. Great job overall.  :thumbsup:


-standing hadoukens are transparent but the ones in the air dont?
-ai spams hadoukens like a mofo
-i can get out of the ground slam with pressing the kick buttons it seems

Thanks  :)
I'll be sure to fix all those things for the next update.


« Last Edit: October 16, 2007, 07:18:04 PM by ssjsongoku »

Offline reezy718

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Re: Akuma Beta .9 Released
« Reply #10 on: October 30, 2007, 01:18:56 PM »
Thanks for all the Feedback

I'll fix all those things for the next release.
I'll redo the CLSN aswell :)

I might add new hadokens in the next update also then.
And yeah i did want the symbol in the air XD

Pretty good. I tested him out for a little bit and this is what I noticed:

- His jump HK never connects on a standing opponent Akuma's size. Same thing with the jumping MP, but jump HK is a little more important :P
- His Fireball definitely needs a couple more frames of animation for a SF3 animated character like this.
- His dash back move needs tweaking. It does not distance Akuma from P2 enough to avoid a crouching sweep attack from some foes with long legs.
- It may just be me, so 2nd opinions are always welcome, but his standing punch/kicks nor crouching punches combo well. It is difficult to pull off a LP/MP/HP kind of combo.
- When hitting Akuma while he is laying on the ground, his animation "sinks" into the ground and then comes back up to hit the floor. That is easily fixed via coding.

I like all of his supers. You just have tweaking to do and additions like extra frames for the fireballs (all of them) or maybe a tad bit of translucency may help disguise their lack of frames. Great job overall.  :thumbsup:


-standing hadoukens are transparent but the ones in the air dont?
-ai spams hadoukens like a mofo
-i can get out of the ground slam with pressing the kick buttons it seems

Thanks  :)
I'll be sure to fix all those things for the next update.




looks like a really cool character.when will the next release be?

Offline thefisherkings

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Re: Akuma Beta .9 Released
« Reply #11 on: November 01, 2007, 09:55:25 AM »
My hundle suggestion.

With the trail of akumas I have like twenty? you should give him a unquie name and a couple of unquie moves.  Give us some purpose of adding this akuma to our roster
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Offline jinta

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Re: Akuma Beta .9 Released
« Reply #12 on: November 01, 2007, 03:59:52 PM »
keep up the good work   :thumbsup

Offline .:K.I.N.G:.

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Re: Akuma Beta .9 Released
« Reply #13 on: November 01, 2007, 07:37:40 PM »
anyone having problem downloading :-??
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Offline A!

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Re: Akuma Beta .9 Released
« Reply #14 on: November 01, 2007, 07:39:37 PM »
anyone having problem downloading :-??

it doesnt load up weird isnt it
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Re: Akuma Beta .9 Released
« Reply #15 on: November 01, 2007, 07:58:00 PM »
yes the download never starts :-??
ok the link still seems to be down so i guess i wont be able to dl right now.
anyway i got to go so i'll dl later :O*D
« Last Edit: November 01, 2007, 08:07:05 PM by Iron Fist »
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Offline reezy718

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Re: Akuma Beta .9 Released
« Reply #16 on: November 01, 2007, 10:55:36 PM »
My hundle suggestion.

With the trail of akumas I have like twenty? you should give him a unique name and a couple of unique moves.  Give us some purpose of adding this akuma to our roster

You can also say the same thing about ryu and ken.Its probably more than 20 ryu's and ken's.Nobody's complaining though because each one is unique.It shouldnt matter what his name is.To me I think the character is great so far.good progress so far black swordsman.keep up the good work and dont let anyone discourage you

Offline thefisherkings

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Re: Akuma Beta .9 Released
« Reply #17 on: November 02, 2007, 11:04:02 AM »
I'm not saying its not good work, I'm just offering a suggestion to help it stand out.
This is how much God loved the world: He gave his Son, his one and only Son. And this is why: so that no one need be destroyed; by believing in him, anyone can have a whole and lasting life!

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