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Subject: Re: Retsu, Geki, Lee, Joe and Mike December 9th 2020, 7:20 pm
Nice. Would be better if was as the other 4 u make...at big size.but better then nothing.tnx Waiting to see ur chars play
sil3nt_j likes this post
sil3nt_j
Posts : 238 Join date : 2020-11-26
Subject: Re: Retsu, Geki, Lee, Joe and Mike December 10th 2020, 8:00 pm
Update 12/16/2020
Here's a more in depth description of the specials and some descriptions of the supers:
========================================================================================== LEE ==========================================================================================
SPECIALS -------------------------------------- Won Ton Kick - Charge Down, then Up + K: Similar to Gambit's Cajun Escape. Lee jumps into the air while spinning forward. The player is able to control which direction he goes by pressing the direction on the controls. This allows Lee to either jump straight up or bounce off of the walls. If a kick button is pressed, he does a downward kick. If not, he just keeps spinning until he lands.
Spring Roll - Quarter circle back + P: Lee rolls forward and then does a punch, the roll gets hits too.
Hunan Punch - Quarter Circle Motion Forward + P: Lee does a dashing punch similar to Terry Bogard's burning knuckle. This counters both standing and crouching attacks. This was his main move in SF1.
Peking Duck - Zig Zag forward + K: Similar to Kim Dragon's anti air from World Heroe's, except he is not engulfed in flames. This is Lee's anti air.
SUPERS -------------------------------------- Kung Pao Special - Double QCF + P: This is like a kick version of Ken's Shoyrureppa. Lee rolls forward and kicks 1-3 times in a row, depending on the strength of the button pressed.
Chop Suey: - Double Half Circle Back + K Lee dashes forwards and attempts to grab the opponent. If he connects, he does his throw and stomps on them 2-4 times, depending on the strength of the buttons used.
========================================================================================== MIKE ========================================================================================== *Note: For Mike, I was thinking about simplifying his move commands to make him very easy to use.
SPECIALS -------------------------------------- (See sprite sheet) For move names for the Specials, they could simply be: "Lean," "Rapid Punch" and "Dash Punch."
The only move command I would change is for the Yamazaki type punch that stays stationary and hits different angles. Instead of doing the QCF motion, I would maybe change it to: back, forward, back + Punch or forward, back, forward + punch. A move name could be, "Fast Fist" or "Whip Punch" or "Rushmore Whip"
SUPERS -------------------------------------- Rushmore Beatdown - Double Quarter Circle Forward + Punch: Mike Dashes at the opponent while doing straight punches and uppercuts.
Missile Punch - Double Quarter Circle Back + Punch: Mike takes a couple seconds to rear his hand back, then does an unblockable punch that sends the opponent flying if it hits. This move can be charged for more damage by holding the punch button. Can only be done with 3 super bars.
========================================================================================== GEKI ========================================================================================== SPECIALS: (See sprite sheet)
SUPERS: --------------- :::::::::::::::::::::::::::::::::::::::: Arashi Zigzag forwards twice + Punch - Geki throws 1-3 sets of three stars horizontally at opponent, depending on the strength of the button pressed. If it connects, the stars stick to the opponent and then fall off, similar to Gambit's "Royal Flash." If it connects, Geki laughs afterwards.
Air Arashi Double Quarter Circle backwards + Punch - Same as the ground version, except now the stars are thrown downwards.
Ansatsu - Double Quarter Circle Backward + Kick This is Geki's version of the Maximum Spider or Gen's diving kick super (forgot the name at the moment). Geki jumps up into the corner of the screen and then dives down to do a high speed kick. If it connects, the opponent is hit with several more flying kicks from different directions.
========================================================================================== JOE ==========================================================================================
SPECIALS ------------------- Split Punch: Down, Down, Down + P Joe does the splits and hits the opponent in the groin. Must be blocked low. Debating on whether to have the opponent re-act by being pushed back as if they have been hit in the stomach or by being frozen in place and bent over.
Box Car Kick: Charge back, forward + Kick Similar to Joe Higashi's kick from Fatal Fury. Joe does not travel in a straight line, but in an arc in order to convey the appearance that he's actually jumping forward. The strength of the button pressed determines how far he travels. If it connects, the opponent is knocked back about 3/4 of the screen.
Upper Box Car Kick: Charge down, up + Kick This is his version of the flash kick and main anti air. The strength of the button pressed determines how high diagonally upward he goes.
Punch Combo: Press punch rapidly This is his version of Joe Higashi's rapid punch move. If it connects, it creates sort of a vacuum effect as the opponent is drawn in closer. The strength of the button pressed determines how many hits it gets, the final of which is an uppercut that knocks the opponent back about 1/2 the screen length. 4 hits for the LP version, 5 for the MP, 6 for the HP.
Dodge: Charge back, forward + P Joe dashes forward while leaning to the side like the CvS characters do in the SNK groove. Goes through everything but does no damage. It's main function is to avoid and set up attacks. Also, the recovery is instant.
SUPERS -------------------- Psychotic Conductor - Charge back, Zig Zag forward + Kick - Joe dashes forward, does his standing light kick, his standing middle punch, his standing middle kick, his punch combo (6 hits) and then does a number of Jumping spinning kicks (his classic spinning kick). The strength of the button pressed determines how many kicks he does. This goes through projectiles for the start up. It is similar to the super Takuma has where he dashes forward.
Trainyard Tornado - Double QCB + K - Joe does his jumping spin kick over and over again while moving vertically. The strength of the button pressed determines how many kicks he does. Similar to Ken's Shinryuken or Akuma's vertical hurricane kick super from MvC2.
Last edited by sil3nt_j on December 16th 2020, 9:58 pm; edited 3 times in total
sil3nt_j
Posts : 238 Join date : 2020-11-26
Subject: Re: Retsu, Geki, Lee, Joe and Mike December 15th 2020, 9:38 pm
Added the rest of the frames for Geki's throw today. This was all I really wanted to add to him (the Wolverine sprites). Also, I edited Mike's jumping mediums:
Subject: Re: Retsu, Geki, Lee, Joe and Mike December 16th 2020, 6:34 pm
Made some alternate colors today. I used colors from different Capcom sprites for these and based the "Evil Geki" off of Xienz's sprite edit of Kage / Evil Ryu.
Subject: Re: Retsu, Geki, Lee, Joe and Mike December 20th 2020, 7:31 am
Awesome stuff.
sil3nt_j likes this post
sil3nt_j
Posts : 238 Join date : 2020-11-26
Subject: Re: Retsu, Geki, Lee, Joe and Mike December 21st 2020, 9:12 pm
Was hoping I would have a chance to work on Retsu, but I might not have time to do that any time soon, so I just wanted to show the plans that I had for him. Hopefully I can finish this:
Subject: Re: Retsu, Geki, Lee, Joe and Mike December 30th 2020, 7:01 pm
Btw thanks Ketchup.
Well.... I finally finished Geki. My goal was to finish him by the end of the year and I did it. Hell yeah! I've added these to the sprite sheet. I don't think I'm going to add any more to him because he was a tough character to make. There was a lot of detail on him and the Wolverine and Jill sprites were really hard to edit because they looked nothing like him.
But I am pretty happy with the way they came out and with the way the sprite sheet came out. Hope to see him playable soon: