INFINITE STYLE Shin Akuma
+5
XRagingxDemonX
n64paul
KhrizRodez24
Monster000
Selfish
9 posters
Page 1 of 3
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INFINITE STYLE Shin Akuma
Hey all, Chris here again with a new release. Feel free to test/report bugs.
Morrigan will be updated soon (still need to solve this x+a bug in lvl 3's, same with shin akuma)
This is also the first character that can super-cancel (he is a boss!)
Enjoy!
updated:
Split Chou Tsuki Enma Gouki into 2 moves due to being unuseable vs good AI's because they cheat recover (mass buttons for less stun/dizzy)
now: Tsuki Gou Sai D, DB, B, p (throw)
and Enma Gouki D, s (125 power)
http://www.mediafire.com/download/2naek9tqx6qhvms/Shingouki.zip (1.0 & 1.1 only)
Morrigan will be updated soon (still need to solve this x+a bug in lvl 3's, same with shin akuma)
This is also the first character that can super-cancel (he is a boss!)
Enjoy!
updated:
Split Chou Tsuki Enma Gouki into 2 moves due to being unuseable vs good AI's because they cheat recover (mass buttons for less stun/dizzy)
now: Tsuki Gou Sai D, DB, B, p (throw)
and Enma Gouki D, s (125 power)
http://www.mediafire.com/download/2naek9tqx6qhvms/Shingouki.zip (1.0 & 1.1 only)
Last edited by Selfish on Sun Sep 22, 2013 11:57 pm; edited 7 times in total
Selfish- Contributor
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Join date : 2012-04-01
Re: INFINITE STYLE Shin Akuma
Error message: can't find file logo.def
Error parsing Helper
Error parsing [state 1000, Hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error while precaching
Error parsing Helper
Error parsing [state 1000, hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error while precaching
Error parsing Helper
Error parsing [state 1000, Hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error loading p1
Library error message: expected int value and read float.
Error parsing Helper
Error parsing [state 1000, Hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error while precaching
Error parsing Helper
Error parsing [state 1000, hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error while precaching
Error parsing Helper
Error parsing [state 1000, Hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error loading p1
Library error message: expected int value and read float.
Monster000- Posts : 4
Join date : 2013-08-31
Re: INFINITE STYLE Shin Akuma
Monster000 wrote:Error message: can't find file logo.def
Error parsing Helper
Error parsing [state 1000, Hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error while precaching
Error parsing Helper
Error parsing [state 1000, hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error while precaching
Error parsing Helper
Error parsing [state 1000, Hadouken]
Error in [statedef 1606]
Error in States\specials.st
Erroe loading chars/Shingouki/Shingouki.def
Error loading p1
Library error message: expected int value and read float.
it's only for mugen 1.0. and higher. I've just run it again and I've got no problems. I can re-upload but I doubt it's going to work.
Selfish- Contributor
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Join date : 2012-04-01
Re: INFINITE STYLE Shin Akuma
Do you mean you have mugen 1.0 and tried it there or?Monster000 wrote:me and so mugen 1.0
Selfish- Contributor
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Re: INFINITE STYLE Shin Akuma
I downloaded mugen 1.1 and this character works
Monster000- Posts : 4
Join date : 2013-08-31
Re: INFINITE STYLE Shin Akuma
good good:DMonster000 wrote:I downloaded mugen 1.1 and this character works
Selfish- Contributor
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Join date : 2012-04-01
Re: INFINITE STYLE Shin Akuma
OK selfish....I'm loving your idea for a shin Akuma....only a few things....LP and LK need shake effects to go with the rest of the combo....when air comboing next to the wall he drops the combo most of the time....you should keep it traditional and have 4 Lv1 supers,2-3 lv2 supers, 2 level 3 supers and 1 near death level 3 super....just to keep the traditional feel of infinites work....but other then that I played with him for about an hour and I love him....keep up the amazing work
KhrizRodez24- New User
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Re: INFINITE STYLE Shin Akuma
I always play with the latest official mugen in this case 1.1. Sorry for the inconveniencen64paul wrote:he don't work on mugen 1.0
Selfish- Contributor
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Re: INFINITE STYLE Shin Akuma
FixedKhrizRodez24 wrote:OK selfish....I'm loving your idea for a shin Akuma....only a few things....LP and LK need shake effects to go with the rest of the combo....
FixedKhrizRodez24 wrote:when air comboing next to the wall he drops the combo most of the time....
FixedKhrizRodez24 wrote:1 near death level 3 super
It is traditional, the only thing not done before is a lvl 2 air super, other infinite characters like Ken, Ryu infinite edition can also do more then 4 lvl 1 moves (mostly due to air versions of those supers but still. they are coded as different supers)KhrizRodez24 wrote:
you should keep it traditional and have 4 Lv1 supers,2-3 lv2 supers, 2 level 3 supers and 1 near death level 3 super....just to keep the traditional feel of infinites work....but other then that I played with him for about an hour and I love him....keep up the amazing work
Selfish- Contributor
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he's awesome in mugen 1.1
I always play with the latest official mugen in this case 1.1. Sorry for the inconvenience but can you make him work in 1.0 ..?
n64paul- New User
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Location : ATL
Re: INFINITE STYLE Shin Akuma
added 1.0 versionn64paul wrote:
I always play with the latest official mugen in this case 1.1. Sorry for the inconvenience but can you make him work in 1.0 ..?
Selfish- Contributor
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Re: INFINITE STYLE Shin Akuma
Why is he the combination of the Shoto's?? Not only does he have Ryu's kick, he has Ken's over head drop kick.
it doesn't work for 1.0 only 1.1
Can't believe he's finally here.
His Supers are perfectly fine.
1. His Air HP didn't need more knockdown momentum, b/c now it doesn't combo into HK.
2. SRK doesn't give any hit effects like Evil Ryu's purple flames. (i mean on the person being hit) idk if that's on purpose or w/e... its more of a question as to why.
3. Demon Flip's controls don't override the kick that Ryu does. if i don't stop at F, D, DF and press F, D, DF + P or F, D, F + P he still does that kick. (i know sometimes when i'm playing as Ryu i accidentally do that baseball slide move... but on Evil Ryu its easier that the controls override the other move. Just my 2cents)
4. c.HP doesn't always launch. if its outside a combo it doesn't launch, if it is during a combo it will.
5. Tatsumaki. D, DB + K each hit doesn't connect on block if its too far away. the first one will hit then the 2nd or the 3rd wont. its like too much knock back or something.
other than that Shin Akuma is a great Edit.
Edit: I forgot to ask. instead of Raging Demon being his LVL3 D, DF + PK. some kind of Beam special Edit, like the MVC series. Which would allow Raging Demon to stay LP, LP, ->, LK, HP
it doesn't work for 1.0 only 1.1
Can't believe he's finally here.
His Supers are perfectly fine.
1. His Air HP didn't need more knockdown momentum, b/c now it doesn't combo into HK.
2. SRK doesn't give any hit effects like Evil Ryu's purple flames. (i mean on the person being hit) idk if that's on purpose or w/e... its more of a question as to why.
3. Demon Flip's controls don't override the kick that Ryu does. if i don't stop at F, D, DF and press F, D, DF + P or F, D, F + P he still does that kick. (i know sometimes when i'm playing as Ryu i accidentally do that baseball slide move... but on Evil Ryu its easier that the controls override the other move. Just my 2cents)
4. c.HP doesn't always launch. if its outside a combo it doesn't launch, if it is during a combo it will.
5. Tatsumaki. D, DB + K each hit doesn't connect on block if its too far away. the first one will hit then the 2nd or the 3rd wont. its like too much knock back or something.
other than that Shin Akuma is a great Edit.
Edit: I forgot to ask. instead of Raging Demon being his LVL3 D, DF + PK. some kind of Beam special Edit, like the MVC series. Which would allow Raging Demon to stay LP, LP, ->, LK, HP
Last edited by XRagingxDemonX on Sat Sep 21, 2013 4:30 pm; edited 1 time in total
XRagingxDemonX- User
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thanks bro
can make infinite Felicia she's awesome to8)
n64paul- New User
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Re: INFINITE STYLE Shin Akuma
They all practice kempo karate + "hadou style", he is the brother of Gouken (Ryu and Ken's trainer). I just wanted a full repertoire of moves.XRagingxDemonX wrote:Why is he the combination of the Shoto's?? Not only does he have Ryu's kick, he has Ken's over head drop kick.
Do you mean my 1.0 version doesn't work on 1.0? Because It's stated that its 1.1 only. The 1.0 version should workXRagingxDemonX wrote: it doesn't work for 1.0 only 1.1
FixedXRagingxDemonX wrote: 1. His Air HP didn't need more knockdown momentum, b/c now it doesn't combo into HK.
XRagingxDemonX wrote: 2. SRK doesn't give any hit effects like Evil Ryu's purple flames. (i mean on the person being hit) idk if that's on purpose or w/e... its more of a question as to why.
This is actually a preference. I had flames first but I just didn't like the flames look. Maybe I needed different sprite anims. But if you want the flames change the following. open shin gouki in Fighter factory. Go to specials and go to GOU SHORYUU KEN and statedef 1100. In that statedef find this state:
[State 3005, flames]
type = helper
trigger1 = movehit && numtarget(1100) && numhelper(7180) < 1
helpertype = normal
stateno = 7181
ID = 7181
name = "flames"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1
Change the highlighted line to "Trigger1 = movehit" (without the ""). You can do the same for metsu gou shoryuuken if you want in the supers's tab.
XRagingxDemonX wrote:3. Demon Flip's controls don't override the kick that Ryu does. if i don't stop at F, D, DF and press F, D, DF + P or F, D, F + P he still does that kick. (i know sometimes when i'm playing as Ryu i accidentally do that baseball slide move... but on Evil Ryu its easier that the controls override the other move. Just my 2cents)
No clue what you want me to do here. The way I'm reading it is you want to character to be unresponsive? I can make it longer as a responds time but I see 0 point in it. Unless I'm reading this wrong.
XRagingxDemonX wrote:4. c.HP doesn't always launch. if its outside a combo it doesn't launch, if it is during a combo it will.
fixed
XRagingxDemonX wrote:5. Tatsumaki. D, DB + K each hit doesn't connect on block if its too far away. the first one will hit then the 2nd or the 3rd wont. its like too much knock back or something.
I don't have this. You have to realize the first hit is very short it's actually the knee that hits and not the leg. It depends on the range and the hit blocked before.
Due to hitpause it can sometimes cause a mismatch/misalignment to the naked eye. Don't worry even if missed the frame range to counter the lp version besides unblockables with priority is extremely small to nonexistant.
My normal akuma will have the "beam lvl 3 super" and no those commands belong in the respective series imo. None of infinite's characters have the raging demon command. Just going for consistency.XRagingxDemonX wrote:Edit: I forgot to ask. instead of Raging Demon being his LVL3 D, DF + PK. some kind of Beam special Edit, like the MVC series. Which would allow Raging Demon to stay LP, LP, ->, LK, HP
Selfish- Contributor
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Re: INFINITE STYLE Shin Akuma
Hey selfish....got an idea for your akuma that might be cool....in his air combo he should have a move that bounces the opponent off the ground so he can continue a combo like some of infinites characters can do
Also he has a super where he throws his fist down like from street fighter 3 third strike that launches them into the air....if possible you should make him able to cancel out and air combo like chun-Li can with her kick super from UMVC3....I think these things can make him an even badder boss to face in my opinion
Also he has a super where he throws his fist down like from street fighter 3 third strike that launches them into the air....if possible you should make him able to cancel out and air combo like chun-Li can with her kick super from UMVC3....I think these things can make him an even badder boss to face in my opinion
KhrizRodez24- New User
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Re: INFINITE STYLE Shin Akuma
his tenma goujin kyaku can already do that but it's not easy mode. To make it work you have to do the full air chain ending with HP or HK (probably LP-> LK-> MP -> MK -> HP -> HK -> QCF+K)KhrizRodez24 wrote:Hey selfish....got an idea for your akuma that might be cool....in his air combo he should have a move that bounces the opponent off the ground so he can continue a combo like some of infinites characters can do
this bounces your Air falling opponent setting them up for some supers or QCB+P or QCF+P
Define cancel out of. As in super-cancel into another super or reverse cancel into a special move kinda like lvl2 CVS supers can?KhrizRodez24 wrote:Also he has a super where he throws his fist down like from street fighter 3 third strike that launches them into the air....if possible you should make him able to cancel out and air combo like chun-Li can with her kick super from UMVC3....I think these things can make him an even badder boss to face in my opinion
Selfish- Contributor
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Re: INFINITE STYLE Shin Akuma
Ok I just finished using him....I see what you mean by the certain combo....I was able to bounce with him....even found some other bounce combos with even air comboing....I'm loving him more and more
And what I mean with the super is....idk if you ever played MVC2....but chun-Li is able to pull of combo on the floor into the Lv1 kick super that at the end of the super it launches the opponent into the air and allowing her to jump immediately after the kick with the opponent and pull off a full combo....and I think it would be pretty cool if you some how incorporated that aspect into akuma with the super I mentioned for him....check out infinites chun-Li for more details because I believe he was able to put that on her...
Also in my opinion Akuma should not be able to super cancel from lv1 super to another Lv1 super because infinites characters don't do that....so it's weird to see that in the Akuma
And kick that he does to his opponent where he bounces the opponent off the wall like Ryu can do has to be tweaked a bit so you can small jump into an air combo( see Infinites ryu for more details)
And lastly and sorry if I'm being a little annoying but his dragon punch needs a flame effect on the opponent and his Electric spinning kick needs an electric effect on the opponent if you know what I mean
And what I mean with the super is....idk if you ever played MVC2....but chun-Li is able to pull of combo on the floor into the Lv1 kick super that at the end of the super it launches the opponent into the air and allowing her to jump immediately after the kick with the opponent and pull off a full combo....and I think it would be pretty cool if you some how incorporated that aspect into akuma with the super I mentioned for him....check out infinites chun-Li for more details because I believe he was able to put that on her...
Also in my opinion Akuma should not be able to super cancel from lv1 super to another Lv1 super because infinites characters don't do that....so it's weird to see that in the Akuma
And kick that he does to his opponent where he bounces the opponent off the wall like Ryu can do has to be tweaked a bit so you can small jump into an air combo( see Infinites ryu for more details)
And lastly and sorry if I'm being a little annoying but his dragon punch needs a flame effect on the opponent and his Electric spinning kick needs an electric effect on the opponent if you know what I mean
KhrizRodez24- New User
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Re: INFINITE STYLE Shin Akuma
Oh I forgot one more thing....his launcher should have a dash forward on it....a lot if not all of infinites characters has a dash forward to there crouch HP launcher....check out his characters if you don't know what I mean
KhrizRodez24- New User
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Re: INFINITE STYLE Shin Akuma
If you mean the QCF K Lvl1 then yes. Fixed.KhrizRodez24 wrote:
And what I mean with the super is....idk if you ever played MVC2....but chun-Li is able to pull of combo on the floor into the Lv1 kick super that at the end of the super it launches the opponent into the air and allowing her to jump immediately after the kick with the opponent and pull off a full combo....and I think it would be pretty cool if you some how incorporated that aspect into akuma with the super I mentioned for him....check out infinites chun-Li for more details because I believe he was able to put that on her...
I wanted it because he is a boss character after all, not just some random ryu.KhrizRodez24 wrote:Also in my opinion Akuma should not be able to super cancel from lv1 super to another Lv1 super because infinites characters don't do that....so it's weird to see that in the Akuma
KhrizRodez24 wrote:And kick that he does to his opponent where he bounces the opponent off the wall like Ryu can do has to be tweaked a bit so you can small jump into an air combo( see Infinites ryu for more details)
I can air combo off the bounce every time perfectly unless standing in the enemy's face near a wall but that's not the ideal move to use anyway in that position so not going to change it. You need more skill then Ryu's thats a fact but if I can do it so should you. (Mind you I only play vs super hard AI characters and Infinite's chars on max difficulty)
If you scroll 3 replies above you'll see it's an artistic choice and I even provided a method to turn the flames on. As for the electric effect I'll see what I can do.KhrizRodez24 wrote:And lastly and sorry if I'm being a little annoying but his dragon punch needs a flame effect on the opponent and his Electric spinning kick needs an electric effect on the opponent if you know what I mean
Good point that slipped my mind. FixedKhrizRodez24 wrote:Oh I forgot one more thing....his launcher should have a dash forward on it....a lot if not all of infinites characters has a dash forward to there crouch HP launcher....check out his characters if you don't know what I mean
Selfish- Contributor
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Re: INFINITE STYLE Shin Akuma
Cool cool. just wanted to know why lolSelfish wrote:They all practice kempo karate + "hadou style", he is the brother of Gouken (Ryu and Ken's trainer). I just wanted a full repertoire of moves.XRagingxDemonX wrote:Why is he the combination of the Shoto's?? Not only does he have Ryu's kick, he has Ken's over head drop kick.
Selfish wrote:Do you mean my 1.0 version doesn't work on 1.0? Because It's stated that its 1.1 only. The 1.0 version should workXRagingxDemonX wrote: it doesn't work for 1.0 only 1.1
Selfish wrote:FixedXRagingxDemonX wrote: 1. His Air HP didn't need more knockdown momentum, b/c now it doesn't combo into HK.
Thx.Selfish wrote:This is actually a preference. I had flames first but I just didn't like the flames look. Maybe I needed different sprite anims. But if you want the flames change the following. open shin gouki in Fighter factory. Go to specials and go to GOU SHORYUU KEN and statedef 1100. In that statedef find this state:XRagingxDemonX wrote: 2. SRK doesn't give any hit effects like Evil Ryu's purple flames. (i mean on the person being hit) idk if that's on purpose or w/e... its more of a question as to why.
[State 3005, flames]
type = helper
trigger1 = movehit && numtarget(1100) && numhelper(7180) < 1
helpertype = normal
stateno = 7181
ID = 7181
name = "flames"
postype = p2
bindtime = 1000
ownpal = 1
facing = -1
size.ground.front = 0
size.ground.back = 0
ignorehitpause = 1
Change the highlighted line to "Trigger1 = movehit" (without the ""). You can do the same for metsu gou shoryuuken if you want in the supers's tab.
No like... The commands for an Hadoken is D, DF, F. SRK is F, D, DF. even if i do a full F, D, F i will still pull off the SRK and not do hadoken. the fact that i don't stop at DF he consistently does the kicking move. I just want to know a way to make it so that even if i do F, D, F i will do the Demon Flip. (Even if you don't wanna change that. just to know how would be suffice.)Selfish wrote:No clue what you want me to do here. The way I'm reading it is you want to character to be unresponsive? I can make it longer as a responds time but I see 0 point in it. Unless I'm reading this wrong.XRagingxDemonX wrote:3. Demon Flip's controls don't override the kick that Ryu does. if i don't stop at F, D, DF and press F, D, DF + P or F, D, F + P he still does that kick. (i know sometimes when i'm playing as Ryu i accidentally do that baseball slide move... but on Evil Ryu its easier that the controls override the other move. Just my 2cents)
Selfish wrote:fixedXRagingxDemonX wrote:4. c.HP doesn't always launch. if its outside a combo it doesn't launch, if it is during a combo it will.
True. when i posted this and went to go play i remembered the knee isn't connecting. i'm just used to the CVS2 Shin akuma where each kick from his leg connects despite the range.Selfish wrote:I don't have this. You have to realize the first hit is very short it's actually the knee that hits and not the leg. It depends on the range and the hit blocked before.XRagingxDemonX wrote:5. Tatsumaki. D, DB + K each hit doesn't connect on block if its too far away. the first one will hit then the 2nd or the 3rd wont. its like too much knock back or something.
Due to hitpause it can sometimes cause a mismatch/misalignment to the naked eye. Don't worry even if missed the frame range to counter the lp version besides unblockables with priority is extremely small to nonexistant.
have you played with Evil Ryu?? The only other person in the whole SF game who has different commands like that. (unless you count Juni/Juli Dramatic battle) Evil Ryu does it. His even connects despite previous hits and catches you Mid-air also. its quite useful since this game is pretty fast pace.Selfish wrote:My normal akuma will have the "beam lvl 3 super" and no those commands belong in the respective series imo. None of infinite's characters have the raging demon command. Just going for consistency.XRagingxDemonX wrote:Edit: I forgot to ask. instead of Raging Demon being his LVL3 D, DF + PK. some kind of Beam special Edit, like the MVC series. Which would allow Raging Demon to stay LP, LP, ->, LK, HP
P.S. The Kick move, the fact that it doesn't always connect isn't really a big problem. Esp since i don't even use it. I also play on Max difficulty so i don't really see a problem with it other than the fact if i don't have any more super Bar.
His A.I. for fireball War is weird. usually he throws a few and gets in your face if that doesn't work, but now he keeps throwing them out. The problem is he doesn't throw them each time he can. So if i throw one and they connect ill throw another or just do a super and he'll be standing there and wont even block.
Any chance to be able to super cancel his Demon Flip?? Mid-Air
(BTW i agree about he isn't just another Ryu/Ken. He should keep the super canceling just b/c he's a bad-ass Boss char.)
XRagingxDemonX- User
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Re: INFINITE STYLE Shin Akuma
Hey selfish....got a question....there's still two unfinished characters in infinites collection....that's Maxima and Shen....do you have plans to finish them?....I ask because using them is annoying because there moves sometimes slow the computer down and on top of that there super lengths or obnoxiously long....I'm hoping you or UZIGANG remake them....As from what I can see....you two are our last hope with this project
KhrizRodez24- New User
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Re: INFINITE STYLE Shin Akuma
This was indeed a bug! I never use it because I hit the correct imput rather then "sway" my thumb across. But you are 100% right that was a bug. It's fixed now.XRagingxDemonX wrote:
No like... The commands for an Hadoken is D, DF, F. SRK is F, D, DF. even if i do a full F, D, F i will still pull off the SRK and not do hadoken. the fact that i don't stop at DF he consistently does the kicking move. I just want to know a way to make it so that even if i do F, D, F i will do the Demon Flip. (Even if you don't wanna change that. just to know how would be suffice.)
You will do the demon flip instead of the kick if you go F,D,F or something like F~,F,F,D,F now.
Hehe SFA 3 fanboy detected? , Yes again my bad infinite ryu (evil) does have his SGS command. Maybe I will make a new lvl 3 super then, I'll see what I can do.XRagingxDemonX wrote: have you played with Evil Ryu?? The only other person in the whole SF game who has different commands like that. (unless you count Juni/Juli Dramatic battle) Evil Ryu does it. His even connects despite previous hits and catches you Mid-air also. its quite useful since this game is pretty fast pace.
and yes this was on purpose the "normal" SGS can indeed not be combo'd into however the SDM (life <333) version can and will also hit air targets/falling targets.
It always connects but you must use the appropriate strength to combo into it. A difference in combo is -> LP,c.LK,MK,QCF+LK/MK (this will combo) while QCF+HK wouldn't. However if you go -> LP,c.LK,MK,HP,HK,QCF+HK it will connect while QCF+LK or MK won't.XRagingxDemonX wrote:P.S. The Kick move, the fact that it doesn't always connect isn't really a big problem. Esp since i don't even use it. I also play on Max difficulty so i don't really see a problem with it other than the fact if i don't have any more super Bar.
Mmh I changed it a bit but I need more testing for this. Can't fix this à la minute.XRagingxDemonX wrote:
His A.I. for fireball War is weird. usually he throws a few and gets in your face if that doesn't work, but now he keeps throwing them out. The problem is he doesn't throw them each time he can. So if i throw one and they connect ill throw another or just do a super and he'll be standing there and wont even block.
Wish grantedXRagingxDemonX wrote:Any chance to be able to super cancel his Demon Flip?? Mid-Air
Selfish- Contributor
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