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T2X

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Posts posted by T2X

  1. Sogetsu Kazama


    One of the older versions of Sogetsu Kazama, this one based on his Slash mode. He has all his special and super moves from said game. He also has Kazuki as a striker, plus an original hyper as seen in the screenshot.

    Included is a big patch that does the following:

    - changes button remap (the original version had reversed buttons)

    - slight combo changes

    - some projectiles / helpers limit

    - strict super usage (powerbar!)

    - slowdown in few supers for a dramatic effect

    - an challenging AI (?)

    - and some miscellaneous things.


     

  2. Chun-Li


    A rare version of Chun-Li made by Adamskie, this one based on both X-Men vs. Street Fighter and Street Fighter Alpha 2 (accessed by holding START + any button). She has all her attacks from both modes, plus her voice samples from SFA3. (Also, you can dash and do more things while in SFA2 mode, so you can play both offense and defense more effectively.)

    Included is a patch that fixes the common1.cns issues, plus sounds for the Kikouken and an AI patch.


     

  3. Mai Shiranui


    A classic version of Mai Shiranui from Fatal Fury Special, made by Falchion22. She has all her special attacks and desperation move from said game.

    However, like Terry and Andy, her desperation move is now a QCFx2 + Kick motion and does not require low health, only one super bar. Plus she can do the Musasabi no Mai in the air (QCB + Kick) and has a guard counter attack like KOF.

    As an extra, she has a custom AI patch made by yours truly.


     

  4. Vanessa


    A semi-custom version of Vanessa, based on The King of Fighters 2001. She has all her attacks from said game, plus an original reversal hyper.

    She has six strikers, which are in the following order: Kyo, Iori, Heavy D!, Duck King, Seth and Another Iori. (you need to press START when the match begins)

    Also, as an extra / secret feature: she has a CvS2 mode with both A and K-Grooves. You need to press Down x4 rapidly for the A-Groove and Up x4 rapidly for the K-Groove. Once you input the motions, she flashes white for a split-second, thus you get said groove / mode. Her moveset changes slighty, so be prepared. (plus '01 mode with Right x4)
     

    Spoiler

     

     ________________________________________________________________________
    /Vanessa for Mugen                              The King of Fighters 2000

                        by [Vanessa]

            Weeee~!!  I can finally make myself!!  :)
            -[Vanessa]

            CrazyForSF, you fucking suck.
            -[Hayte]


     ________________________________________________________________________
    /Installation
    1. Put the Vanessa files in your /chars/Vanessa directory.
        Vanessa00.act
        Vanessa01.act
        Vanessa02.act
        Vanessa03.act
        Vanessa04.act
        Vanessa05.act
        Vanessa.air
        Vanessa.cns
        Vanessa.cmd
        Vanessa.def
        Vanessa.sff
        Vanessa.snd

    2. Add her to your select.def


     ________________________________________________________________________
    /Movelist

    **KoF-Grooves**

    -System Techniques
      Chouhatsu            BC
      Roll Forward            AB
      Roll Backward            4 AB
      Knockdown            CD
      j. Knockdown            CD [air]
      POW Mode            Attack button + AB/CD ('98 only)
      Guard Cancel Roll Forward    AB while guarding
      Guard Cancel Roll Backward    4 AB while guarding
      Guard Cancel Knockdown    CD while guarding
      Safe Landing            AB while falling, near ground (all but A)

    -Basic Attacks
      Light Punch            x
      Strong Punch            y
      AB                z
      Light Kick            a
      Strong Kick            b
      CD                c

    -Basic Throws
      Dynamite Puncher        4/6 C
      Clench Puncher        4/6 D

    -Basic Techniques
      One-Two Puncher        6 A
      Sliding Puncher        3 B

    -Special Moves
      Machine Gun Puncher        41236 Punch (rapidly tap Punch)
      Parrying Puncher        623 Punch
      Dash Puncher            4.6 Kick
      Puncher Weaving        214 Punch (hold it to delay it)
       Dash Puncher            6 Punch
       Parrying Puncher        4 Punch
       Puncher Vision Forward    6 Kick
       Puncher Vision Backward    4 Kick
      Puncher Vision Forward    236 Kick
       Puncher Upper        6 A
       Puncher Straight        6 C
       Puncher Weaving        4 Punch
      Puncher Vision Backward    214 Kick
       Puncher Upper        6 A
       Puncher Straight        6 C
       Puncher Weaving        4 Punch

    -Desperation Moves
      Champion Puncher        236236 Punch
      Crazy Puncher            2141236 Punch
      Reverse Puncher        2141236 Kick

    **CvS2-Grooves**

    -System Techniques
      Taunt                Strong + Forward
      Roll Forward            Jab + Short (A only)
      Just Defend            Guard at the last second (K only)
      Variable Combo        Fierce + Roundhouse (A only)
      RAGE                Get hit a lot (K only)
      Safe Landing            AB while falling, near ground

    -Basic Attacks
      Jab                x
      Strong            y
      Fierce            z
      Short                a
      Forward            b
      Roundhouse            c

    -Basic Throws
      Dynamite Puncher        4/6 Fierce
      Clench Puncher        4/6 Roundhouse

    -Basic Techniques
      One-Two Puncher        6 Strong

    -Special Moves
      Machine Gun Puncher        41236 Punch (rapidly tap Punch)
      Parrying Puncher        623 Punch
      Dash Puncher            623 Kick
      Puncher Weaving        214 Punch (hold it to delay it)
       Dash Puncher            6 Punch
       Parrying Puncher        4 Punch
       Puncher Vision Forward    6 Kick
       Puncher Vision Backward    4 Kick
      Puncher Vision Forward    236 Kick
       Puncher Smash        6 Jab
       Puncher Upper        6 Strong
       Puncher Straight        6 Fierce
       Puncher Weaving        4 Punch
      Puncher Vision Backward    214 Kick
       Puncher Smash        6 Jab
       Puncher Upper        6 Strong
       Puncher Straight        6 Fierce
       Puncher Weaving        4 Punch

    -Desperation Moves
      Champion Puncher        236236 Punch
      Crazy Puncher            2141236 Punch
      Reverse Puncher        2141236 Kick

    Puncher Straight is a wire damage attack.

    '01-Groove cannot do Reverse Puncher.

    If you hold a kick button during the Reverse Puncher, the punch will come
     out nearly immediately.

    In all Grooves but '01, the lightest strength Parrying Puncher is an
     overhead attack.


     ________________________________________________________________________
    /Grooves

    Vanessa has four Grooves.  To access them, you must do a code during her
     intro on the first match.  Her default Groove is always '98.

    -KoF: Four-button
     '98-Groove
       [Right, Up, Left, Left, Up]
       Runs on the KoF '98 fight system, with POW MAX.

     '01-Groove
       [Up, Right, Right, Up, Right]
       Runs on the KoF '01 fight system, with DM cancels.

    -CvS2: Six-button
     A-Groove
       [Down, Left, Up, Left, Down]
       Runs on the CvS2 A-Groove system, with Variable Combos.

     K-Groove
       [Left, Left, Right, Down, Up]
       Runs on the CvS2 K-Groove system, with the RAGE meter.
       Since this Groove doesn't use the standard power meter, you have to
        toggle it on or off with Strong+Forward.


     ________________________________________________________________________
    /Strikers

    Vanessa has six strikers to choose from.  To pick one, press Start during
     the intro of the first match.  In this system, you may pick one striker
     to use.  The striker has a fatigue bar that determines which attack the
     striker will perform.  There are three possible moves.  When doing an
     attack or getting hit, the striker's fatigue bar decreases a bit.  If
     the striker is hit with nothing in the bar, he will be KO'd. Each round
     begins with one third of the fatigue bar full.  While not in play, the
     striker will slowly regain meter.

    -Kyo Kusanagi
      Strong: Fierce Blows - A three-hit combo that ends in a massive kick.
      Medium: Strong Blows - A fire punch and a Yamibarai.
      Weak: Hikigane - One massive punch.

    -Iori Yagami
      Strong: Sakazuki - One big pillar of fire.
      Medium: Stasis - A grab attack that freezes the enemy, and may be
                        mashed out of.
      Weak: Aoi Hana - A three-hit combo.

    -Heavy D!
      Strong: D! Rush - A small combo followed by a big punch.
      Medium: D! Magnum - One big punch.
      Weak: Upside-Down Combo - An uppercut, followed by an overhead smash.

    -Duck King
      Strong: Duck Combo - A Duck ball followed by a vacuum flare.
      Medium: Vacuum Flare - The classic breakdance move!
      Weak: Head Spin - Duck King attacks the opponent in a flying ball.

    -Seth
      Strong: Irimi-Nadazuki - A smaller version of his DM.  It's long.
      Medium: Sho-Yoh - A jump-in kick, followed by a launching uppercut.
      Weak: Kyu-Getsu - A dash knee into a spin kick.

    -Another Iori
      Strong: Time Bomb Tsumagushi - If the move connects, the bomb is set.
      Medium: Tsumagushi Type I - A jump-in kick, a launching Tsumagushi.
      Weak: Tsumagushi Type II - A jump-in kick, a grounding Tsumagushi.


     ________________________________________________________________________
    /Combos

    KoF
    [Corner] c. B, c. A, One-Two Puncher, Call Iori Beta, walk forward, c. B,
     c, A, One-Two Puncher, Call Iori Gamma
    [Corner] c. D, One-Two Puncher, Call Another Iori Beta, Crazy Puncher
    [Corner] c. B, c. A, One-Two Puncher, Call Kyo Beta, walk forward, sc. C,
     One-Two Puncher, Machine Gun Puncher, Call Kyo Gamma.
    sc. C, One-Two Puncher, Machine Gun Puncher, Call Another Iori Beta,
     Crazy Puncher
    sc. C, One-Two Puncher, Machine Gun Puncher, Call Another Iori Beta,
     SDM Reverse Puncher, Reverse Puncher

    CvS2
    [Corner] c. Short, s. Jab, Short Dash Puncher, s. Strong, Call Heavy D!
     Alpha, dash back, Jab Parrying Puncher
    c. Short, c. Strong, Short Dash Puncher
    [Corner] s. Strong, Jab Parrying Puncher, Call Another Iori Beta/Gamma,
     s. Strong, Reverse Puncher
    [Corner] c. Short, c. Jab, s. Jab, Short Dash Puncher, Call Heavy D!
     Beta, Reverse Puncher
    [Corner] Activate VC, c. Short, c. Strong, c. Roundhouse, Short Dash
     Puncher, s. Jab, Machine Gun Puncher, s. Jab, Machine Gun Puncher,
     s. Jab, Machine Gun Puncher, Crazy Puncher


     ________________________________________________________________________
    /To Do

    Fix two-hit one-CLSN1 on s. C/s. D
    fall.x/yvelocity


     ________________________________________________________________________
    /Credits

    -Deuce                For being a fun and helpful guy.
    -[E]                For delicious edits and great gameplay
                    reference.
    -KaKu                For being a good friend and tester, and
                     providing me with many sounds.  ;)
    -Sander 71113            For being a great KoF fan!


     ________________________________________________________________________
    /Contacts

    -[Hayte]
      Website           http://mrev.infara.net
      E-mail            mustardgas@thevortex.com
      IRC channels            SorceryNet: #MRev

    Vanessa, my one and only love...  You are mine forever.

     

    🤨


     

  5. Johnny


    A very rare version of Johnny found somewhere in a compilation on Internet Archive, this one based off Guilty Gear X. Has all his special / super attacks from said game plus some EX moves as well.

    Included is a small patch that fixes the .def file crash plus replaces "movecontact = 1" with "movecontact", etc.


     

  6. Iori Yagami


    A neat custom version of Iori Yagami, based on a mix of The King of Fighters 2001 plus some elements from '97-'98. One of his main changes is his new (edited) darker outfit, which doesn't have the crescent moon crest on the back of his coat for instance.

    Other changes include:

    - a semi-original super mixing both his Ya Sakazuki and Yami Sugi (Yami Sogi, QCFx2 + Punch, one power stock)

    - his Ya Otome SDM from '96-'98 as a hyper (HCBx2 + Punch, must be close to the opponent and requires two power stocks)

    - a hidden (or not) winpose by holding X (bonus points after doing the hyper move from above)

    - and many minor details...


     

  7. Kyo Kusanagi


    An old but good version of Kyo, this one mainly based on The King of Fighters 2000 with a few attacks from '98-99. He has three modes to choose, which are the following:

    - Mix mode (palettes 1, 2, 4, 5; gains Mu Shiki and has both Hikigane)

    - 2000 mode (palette 3; self-explanatory)

    - '99 mode (palette 6, also self-explanatory, does not need to charge to use Hikigane)

    Some differences are that:

    - his cool-looking strong kick from 2000 is cancellable into special/super attacks (Back + A on Mix mode)

    - he only has the Yami Barai (charge B then F + Punch) and Mu Shiki (QCFx2+ Kick, needs two power stocks) in Mix mode, plus you have to charge to use the '99 Hikigane (charge B then F + Kick)

    - his close strong punch cannot cancel into special/super attacks in both Mix/2000 modes (only able to cancel into his command attacks, meanwhile the '99 mode works fine)

    - his overhead kick is not an overhead (?!) but hits opponents in the air


     

  8. Benimaru Nikaido


    A nice version of Benimaru from KOF '97. He has all his attacks from said game, only differences are that:

    - you can cancel into Jackknife Kick from weak/strong close normals (thus you can do a simple combo like this: normal > command normal > special / super. For example: Jumping C or D > Close or Crouching C / D > f.B > Benimaru Coleda / Raikouken )

    - his Electrigger DM/SDMs are performed with QCBx2 Punch

    - and he cannot chain into Handou Sandan Geri after doing his Iai Geri.

    Nevertheless, he is easy and fun to play with.


     

  9. Neo Mai


    An old yet nice version of Mai Shiranui, made by NEOTYPE and Andre Lopes.

    While she does have her known special moves like the Kachosen, Ryu Enbu, Hissatsu Shinobibachi, she gains new several special / super moves from (or similar to) B. Jenet, Freeman, Iori, Jae Hoon, Daimon and Athena. Also she gains the Kagero no Mai from Real Bout.

    Only gripe is said super moves can be hard to perform.


     

  10. Ryu Hoshi


    A superb version of Ryu Hoshi (aka Ryu-X) from X-Men vs. SF - MvC2, very recommendable as it is a fun version to play three modes:

    - the usual one, having as a plus the Denjin Hadouken from SF3,

    - his Burst mode, which can be done by inputting QCF + Fierce + Roundhouse at any time, giving him the Tatsumaki rekka from SFEX, classic Hadoukens and an original super: Ryu's Rave, which if connected you can go crazy on the opponent by doing huge combos. (3 or more super stocks = 100+ hits!)

    - or Evil Ryu, which can be played holding START when choosing Ryu at the select screen.

    Also included is a SFF patch that fixes the palette problems he had. (plus an add004 small portrait)

    Spoiler

    Neo Ryu-X Moves List, Updated for 5/21/06
    Current Progress - 100%

    Note: It's VERY recommended that you make a clean install for Ryu-X.  This is in no way compatible with the old one, only 3 files will be overwritten when you just move them.

    Note 2: Anything regarding Ryu-X is usable.  Host him anywhere you want!  Use his code (But I hope it's to learn to effectively code, yourself O_O)!  Use his sounds!  Just at least mention me somewhere, if you can ;_;.

    The exception to this clause is his sprites.  Actually, I can't really stop you from using them; but I strongly discourage it.  A lot of them are edited sprites taken with permission from other creators of old and I have totally lost track of which ones were ripped and which ones were edited.  So basically, you're allowed to use:

     -Any of Ryu's sprites that were ripped.  Basically, if he has that animation in MvC1 or MvC2; feel free to do whatever you'd like with it ^_^.

     -Any of the sprites -I- edited or created.  This would be the messages for his comboes.  I'm certain I made some of the RYU sprites in the SFF, but see above.  I have no idea what's mine or what's Ryulee's any more :P.

    If the sprite falls into neither of those two categories, it's probably not mine and probably shouldn't be used.

    Neo Release 3b:
     -Ryu is no longer clunky and slow like a mofo O_o.
     -Tweaked various hitvels.
     -Inverted throws?  Whoops!  Fix'd.
     -Killed a stray movecontact = 1 in the launcher state.  This means you'll actually be able to chain it into the super jump.  Wow!
     -Denjin Hadoken charge time lowered to a fairly reasonable level for fast-paced play.  I wondered how anyone could ever get off a max Denjin in a real match with the way it was :P.

    Neo Release 3:
     -Combo Tweaks GALORE.
     -All Guard Push problems fixed.
     -Standing Y can now cancel into a Hop Kick like it's supposed to.
     -Dragon Punch underwent major changes.
     -Shin Shoryuken underwent major changes as well.
     -Better quality super pause portrait.
     -Velocity tweaks for many moves.
     -Required Anims are fixed up.  No more odd positions when Ryu flies up X_x.

    Neo Patch Release 2.5:
     -Tweaked his walking and jumping speed, should be closer to MSH vs. SF now.
     -Hurricane Kicks were tweaked, to be much more accurate (Now blockable!).
     -Some of the attr for the hitdefs were off.  Fixed.
     -Aerial Raves were redone, just as they were for Ken-X.  Completely new aerial rave system, and much, much more accurate.
     -Added Afterimages to the super moves (finally)
     -Finally got a new (and much better looking) super background, thanks to Big Eli King :D.

    Neo Release 2:
     -You can now Guard Push Ryu away while he's performing Shinkuu Hadoken and Messatsu Gou Hadou.
     -Speaking of that, major tweaks made to the Guard Push.
     -Made some tweaks here and there.
     -Fixed the hurricane kick inaccuracy (You should be able to get ctrl after it) and gave Messatsu Gou Shoryu the invincibility for most of the first Dragon Punch.
     -Fixed an inaccuracy in the Collarbone Breaker.
     -Fixed a bug where you didn't need 1000 power to use the Right Hook Alpha Counter.
     -Added the Tenma Kuujin Kyaku and the Shin Ten Kuujin Kyaku to the Evil Mode.
     -Fixed the Alpha Counters.  Now Ryu will grunt properly during an Evil mode Alpha Counter.
     -Rewrote the Recovery Roll, fixing the Rolento bug and making it more accurate in general.
     -Replaced the old Ken jumping away frames with some new edited frames by CPoC!  Now his hairstyle doesen't magically change when he jumps off :P.
     -Added the SF3/NeoPocket SvC style special intro vs. Ken-X!

    Major Changes from the Original Ryu-X, both sprite-wise and gameplay:
     -Full CPS2 Animation (Some areas, like the standing medium kick, were improvised because the CPS2 'quality' animation was 2 frames long :P)
     -Exact (or close) Arcade Ticks.
     -MvC Palette Style
     -All MvC Voices and Sounds
     -All of his gameplay has been completely revamped in the same fashion as Ken-X, including his aerial raves.
     -Added Burst Mode, which affects most all his specials and supers.  Some in little ways, others in big ways.
     -Gave him his MvC landing lag, to balance him out compared to Ken (since Ken's dragon punches are supposed to be better.)
     -Palette based Evil Ryu mode, it's not especially great, but it's the traditional Evil Ryu which is now with a VS. series flair.
     -No more commonryu.cns, so all those bugs concerning compatibility with the newest MUGEN are gone.  


    Commentary:
    Ryu-X was the first and the worst of my characters :P.  To add to that, he wasn't even created from scratch, but modified from Mugenite's SFA2 Ryu (with permission).  Since I updated Ken-X, I decided I needed to revamp this...er...character.  Unfortunately, there was a problem: I didn't even wanna GO into this character's code.  It wasn't anywhere near optimized and not the easiest to navigate.  Oh, and it also didn't help that Ryu-X's palette was pure hell and ruined everything I used for it :P.  So I did the natural thing.  I took my latest Ken-X and used THAT as a base instead, and just reripped Ryu's sprites from Xmen vs. SF.

    Anyways, this is a movelist for Ryu.  Despite the fact that he already has one.  Yah, pretty pointless don't you think?  Even better, just about everyone knows Ryu's moves anyway.  I have no life, so i'm gonna list em all anyway. -.-


    Normal Attacks:

    >A - Short Kick
    >B - Forward Kick
    >C - Roundhouse Kick
    >X - Light Punch
    >Y - Strong Punch
    >Z - Fierce Punch
    >Forward + Y - Collarbone Breaker
    >Forward + B - Hop Kick
    >Forward + Z or Back + Z- Throw (Ryu just throws the opponent over the top of his head.  It's a classic.)
    >(while airborne) Forward + Z or Back + Z- Air Throw (Ryu's only air throw, can only hit the enemy if he's in the air too)
    >Forward + C or Back + C- Kick Throw (Ryu grabs the enemy, and flings him away with a ground throw.  Whee.)
    >Down, Up - Super Jump! (can move in the air during this)
    >Any Two Punches (while guarding) - Guard Push (This pushes the enemy back during a guard, and allows you to get out of tight situations.  Can be done in the air, too.)
    >Down, Downback, Back, Any punch/kick (when falling) - Recovery Roll (This allows for a quick recovery from falling, giving you plently of time to kick the opponent in their head!)

    >Start - Taunt (Ryu randomly uses two different taunts when you push start.  Taunt 1 - Oh, the famous tightening the gloves.  It's dull, but it works.  Taunt 2 - Ryu's MvC Taunt!)


    - Burst Mode Only Basics -

    >Forward + Z - Right Hook (Ryu thrusts his arm forward, and performs a hook!  How's that for style?  It also has other uses, despite it's horrid range...)


    - Evil Ryu Only Basics -

    >Forward + Y - Zugai Hassatsu (It's the Collarbone Breaker, only done with a lot more skill.)

    Specials:

    >D, DF, F, any punch - Hadoken (Hadoken!  Yeah!  Fireball!  Um, anyways, it can be done in the air too.  Pushing X, Y, or Z determines the fireball's speed.)
    >Forward, Down, DownForward, X,Y or Z - Shoryuken (The ever famous dragon punch.  Pushing X, Y, or Z determines how high Ryu can fly, and how high the enemy flies upon impact >:).  Can be done in the air.  Since unlike Ken, Ryu doesen't practice this, it's got some major ending lag.)
    >B, DB, D, DF, F, any punch - Red Hadoken (It does a little bit more damage, and makes the enemy turn red when it hits them.  Whoo.  Well, it makes them fall too.  Can be done in the air, as well.)
    >D, DB, B, any kick - Tatsu Maki Senpuu Kyaku (AKA, Hurricane Kick.  Pushing A, B, or C determines how many hits Ryu dishes out with this.)
    >(While blocking)B, DB, D, any punch - Alpha Counter Shoryuken (Yep, Ryu had Alpha Counters in MvC...well...not really, but it's one of his cooler features, so I didn't want to remove it.  Ryu blocks, and counters with a powerful Shoryuken, at the hefty cost of one level of the super bar.)
    >(While blocking)B, DB, D, any kick - Alpha Counter Trip (Ryu's second Alpha Counter is a lot less flashy, but very practical.  Stop the opponent with a well-placed trip!)
    >D, DF, F, start - Hadoken?! (Dust kicks up off the ground, Ryu prepares his chi, then...?  Where's the fireball?!  Ryu faked you!  Ha!)


    - Burst Mode Only Specials -

    >D, DF, F, any punch - Hadoken (Holy old school!  These are the classic SF2 fireballs.  Mix up the speeds, and create the ultimate fireball fight.)
    >B, BD, D, DF, F, any punch - Red Hadoken (See above.)
    >F, D, DF, any punch - Shoryuken (No differen't from it's normal variation in the least.)
    >D, DB, B, any kick - Tatsu Maki Senpuu Kyaku (Ryu now uses his Dan-like Tatsumaki from SF EX+A.  It has multiple attacks, so keep pressing the button you used to execute it for more hits!  Up to 3 differen't attacks are usable.)
    >D, DF, F, start - Hadoken?! (Same as normal mode's.)
    >(while blocking) Fwd+Z - Alpha Counter Hook (There's a special burst mode Alpha Counter involving the Right Hook.  Despite how it may seem useless...why not experiment with it?  You'll see it's true use soon enough.)


    - Evil Ryu Only Specials -

    >D, DF, F, any punch - Gou Hadoken (It's Hadoken, but now with the power of DARKNESS!)
    >F, D, DF, any punch - Gou Shoryuken (It's a flaming dragon punch with the power of destruction, and...of course, DARKNESS!)
    >B, DB, D, DF, F, any punch - Shakunetsu Hadoken (It's not the flaming fireball we've come to know and love, because sadly, it's been consumed by DARKNESS!)
    >D, DB, B, any kick - Tatsu Maki Senpuu Kyaku (Ok, i'll stop with the darkness stuff.)
    >F, D, DF, any two punches or kicks - Asura Senkuu/Forward (A forward teleport.  Punch buttons are long range, kick buttons are short range.)
    >B, D, DB, any two punches or kicks - Asura Senkuu/Back (A backward teleport.  Punch buttons are long range, kick buttons are short range.)
    >D, DF, F, any kick (in the air) - Tenma Kuujin Kyaku (Evil Ryu has yet to master this move, since he can't quite keep moving when he hits the enemy, and bounces off, but...)
    >D, DF, F, any kick (while rebounding from Tenma Kuujin Kyaku) - Shin Ten Kuujin Kyaku (The lack of skill is simply a ruse on Ryu's part.  He can do this move just fine, and it always crosses up.  Both Kuujin Kyaku's are capable of hitting the opponent while they're lying down, too.)
    >D, DF, F, start - Hadoken?! (Same as the other mode's.)


    Supers:

    >D, DF, F, any two punches - Shinkuu Hadoken (Ryu fires a LARGE beam at his opponent.  Can be done in the air too!  Roll on those buttons to add hits to the beam!)
    >F, D, DF, any two punches - Shin Shoryuken (One of Ryu's most damaging attacks.  If it doesen't touch the enemy for the first hit, Ryu decides to do a normal Shoryuken instead, only it hits around 8 times.  When it DOES hit, that is.)
    >D, DB, B, Any two kicks - Shinkuu Tatsu Maki Senpuu Kyaku (A really strong hurricane kick.  Not much else to say...)
    >D, DB, B, Any two punches - Denjin Hadoken (Ryu builds up all of his chi, now so powerful he's able compress it into a more reasonable fireball.  As he builds it up, you can hold any punch to help him accumulate his chi.  When it builds up to max, Ryu will flash.  Let go to make the ultimate fireball fly, well...not really.  It's the ultimate fireball to kill turtles with, though..as it's true power shines...when guarded!)


    - Burst Mode Only Supers -

    >D, DF, F, any two punches - Shinkuu Hadoken (Holy old school (again)!  What's this?  A five hit fireball, slightly bigger than the normal hadokens?  Can't get better than that!  Bwaha!)
    >D, DB, B, any two kicks - Shinkuu Tatsu Maki Senpuu Kyaku (Not -exactly- the same as it's normal rendition, but pretty close.  Also usable in the air!)
    >D, DB, B, any two punches - Denjin Hadoken (Way different.  It's purpose is still to counter turtlers, but it goes about this a differen't way.  It's unblockable.  No, it does not do anywhere near the amount of damage Shinkuu Hadoken does, but a fully charged Denjin will do good damage and dizzy the opponent.)
    >D, DF, F, any two kicks - Ryu's Rave (At first glance, this may seem like your everyday charge super.  It's not.  It could be considered practically a whole mode on it's own.  The charge attack, if hitting, stuns the opponent, and now it's a game of comboes.  For a limited time, you're free to combo whatever you like, the only limits being: a new timing system, you can't combo the same attack twice in a row, and no crouching/jumping attacks.  You can use modified versions of Ryu's main specials, and even two modified versions of his supers [Be aware that it takes a level of super meter to use one still]!  To cut down on the cheese, this is extremely difficult to connect in a normal game.  It's beginning lag and missing lag is absolutely horrible.  Using it in team battle might be a bit buggy, but to remedy this, the opponent will recover after a certain time if you take too long performing the next hit, and if s/he does, Ryu is guard crushed.  The same goes for hitting Ryu's target away.)


    - Evil Ryu Only Supers -

    >D, DF, F, any two punches (Ground) - Messatsu Gou Hadou (Shinkuu Hadoken only with the power of-...Oh, alright.  I'll stop that now.)
    >D, DF, F, any two punches (Air) - Tenma Gou Shinkuu Ha (Ryu holds his arm forward, and then begins to throw many, MANY fireballs straight forward while floating.  It's not as useful as Tenma Gou Zankuu, but unlike that...you can add more fireballs by button mashing.  Tenma Gou Zankuu is just not Ryu's style anyway.)
    >D, DB, B, any two kicks - Shinkuu Tatsu Maki Senpuu Kyaku (Ryu spins so fast he nearly floats up like a helicopter!  Similar to the Burst Mode Shinkuu Tatsumaki, only much, much faster.)
    >D, DF, F, any two kicks - Messatsu Gou Shoryu (A triple flaming dragon punch.  Can you say Shoryureppa?)
    >Weak Punch, Weak Punch, F, Medium Punch, Strong Punch - Shun Goku Satsu (The Raging Demon.  No, this isn't a special or custom one.)


    What the hell is Burst Mode?
    After putting Burst Mode in Ken and liking the results, I decided that Ryu deserves the same treatment.  No, this does NOT mean that Ryu's Burst Mode is similar to, or even exactly the same as Ken's.  Ryu's Burst Mode reflects his own style of fireballing.  

    >D, DF, F, z+c - Burst Mode

    You can return to normal mode through the same means.  If you'd like a twist in your fighting style that's a differen't than the usual Ryu, turn to Burst Mode.  Ryu's current mode is reset between fights, but not between rounds.


    Special Notes:
    Now, a small session on Aerial Raves.  If you haven't played any Capcom fighter past Marvel Super Heroes, you probably don't know what these are :P.  In order to use an Aerial Rave, you must use a launcher move to launch the enemy into the air, and then jump after them, you will automatically super jump.  Perform any combo you like, timing's the only skill needed.  Ryu's launcher move is his crouching Fierce Punch.  Experiment with this, cause Aerial Raves rock, hands down.  Also, Ryu can do MvC style super cancels, like canceling to a Shinkuu Tatsu Maki when you're still doing the ground half of Shin Shoryuken.


    Uwaa!  There's a female Ryu in the .sff!
    A plea to anyone considering Demitri!  For Midnight Bliss to achieve it's full potential, we had to agree on a set of animation numbers using the Midnight Bliss sprites.  For those who have no idea what I mean: It's a super where Demitri turns the men into women for his personal harem (or if you're a woman he does...something) and sucks their life away.  The two animation numbers i've placed the Midnight Bliss set in are:

    -Animation 5132 (Midnight Bliss Curse - Victim standing there in new form looking dazed)
    -Animation 5133 (Victim when lifted, and life is sucked out)

    It'd be great if people could use this to make a Demitri that's true to the original ^_^.


    Palettes:
    default.act - Ryu's basic palette
    lightblue.act - A light blue mix ensemble
    alpha.act - Liked Ryu's SF Alpha gi better?  Here you go.
    sfa3tan.act - The tan palette in SFA3
    sf2grey.act - Ryu's old Street Fighter 2 grey palette.
    sfa3grey.act - Ryu's SFA3 X-ISM Palette.
    ;These are all evil Ryu palettes, selectable by holding start, choosing these makes you Evil Ryu.
    >evildefault.act - Ryu has been consumed.  All is lost.
    >evilakuma.act - Ryu matches Akuma's gi and skin tone, TWO DEMONS IN ONE!
    >evildarkblue.act - A Dark Blue ensemble, with just a touch of dark hadou...
    >evilken.act - Paying homage to one excellent evil shoto.  COME ON!
    >evilshinryu.act - What Ryu would look like if he stole Shin Akuma's Gi and spraypainted it.
    >evilsfa3.act - Without the proper colors, I tried to recreate the SFA3 palette...and failed!


    Things left to work on:
    >Pending...


    Special Thanks:  
    >I thank Capcom.  Why?  They made Ryu, of course!
    >I thank Mugenite for his Ryu was made into the original Ryu-X.
    >I thank Delita for everything he's done for me ^_^.  Beta tested, helped get timings, he's just an awesome guy :D.
    >I thank Jin Kazama, whose Cammy taught me how to create Aerial Raves.
    >I thank Mappy!  Mappy's Kojiroh Sanada showed me how to use a var to make a charging move after a command!  You rock Mappy!
    >I thank Necromancer, a lot.  He gave me a lot of coding support, which resulted in the guard push, the AI and the button jamming feature!
    >I thank VK and Tenebrous whose Gouki helped me fix up some physics.
    >I thank all the people at the MUGEN Dev and Being Forum.  I couldn't have done a lot of things without their support and advice!
    >I thank Sunboy who helped me out with advice.
    >I thank Mr.Karai, whose MvC effects I used, mostly from his Jin.
    >I thank Majere, whose A-ko and B-ko showed me a way to fix all my Hyper Combo Finish troubles ^_^.
    >I thank Sorrowedge for his awesome tech hit code ^_^.
    >I thank BBHood, CharlzN64, and VinceJ18!  They got some MvC voice quotes for me, which were used in old Ryu-X and i'm grateful for that!
    >I thank Tercero for his MvC falling code.  It helped me out ^^.
    >I thank Jeremy Lee and PiouPiou a lot, because I used quite a bit of sprites that I couldn't get from Xmen vs. SF from Ryulee (with permission).  Thanks!
    >I thank Camrat, whose Anita has basically near-perfect air comboes, which helped me learn how to make better ones, myself..
    >I thank Psyborg, whose Roll has near-perfect air comboes as well...and was the perfect example to finally make an air combo system i'm satisfied with.
    >I thank MystikBlaze, who let me use his edited straight air fireball frames (for the Evil Ryu portion) and whose code I referenced for making the dust trail for a fireball.  Thanks!
    >I thank Mattasaur, who allowed me to use a frame from his Evil Ryu's Dash that I was missing.  Thanks!
    >I thank Ragnarok Nemo, since I modified his dizzy code for the Burst Denjin Hadoken.  Thanks!
    >I thank the Clown Prince of Crime for his edited sprites used in the Midnight Bliss super (see 'Uwaa, there's a female Ryu in the .sff!' section) and the intro with Ken/Sean!  Thanks ^_^.
    >I thank BlacKnight, for introducing me to the Rolento bug.  Note: Use Sysvars in custom states, not variables X_x.
    >I thank Big Eli King, whose Peach's Alpha Charge BG I used.  Thanks!
    >I thank OneSecondAgo for his kindness in hosting Ryu for me while VFXMUGEN is down ^^.

    I couldn't have done it without them ^_^.  There ya go.


    Ok, Ok, REAL Final Note: These are some things I need help with, any help can be appreciated.

    >Bugs: Pending :P.

     


     

  11. Ken Masters


    A superb version of Ken Masters (aka Ken-X) from X-Men vs. SF - MvC2, very recommendable as it is a fun version to play either mode: the usual one or his Burst mode, which can be done by inputting QCF + Fierce + Roundhouse at any time, giving him some original moves from Sunboy's SNKCap Team plus Sean's Hadou Burst.

    Also included is a SFF patch that fixes the palette problems he had. (plus an add004 small portrait)

    Spoiler

    Neo Ken-X Moves list:
    Current Progress - 100%

    Note: Ken-X no longer uses his own common.cns file, so it's VERY recommended that you make a clean install for Ken-X.  Otherwise there may be odd bugs.

    Note 2: Anything regarding Ken-X is usable.  Host him anywhere you want!  Use his code (But I hope it's to learn to effectively code, yourself O_O)!  Use his sprites!  Use his sounds!  Just at least mention me somewhere, if you can ;_;.

    There's a few exceptions regarding the sprites though.  Basically, any sprite I HAVEN'T gotten from other creators (See credits for details on what ones to avoid using) is open.

    Release 6.9b:
     -More tweaks to various vels.
     -Whoops!  I changed the timing of Ryu's intro and forgot to change Ken's!  I really don't like that intro so much anyway these days :P.  Fix'd.
     -Inverted throws?  Whoops!  Fix'd.
     -Pillar now goes the entire height of ANY stage.  Uh, I hope.

    Release 6.9:
     -Ken-X now throws his fireballs with one hand!  This alters his gameplay a bit, as now his fireballs come out slower.
     -Speed tweaks to all of his moves.
     -Tweaks, tweaks, tweaks.
     -Open-source!

    Release 6.6:
     -Made some quick fixes to Ken's Shoryureppa.  It should now OTG.

    Release 6.5:
     -Bugfixes and tweaks galore.
     -Shoryureppa and Shippu Jinrai Kyaku are much more accurate to their MvSF incarnations now.
     -Turns mode intro problem is gone now.
     -Code optimisations here and there.
     -More glaring Vs. system inaccuracies cleaned up.

    Release 6:
     -Tweaked his overall speed, he should be faster now.
     -Redid his hurricane kicks to be more accurate and actually blockable O_O!
     -He now has a pose for Burst Mode, instead of just...well...standing there.
     -Redid the Hado Burst entirely, it looks (and acts) MUCH better now, as well as having a less annoying command.  See below (movelist portion) for details on it.
     -For that matter, all projectile moves were recoded from scratch.
     -Added SFA3's Shoryureppa Sample to replace the current one.
     -Added Puzzle Fighter's Taunt Sample to replace the current one (Pocket Fighter Taunt).  Hey, it's a lot closer to his VS. voice than SF3's is.
     -Put in some other MSH vs. SF Samples, one to replace the out of place SF3 'Yay!' in a win pose.
     -Now with his MSH vs. SF Win pose.
     -He has a second turns mode intro now and I fixed a small bug in the existing turns intro you probably wouldn't notice without debug on.
     -Some of the attr for the hitdefs were off.  Fixed.
     -Recoded the Shoryureppa, and made it Button-mashable ala MvC2.
     -Added Afterimages to the supers (Finally).
     -Redid the Aerial Raves AGAIN.  NOW they satisfy me.
     -Put in a MUCH better super background, thanks to Big Eli King ^_^.
     -MSH vs. SF's Dragon Punch sprites are go, and with them came a whole lot of fixes to the dragon punches, including making the flames explods!
     -Dumped the Ryu palette and replaced it with a 'grey' one.
     -Pausetimes now accurate!
     -Edited more animation frames for the Shin Tatsumaki.  Now fully animated!
     -Shippu Jinrai Kyaku is now mashable as in MvC2.
     -Big Gameplay tweaks to Rolling Strike, see below (movelist portion) for details.
     -Shoryureppa now has a Burst Mode version, see below (movelist portion) for details.
     -All Guard Push problems fixed.
     -Fixed some glaring inaccuracies in the Vs. gameplay system I have.
     -Required Anims are fixed up.  No more odd positions when Ken flies up X_x.
     -New Xmen vs. SF style knockdown states, modified from Sunboy's Marvel Knockback states.
     -Full frame dusts and gethit flames are go.
     -The 'trip into special move' comboes were canned as in Xmen vs. SF.

    Release 5:
     -More hitbox tweaking, now the priorities should be normal.
     -Got MSHvSF's voice quotes for the Shippu Jinrai Kyaku.
     -Some minor tweaks to certain moves.
     -Fixed the Air Hadoken's Physics.
     -Bug in the air attack animations fixed.
     -Air Comboes completely revamped, should be WAY more accurate now.
     -To reduce bugs based on new common1.cns additions in new MUGEN versions, I got rid of the special common file, and copied all edited common states into the main file.
     -Timings were tweaked in the commands.
     -Fireball Dust trail added, thanks to MystikBlaze!
     -New Shinryuken Pillar, thanks to MystikBlaze!
     -The Burst Mode Standing Animation is now timed as it is in SFA3.
     -Added Ken's SFA3 Fake Move!
     -Optimizations here and there.
     -Added Ken's Midnight Bliss sprites.
     -Fixed up Ken's Air Hurricane Kicks
     -Fixed the bug where you'll never turn to face the enemy if you continuously jump.
     -Shoryureppa is invincible during most of the first dragon punch, like in the games, and the air hurricane kick gives you ctrl when you finish it now.
     -Rewrote the Recovery Roll, fixing the Rolento bug and making it more accurate in general.
     -Added the SF3/NeoPocket SvC style special intro vs. Ryu-X!

    Patch Release 4.2:
     -Fixed the bug with the roundhouse kick against characters whose anim 5030 specifies a -1 Animtime instead of a looptime like they're supposed to have :P, they will no longer go flying through the floor.  Thanks, ChairmanKaga!
     -Added Clsn2 boxes to Ken's arms and such for his basic attacks, like I was supposed to ^^;
     -Completely fixed Ken's turns intro, thanks to BBHood!
     -Fixed up Rolling Strike and Ken's Dash so you don't 'float' temporarily when you're hit while using it.

    Patch Release 4.1:
     -Fixed Shippu Jinrai Kyaku's Poweradd Problem
     -Fixed the Turns Mode Intro

    Release 4:
     -Air Comboes slightly tweaked (may not notice any difference).
     -Special/Super move dust now shows up when you use Rolling Strike.
     -Tweaked both dashes, and what they can chain into/from.
     -Fixed the 'Invalid State 51' bug.
     -Remembered to get rid of that poweradd this time ^^;;;
     -Fixed the super jump commands.
     -Fixed a Hyper Combo Finish bug in the Shippu Jinrai Kyaku.
     -Alpha Counters giving you power?  Eeee, fixed.
     -Gave him a really dumb ending :P.  It's my first storyboard, here!
     -Found a way to control the defencemul for supers, and did so.
     -Special intro vs. Evil Ken added!
     -Turns mode intro added!

    Major Changes from the Original Ken-X, both sprite-wise and gameplay:
     -Full CPS2 Animation (Not much better than he was...but...)
     -Exact (or near) Arcade ticks for the animations.
     -Completely redid his ENTIRE combo system.  He plays NOTHING like he used to, combo-wise, and is much more accurate.
     -Made the variance in damage/speed for Ken's fireballs much more noticeable, for strategy purposes.
     -Redid his damaging ability, before he was just plain ridiculous.
     -Redid his throws, they are now "Tech-hittable".
     -He now has correct required and gethit sprites as well as the correct falling animations, etc.
     -Redid that crappy MvC knockdown code completely, it's MUCH more accurate now.
     -No more MvC hitsparks, i'll say it again, I HATE them.
     -Burst mode, need I say more?
     -I got rid of the Sean Helper, and put Burst mode in it's place.  I can't do the team super like  I wanted, but I did SOMETHING original.

    Commentary: Ken-X was my second character, originally modeled after CharlzN64's excellent SFA style Ken.  How neat!  With the advent of Xmen vs. SF's decryption and much more experience in character making on my part, I finally gave poor Ken the update he deserved.  I completely redid him from the top.  Reripping most of his sprites, recoding all his animations with the exact Arcade ticks (or as close as I could get).  All that time sitting there collecting dust was worth it, as Ken-X is now happy, shiny and new as well as having full CPS2 animation and being MUCH better made (and he'll load faster too!).  Neo Ken-X, as was the old Ken-X, is supposed to emulate his MSH vs. SF and above incarnations.

    Ah well.  This is a movelist for Ken.  Ain't that great?  Movelists for people with movelists and whose moves everyone knows!  YAY!  Well.  I'm still writing it anyway.


    Normal Attacks:

    >A - Short Kick
    >B - Forward Kick
    >C - Roundhouse Kick
    >X - Light Punch
    >Y - Strong Punch
    >Z - Fierce Punch
    >Forward + Z (close) - Rolling Throw (there is also an air version of this throw)
    >Back + Z (close) - Rolling Throw (Same, except there's no turn)
    >Forward + C (close) - Knee Press Nightmare (a joke.  It's a knee throw)
    >Back + C (Close) - Knee Throw (Same, except there's no turn)
    >Forward + B - The Ever Famous Axe Kick
    >Down, Up - Super Jump! (Can move while in the air during this)
    >Any Two Punches (while guarding) - Guard Push (This pushes the enemy back during a guard, and allows you to get out of tight situations.  Can be done in the air, too.)
    >Down, Downback, Back, Any punch/kick (when falling) - Recovery Roll (This allows for a quick recover from falling, giving you plently of time to kick the opponent in their head!)

    Start - Taunt (Random: One is his usual taunt - Ya ta de!, the other is a modified version of his Pocket Fighter Taunt, which holds a neat little surprise if the opponent...)


    - Burst Mode Only Basics -

    >Forward + C - Ushiro Mawashi Geri (A spin on the Strong kick, Ken spins then thrusts his foot forward to knock the enemy all the way into the wall.  Difficult to combo due to it's beginning lag, but worth it.)


    Specials:

    >Down, DownForward, Forward, X,Y or Z - Hadoken (Ken's version of Ryu's fireball modified to be like Sakura's version of Ryu's fireball.  Lemme catch my breath a moment, now.  The fireball is weaker than Ryu's, but much faster.  Pushing X, Y, or Z controls how fast it goes and when it dissipates, as well as it's power.  Z is the weakest, but almost goes across the screen, and is the fastest.  X is the strongest, but slowest, and barely goes beyond one of Dan's fireballs.  Y is in between.  How bout that?  Oh, In the air, Ken throws it downward kinda like Akuma.)
    >Forward, Down, DownForward, X,Y or Z - Shoryuken (Unlike Ryu, this is Ken's area of expertise.  So, naturally, it's much stronger than Ryu's dinky version.  Pushing X, Y or Z control how high Ken flies...but Y makes Ken's fist burn when he does it and Z lights him on fire.  Behold the power of Ken.)
    >Down, DownBack, Back, A,B or C - Tatsu Maki Senpuu Kyaku (Ken's Hurricane Kick was modified to fly upward diagonal instead of forward like Ryu's.  Why?  To make him like Sakura.  Well, Sakura's hurricane kick wasn't as cool as this anyways.  Pushing A, B or C controls it's arc, and how strong it is.  Also, at the end, Ken does an Axe kick which knocks the enemies into the ground.  Nifty!)
    >(While blocking)Back, Downback, Down, Any punch - Alpha Counter Shoryuken (Alpha Counters rock!  So I kept this one.  Ken counters any attack with a Shoryuken.)
    >(While blocking)Back, Downback, Down, Any kick - Alpha Counter Tatsumaki (Ken gives them a taste of fire when he counters with this flaming hurricane kick.)
    >Down, DownForward, Forward, start - Fake Rolling Strike (Ken tumbles over, and doesen't do much else :P)

     

    - Burst Mode Only Specials -

    >D, DF, F, any punch - Rolling Strike (Ken dashes into a roll [you can move through the opponent and avoid hits during the dash, so it doubles as a dodge] and then rolls into a launcher.  You can cancel the roll portion to perform a super provided you have the power stock.  From the launcher...)
    >(during Rolling Strike) D, DF, F, any punch - Rasen (...Ken will do an uppercut launching them into the air, like a Shoryuken, only better.)
    >(during Rolling Strike) D, DF, F, any kick - Hurricane Kick (Timing is required if you want to get this move at it's full potential, if you're too late, you wont get all the hits.)
    >D, DB, B, any kick - Hurricane Kick (The hurricane kicks become vastly differen't in Burst Mode.  A's arcs upward similar to normal mode's hurricane kick, but has no axe kick at the end,  B's goes straight up (albeit not as high as A's) and can hit on both sides which is useful in simul team battle, and finally C's is like the classic Ken hurricane kick.)
    >F, D, DF, any punch - Shoryuken (There's no reason to mention this move as it's exactly the same.  Funny.)
    >Both Alpha Counters remain the same.


    Supers:

    >Down, DownForward, Forward, Any two punches - Shoryureppa (Ken's ultimate adaptation of his Dragon Punch shows him to be absolutely nuts with it.  Ryu wishes he could do this as good as Ken does...but Ryu likes his fireball and hurricane kick better anyway.  You can button mash during the final dragon punch for more damage and hits!)
    >Down, DownBack, Back, Any two kicks - Shippu Jinrai Kyaku (Ken goes nuts with a wild kicking combo.  This, hands down, is Ken's most powerful super.  Can't get better than this one..and you can even button mash during the final hurricane kick portion for more damage and hits!)
    >Down, DownForward, Forward, Any two kicks - Shinryuken (Ken does a literal Rising Dragon Fist.  He spins so fast it flies him high in the air with it too.  Roll on the buttons and see if you can add more hits to the carnage!  BURN!)


    - Burst Mode Only Supers -

    >D, DF, F, any two punches - Shoryureppa (It might be slower than normal mode's at the start, but don't let that fool you!  It's range, power and speed grow with each consecutive dragon punch.  Like normal mode's, however, you can button mash during the final dragon punch.)
    >D, DB, B, any two kicks - Shippu Jinrai Kyaku (Exactly the same as it's normal rendition.)
    >D, DF, F, any two kicks - Shin Tatsu Maki Senpuu Kyaku (The ultimate hurricane kick!  A flaming spin that goes straight up :P, can hit on both sides, too.)
    >D, DB, B, any two punches (ground or air) - Hado Burst! (Ken's only means of using a fireball in Burst Mode.  Don't be fooled by it's small size, you wont like it when it hits you and it's a fast little bastard.  It's also his most comboable super, due to the fact that it's usable in the air too.)


    What the hell is Burst Mode?
    Ken's SF3 form, based on Sunboy's SNKCap team Ken.  It's basically a neat twist for those who'd rather have something differen't.  Besides, Hado Burst alone isn't gonna cut it as something more original.  So I made the whole mode.  It's usable through a Ryu MvC esque string.  

    >D, DF, F, z+c - Burst Mode

    You can return to normal mode through the same means.  If you'd like a twist in your fighting style, turn to Burst Mode.  Ken's current mode is reset between fights, but not between rounds.


    Special Notes:
    Now, a small session on Aerial Raves.  In order to use an Aerial Rave, you must use a launcher move to launch the enemy into the air, and then jump after them.  Perform any combo you like, timing's the only skill needed.  Ken's launcher move is his crouching Fierce Punch.  Experiment with this, cause Aerial Raves rock, hands down.  


    Uwaa!  There's a female Ken in the .sff!
    A plea to anyone considering Demitri!  For Midnight Bliss to achieve it's full potential, we had to agree on a set of animation numbers using the Midnight Bliss sprites.  For those who have no idea what I mean: It's a super where Demitri turns the men into women for his personal harem (or if you're a woman he does...something) and sucks their life away.  The two animation numbers i've placed the Midnight Bliss set in are:

    -Animation 5132 (Midnight Bliss Curse - Victim standing there in new form looking dazed)
    -Animation 5133 (Victim when lifted, and life is sucked out)

    It'd be great if we could use this make a Demitri that's true to the original ^_^.


    Palettes (palettes you need to hold start for have a > in front of them):
    default.act - Ken's usual red attire
    darkblue.act - A Dark blue ensemble
    white.act - A White gi, to be just like Ryu
    yellow.act - A Yellow ensemble, similar to what he wears in MvC
    purple.act - A Purple ensemble
    green.act - A Green ensemble
    >grey.act - Ken decided to be boring and went with a grey gi.
    >dan.act - Saikyo fans will love this one.
    >akuma.act - Yep, I was demented enough to color Ken like Akuma.  Scared?
    >lightblue.act - A basic bright blue gi.  How neat!
    >forest.act - Ken's gi can also double as forest camoflauge!
    >aqua.act - I ran out of ideas, so I did this.


    Things left to do:
    >Not too much, really.


    Special Thanks:
    >I thank the people at MUGEN Dev and Being Board who've answered my questions and helped me out a lot ^_^
    >I thank Ragnarok Nemo, for his awesome program, MEE.  You rock!
    >I thank Charlz, cause his Ken was made into the original Ken-X ^^.
    >I thank Elecbyte!  They made my favorite customizable fighting engine, of course ;)!  
    >I thank Delita, for his super jump code that I modified...well, it used to be there.  I have something else to thank him for anyway, he's been a great help in reripping Shinryuken (read: he did it and pieced it together for me), and he was nice enough to donate the Guard Push anim and spark to me!  Delita also donated Xmen vs. SF's ending sprites as well.  Thanks!
    >I thank Tenshin, he gave me permission to use his grab frames for Ken's tech hit and forward C frames for Ushiro Mawashi Geri, and I used his ground rolling throw targetbinding as a reference for my own.
    >I thank Jin Kazama.  I had no idea how to make aerial raves (and combos for that matter) before I looked at his Cammy.
    >I thank Mr.Karai!  His MvC effects are great, and i'm glad he let me use them!  Most effects were from Karai's Jin, also Jin's superpause taught me to make the portrait scroll like that without using the .air file to do it.  Thanks!
    >I thank Sorrowedge!  I used his excellent Tech Hitting code :D.
    >I thank Razorgolem and Kamek for hosting my characters.  They're great guys!
    >I thank Necromancer, because his help with the guard push and recovery roll codes made them possible :).
    >I thank Drachir, whose Sean sprites were in old Ken-X.  Good luck on your project too, I wish you the best...wherever you are.
    >I thank Majere, whose A-ko and B-ko showed me a way to fix all my Hyper Combo Finish troubles ^_^.
    >I thank Tercero, who helped me out with his falling physics code from MvC.
    >I thank Sunboy, for letting me use SNK Cap as a reference for making 'Burst' mode and for his Xmen vs. SF knockdown states I used and modified for Ushiro Mawashi Geri and Standing C.  Thanks!
    >I thank Dave, Final Burn rocks, and it's tick by tick advance also allowed me to recode most of Ken's animations to be arcade exact.  *Sigh* RIP Final Burn...
    >I thank Camrat, whose Anita has basically near-perfect air comboes, which helped me learn how to make better ones, myself..
    >I thank Psyborg, whose Roll has near-perfect air comboes as well...and was the perfect example to finally make an air combo system i'm satisfied with.
    >I thank MystikBlaze, who let me use his new Shinryuken Pillar frames ^^.  Thanks!
    >I thank the Clown Prince of Crime for his edited sprites used in the Midnight Bliss super (see 'Uwaa, there's a female Ken in the .sff!' section)!  Thanks ^_^.
    >I thank Setsuna and BlacKnight, the former for helping me with some details I missed on Ken and the latter for introducing me to the Rolento bug.  Note: Use Sysvars in custom states, not variables X_x.
    >I thank Big Eli King, whose Peach's Alpha Charge BG I used.  Thanks!
    >I thank One Second Ago for his kindness in hosting Ken while VFX MUGEN is down.

    Ok, Ok, REAL Final Note: These are some things I need help with, any help can be appreciated.

    >Bugs - Pending.

     


     

  12. Terry Bogard FFS


    A classic version of Terry Bogard from Fatal Fury Special, made by Falchion22. Has all of his special moves and desperation move from said game.

    Like his brother, his Power Geyser is perfomed as QCFx2 + Punch this time and does not require low health, instead one power stock. Has a guard counter attack like KOF.


     

  13. Wedding Peach


    The main character (aka Momoko Hanasaki) from Wedding Peach, based and converted from SFXVI.

    A strong well-suited character for beginners and intermediate players, using the 3 kick buttons (ABC) for her attacks. (Light / Medium / Strong)

    From her movelist:
     

    Spoiler

     

    - a backdash

    - a crouching fierce punch (DF + a)

    - a dodge (C) which can be followed up with Heel Cutter (A) which can be cancelled into special attacks, cancel into sleeping (A > B) or doing a knockdown (A > A)

    - a projectile with slow startup, Bridal Flash (QCB + a / b)

    - two kicks that juggle, Toun Nidan Geri (DP + a)

    - triple aerial fierce kicks with slow startup, Toun Sandan Geri (DP + b)

    - a strong somersault, Bridal Summer (charge down then up + A+B / C)

    - pretend sleeping (down + c) with followups: a knockdown attack (A, a cancellable sweep into a jumping kick (B > A) or a fast version of her somersault (charge down then up + A+B / C)

     

    - Her gameplay is slightly based off Tekken 2.

    - Her AI is decent and can at least beat some normal characters.

    Credits to Ototo for the base character.


     

  14. Terry Bogard


    A very good (if a bit strong) custom version of Terry Bogard made by Ironmugen (aka David Demianoff).

    Besides having his usual specials/supers, he has his command move from Real Bout, the Hakkyokuseiken from the OVAs, and Rock's Shining Knuckle which you can do a variation inputting certain motions (such as QCFx2 X+Y for a Rising Force!) for a final blow!

    His AI is strong and can beat at least some normal characters.


     

  15. Magical Princess


    The main character's (anime only) alter-ego from Akazukin ChaCha, based and converted from SFXVI.

    A pretty well-rounded character for beginners, using the 3 kick buttons (ABC) for her attacks. (Light / Medium / Strong)

    From her movelist:
     

    Spoiler

     

    - a dash and a backdash (guard cancellable)

    - a low kick (DF + a) and slide (DF + b)

    - a strong strike with her sword which can be cancelled from her normal attacks (F + b)

    - having a fireball that its arc varies on button input (QCF + a / b)

    - a double slash attack ending on a jumping slash as an anti-air (DP + a / b)

    - an overhead slash (RDP + a / b)

    - an airdive (QCB + a / b while airborne)

    - her Bird Shield, which can remove projectiles and can also function as a decent anti-air. (QCB + a / b while grounded, guard cancellable)

    Her supers are a big flaming strike (Burning Flash - F HCF + a / b) and shooting an arrow on both ground and air (Magical Shot - QCFx2 + a / b). When she's on low health, she can make a comeback using her desperation move: Burning Storm. (QCBx2 + a / b)

     

    - She can charge by holding C. If you have two or more power stocks, you can unleash her super moves, only more stronger by pressing both attack buttons at the same time or inputting the motion and pressing C.

    - Her throw can juggle if her opponent is in the corner. She also has an air throw and has a recovery roll by holding forward or back while getting up.

    - Her AI is decent and can at least beat some normal characters.

    I hope you enjoy it!


     

  16. Captain Commando


    One of the oldest Captain Commandos converted from Marvel vs. Capcom, made by Zolagun. IIRC it was hard to find and I found this on an old CD at Internet Archive.

    This version is pretty fun to play, and he has all his attacks from said game (ripped from the PSX version), plus a Saki striker by pressing X+A. I haven't seen glitches in-game, aside from his Captain Storm hyper not ending normally.

    Launchers: Standing Roundhouse and Crouching Strong.


     

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