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Kid Goku
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Topic: Kid Goku (Read 22260 times)
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supermystery
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Kid Goku
«
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
Hosted Creations > supermystery > Kid Goku or
http://www.angelfire.com/moon2/ned/
«
Last Edit: October 24, 2007, 10:21:14 am by supermystery
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Laze aka Stitch
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Re: Kid Goku
«
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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Re: Kid Goku
«
Reply #2
on:
October 24, 2007, 01:40:58 pm »
Thanks for giving feedback
Im glad you liked the character
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Laze aka Stitch
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Re: Kid Goku
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Reply #3
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October 24, 2007, 01:54:39 pm »
Quote from: supermystery on October 24, 2007, 01:40:58 pm
Thanks for giving feedback
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
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Rice9999
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Re: Kid Goku
«
Reply #4
on:
October 24, 2007, 03:53:10 pm »
I don't really like MvC Chars so i probably won't keep him..
but.
Final Punch should be named Dragon Punch.
And he doesn't have rock sissor(w/e) paper?
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Super Gogeta
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the one and only
Re: Kid Goku
«
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
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Laze aka Stitch
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Re: Kid Goku
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Reply #6
on:
October 24, 2007, 04:16:46 pm »
Quote from: Rice9999 on October 24, 2007, 03:53:10 pm
I don't really like MvC Chars so i probably won't keep him..
but.
Final Punch should be named Dragon Punch.
And he doesn't have rock sissor(w/e) paper?
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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Re: Kid Goku
«
Reply #7
on:
October 24, 2007, 04:21:25 pm »
Quote from: the protector on October 24, 2007, 04:19:20 pm
grat char supermystery!!!
i like so much
more feedback look how much i wrote
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supermystery
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Re: Kid Goku
«
Reply #8
on:
October 24, 2007, 04:44:42 pm »
Quote from: Rice9999 on October 24, 2007, 03:53:10 pm
I don't really like MvC Chars so i probably won't keep him..
o.o
Quote from: Rice9999 on October 24, 2007, 03:53:10 pm
Final Punch should be named Dragon Punch.
In a way your right as budokai 3 referred to it as the super dragon fist
Quote from: Rice9999 on October 24, 2007, 03:53:10 pm
And he doesn't have rock sissor(w/e) paper?
I didnt like the move so i didnt included it
Quote from: the protector on October 24, 2007, 04:19:20 pm
grat char supermystery!!!
i like so much
Glad you like it although more feedback would of been nice.
Quote from: Super Gogeta 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
Thanks
«
Last Edit: October 24, 2007, 04:47:15 pm by supermystery
»
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Re: Kid Goku
«
Reply #9
on:
October 24, 2007, 04:55:36 pm »
Quote from: supermystery on October 24, 2007, 04:44:42 pm
Quote from: Rice9999 on October 24, 2007, 03:53:10 pm
I don't really like MvC Chars so i probably won't keep him..
o.o
Quote from: Rice9999 on October 24, 2007, 03:53:10 pm
Final Punch should be named Dragon Punch.
In a way your right as budokai 3 referred to it as the super dragon fist
Quote from: Rice9999 on October 24, 2007, 03:53:10 pm
And he doesn't have rock sissor(w/e) paper?
I didnt like the move so i didnt included it
Quote from: the protector on October 24, 2007, 04:19:20 pm
grat char supermystery!!!
i like so much
Glad you like it although more feedback would of been nice.
Quote from: Super Gogeta 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
Thanks
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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DjSturks
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Re: Kid Goku
«
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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フタエノキワミ!
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Re: Kid Goku
«
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
) 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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Re: Kid Goku
«
Reply #12
on:
October 24, 2007, 07:07:50 pm »
Quote from: Ichimaru Gin 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
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.
Quote from: Ichimaru Gin on October 24, 2007, 06:44:09 pm
-Kid Goku has an envshake when he lands?
i dont think so
Quote from: Ichimaru Gin on October 24, 2007, 06:44:09 pm
-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..
Quote from: Ichimaru Gin on October 24, 2007, 06:44:09 pm
-The afterimage effects for p2 in the Master and Teacher look a tad cheesy imo
lol
Quote from: Ichimaru Gin on October 24, 2007, 06:44:09 pm
-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.
Quote from: Ichimaru Gin on October 24, 2007, 06:44:09 pm
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.
Quote from: Ichimaru Gin on October 24, 2007, 06:44:09 pm
-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.
Quote from: Ichimaru Gin on October 24, 2007, 06:44:09 pm
-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.
Quote from: Ichimaru Gin on October 24, 2007, 06:44:09 pm
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
Quote from: Psychotic Serenity 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
) 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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DMK
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Ehh.
Re: Kid Goku
«
Reply #13
on:
October 24, 2007, 07:16:54 pm »
Quote from: supermystery on October 24, 2007, 07:07:50 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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supermystery
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Re: Kid Goku
«
Reply #14
on:
October 24, 2007, 07:19:44 pm »
Quote from: Sōsuke Aizen on October 24, 2007, 07:16:54 pm
Quote from: supermystery on October 24, 2007, 07:07:50 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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