Would you like to react to this message? Create an account in a few clicks or log in to continue.
Welcome!!! - Bienvenidos!!! - ( We hope you will get involved in the MMV Community which is dedicated to having fun with Mugen ) - Bienvenidos!!! - Welcome!!!
Subject: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 25th 2015, 3:03 pm
Custom HSFA Berabow Man updated by Borewood 2015-01-30:
- changed Berabow Man's voices from TurboGrafx-16 version to arcade version, - turned up Berabow Man's voices volume, - turned down the dizzy state birds/stars sound volume, - fixed a minor Explod bug that when Berabow Man's Projectile-type projectile hits a Helper-type projectile of Player2/opponent, - added the missing Berabow Man's voices to the normal kicks in air, - added the corner push condition (depending on distance to Player2/opponent) to crouching heavy punch like the standing heavy punch, - corrected some typos in the "MUGEN_manual.txt", - added N64Mario's suggested Shadaloo-ism selection method to the "MUGEN_manual.txt".
- extra bonus: provided a hyperlink to my sprite rip of Wonder Momo from NAMCO SUPER HEROES made by hiro:
in case imgur not working for you...:
Downloadupdated file, Custom_HSFA_Berabow_Man_update_2015-01-30.zip, here please: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!948
Berabow Man, or Bravoman, is a side-scrolling action game by Namco: http://www.videogameden.com/hucard.htm?bra
This is the fighting game version of Berabow Man from NAMCO SUPER HEROES made by hiro: http://homepage2.nifty.com/~hiroyuki/products/NSH/NSH.html
In hiro's source game the Street Fighter Alpha style has been used. As a result, I try to make my Custom Berabow Man in the Street Fighter Alpha style too. I have found N64Mario's Hyper Street Fighter Alph (HSFA) MUGEN template so I decide to use that for my Custom Berabow Man, hence here is my Custom HSFA Berabow Man.
From the included "N64Mario Readme.txt", N64Mario has made the HSFA -ism Select feature: - X-ism, A-ism, V-ism, or EX-ism - Shadaloo-ism (Red: MvsC, Green: Darkstalkers, Blue: SFIII) How to select Shadaloo-ism: To get the secret Shadaloo-ism before the match, hold start on the VS. match up screen. Continue to hold down start during your characters intro sequence, and press left or right when selecting an -ism to get the desired S-ism. * please read "N64Mario Readme.txt" to learn how to select different -ism's and modes
--------------------------------------------------------------------------- * One note: please use "Custom_HSFA_Berabow_Man_disable_p2_dizzy_and_guard_break.def" if you want to disable dizzy state and guard break feature for Player2/opponent. * ---------------------------------------------------------------------------
The Custom HSFA Berabow Man move list for each -ism and mode is as follows.
--------------------------------------------------------------------------- Button Layout (MUGEN type control): x = light punch y = heavy punch z = not used a = light kick (the far version hits low; meaning Player2/opponent has to guard/block low) b = heavy kick c = not used s (start) = taunt
Berabow Man's specific ability: - quick drop from air: hold D when in air - crouching crawl: when crouching, hold B or hold F to crawl slowly
Movements (only in certain -ism and mode): B, B = hop backward F, F = dash forward or run forward D, U = super jump ---------------------------------------------------------------------------
A) X-ism * Berabow Man can guard/block only on ground in this -ism. * Guarding/blocking takes a chunk out of the Guard Meter (invisible). Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken. - Guard Meter Protection Do the guard/block just immediately before being hit. If you are successful, Berabow Man will flash blue. The chunk that would have been taken from Berabow Man's Guard Meter (invisible) is reduced. - Air Recovery Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright. This is just the MUGEN normal Air Recovery behavior. I have made one for being put into a custom get-hit state but at the end I discard that....... - Dizzy and Dizzy recovery To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. After a while, he/she/it will be dizzy. A dizzied character is seen with stars or birds around his/her/its head and is unable to respond to controls for a couple of seconds. If you find Berabow Man dizzied, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b) to wake him up. - Reversal During Berabow Man's guardstun/blockstun and hitstun, there exists a very tiny window of opportunity. With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears. Berabow Man's Reversal command is F, D, DF, x or F, D, DF, y. In the source game, I have yet figured out the correct timing for guardstun/blockstun and hitstun Reversal, so I just set it to be right at the end of a get-hit animation time (i.e. AnimTime = 0 during StateNo = [150,152] and StateNo = [5000,5029]). For the wake-up Reversal, it is the moment when Berabow Man is about to get up from a knockdown (i.e. Time > 3 during StateNo = 5120). - Throws (also in air) When close to Player2/opponent, hold F or hold B and press x and y buttons to throw - Special Moves: 1) D, DF, F, x: Low Wave-Action Bullet * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, y: High Wave-Action Bullet 3) U, UF, F, a or b: Aerial Wave-Action Bullet 4) F, D, DF, x or y: Lightning Strike 5) D, DB, B, x: Backward Bullet Train 6) D, DB, B, y: Forward Bullet Train - Super Moves (require and consume 1000/1000 MUGEN Power): 1) D, DF, F, D, DF, F, x: Low Wave-Action Bullets * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, D, DF, F, y: High Wave-Action Bullets - Combo-able > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent >> Aerial Wave-Action Bullet can be linked from all aerial normal moves
B) A-ism * Berabow Man can guard/block in air in this -ism, provided that the Player2/opponent is also in air. * Guarding/blocking takes a chunk out of the Guard Meter (invisible). Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken. * Berabow Man can taunt one (1) time per round in this -ism. - Alpha Counter (require and consume 333/1000 MUGEN Power) On ground only, when guarding/blocking, hold forward and press either x and a buttons or y and b buttons. - Guard Meter Protection Do the guard/block just immediately before being hit. If you are successful, Berabow Man will flash blue. The chunk that would have been taken from Berabow Man's Guard Meter (invisible) is reduced. - Damage Reduction When hit by Player2/opponent, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b). If you are successful, Berabow Man will flash red. The damage Berabow Man would have taken is reduced. - Air Recovery Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright. This is just the MUGEN normal Air Recovery behavior. I have made one for being put into a custom get-hit state but at the end I discard that....... - Forward Ground Recovery Roll Press a and b buttons when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit forward then get up on his feet. Holding forward as he rolls makes him roll farther than usual. - Backward Ground Recovery Roll Press x and y buttons when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit backward then get up on his feet. Holding backward as he rolls makes him roll farther than usual. - Dizzy and Dizzy recovery To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. After a while, he/she/it will be dizzy. A dizzied character is seen with stars or birds around his/her/its head and is unable to respond to controls for a couple of seconds. If you find Berabow Man dizzied, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b) to wake him up. - Reversal During Berabow Man's guardstun/blockstun and hitstun, there exists a very tiny window of opportunity. With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears. Berabow Man's Reversal command is F, D, DF, x or F, D, DF, y. In the source game, I have yet figured out the correct timing for guardstun/blockstun and hitstun Reversal, so I just set it to be right at the end of a get-hit animation time (i.e. AnimTime = 0 during StateNo = [150,152] and StateNo = [5000,5029]). For the wake-up Reversal, it is the moment when Berabow Man is about to get up from a knockdown (i.e. Time > 3 during StateNo = 5120). - Throws (also in air) When close to Player2/opponent, hold F or hold B and press x and y buttons to throw - Special Moves: 1) D, DF, F, x: Low Wave-Action Bullet * this version hits low; meaning Player2/opponent has to guard/block low * D, DF, F, s: Fake Low Wave-Action Bullet 2) D, DF, F, y: High Wave-Action Bullet * D, DB, B, s: Fake High Wave-Action Bullet 3) U, UF, F, a or b: Aerial Wave-Action Bullet 4) F, D, DF, x or y: Lightning Strike 5) D, DB, B, x: Backward Bullet Train 6) D, DB, B, y: Forward Bullet Train - Super Moves (require and consume 333/1000 MUGEN Power): 1) D, DF, F, D, DF, F, x: Low Wave-Action Bullets * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, D, DF, F, y: High Wave-Action Bullets 3) D, DB, B, D, DB, B, a or b: Bravo Spinning Attack - Combo-able > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent >> Aerial Wave-Action Bullet can be linked from all aerial normal moves
C) V-ism * Berabow Man can guard/block in air in this -ism, provided that the Player2/opponent is also in air. * Guarding/blocking takes a chunk out of the Guard Meter (invisible). Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken. * Berabow Man can taunt one (1) time per round in this -ism. When Variable Combo is activated, he can do as many taunts as he wants. - Alpha Counter (require and consume 500/1000 MUGEN Power) On ground only, when guarding/blocking, hold forward and press either x and a buttons or y and b buttons. - Guard Meter Protection Do the guard/block just immediately before being hit. If you are successful, Berabow Man will flash blue. The chunk that would have been taken from Berabow Man's Guard Meter (invisible) is reduced. - Damage Reduction When hit by Player2/opponent, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b). If you are successful, Berabow Man will flash red. The damage Berabow Man would have taken is reduced. - Air Recovery Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright. This is just the MUGEN normal Air Recovery behavior. I have made one for being put into a custom get-hit state but at the end I discard that....... - Forward Ground Recovery Roll Press a and b buttons when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit forward then get up on his feet. Holding forward as he rolls makes him roll farther than usual. - Backward Ground Recovery Roll Press x and y buttons when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit backward then get up on his feet. Holding backward as he rolls makes him roll farther than usual. - Dizzy and Dizzy recovery To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. After a while, he/she/it will be dizzy. A dizzied character is seen with stars or birds around his/her/its head and is unable to respond to controls for a couple of seconds. If you find Berabow Man dizzied, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b) to wake him up. - Reversal During Berabow Man's guardstun/blockstun and hitstun, there exists a very tiny window of opportunity. With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears. Berabow Man's Reversal command is F, D, DF, x or F, D, DF, y. In the source game, I have yet figured out the correct timing for guardstun/blockstun and hitstun Reversal, so I just set it to be right at the end of a get-hit animation time (i.e. AnimTime = 0 during StateNo = [150,152] and StateNo = [5000,5029]). For the wake-up Reversal, it is the moment when Berabow Man is about to get up from a knockdown (i.e. Time > 3 during StateNo = 5120). - Throws (also in air) When close to Player2/opponent, hold F or hold B and press x and y buttons to throw - Special Moves: 1) D, DF, F, x: Low Wave-Action Bullet * this version hits low; meaning Player2/opponent has to guard/block low * D, DF, F, s: Fake Low Wave-Action Bullet 2) D, DF, F, y: High Wave-Action Bullet * D, DB, B, s: Fake High Wave-Action Bullet 3) U, UF, F, a or b: Aerial Wave-Action Bullet 4) F, D, DF, x or y: Lightning Strike 5) D, DB, B, x: Backward Bullet Train 6) D, DB, B, y: Forward Bullet Train - Variable Combo (require 500/1000 MUGEN Power and consume 1000/1000 MUGEN Power): To activate Variable Combo, do either one of these: 1) press x and a buttons for quick shadows 2) press y and b buttons for moderate shadows 3) press z and c buttons for long shadows During Variable Combo, all normal and special moves can be linked from and cancelled into combos with each other for a limited period of time. - Combo-able (when Variable Combo is not activated) > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent >> Aerial Wave-Action Bullet can be linked from all aerial normal moves
D) EX-ism * Berabow Man can hop backward by tapping B, B * Berabow Man can run forward by tapping F, F * Berabow Man can guard/block in air in this -ism, regardless of the state of Player2/opponent. * Guarding/blocking takes a chunk out of the Guard Meter (invisible). Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken. * Berabow Man can taunt any time in this -ism. When Variable Combo is activated, he can do as many taunts as he wants. - Alpha Counter (require and consume 333/1000 MUGEN Power) On ground only, when guarding/blocking, hold forward and press either x and y buttons or a and b buttons. - Guard Meter Protection Do the guard/block just immediately before being hit. If you are successful, Berabow Man will flash blue. The chunk that would have been taken from Berabow Man's Guard Meter (invisible) is reduced. - Damage Reduction When hit by Player2/opponent, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b). If you are successful, Berabow Man will flash red. The damage Berabow Man would have taken is reduced. - Air Recovery Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright. This is just the MUGEN normal Air Recovery behavior. I have made one for being put into a custom get-hit state but at the end I discard that....... - Forward Ground Recovery Roll Press a and b buttons when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit forward then get up on his feet. Holding forward as he rolls makes him roll farther than usual. - Backward Ground Recovery Roll Press x and y buttons when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit backward then get up on his feet. Holding backward as he rolls makes him roll farther than usual. - Dizzy and Dizzy recovery To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. After a while, he/she/it will be dizzy. A dizzied character is seen with stars or birds around his/her/its head and is unable to respond to controls for a couple of seconds. If you find Berabow Man dizzied, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b) to wake him up. - Reversal During Berabow Man's guardstun/blockstun and hitstun, there exists a very tiny window of opportunity. With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears. Berabow Man's Reversal command is F, D, DF, x or F, D, DF, y. In the source game, I have yet figured out the correct timing for guardstun/blockstun and hitstun Reversal, so I just set it to be right at the end of a get-hit animation time (i.e. AnimTime = 0 during StateNo = [150,152] and StateNo = [5000,5029]). For the wake-up Reversal, it is the moment when Berabow Man is about to get up from a knockdown (i.e. Time > 3 during StateNo = 5120). - Throws (also in air) When close to Player2/opponent, hold F or hold B and press x and y buttons to throw - Special Moves: 1) D, DF, F, x: Low Wave-Action Bullet * this version hits low; meaning Player2/opponent has to guard/block low * D, DF, F, s: Fake Low Wave-Action Bullet 2) D, DF, F, y: High Wave-Action Bullet * D, DB, B, s: Fake High Wave-Action Bullet 3) U, UF, F, a or b: Aerial Wave-Action Bullet 4) F, D, DF, x or y: Lightning Strike 5) D, DB, B, x: Backward Bullet Train 6) D, DB, B, y: Forward Bullet Train - Super Moves (require and consume 333/1000 MUGEN Power): 1) D, DF, F, D, DF, F, x: Low Wave-Action Bullets * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, D, DF, F, y: High Wave-Action Bullets 3) D, DB, B, D, DB, B, a or b: Bravo Spinning Attack 4) D, DB, B, D, DB, B, x or y: Bravo Submarine * Berabow Man turns into a submarine for a limited period of time, during which you can press x/y button to launch missiles, and press a/b button to drop bombs - Variable Combo (require 500/1000 MUGEN Power and consume 1000/1000 MUGEN Power): To activate Variable Combo, do either one of these: 1) press x and a buttons for quick shadows 2) press y and b buttons for moderate shadows 3) press z and c buttons for long shadows During Variable Combo, all normal and special moves can be linked from and cancelled into combos with each other for a limited period of time. - Combo-able (when Variable Combo is not activated) > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent >> Aerial Wave-Action Bullet can be linked from all aerial normal moves
E) Shadaloo-ism (Red: MvsC) * Berabow Man can hop backward by tapping B, B * Berabow Man can dash forward by tapping F, F * Berabow Man can super jump by tapping D, U * Berabow Man's crouching heavy punch in this -ism is a MvsC ground launcher. * Berabow Man can guard/block in air in this -ism, regardless of the state of Player2/opponent. * Guarding/blocking takes a chunk out of the Guard Meter (invisible). Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken. * Berabow Man can taunt any time in this -ism. - Guard/Block Push When guarding/blocking, press x and y buttons to push Player2/opponent away. - Alpha Counter (require and consume 1000/1000 MUGEN Power) On ground only, when guarding/blocking, hold forward and press either x and a buttons or y and b buttons. - Guard Meter Protection Do the guard/block just immediately before being hit. If you are successful, Berabow Man will flash blue. The chunk that would have been taken from Berabow Man's Guard Meter (invisible) is reduced. - Air Recovery Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright. This is just the MUGEN normal Air Recovery behavior. I have made one for being put into a custom get-hit state but at the end I discard that....... - Forward Ground Recovery Roll Use B, DB, D, x or y when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit forward then get up on his feet. - Dizzy and Dizzy recovery To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. After a while, he/she/it will be dizzy. A dizzied character is seen with stars or birds around his/her/its head and is unable to respond to controls for a couple of seconds. If you find Berabow Man dizzied, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b) to wake him up. - Throws (also in air) When close to Player2/opponent, hold F or hold B and press y button to throw - Special Moves: 1) D, DF, F, x: Low Wave-Action Bullet * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, y: High Wave-Action Bullet 3) U, UF, F, a or b: Aerial Wave-Action Bullet 4) F, D, DF, x or y: Lightning Strike 5) D, DB, B, x: Backward Bullet Train 6) D, DB, B, y: Forward Bullet Train - Super Moves (require and consume 1000/1000 MUGEN Power): 1) D, DF, F, a and b: Low Wave-Action Bullets * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, x and y: High Wave-Action Bullets 3) D, DB, B, a and b: Bravo Spinning Attack 4) D, DB, B, x and y: Bravo Submarine * Berabow Man turns into a submarine for a limited period of time, during which you can press x/y button to launch missiles, and press a/b button to drop bombs - Combo-able > all ground normal moves except crouching heavy kick can be cancelled into special/super moves >> MvsC ground chain combos can be used >> MvsC air chain combos can be used >> Aerial Wave-Action Bullet can be linked from all aerial normal moves
F) Shadaloo-ism (Green: Darkstalkers) * Berabow Man can hop backward by tapping B, B * Berabow Man can dash forward by tapping F, F * Berabow Man can guard/block in air in this -ism, provided that the Player2/opponent is also in air. * Guarding/blocking takes a chunk out of the Guard Meter (invisible). Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken. * Berabow Man can taunt any time in this -ism. - Do a Pursuit Attack by tapping up and pressing a/b button when Player2/opponent is knocked down on ground. * in this -ism when Player2/opponent stays longer on the ground after being knocked down on ground. - Guard/Block Push When guarding/blocking, hold forward and press x and y buttons to push Player2/opponent away. - Guard Meter Protection Do the guard/block just immediately before being hit. If you are successful, Berabow Man will flash blue. The chunk that would have been taken from Berabow Man's Guard Meter (invisible) is reduced. - Air Recovery Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright. This is just the MUGEN normal Air Recovery behavior. I have made one for being put into a custom get-hit state but at the end I discard that....... - Forward Ground Recovery Roll Hold forward when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit forward then get up on his feet. - Backward Ground Recovery Roll Hold backward when Berabow Man has been knocked down on ground. Once he hits the ground, he will roll a bit backward then get up on his feet. - Dizzy and Dizzy recovery To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. After a while, he/she/it will be dizzy. A dizzied character is seen with stars or birds around his/her/its head and is unable to respond to controls for a couple of seconds. If you find Berabow Man dizzied, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b) to wake him up. - Guard Reversal During Berabow Man's guardstun/blockstun, there exists a very tiny window of opportunity. With a lot of skill and luck, you may be able to use this extremely brief period to launch an attack of your own, hopefully hitting Player2/opponent before his/her/its next attack hits Berabow Man. If you are successful, the message "Reversal" appears. Berabow Man's Guard Reversal command is F, D, DF, x or F, D, DF, y. In the source game, I have yet figured out the correct timing for guardstun/blockstun Reversal, so I just set it to be right about at the start of a get-hit animation time (i.e. Time = 1 during StateNo = [150,152]). - Throws (also in air) When close to Player2/opponent, hold F or hold B and press y button to throw - Special Moves: 1) D, DF, F, x: Low Wave-Action Bullet * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, y: High Wave-Action Bullet 3) U, UF, F, a or b: Aerial Wave-Action Bullet 4) F, D, DF, x or y: Lightning Strike 5) D, DB, B, x: Backward Bullet Train 6) D, DB, B, y: Forward Bullet Train - Super Moves (require and consume 1000/1000 MUGEN Power): 1) D, DF, F, a and b: Low Wave-Action Bullets * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, x and y: High Wave-Action Bullets 3) D, DB, B, a and b: Bravo Spinning Attack - Combo-able > all ground normal moves except crouching heavy kick can be cancelled into special/super moves >> Darkstalkers ground chain combos can be used >> Aerial Wave-Action Bullet can be linked from all aerial normal moves
G) Shadaloo-ism (Blue: SFIII) * Berabow Man can hop backward by tapping B, B * Berabow Man can dash forward by tapping F, F * Berabow Man cannot guard/block in air at all in this -ism. * Guarding/blocking takes a chunk out of the Guard Meter (invisible). Berabow Man will have some red shadow behind his body when it is about time for his guard/block to be broken. * Berabow Man can use specific command z and c buttons to taunt (Personal Action) many times per round in this -ism. - Do a Leap Attack by pressing y and b buttons; Player2/opponent must guard/block high. - Parries >> tap forward when the attacks of Player2/opponent almost hit the standing Berabow Man >> tap down when the attacks of Player2/opponent almost hit the crouching Berabow Man >> tap forward when the attacks of Player2/opponent almost hit the aerial Berabow Man - Guard Meter Protection Do the guard/block just immediately before being hit. If you are successful, Berabow Man will flash blue. The chunk that would have been taken from Berabow Man's Guard Meter (invisible) is reduced. - Air Recovery Press the x and y buttons after being hit in the air before Berabow Man touches the ground. He will flip upright. This is just the MUGEN normal Air Recovery behavior. I have made one for being put into a custom get-hit state but at the end I discard that....... - Dizzy and Dizzy recovery To dizzy Player2/opponent, repeatedly hit him/her/it with attacks. After a while, he/she/it will be dizzy. A dizzied character is seen with stars or birds around his/her/its head and is unable to respond to controls for a couple of seconds. If you find Berabow Man dizzied, wiggle your big toe controller or keyboard in any direction and press any attack button (x/y/a/b) to wake him up. - Throws (also in air) When close to Player2/opponent, press x and a buttons to throw - Special Moves: 1) D, DF, F, x: Low Wave-Action Bullet * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, y: High Wave-Action Bullet 3) U, UF, F, a or b: Aerial Wave-Action Bullet 4) F, D, DF, x or y: Lightning Strike 5) D, DB, B, x: Backward Bullet Train 6) D, DB, B, y: Forward Bullet Train - Super Moves (require and consume 1000/1000 MUGEN Power): 1) D, DF, F, D, DF, F, x: Low Wave-Action Bullets * this version hits low; meaning Player2/opponent has to guard/block low 2) D, DF, F, D, DF, F, y: High Wave-Action Bullets 3) D, DB, B, D, DB, B, a or b: Bravo Spinning Attack - Combo-able > all ground normal moves except far standing heavy punch and crouching heavy kick can be cancelled into special/super moves >> crouching heavy punch can be cancelled into special/super moves only when Berabow Man is close to Player2/opponent >> Aerial Wave-Action Bullet can be linked from all aerial normal moves >> ground special moves Wave-Action Bullet and Lightning Strike can be cancelled into super moves (Super Canceling)
--------------------------------------------------------------------------- * One note: please use "Custom_HSFA_Berabow_Man_disable_p2_dizzy_and_guard_break.def" if you want to disable dizzy state and guard break feature for Player2/opponent. * ---------------------------------------------------------------------------
I have made that my Custom HSFA Berabow Man A.I. to have a kind-of universal abilities. Which means, it is having the best of each -ism and mode (except for V-ism).
The default A.I. -ism is the EX-ism, and all the -ism select bars under Berabow Man are hidden.
The so-said universal abilities include all these: - Guard Meter Protection - Air Recovery - Dizzy and Dizzy recovery - Reversal - Throws (also in air) - All Special Moves - All Super Moves - All ground Chain Combos and Special/Super Cancelling - Alpha Counter - Damage Reduction - Ground Recovery Rolls - Backward Hopping - Forward Running - Super Jump - MvsC ground-to-air launcher - MvsC Air Combos - Guard/Block Push - Darkstalkers Pursuit Attack - SFIII Leap Attack - SFIII Parrying
Yet, A.I.-controlled Berabow Man does not have the "full power at start of the first round" HSFA advantage.
One bonus A.I. feature! That is, when there is a Berabow Man (Human/A.I.) vs Berabow Man (A.I.), the non-home-team-side Custom HSFA Berabow will be the Black Berabow Man! And Dr. Bomb will show his evil presence too!
Credit:
hiro - NAMCO SUPER HEROES - http://homepage2.nifty.com/~hiroyuki/products/NSH/NSH.html N64Mario - Hyper Street Fighter Alpha MUGEN Character Template - http://gcnmario.free.fr/mugen/characters.html Jin - Street Fighter Alpha Birdie Ehnyd - Street Fighter Alpha Sagat M@PPY - Darkstalkers Q-Bee
Thank you:
Namco - Berabow Man, or Bravoman VirtuallTek Systems - Fighter Factory Classic/3
MUGEN Free For All http://mugenfreeforall.com/ - Borewood's 1st MUGEN home The Mugen Multiverse http://mugenmultiverse.fanbb.net/ - Borewood's 2nd MUGEN home Elecbyte http://www.elecbyte.com/ - MUGEN
Last edited by borewood2013 on January 30th 2015, 10:22 am; edited 2 times in total
Ghost Killer
Posts : 124 Join date : 2014-03-26
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 25th 2015, 7:09 pm
Wow, I never thought someone else was ever gonna release a char using N64Mario's HSFA3 template. I though I was the only one with my Shin Gou. I need to finish my old SFA3 WIPs.
Congrats on the release Borewood!
Navana
Posts : 2019 Join date : 2014-06-17 Age : 30 Location : Ohio
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 25th 2015, 7:32 pm
Very nice work!
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 26th 2015, 12:06 pm
extremely cool char thank you for your effort on him and then sharing him here
gui0007
Posts : 752 Join date : 2013-03-22 Age : 33 Location : Palhoça, Florianópolis
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 26th 2015, 12:23 pm
BERABOW PUNCH!!! Nice release Borewood!
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 26th 2015, 12:36 pm
El Josho wrote:
Wow, I never thought someone else was ever gonna release a char using N64Mario's HSFA3 template. I though I was the only one with my Shin Gou. I need to finish my old SFA3 WIPs.
Congrats on the release Borewood!
Oh when it comes to SFA MUGEN stuff, the first MUGEN author who pops up in my head is N64Mario. He is so nice that he has made a handy HSFA MUGEN template for everybody! And I can't wait to play with your SFA3 MUGEN stuff too! Please take your time to finish them all!
@Navana: >> Very nice work! Thank you very much! If you find some MUGEN bugs then you can let me know so that I can try my best to fix those!
@volzzilla: >> extremely cool char thank you for your effort on him and then sharing him here Thank you this one is my first 2015 released MUGEN character, may all MMV MUGEN creators/authors have happy 2015 MUGEN releasing!
@gui0007: >> BERABOW PUNCH!!! Your MFL videos are so BRAVO!!!!!!!
gui0007
Posts : 752 Join date : 2013-03-22 Age : 33 Location : Palhoça, Florianópolis
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 26th 2015, 12:41 pm
borewood2013 wrote:
Your MFL videos are so BRAVO!!!!!!!
Hehe, thanks so much man!
Staubhold
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 26th 2015, 1:01 pm
Oh how nice ... and again unexpected! Good one...
Oh, maybe you didn´t knew, but "Bravo Man" made an appearence at Namco x Capcom...
There are nice rips from him. Dunno if you need it.
Sprite rips:
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 26th 2015, 1:30 pm
Staubhold wrote:
Oh, maybe you didn´t knew, but "Bravo Man" made an appearence at Namco x Capcom...
There are nice rips from him. Dunno if you need it.
Sprite rips:
Yes I am aware of the awesome presence of Bravoman (and he made Wonder Momo his super hero teammate) in NxC game! And I have seen those NxC sprite rips too. Yet, those NxC Bravoman ripped sprites don't quite fit in so I didn't use them, except that I actually used that "salary man portrait" for my MUGEN1.0 victory screen:
in case imgur not working for you....:
Staubhold
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 26th 2015, 1:43 pm
Great!
O Ilusionista
Posts : 1307 Join date : 2012-05-16 Location : Brazil
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 27th 2015, 6:34 am
Oh, so it was you? I will check it right now.
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 27th 2015, 10:19 am
Staubhold wrote:
Great!
O Ilusionista wrote:
Oh, so it was you? I will check it right now.
If you two (2) found any bugs or issues then please feel free to let me know.
Both of you are very experienced MUGEN users!
Probably when I tested by myself something was overlooked usually.
Staubhold
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 28th 2015, 4:39 am
Has a nice gameplay. Have to test further...
Only gripe I have is his voice. Maybe you can use some voice rips from Namco X Capcom? That would be really nice.
All those -ism, really really nice job! Just great!
Please add "how to select Shadaloo-ism" in your readme too, not only in "N64Mario Readme". It´s just a little information. Way too "labor-intensive" to open another file for a short sentence that can be simply insert into your text file.
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 28th 2015, 6:02 am
Staubhold wrote:
Has a nice gameplay. Have to test further...
Only gripe I have is his voice. Maybe you can use some voice rips from Namco X Capcom? That would be really nice.
All those -ism, really really nice job! Just great!
Please add "how to select Shadaloo-ism" in your readme too, not only in "N64Mario Readme". It´s just a little information. Way too "labor-intensive" to open another file for a short sentence that can be simply insert into your text file.
I ripped Bravoman voices (not much really) from the TurboGrafx-16 version. I tried to find some Namco X Capcom Bravoman voices but came up with nothing (oh I found one but it contains some hurt & KO voices only....). And I don't know how to rip voice from PS2 games.......
About the coolness of the MUGEN -ism system, all credits go to N64Mario!
I will revise my "MUGEN_manual.txt" according to your advise. By the way there are some typos and wrong words in that so it needs to be revised anyway.
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30 January 30th 2015, 10:25 am
Updated on 2015-01-30:
- changed Berabow Man's voices from TurboGrafx-16 version to arcade version, - turned up Berabow Man's voices volume, - turned down the dizzy state birds/stars sound volume, - fixed a minor Explod bug that when Berabow Man's Projectile-type projectile hits a Helper-type projectile of Player2/opponent, - added the missing Berabow Man's voices to the normal kicks in air, - added the corner push condition (depending on distance to Player2/opponent) to crouching heavy punch like the standing heavy punch, - corrected some typos in the "MUGEN_manual.txt", - added N64Mario's suggested Shadaloo-ism selection method to the "MUGEN_manual.txt".
- extra bonus: provided a hyperlink to my sprite rip of Wonder Momo from NAMCO SUPER HEROES made by hiro:
in case imgur not working for you...:
Downloadupdated file, Custom_HSFA_Berabow_Man_update_2015-01-30.zip, here please: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!948
Sponsored content
Subject: Re: Custom HSFA Berabow Man updated by Borewood 2015-01-30
Custom HSFA Berabow Man updated by Borewood 2015-01-30