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Kid Goku


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supermystery
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« on: October 24, 2007, 10:17:27 am »

Kid Goku for Winmugen (may work in DOS)
By supermystery



Version 1

Large sprites from Shin Butoden to match up with street fighter and marvels sizing

Free flying ability

All required sprites.

Balanced Moves

MVC based combo system

Special Move backgrounds

=====================================================================================

Basics
===========
Super Jump

D, U

Counter (Level 1)

~D, DB, B, x  while blocking on ground

Guard Push

press a button while blocking

Recovery roll

~D, DB, B, x

Aerial Rave Starter

z

Special Moves
==============

Somesault Kick

~D, DF, F, + any kick

Teleport Attack

~D, DB, B, + and Kick

Extended Pole DONE

~F, D, DF, x + any punch

Blue FireBall

~D, DF, F, + any punch

Red Fireball

~D, DB, B, + any punch

Desending Reverse Kamehameha (in air)

~D, DF, F, + any punch

charge

z+c

flying (Lasts for a limited period of time)

start


Super Moves:
============

Charging Kamehamheha (Level 1, you will need to hold the x button down for full power)

~D, DF, F, x+y

Afterimage (Level 1)

~D, DB, B, x+y

Final Punch (Level 2, best used on bgs that allow super jumps) * Be Careful not to waste your lv2...

~D, DF, F, a+b

Master and Teacher (Level 1)

~D, DB, B, a+b

Super Descending Reverse Kamehameha (Level 1)

~D, DF, F, x+y

====================================================================
Regarding AI
====================================================================
Default is off but if you really want a challenge open the kidgoku.cns file and do the following:

Change:

;AI on or Off
;[State -2, Simplifier]
;type = VarSet
;triggerall = !IsHelper
;trigger1 = var(58) = 1
;trigger2 = var(0):=0
;var(0) = 1   ; Another option is to replace 1 with something like MatchNo, if
      ; you want to design your AI to have varying levels of difficulty.
;IgnoreHitPause = 1

To:

;AI on or Off
[State -2, Simplifier]
type = VarSet
triggerall = !IsHelper
trigger1 = var(58) = 1
trigger2 = var(0):=0
var(0) = 1   ; Another option is to replace 1 with something like MatchNo, if
      ; you want to design your AI to have varying levels of difficulty.
IgnoreHitPause = 1

Enjoy  Smiley


Hosted Creations > supermystery > Kid Goku or

http://www.angelfire.com/moon2/ned/
« Last Edit: October 24, 2007, 10:21:14 am by supermystery » Share Report Spam   Logged
Laze aka Stitch
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« Reply #1 on: October 24, 2007, 01:01:39 pm »

well tryed him and i have too say great job as usual sm

the idea of charging the kamehameha brings a great dragonball feel to him

also his Final Punch attack is sweet because u added a energy aura when hes traveling up for da final punch

the master and teacher rush has become my fave coz its nice and sweet lol

ai i put the ai on the harder setting and its soo awsome i like your character with a good challenge because it feels more correct too have a tough ai

+1 because i can see u put some great work into him and he came out great also his ai is a very fun opponent too fight against i had to use your majin vegeta v2 too kill him lol
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supermystery
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« Reply #2 on: October 24, 2007, 01:40:58 pm »

Thanks for giving feedback Smiley

Im glad you liked the character
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« Reply #3 on: October 24, 2007, 01:54:39 pm »

Thanks for giving feedback Smiley

Im glad you liked the character
no prob feedback is deserved for such a glorious creation by da way da blue pallete and da black one owns  Cool
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« Reply #4 on: October 24, 2007, 03:53:10 pm »

I don't really like MvC Chars so i probably won't keep him.. Sad

but.

Final Punch should be named Dragon Punch.
And he doesn't have rock sissor(w/e) paper?  Shocked
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« Reply #5 on: October 24, 2007, 04:16:34 pm »

i tryed him as well and this is the best kid goku i played with so far like the like all the supers and just like voidz said charging the kamehameha was an awsome job and the final punch aka dragon punch was great as well gota love all your chars thanks and and good job  Smiley
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« Reply #6 on: October 24, 2007, 04:16:46 pm »

I don't really like MvC Chars so i probably won't keep him.. Sad

but.

Final Punch should be named Dragon Punch.
And he doesn't have rock sissor(w/e) paper?  Shocked

wtf he never had dragon punch rice in dragonball he did a great ape punch on king piccolo not dragon fist
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« Reply #7 on: October 24, 2007, 04:21:25 pm »

grat char supermystery!!!
i like so much Wink
more feedback look how much i wrote
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« Reply #8 on: October 24, 2007, 04:44:42 pm »

I don't really like MvC Chars so i probably won't keep him.. Sad


o.o


Final Punch should be named Dragon Punch.


In a way your right as budokai 3 referred to it as the super dragon fist


And he doesn't have rock sissor(w/e) paper?  Shocked

I didnt like the move so i didnt included it  Tongue

grat char supermystery!!!
i like so much Wink

Glad you like it although more feedback would of been nice.


i tryed him as well and this is the best kid goku i played with so far like the like all the supers and just like voidz said charging the kamehameha was an awsome job and the final punch aka dragon punch was great as well gota love all your chars thanks and and good job  Smiley

Thanks Smiley
« Last Edit: October 24, 2007, 04:47:15 pm by supermystery » Report Spam   Logged
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« Reply #9 on: October 24, 2007, 04:55:36 pm »

I don't really like MvC Chars so i probably won't keep him.. Sad


o.o


Final Punch should be named Dragon Punch.


In a way your right as budokai 3 referred to it as the super dragon fist


And he doesn't have rock sissor(w/e) paper?  Shocked

I didnt like the move so i didnt included it  Tongue

grat char supermystery!!!
i like so much Wink

Glad you like it although more feedback would of been nice.


i tryed him as well and this is the best kid goku i played with so far like the like all the supers and just like voidz said charging the kamehameha was an awsome job and the final punch aka dragon punch was great as well gota love all your chars thanks and and good job  Smiley

Thanks Smiley
i think rice should keep him hes perfect anyways sorry sm i forgot the move was based on da budokai 3 one not da dragonball one lol
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« Reply #10 on: October 24, 2007, 06:44:09 pm »

Ok, heres what I got.

-The dash is a bit slow, both movement wise and speed wise.  The timegap between goku's 1st, 2nd, and 3rd run frame is too long
-I don't think the Super Jump noise really fits a forward dash.  I may have one that fits better if you are interested.
-The descending Kamehahmeha is a bit too slow to be practical in a combo.  If you did that to offset the damage, maybe lower the damage total from 120 to 90 and increase the downward velocity
-Kid Goku has an envshake when he lands?
-I kinda like the idea of 2 fireballs, but maybe you should make one deal less damage and stun for a bit longer simply to differentiate it more
-It would feel more MvC authentic if the special varied in their power/speed depending on which button you pushed
-The afterimage effects for p2 in the Master and Teacher look a tad cheesy imo
-The aura for the Kamemhameha is a bit high, sort of above his feet instead of surronding them
-I think if you made the bg a different color, it would put more emphasis on the gray aura which is pretty cool
-It seems like you were trying to make the Final Punch a bit epic.  I would suggest having the screen fade to black as he kicks them up and showing a white outline of him rushing them after that (sorta like Super Goku's Dragon Fist)
-Air comboability seems a bit lacking for an MvC character imo
-In the air, the character returns to their wind up for the punch/kick, and stay like that until a new move or they land, which looks kinda awkward
-If you wanna do an envshake for the launch, I'd recommend makin it happen after the punch and during the stun, then have them fly upwards.

Overall, I like the character.  I think with a bit more work, it will move from good to great.  Good job and keep it up.
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« Reply #11 on: October 24, 2007, 06:54:01 pm »

I liked how Supermysterym didn't make Kid Goku more powerful than he should be, as that kinda makes
given their dbz counterparts sense (save that for GT version  Wink) although with some ai updates he'll be quite potent as well. One thing I noticed however is that one of the supers tends to miss after hitting them up in the air Ill post a vid of it later on in the other section.


SM any plans for GT version? although selectively ripping ps2 sprites would prove a challenge)
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supermystery
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« Reply #12 on: October 24, 2007, 07:07:50 pm »

Ok, heres what I got.

-The dash is a bit slow, both movement wise and speed wise.  The timegap between goku's 1st, 2nd, and 3rd run frame is too long
-I don't think the Super Jump noise really fits a forward dash.  I may have one that fits better if you are interested.
-The descending Kamehahmeha is a bit too slow to be practical in a combo.  If you did that to offset the damage, maybe lower the damage total from 120 to 90 and increase the downward velocity

Ic i guess i was lacking in dash sounds as for the descending kamehameha i thought it was ok the way it was, i guess when/if i decided to update the character i may make some adjustments.


-Kid Goku has an envshake when he lands?

i dont think so  Huh?



-I kinda like the idea of 2 fireballs, but maybe you should make one deal less damage and stun for a bit longer simply to differentiate it more
-It would feel more MvC authentic if the special varied in their power/speed depending on which button you pushed


ic i thought it already was like that..


-The afterimage effects for p2 in the Master and Teacher look a tad cheesy imo


lol


-The aura for the Kamemhameha is a bit high, sort of above his feet instead of surronding them


I see i never noticed that... hopefully i the next update i can fix that in the next update.

Ok, heres what I got.

-I think if you made the bg a different color, it would put more emphasis on the gray aura which is pretty cool
-It seems like you were trying to make the Final Punch a bit epic.  I would suggest having the screen fade to black as he kicks them up and showing a white outline of him rushing them after that (sorta like Super Goku's Dragon Fist)


I guess thats preference but still, its a good idea.


-Air comboability seems a bit lacking for an MvC character imo
-In the air, the character returns to their wind up for the punch/kick, and stay like that until a new move or they land, which looks kinda awkward


I did that to stop the animation looping while in the air.


-If you wanna do an envshake for the launch, I'd recommend makin it happen after the punch and during the stun, then have them fly upwards.

Ic, ill look into that.


Overall, I like the character.  I think with a bit more work, it will move from good to great.  Good job and keep it up.

Thanks for the feedback


I liked how Supermysterym didn't make Kid Goku more powerful than he should be, as that kinda makes
given their dbz counterparts sense (save that for GT version  Wink) although with some ai updates he'll be quite potent as well. One thing I noticed however is that one of the supers tends to miss after hitting them up in the air Ill post a vid of it later on in the other section.


SM any plans for GT version? although selectively ripping ps2 sprites would prove a challenge)

That kick in the air move is actually meant to miss sometimes

As for the GT version there isnt any decent sprites for it

im going to retire from making characters soon anyway...
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« Reply #13 on: October 24, 2007, 07:16:54 pm »

im going to retire from making characters soon anyway...

 =[

He's fun to play with.

A.I. isn't to difficult at all.

About where I could expect in a match against child Goku.

He can pull out surprizes but Senna or GM's Ken are rather easy to tolaerate his movements.

I still like the sprites.

I had no clue still they were quite like this kindsa quality.

Look even better then the UB22 IMO.

Gameplay is fun and mind telling me what you meant @ A.I. besides this forum being good feedback?
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« Reply #14 on: October 24, 2007, 07:19:44 pm »

im going to retire from making characters soon anyway...

 =[

He's fun to play with.

A.I. isn't to difficult at all.

About where I could expect in a match against child Goku.

He can pull out surprizes but Senna or GM's Ken are rather easy to tolaerate his movements.

I still like the sprites.

I had no clue still they were quite like this kindsa quality.

Look even better then the UB22 IMO.

Gameplay is fun and mind telling me what you meant @ A.I. besides this forum being good feedback?

Thanks btw what do you mean @ A.I?
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