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Welcome!!! - Bienvenidos!!! - ( We hope you will get involved in the MMV Community which is dedicated to having fun with Mugen ) - Bienvenidos!!! - Welcome!!!
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: CvS Shin Oni UP 2015!!! August 17th 2015, 10:21 am
_______________________________________________ ================================|CvS Oni 1.12 by chuchoryu|================================= ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Hello friends!...FINALLY!! Oni is back whit new sprites, new moves and new AI for more better fights!! this one have Akuma Super Moves for more faster battles in LV1, enjoy and have fun!!!
Tatsumaki Sempukayaku: D, DB, B + Any Kick *Can perform in the air
Asura Senku: F, D, DF, F + Any Kick
Demon Slash: D, DF, F + Any Kick
Demon Slash: D, DF, F + Any Kick
Super Rage In Storm: D, D, D + Light Kick, Medium Kick, Strong Kick *Use Lv 1 gauge bar
Super Messatsu Go Shoryu: D, DF, F , D, DF, F + Any Punch *Use Lv 1 gauge bar
Super Shun Goku Satsu: LP, LP, Foward, LK, HP *Use Lv 3 gauge bar
Ultra 1: D, DF, F, D, DF, F + Any Punch
Ultra 2: D, DB, B, D, DB, B + Any Punch
=====<Features>=====
-Is the firts 2D Adaptation from 3D -All colors from SSF4AE -SND ENG -Basic moves -Basic Akuma Supers *NEW* -New SFF -Demos Slash revamp *NEW* -Shoryuken Revamp *NEW* -Tatsumaki Revamp *NEW* -Grab *NEW* -Shun Goku Satsu Super Finish *NEW*
=====<What's Missing>=====
-Revamp SFF -Acomplish more moves (I never play SF4) -I need to play SF4 for see the real moves of he -All basic close moves
=====<Special Thanks>=====
werewood: I use the Oni SFX inside of his char for make this one, and he give me permission for use his Abel for convert in 2D NIO BLACK: He revamp the stance sprites, I made all the other using his model You Tube: I ripping all voices in this site and wathc to much Shin Oni videos And you: for download this character, you rocks!!
- Contact: chuchoryu@hotmail.com - Facebook: Chuchoryu-Sama - You Tube channel: chuchoryu Sama (Im Mugen Maker!)
More to come... MFG about me
OsamaVsCapcom
Posts : 10 Join date : 2015-03-11
Subject: Re: CvS Shin Oni UP 2015!!! August 17th 2015, 4:53 pm
Nice release! Some minor feedback -
Ultra 1 and Super Messatsu Go Shoryu have the same input, which is D, DF, F, D, DF, F + Any Punch. If you plan to give him another update one day, could you change the input to one of those moves? Example: Super Messatsu Go Shoryu can be changed to F, D, DF + 2 punches or something. Just a small suggestion.
Anyway, thanks for the update! You're improving steadily!
The author of this message was banned from the forum - See the message
black dragon
Posts : 270 Join date : 2015-06-20
Subject: Re: CvS Shin Oni UP 2015!!! August 17th 2015, 7:19 pm
what's the music
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: CvS Shin Oni UP 2015!!! August 18th 2015, 4:21 am
What a great update!!!
Something I found: - the close Shoryuken tends to miss P2 when it is linked from a light normal attack, for example, standing light punch into close Shoryuken (please see my MUGEN GIF below):
in case imgur not working for you....:
- with a small HitDef adjustment now all hits are being able to connect (please see my MUGEN GIF below):
- a MUGEN debug message takes place for P2 custom state during Ultra 2: "in state 7002: changed to invalid action 3110" * so, in [Statedef 7002]: [Statedef 7002] type = A movetype= H physics = N velset = 0,0 ;anim = 3110 ============>>>> you need to disable this anim = line because there is already a ChangeAnim2 to 3110 for P2.........
- for the Asura Senku special move, I think you can add a bit Pos X to the few start-up frames, well, not a bug, just something that might make the Asura Senku special move closer to the source game: * in [Statedef 1300], add this PosAdd: [State 1060, 2] type = PosAdd trigger1 = AnimElemTime(2) >= 1 && AnimElemTime(4) <= 0 x = 1
- the first 1st hit of the Demon Slash special move, should use attr = S,SA rather than attr = S,NA, so in [Statedef 1280]: [State 210, Hit] type = HitDef trigger1 = !var(16) && var(15) < 1 trigger1 = AnimElem = 4 attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ...................... ...................... ......................
- the second 2nd hit of the Demon Slash special move, should use this guardflag = L rather than guardflag = H, as well as make it with a attr = C,SA, so in [Statedef 1280]: [State 450, HitDef] type = HitDef trigger1 = !var(16) && var(15) < 1 trigger1 = AnimElem = 11 attr = C,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = L;H ;HLA ...................... ...................... ...................... * perhaps it is nice to add some a couple StateTypeSet MUGEN state controllers to Statedef 1280 due to the above attr state type too: [State 1280, StateTypeSet] type = StateTypeSet trigger1 = AnimElemTime(11) < 0 statetype = S ignorehitpause = 1 persistent = 1
[State 1280, StateTypeSet] type = StateTypeSet trigger1 = AnimElemTime(11) >= 0 statetype = C ignorehitpause = 1 persistent = 1
Can't wait to seeing your next "More To Come!" version!
P.S. stealing is bad? give full credit(s) then!
chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: Re: CvS Shin Oni UP 2015!!! August 19th 2015, 10:14 am
OsamaVsCapcom wrote:
Nice release! Some minor feedback -
Ultra 1 and Super Messatsu Go Shoryu have the same input, which is D, DF, F, D, DF, F + Any Punch. If you plan to give him another update one day, could you change the input to one of those moves? Example: Super Messatsu Go Shoryu can be changed to F, D, DF + 2 punches or something. Just a small suggestion.
Anyway, thanks for the update! You're improving steadily!
I saw XD, is a little mistake but this ones is
Messatsu Gou Shoryu: D, DF, F, D, DF, F + Any Punch
Ultra 1: D, DF, F, D, DF, F + 2 Punches
chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: Re: CvS Shin Oni UP 2015!!! August 19th 2015, 10:16 am
black dragon wrote:
what's the music
is this theme, is awesome, I prefer this one, I hate the SF4 version
chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: Re: CvS Shin Oni UP 2015!!! August 19th 2015, 10:18 am
borewood2013 wrote:
What a great update!!!
Something I found: - the close Shoryuken tends to miss P2 when it is linked from a light normal attack, for example, standing light punch into close Shoryuken (please see my MUGEN GIF below):
in case imgur not working for you....:
- with a small HitDef adjustment now all hits are being able to connect (please see my MUGEN GIF below):
- a MUGEN debug message takes place for P2 custom state during Ultra 2: "in state 7002: changed to invalid action 3110" * so, in [Statedef 7002]: [Statedef 7002] type = A movetype= H physics = N velset = 0,0 ;anim = 3110 ============>>>> you need to disable this anim = line because there is already a ChangeAnim2 to 3110 for P2.........
- for the Asura Senku special move, I think you can add a bit Pos X to the few start-up frames, well, not a bug, just something that might make the Asura Senku special move closer to the source game: * in [Statedef 1300], add this PosAdd: [State 1060, 2] type = PosAdd trigger1 = AnimElemTime(2) >= 1 && AnimElemTime(4) <= 0 x = 1
- the first 1st hit of the Demon Slash special move, should use attr = S,SA rather than attr = S,NA, so in [Statedef 1280]: [State 210, Hit] type = HitDef trigger1 = !var(16) && var(15) < 1 trigger1 = AnimElem = 4 attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ...................... ...................... ......................
- the second 2nd hit of the Demon Slash special move, should use this guardflag = L rather than guardflag = H, as well as make it with a attr = C,SA, so in [Statedef 1280]: [State 450, HitDef] type = HitDef trigger1 = !var(16) && var(15) < 1 trigger1 = AnimElem = 11 attr = C,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = L;H ;HLA ...................... ...................... ...................... * perhaps it is nice to add some a couple StateTypeSet MUGEN state controllers to Statedef 1280 due to the above attr state type too: [State 1280, StateTypeSet] type = StateTypeSet trigger1 = AnimElemTime(11) < 0 statetype = S ignorehitpause = 1 persistent = 1
[State 1280, StateTypeSet] type = StateTypeSet trigger1 = AnimElemTime(11) >= 0 statetype = C ignorehitpause = 1 persistent = 1
Can't wait to seeing your next "More To Come!" version!
P.S. stealing is bad? give full credit(s) then!
REALLY THANKS MI AMIGO!! thsi help to much for the upgarde version...now the Tatsumaki have a 32 hist combo, I need to change this one, nice work in the Shoryuken mi amigo, adding now
OsamaVsCapcom
Posts : 10 Join date : 2015-03-11
Subject: Re: CvS Shin Oni UP 2015!!! August 19th 2015, 3:18 pm
chuchoryu wrote:
OsamaVsCapcom wrote:
Nice release! Some minor feedback -
Ultra 1 and Super Messatsu Go Shoryu have the same input, which is D, DF, F, D, DF, F + Any Punch. If you plan to give him another update one day, could you change the input to one of those moves? Example: Super Messatsu Go Shoryu can be changed to F, D, DF + 2 punches or something. Just a small suggestion.
Anyway, thanks for the update! You're improving steadily!
I saw XD, is a little mistake but this ones is
Messatsu Gou Shoryu: D, DF, F, D, DF, F + Any Punch
Ultra 1: D, DF, F, D, DF, F + 2 Punches
Oh ok then XD thanks, Chuchoryu.
CROSMOSGUAN
Posts : 19 Join date : 2015-01-14 Age : 38 Location : VALLENARTE
Subject: Re: CvS Shin Oni UP 2015!!! August 20th 2015, 2:54 am
hermoso trabajo master!!!
Mistah Jorge
Posts : 2356 Join date : 2013-07-04 Age : 26 Location : Portugal
Subject: Re: CvS Shin Oni UP 2015!!! August 21st 2015, 7:11 pm
chuchoryu wrote:
REALLY THANKS MI AMIGO!! thsi help to much for the upgarde version...now the Tatsumaki have a 32 hist combo, I need to change this one, nice work in the Shoryuken mi amigo, adding now
It's something about the juggle system, like: juggle points
First: in the characters stats (life, attack, deffence, etc...) there should be a line thats is writen: airjuggle = 15 (15 is the normal number for juggle points, if your opponent is falling you can still keep him in the air by beating him as long as you have enough juggle points, some moves spend more juggle points than others.
This is where juggle points are used, any hittable move should spend juggle points, in the beggining of a state: (yes i took this statedef!... please don't sew me )
[Statedef 220] type = S movetype = A physics = S juggle = 8 (if you use this move, you spend 8 points, so you will only have more 7 more, points to spend, wonder why sometimes you cant hit an opponent in the air no matter what? well you're out of juggle points, so NO MORE JUGGLE FOR YOU) anim = 220 velset = 0, 0 poweradd = 18 sprpriority = 1 ctrl = 0 facep2 = 1
One more thing to point out: normally, normal and special moves costs 8 juggle points, ex special moves costs 7 points, and super moves costs 6 points, it's not always the case tough, you can change the juggle points a move needs or change the value of max juggle points This is very usefull to controll and limitate combos, use this advice i give you and you characters will improve
chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: Re: CvS Shin Oni UP 2015!!! August 31st 2015, 10:26 am
Mistah Jorge wrote:
chuchoryu wrote:
REALLY THANKS MI AMIGO!! thsi help to much for the upgarde version...now the Tatsumaki have a 32 hist combo, I need to change this one, nice work in the Shoryuken mi amigo, adding now
It's something about the juggle system, like: juggle points
First: in the characters stats (life, attack, deffence, etc...) there should be a line thats is writen: airjuggle = 15 (15 is the normal number for juggle points, if your opponent is falling you can still keep him in the air by beating him as long as you have enough juggle points, some moves spend more juggle points than others.
This is where juggle points are used, any hittable move should spend juggle points, in the beggining of a state: (yes i took this statedef!... please don't sew me )
[Statedef 220] type = S movetype = A physics = S juggle = 8 (if you use this move, you spend 8 points, so you will only have more 7 more, points to spend, wonder why sometimes you cant hit an opponent in the air no matter what? well you're out of juggle points, so NO MORE JUGGLE FOR YOU) anim = 220 velset = 0, 0 poweradd = 18 sprpriority = 1 ctrl = 0 facep2 = 1
One more thing to point out: normally, normal and special moves costs 8 juggle points, ex special moves costs 7 points, and super moves costs 6 points, it's not always the case tough, you can change the juggle points a move needs or change the value of max juggle points This is very usefull to controll and limitate combos, use this advice i give you and you characters will improve
I saw mi amigo, sure I change this for a better upgrade
NinjaRyu
Posts : 372 Join date : 2012-12-14
Subject: Re: CvS Shin Oni UP 2015!!! September 3rd 2015, 10:38 pm
thank you
chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: Re: CvS Shin Oni UP 2015!!! September 4th 2015, 10:08 am
But Oni need more moves
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: CvS Shin Oni UP 2015!!! September 5th 2015, 8:36 am
Hey I found a YT video showing an edit of my Custom SSFIV Oni:
It looks like the video maker, "Luis Javier Baque Gonzales", has been updating it big time! I want to have this "Luis' edit"..........
chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: Re: CvS Shin Oni UP 2015!!! September 7th 2015, 12:12 pm
borewood2013 wrote:
Hey I found a YT video showing an edit of my Custom SSFIV Oni:
It looks like the video maker, "Luis Javier Baque Gonzales", has been updating it big time! I want to have this "Luis' edit"..........
WOW! Oni have more diffrent combos, I have A LOT of work for Oni mi amigo, this video help to much bro