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Akuma-Gouki-Good Ghost (POTS / Modified by Beterhans) May 02 2020

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About This File

Masterpiece of Akuma by Beterhans using Phantom.of.the.Server Akuma as base

Customized version of Capcom's Gouki from the Capcom vs SNK series
You Must use Mugen 1.1b to run this Character.

This character contains 2 modes

Default and Super/Shin

Default: any button

Super/Shin: Start + any button or Hold back while loading


What's New in Version May 02 2020   See changelog

Released

=====<Version History>=====
<May 02 2020>
Fixed a lot of code error which detected by FF3.5
Fixed some duplicated HitBox may crash MUGEN 1.1 by


<Aug 29 2019>
LV3 Super now can be performed when you have only 30% of your life and have 1 bar of power
Ultra Tenchi Sokaigen now have a better kanji finish.

<Dec 6 2108>
Added Ultra Tenchi Sokaigen for super Akuma
bug fix for mugen 1.1
Adapt the AI


<Dec 20 2016>
Add .Shin Shun Goku Satsu for super akuma
bug fix

<June 10 2016>
Fix a bug on hadoken may not fire out at the edge of the zoomed stages
add super move's kanjiname

<Mar 11 2016>
Update for mugen 1.1 beta 1

<Jun 7 2015>
-Special Intro vs my Awakened Morrigan

<Aug 7 2014>
-Team AI Framework

<v.3.7> (Unofficial Release by BeterHans) Aug 01 2014
-Bug fix
-AI OC Combo

<v.3.6> (Unofficial Release by BeterHans) Feb 16 2014
-Bug fix
-Quote vs Morrigan

<v.3.51> (Unofficial Release by BeterHans) October 27 2011
-Offer 2 additional def file for normal or super only mode
-Put more restrictions on normal Akuma to make him like a normal one
-Damage and Damage scaling system updated to match SF4 stands.


<v.3.5> (Unofficial Release by BeterHans) October 09 2011
-Airborn SGS
-A.I. update
-Bug fix

<v.3.2> (Unofficial Release by BeterHans) July 15 2010
-Story Board added
-Resurraction bug fixed
-A.I. Now Scaleable with MUGEN Settings. He could be not too hard to beat if you set Difficulty to 1
-New Dizzy System

<v.3.00> (Unofficial Release by BeterHans) June 19 2010
-MultiMode added. you can use him as Normal akuma.
-SF3 Guarding system and Red parry added.
-new Walking AI and Jumping AI like GM's characters

<v.2.9> (Unofficial Release by BeterHans) June 08 2009
-Simul Mode AI with My Chun-Li JJ
-no Helper Bug fix
-Special into with my Chun-Li in Simul mode added

<v.2.8> (Unofficial Release by BeterHans) December 07 2008
-AI Parrys depend on distance and life
-AI won't keep guarding if he is on the back of his enemy
-AI won't keep guarding when opponent is using charge attack.
-AI got new combos
-new white palette
-Attack increased
-added some supercancels
-super arts cost less power than before
-Sounds upscaled to 44.khz
-Shun Goku Satsu now invincible


<v.2.7>
- No longer glitches Catwalk
- Jigoku Fuusha now always shows its miss anim
- Taunt knocks down again
- Fixed a mistake that made Tenma Shinzui Heki automatically face P2
- Cleaned up the Kongou Kokuretsu Zan sprite edits a bit
- Can now cancel into Zenpou Tenshin, Hyakki Shuu and Tenma Shurettou
- Tenma Shinzui Heki deals even less damage, because you can add any attack after it to reach
or even surpass Lv1 Super damage, not to mention resetting air combos to the ground
- Can no longer use more than one Gou Shoryuken in a juggle (previously combos like 
Shoryuken -> Super -> Shoryuken were too powerful), unless of course you use Tenma Shinzui Heki
to get a free juggle
- Changed the damage of his main specials to CFJ values, SFZ2 values (or was it 3...) were too
high considering what my version can do
- Special intro versus my Nash
- Fixed priority on Tenma Shurettou, it previously sometimes lost to the opponent's attack, now
it'll always either beat it or trade hits


<v.2.6>
- Kongou Kokuretsu Zan can no longer be air guarded
- Easier air combos
- Jumping Fierce and Roundhouse knock down the opponent in combos
- Tatsumaki Zankuu Kyaku now has a short invulnerability time as it starts
- Back dash is now a bit longer
- Tenma Shinzui Heki now works better at starting/extending combos and has less recovery time,
but also does a lot less damage
- Tweaked the hit velocities on strong Shoryuken moves so that you can't follow them up before
the opponent touches the ground
- All aerial Super moves can now be done from Hyakki Shuu
- Can no longer be dizzied
- As a result from the damage changes I did to most of my older chars, his specials now do more
damage while his supers do less
- His taunt now only increases the damage for one hit, like in SF3 (doesn't work with Misogi
and projectiles though)
- Attacks now ignore juggle points when OTG'ing the opponent. I didn't spot any infinite caused
by this, but let me know if you do
- Changed how to combo from Hyakki Gou Sai, it can now only be canceled with Supers, but still
allows juggling with specials


<v.2.5>
- Tweaking, bug fixes and balance changes
- Made his A.I. a bit more like in his game appearances, you'll now see him using his specials
and supers mostly just to counterattack or combo


<v.2.33>
- Some fixes and tweaked stuff
- Added Negative Edge to Hyakki Shuu's variations
- Tenma Shurettou now counters attacks according to where they hit Gouki, not to their type
- Gouki now autofaces the opponent when Super Cancelling Tenma Shinzui Wari
- Re-added the MvC-style Tenma Gou Zankuu
- Shun Goku Satsu no longer deals damage according to the opponent's maximum life points
- Dhalsim can now break out of Shun Goku Satsu
- You can now mash buttons to prevent the opponent from breaking out of Shun Goku Satsu


<v.2.25>
- Some fixes and tweaked stuff
- Vega now has two possible speeches instead of just one
- Added super portrait for Lv3 Supers
- Added Jigoku Fuusha
- Added Tenshou Kaireki Jin
- Shun Goku Satsu now deals 60% damage to normal opponents and 80% to evil characters (see
Other Info), no matter how much life and defence they have >=)
- Shun Goku Satsu can no longer be canceled from a connecting normal attack, but now it can 
from Ashura Senkuu
- Rugal can no longer evade Shun Goku Satsu, and now takes extra damage from it. God Rugal
remains the same though
- Tenma Shinzui Wari can now be done from Hyakki Shuu
- Changed a lot of guard flags
- Kongou Kokuretsu Zan's second half is now air blockable
- Added Negative Edge
- Added special intro vs my Vega
- Increased hitvels. Harder to chain now, but the char feels more solid and balanced
- Slightly increased Gou Shouryuu Ken's range, for smoother cancels
- Replaced Original Combo with Excel Combo
- Added Aerial Launcher when Excel Combo is active

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