Redesigning and Redefining a Individuality of Shoto Clone to be played as a Shoto Clone.

The_ShakunetsuThe_Shakunetsu COULD YOU NAME ALL THE CHARACTERS APPEARED IN MY PIC? (spoilers is in my sig)Joined: Posts: 3,384
edited November 2016 in Fighting Game Discussion
Post your ideas on how to make a shoto clone not play as a clone.
  • The goal is to make the gameplay experience unique but keeping the same nostalgic and iconic identity intact.
  • They should play unique but keeping the essence of being related and connected to previous design
  • Viewers should be able to define the character personality with animation only even without the knowing and understanding the plots, origin and canon stories of that character
.


Final Version :


I'm redesigning shoto to play to different from the rest of their counter part. beginning with Sakura.

Yes Gouken and Sean aren't the same play style but we just include them.

Her SP Moves has fast start up but can be charge by holding the button on execution.
The boost is not for multi hit but for heavy/bigger 1 hit damage..

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Sakura

If that would be the case then Sakura would be someone that excels among the likes of karin, ibuki, elena, mika and makoto because of the accidental and luck to successfully do a variant of a known deadly martial art technique through extensive efforts and focus of doing the likes of hadouken, tatsumaki and shoryuken but without the proper discipline and training. Making her dependent... which would be also good on making why Karin thinks she better than Sakura not by resources but skills and training..

If Sakura would return definitely she should have at least Dan's influence in her special moves...

dan2.gif

Yuri is a good design of a someone aspiring to become as strong like her brother and father giving all her strength that can be seen and reflected in the animation of her special moves.

She could have empower her version of hadouken as special moves similar to Dan in svc, A quicker version a more delayed recovery when fully charged also in close range that can also shield her even from air borne attacks but the longer you hold/charge the button the more it damage(not a multi damage)... the lenght of the time the projectile stays depends on the button that is pushed/the stronger button the more active frame.. it's also inspired from SFA2 and MvS version of her but not upward. The no hold/charge or just tap version is similar to her CVS2 hadouken.

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doing dan or yuri projectile stance but the effect is similar to KOF's bao

bao-energyball1.gif athena-psycho-reflector.gif

Shoryuken could be interesting variant of Yuri's Chou Knuckle that can be charge a similar fashion of a quick leaping attack but instead of a straight punch it change into a LP/light shoryuken... the stronger the button the farther it gets.

joe-arm.gif yuri-kof.gif?w=480&h=480&fit=clip

like the alpha generation sakura... I kinda like that fight choreography of sakura againts Ryu... it something i always think how Ryu is better than her...

It's a slight like of the MvS Sakura but instead of Running and Multi-hiting it becomes leaping, dashing and chargeble for bigger damage...

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while the Tatsu is also chargable to a masive damage overhead spining kick... the stronger button the farther the arc.

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Take the Ingrid or Kula Version..

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Making her unique with chargable specials by holding attack buttons tto boost damage han just another shoto clone...
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Next is Dan to be differ to Sean in future updates... he also learn some new stuff and ways from being together with Sakura? or even someway from Blanka not literally special moves but things like practices from patience and cunning ways on applied on his special moves.

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Dan?

His fireball gadoken could evolve into something more innovative and refined by simply making it like KOF's benimaru.. adopting some influences from blanka's shave roll for it's multi direction.

LP gadoken as an overhead downward fireball

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Hacked version of SF4 idea and credits to error1

The MP gadoken would be the something like the movie version
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which is similar to Andy in 2001
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SP gadoken is similar to benimaru an upward gadoken as anti air..

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Pushing the button rapidly from MP and SP gadouken would make it stay longer

His Dankukyaku

Is evolved into more tactical version of the previous
So that if he would appear together with Sean it be similar

Feilong's Rekkaken as "special special move"

like the tatsumaki senpuu kyaku of Ryu in the SFEX series

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making Dan's version advance than Sean...

And can be also canceled up a version of Tenmakujinkyaku

somewhat a his SP Moves are mashable version

Dan's Shoryuken is changed into him "jumping state" with the blocking arm in gesture rather than the traditional fist.

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The stronger button the higher the jump upward.

Sean to be not conflicted and differ than Dan he retains his hyper tornado

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Sagat

The goal of this Sagat is to solve the called out problem by just altering his play style away from Ryu, Akuma and Ken without removing any of his special moves or destroying the nostalgic and familiarity his pop culture references from the past games while bringing better emphasis and new intimidating interpretation of the "lesser version" because some lost a lot of option in technicality and application like the new larger and bigger Tiger Shot that lost the range, the conditional Tiger Blow and the new Tiger Wave that only has one version.

What really I did remove was Sagat's "instant" shotofied playstyle and it's zoning advantage that i eliminate all his instant ANTI-AIR the same with all his instant PROJECTILE that made him stay in shoto haven's comfort zone. My Sagat's normals will play the same way with his previous counterparts but now it will have more importance in close ranged and mid-ranged distance. Because my Sagat will lose the "instant" functionality and technicality advantage of the previous shoto relevance defined moves.

I justify Sagat as a Mu Thai fighter only in his plot and slightly inspired in visuals that they don't need to compromised with the realistic counterparts or modern interpretation of their martial arts with just the same name because they are not traditional and known to be far more advanced and ahead in their universe to establish such powerful techniques beyond than those we are familiar with and accustomed into the same way I see the fictional counterpart of Yoga in SFverse.

1st SPECIAL
Turn his Upper Tiger Shot as the only Tiger Shot with "special special move" features like Karin's Guren Ke or K' Dash's Ein Trigger from KOF series... cancelable special into a plethora of follow up specials.. The faster it comes out and longer active frames depends on which button is pressed.

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Now his Tiger Shot is more intimidating because it's not just a larger version of the previous but much bigger than the version of Wolfgang Krauser's Kaiser Wave in Fatal Fury but it is change as a close range large projectile that can hit crouching opponent like how Ken's Hadouken worked in MvSF & MVC2. Successful hit makes the opponent blast into the other corner of the screen same how Ryu's Hurricane Kick successful hit.

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Then removing his low Tiger Shot is a tribute to his SF1 and SF2 movie counterparts that never used a lower version Tiger Shot which is awkward. Imagine Sagat doing lower Tiger Shot in a live action battle or anime it feels like a weird stance despite it's in game's usefulness.

New Tiger Shot EX version is SF4 Tiger Uppercut EX version

The K Dash Ein's Trigger that I commonly used as an example and reference is to describe the execution and somehow functionality is only for describing the follow up option with the my new larger Tiger shot but they differ in usability, properties and especially the follow up possibilities. While his play-style is definitely brand new and nowhere from the likes of Geese, Krauser and K in visual or playability to compare with not even close.

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The K Dash Ein's Trigger that I commonly used as an example and reference is to describe the execution and somehow functionality is only for describing the follow up option with the my new larger Tiger shot but they differ in usability, properties and especially the follow up possibilities. Because the overall design of this Sagat has the same Sagat vibe and flavor from the movesets but without the shoto advantage, shoto goodness or playstyle.

1st SPECIAL - follow up (A)
Sagat can keep his Tiger Blow but not as an "active executable special move" by turning it to a conditional state just like a follow up move to the new Tiger Shot that function like K' Dash's Ein Trigger to Second Shell in KOF not as a regular anti- air to toned down it's responsiveness and effectivity. Whatever button is used to pressed Tiger Blow has all the same ark/range, recovery, speed and damage to it's SF4's HP counterpart.

1st SPECIAL- follow up (B)
Another new move is also a follow up to Tiger Shot the "Tiger Slash" with a similar visuals to Reppuken that travels longer to the other side of the screen but on lower part inspired from Geese move Reppuken and Double Reppuken also seen and done by Sagat in the SF4 Viper aftermath movie. Whatever button is used to pressed Tiger Slash has all the same range, recovery, speed and damage to it's SF4's HP Tiger Shot.

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It's like K Dash of KOF follow up move to Eins Trigger, The Second Shoot but in a Reppuken style.

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2nd SPECIAL
Now Tiger Knee into a quick knee charge dash leaping attack like Gouken' Senkugoshoha instead of an anti air. The faster it comes out and longer active frames depends on which button is pressed.

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EX move is Level 1 Tiger Raid from Sagat SF Alpha.

3rd SPECIAL (New)
Tiger Breaker -a quick blockable command grab that he stretches his arms and reach to different direction LP- Front, MP Ground and SP for Upward.

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I choose the back breaker to emphasize his intimidating height, body mass and long arms than traditional grabs two hand hugs or grabs then putting a simplified action but with epicness to his knee like how the many see the Ryu Shin-Shoryuken or how Bane did to Batman.

EX version grab is for any direction.

Angry Scar- Give additional follow up "kick" to every non-projectile specials and EX finisher like Tiger Uppercut, Tiger Knee and Tiger Breaker.

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When Angry Scar is activated the next Tiger Blow, Tiger Breaker and Tiger Knee will have THAT kick the same finale ender shown in the GIF above. The GIF shows Starlord performing a "Shoryuken" style uppercut with a kick ender. It's like the bonus follow ups in Spiderman's Spider Sting and Sean's Dragon Smash in SF3NG but very different.

My preference of Sagat in SFV will lose his zoning skills effectivity in projectile means to make his play style far from the usual and the likes of Fang or Dhalsim in the game, but keep all of his normals and specials with alteration like the new intimidating Tiger Shot visually similar in Wolfgang Krauser's Kaiser Wave but different in terms of functionality because it works in a similar manner like K Dash's Eins Trigger. He may also have the vibe in play style like K Dash a lot in specials minus the DP and teleport but he is unique than ever even if a K Dash alike will be in SFV because even his new only projectile Tiger Slash is never an independent move and turned into a follow up move only as a ground/lower based projectile that loss its overall technicality and application because of the lack of speed control even whatever button is pressed.

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Sean?

Just a slight change on stance* on Hadou Burst..

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Shoryuken of Sean known as Dragon Smash of two fist somehow weird and ineffective method with two clench fist than both open palm if its intended purpose was to push away, fend off and hurt. I known it should represent a parody to basket ball maneuvers like "rebound" or a "jump shot" in basketball but it still feel wrong, it should have been more of a body blow because it wasn't meant to catch or throw his opponent like a ball but instead to "box out" them with the weight of their body. Even in real life basket ball your force in jumping when doing the rebound* and box out to fend off successfully lies in your body, back of shoulders and both of your elbows when doing a jump shot for a ball. It's should be more of a double cross formed elbow attack like a blocking gesture that pushes the enemy backward.

shingo-2k3-shoryu2.gif

He doesn't need to emphasize alot of Ansatsuken Principles in his normals and specials he just only need influence or optional part because he need to be stronger tied to his tradition IMHO. Sean is never the likes of Ken, Ryu, Gouken, Sakura and Akuma that requires very strong devout traditional ties regarding Ansatsuken Principles unless... I prefer the mix.

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Akuma


Difference in terms of visuals

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Akuma normal mode has no aura shadow/fog shaded face like Dio in Bandai game. This would brings back that nostalgic feel of spectator and mysterious into Akuma.

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Akuma shin mode aura surrounded purple and red with less fog or shadow in the face.

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Then making his Oni counterpart as a true "BERSERKER" by starting adjusting his hands gesture to someone who literally throws fireball across all places like a Raging Saiyan by turning all his hadouken into gohado agyo like the above picture.


How to Un-shoto - I made his ground game less responsive with poor ground zoning tools and more start up but gives more multi hiting combos. Seperate every version of akuma from their Aerial Zone Game.

Normal Version has

a) Hyakkishu - not in shin version
b) Tenmakujinkyaku - not in shin version

Shin Version has

a) Dual Aerial Zakuu Hadouken - with the same properties of how Yuri Sakazaki of KOF/AOF Kuuga (Yuri Chou Upper) in "C" button that can be followed up by another version Ura Kuuga (Double Yuri Chou Upper).
b) Shin Tenmakujinkyaku - multi hitting works like MvSF or XvSF counterpart
c) No Hyakkishu and Tenmakujinkyaku

Oni has

a) Gohado Agyo replace Gorai Hadouken and Oni's Gohadoken- has different from Gouken's Gohadoken angle
  • LP version works similar like Yuri Sakazaki's Rai-Oh-Ken in KOF 2000.
  • MP version is forward
  • HP version has the same properties of how Yuri Sakazaki of KOF/AOF Kuuga (Yuri Chou Upper) in "C" button that can be followed up by another version Ura Kuuga (Double Yuri Chou Upper).
The Gohado Agyo EX version same with normal Akuma is an auto 3 hit.
c) No teleport

single agyo
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double agyo
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Normal Akuma (Non-Shin) Zankuu Aerial Hadou

First we should change his traditional Aerial Hadou ... to less exploitable zonning advantage that is not healthy for SFV.. Then the range, arc and adjacent is toned down like SFA akuma is changes in SFA2 akuma. The speed of the projectile depend on which the button pressed.

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Simple adopting by his SFEX type of Aerial Projectile/Zanku Hadouken but not adding the cancelable the tenmakujinkyaku instead as a follow up move. Making it like Bison's Head Press but instead can be followed up by two moves depending on button pressed.

Down + Punch Button it is followed by a lighter version of Tenma Shurettou/Oni's Ground Pound
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Down + Kick Button it is followed by a Tenmakujinkyaku
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Shin's Aerial Hadouken

Dual Aerial Hadouken - works like to Yuri Sakazaki of KOF/AOF Kuuga (Yuri Chou Upper) in "C" button that can be followed up by another version Ura Kuuga (Double Yuri Chou Upper).

Change his hand to like geese just like throwing fireball

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Aerial Hadouken version EX of both is a double aerial hadouken... will not conflict with Shin upgrade during vTrigger mode that is another hadouken is a follow move like Yuri of KOF/AOF Kuuga (Yuri Chou Upper). During EX follow up moves are disabled

Remove his basic ground Hadouken and make Shakunetsu Hadouken his only option to perform ground based projectile. This would decrease his ground zoning advantage and responsiveness. Ex version is a quicker version less start up frames and more hits.

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The projectile would have additional frame and an auto 3 hits like SF4 Akuma's Shakunetsu Hadouken that need 2 fireballs to disperse. The speed of the projectile depend on the button pressed.

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Visuals Update is the hand gesture is change/pose/stance is change similar to Demitri's

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EX Shakunetsu Hadouken is a 3 hit tamed version of Messatsu-Gohado Agyo from UMVC3 Akuma.

New Tatsumaki style for Normal and Shin Akuma is using the left to show intentional not a blow hit finisher.

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Tatsumaki EX move more hits and juggles state the opponent on last hit.

Oni keeps his traditional Tatsu.

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MP-HP Shoryuken differ from before and acts like Mizoguchi or like a quicker version of Kazuya's lightning screw from Tekken that instead of spining its just doing a mini dash so it's not as a responsive anti air like it was before but has properties like dodge and dash that stays alot more time on the ground more before going straight upward. The range of dash depends on which button is pressed.

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When it connects and near to a an enemy the initial hit then proceeds to multi hit. So it still can do the classic famed Akuma combos like Tatsumaki then followed by a Shoryuken are still possible.

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Shoryuken EX move acts like a counter X-Ability in Xmen COTA

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1) In close distance it execute a 5 Hit Shoryuken

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2) In far distance it execute Tenma Shurettou

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Shin's Teleport has Time Pause/Slow

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Goutetsu



Tenmakujinkyaku

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Anti air

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Fireball

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Tatsumaki

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Gouken?

Tatsumaki needed some new inspiration new for choreography...

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Tekken's Akuma Tatsumaki Senpuu Kyaku choreography and animation is perfect for Gouken...
The hits and active frame depend on which of the button pressed.

Anti air? in case

Make a similar manner to Shoryuken without closing the fist or using the palm instead.

Another take is using the LEFT instead of the right or the elbows.

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Ken?

Ken has already interesting versions of tatsumaki in SFV... in the new game the rest i suggest is a minor movement and stance change in future games.

Hadouken? slightly* altered in stance to the version Ryu and Akuma.. making his not clench palm with same angle of andy that is more bend lower and towards. Ken is stylish and fashionable in ways but not so relaxed.

andy-super.gif

or like Ken

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Then in Shoryuken

turn it like to Sailor Venus Version in the lower body positioning

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Ryu?

Just slightly* change his tatsumaki kyaku stance that is still moving towards not properties since it's not multi hitting* similar to Cody in Final Fight Revenge and Omega Mode Cody.

CodyTatsumakiLoop.gif

Simply by making his other leg lesser stiff* than akuma and sakura why? for him giving more for power and focus on the spinning leg that blow the opponent in the other side of the screen...

Sprites by Kojunho from Mugen..

Ryu's shoryuken special move has always been either 1-2 hit variants..

the 3 shoto can still have the same version for the LP version akuma and ken

robert-uppercut2.gif

MP SRK the dual hitting shoryuken that start from the lower

Ryu's HP SRK would be have stronger damage than the rest..

Hadouken?

Marco's/Kashunod's start up frame when charging his... it looks like its going to dodge an attack then starts charge his hadouken..

marco-super3.gif

Hadouken that is chargeble even in air to Denjin.

When full charge it can be canceled into a special type of shoryuken powered up the hado-Shoryuken from UMVC3.

UMVC3-shin-shoryuken.jpg

And make his Super Hadouken like Oni and Gouken or his UMVC3 counterpart that have a homing anti air capabilities...

E-Ryu is the same with Akuma Shoryuken and Tatsumaki

No chargeble hadouken has knockdown close range shakunetsu hadoken from SFZ1
Has shakunetsu hadoken,

Can be the same with demitri hands mentioned in Akuma

Teleport needs to be a different take from Akuma..

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Everyone had same command execution while stance and gesture are slightly altered to have their own individuality different takes on their moves but not so far or different that is still keeping the nostalgic and purist feel and influences from their originator.

I believe nostalgic and iconic SF characters should be defined by their devout techniques/special moves as their "branding" or "style guide" like hadoken and sonic boom than their realistic just similar named combat disciplines. Because those are the most frequently used for linking and remembering than their story, name and fictional martial arts as reference but that is a different case when were doing it for new characters inspired by real life persons like Tekken usually does.

Version 1

Sakura

If that would be the case then Sakura would be someone that excels among the likes of karin, ibuki, elena, mika and makoto because of the accidental and luck to successfully do a variant of a known deadly martial art technique through extensive efforts and focus of doing the likes of hadouken, tatsumaki and shoryuken but without the proper discipline and training. Making her dependent... which would be also good on making why Karin thinks she better than Sakura not by resources but skills and training..

If Sakura would return definitely she should have at least Dan's influence in her special moves...

dan2.gif

Yuri is a good design of a someone aspiring to become as strong like her brother and father giving all her strength that can be seen and reflected in the animation of her special moves.

She could have empower her version of hadouken as special moves similar to Dan in svc, A quicker version a more delayed recovery also in close range that can also shield her even from air borne attacks but the longer you hold/charge the button the more it damage(not a multi damage)... the lenght of the time the projectile stays depends on the button that is pushed.. it's also inspired from SFA2 and MvS version of her.
tumblr_mphq0cD8961qcsesho1_500.gif
dan-sc-shokoken.gifyuri-cvs-shok.gif

doing dan or yuri projectile stance but the effect is similar to KOF's bao

bao-energyball1.gif athena-psycho-reflector.gif

Shoryuken could be interesting variant of Yuri's Chou Knuckle that can be charge a similar fashion of a quick leaping attack but instead of a straight punch it change into a LP/light shoryuken... the stronger the button the farther it gets.

joe-arm.gif yuri-kof.gif?w=480&h=480&fit=clip

like the alpha generation sakura... I kinda like that fight choreography of sakura againts Ryu... it something i always think how Ryu is better than her...

It's a slight like of the MvS Sakura but instead of Running and Multi-hiting it becomes leaping, dashing and chargeble for bigger damage...
tumblr_o0guab5QMe1usrgjso1_500.gif

tumblr_o1u6besd531rpcutso1_500.gif

tung-slunge.gif

gatoxi-special2.gif

while the Tatsu is also chargable to a masive damage overhead spining kick... the stronger button the farther the arc.

Take the Ingrid or Kula Version..

ingrid-sunshine.gif

kula-special5.gif

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Making her unique with chargable specials by holding attack buttons than just another shoto clone...

Dan?

His fireball gadoken could evolve into something more innovative and refined by simply making it like benimaru..

I like the hack version MP gadoken as an overhead downward fireball to be the LP gadoken



The MP gadoken would be the

beni-2k3-super4.gif
or something like this andyfireball-k2k1.gif

SP gadoken is similar to benimaru an upward gadoken as anti air..beni-xi-special2.gif

His Dankukyaku

Is evolved into more tactical version of the previous
So that if he would appear together with Sean it be similar

Feilong's Rekkaken as "special special move"

like the tatsumaki senpuu kyaku of Ryu in the SFEX series

ryu_tatsumaki-1_zps3f3787f2.gif
(sprites and credit from baltazar mugen)

ex-s8.jpg

making Dan's version advance than Sean...

And can be also canceled up a version of Tenmakujinkyaku

Dan's version of shoryuken is already okay..

Akuma is a well known in demand character that plays shoto and greater

Tekken's Akuma Tatsumaki Senpuu kyaku choreography is already good...

First we should change his Aerial Hadou... to less zoning advantage that is not healthy for SFV..

by simple adopting his SFEX type of Aerial Projectile but not adding the cancelable the tenmakujinkyaku
Making it like Bison's Head Press but instead can be followed up by two moves depending on button press

Punch Button it is followed by a Misogi
latest?cb=20110221141151

Kick Button it is followed by a Tenmakujinkyaku
latest?cb=20130528064133

The common hadouken is merge with shakunetsu hadouken the same SFEX

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The hand gesture is change like Demitri's demitri-nvcattack.gif

Changing it to chargeable the longer the button is push the more hit it produce but only up to 3 hits..

MP-HP Shoryuken differ from like mizoguchi or Kazuya from tekken so it's not as responsive like before that requires timing the first turn is the initial hit.

mizoguchi-shoryuken2.gif

Then bring back this EYECANDY teleport

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Sagat?

Making Tiger Shot as a "special special move" like Karin's Guren Ken... cancelable to plethora of follow up specials..

Upper Tiger Shot is can be followed up by a lower type projectile like Reppuken move inspired from SF4 Viper aftermath movie

geese1.png

Lower Tiger Shot can be followed up by a Tiger Blow.

Tiger Knee into a quick knee dash leaping attack instead of an anti air.

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Making Sagat a projectile dependent and use tiger uppercut only when after lower tiger shot..

Super is a Kaiser Wave like attack that is a one hit high damage super fast move.

Kaiserwave.gif

Sean?

Just on Hadou Burst..

robert-2k3-super.gif


Ken?

Ken has already interesting versions of tatsumaki... in the new game the rest i suggest is a minor movement and stance change in future games.

Hadouken? slightly* altered in stance to the version Ryu and Akuma.. making his not clench palm with same angle of andy that is more bend lower and towards. Ken is stylish and fashionable in ways but not so relaxed.

andy-super.gif

Ryu?

Just slightly* change his tatsumaki kyaku stance that is still moving towards not properties since it's not multi hitting* similar to Cody in Final Fight Revenge and Omega Mode Cody.

CodyTatsumakiLoop.gif

Simply by making his other leg lesser stiff* than akuma and sakura why? for him giving more for power and focus on the spinning leg that blow the opponent in the other side of the screen...

Sprites by Kojunho from Mugen..

Ryu's shoryuken special move has always been either 1-2 hit variants..

the 3 shoto can still have the same version for the LP version akuma and ken

robert-uppercut2.gif

is best with Ryo or Rouwe from Galaxy fight..

ryo-shoryuken.gif comparison
SvC_Kens_Shoryuken.gif?w=480&h=480&fit=clip
Sprites from Elix13 Mugen

MP SRK the dual hitting shoryuken that start from the lower

Ryu's HP SRK would be have higher jump than the Rest..

Hadouken?

I just like marcos'/kashunod start up when charging his...

marco-super3.gif

it looks like its going to dodge an attack then starts charge his hadouken..

And make his Super Hadouken have a homing anti air capabilities...


Goutetsu



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Gouken?

Tatsumaki needed some new inspiration new for choreography...

Anti air?
shingo-2k3-shoryu2.gif

Hadouken?

Just make them slight different

Oni?

Tatsumaki

Hadouken stance..

Just make them slight different

Gowcaizer's ohga


Monster Mauler's diablo

Have weird a version of Tatsumaki..

1507428-monster_maulers_diablo.jpg?1459367200

ERyu

Can be the same with demitri hands mentioned in Akuma

Teleport needs to be a different take from Akuma..

4869375-ryu+speed+blitz+(1).gif


VKen






Other References

Some projectile/hadouken alike stance in other FG
marco-ngbc-hyakutaro.gif
billy-doubledragon-cho-so-syu-ga.png
hanzu-hado.gif
tung-hado.gif
chonrei-super2.gif
chonshu-hadou.gif
takuma-hachi.gif

Not this kind...

fight+fever.jpg
pi1.png

Some shoryuken alike in other FG
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hayate-xii-special5.gif
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psylocke-antiair.gif
6702746d8f8991ecffff8201a00140f.JPG
spider-sting.gif
jimmy-cho-rekko-ha.png
kims-special.gif
rosa-combo.gif
athena-psychosword.gif
big-shoryu.gif

some teleportation like Asura warp
giphy.gif
giphy.gif
giphy.gif
Post edited by The_Shakunetsu on

SFV Arcademode, Storymode with SFA3 World Tour Challenges & Vtrigger/Vskill ideas
Arcade Mode Concepts - Better than traditional Arcade Mode | Story Mode Suggestion - Battle Challenges, Battle Attack & Battle Type | V-Trigger & V-Skill Ideas

Character Wishlist SFV, DBFZ and MVCi

My DB Characters for DBFZ
Solo Characters
1.) Picolo
2.) Killin
3.) Kid Buu
4.) Pikon
5.) Hit
6.) Broly - legendary
7.) Super Janemba
8.) Gotenks SSJ3
9.) Great Ape Baby or Adult Form
10.) Syn Shenron - can transform to Omega
11.) Caulifa
12.) Kale
13.) Hirudegarn

Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos, Hisuii with Kohaku in MB, Danny with Demi in the Outfoxies, Jie Mei Hua in Dong Dong Never Dies and Groove-&-Fight's Oume with Otane.
14.) Android 18 with Andriod 17
15.) Rose with Zamasu
16.) Dr Jero with Andriod 19
17.) Yamcha with Puar
18.) Dabura and Babidi

Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
19.) Tien - Some specials summons Chiaozu and Launch
20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC)
21.) Meta Cooler - Plays like Ultron in MVCi
22.) Roshi - Some specials summons Turtle and Oolong
23.) Napa - Summon numerous Saibamen (like Gargos Ki or Tronbone in MVC2)
24.) Bojack

My Capcom Characters for Marvel vs Capcom: Infinite
SIGMA X ULTRON HENCHMEN- Consist of bounty hunters, heroes rival, dominant forces and altered or robotized Capcom characters.

1.) Cyber Akuma - Akuma with cybernetic enhancement, Ryu's recurring rival.
2.) Mecha Zangief - A Zangief cloned Repliod.
3.) Devilot with Super-8 from Cyberbots. (older version that look like Doronjo and plays like Doronjo TVC and Trone bonne combined)
4.) Cyborg Charlie Nash -MvSF Bison's Ending with Shadow lady missiles and electric shock

CAPCOM- New Characters

1.) Felyne - from Monster Hunter (rival to Rocket Racoon)
2.) Hauzer - from Warzard (Godzilla and Kaiju)
3.) Son-Son - the original son-son (male) (Goku) (plays like Tekkaman Blade in TVC)
4.) Nina - from Breath of Fire (plot can be from the cause of using Reality Gem)
5.) Saturn Dyer - Plasma Sword Character (The Mask) (plays like Yatterman -1 in TVC)
6.) Tessa/Tabasa - from Warzard (her previous plots revolves on crystals involvement)
7.) Pure and Fur - Protector of Capcom world.
8.) Rouge - Power Stone (her previous plots revolves on acquiring power stones involvement)
9.) Anita(Older) (DS/VS What if Character) - A like a Jojo bizzare character/persona/shaman king, summoner that summons Donovan and his sword (Touhou)
10.) Ingrid - A crossover character
11.) Ruby Heart - MVC2 (Magic stone involvement) Pirate
12.) Asura - from Asura's Wrath.
13.) Astaroth - from Ghost and Goblins size is like Dormammu or from Project-X-Zone
14.) Nero - Devil May Cry (mix of Vergil, Dante and TVC Soki)
15.) Shoma - Rival Schools

MARVEL

1.) Doom
2.) Spider-man
3.) Wolverine
4.) Thanos
5.) Venom
6.) Cyclops

My Characters for SF5's 3rd Season on wards

Different Playstyle I want in SFV
1.) Xianyu and Jianyu - as a pair fights like Choi and Chang in CVS2.
2.) Delta Red Rep!! - Can play like Captain Commando.
3.) Yun and Yang - play like how rival school or Capcom Fighting Jam works you can switch characters after or before round in matches.

Characters I want to return
1.) Haggar
2.) Eagle
3.) Maki
4.) Sodom
5.) Blanka
6.) Lee - Drunken master
7.) Feilong -(with Iron Fist playstyle like in UMVC3)
8.) Necro
9.) Oro - all projectile are now angled diagonally like Dr Fate(Injustice2) to be different from sim & other shoto
10.) Sagat
11.) Q
12.) Viper

Characters and concepts that need to explored before going to SF3 Timeline
1.) Tom
2.) Effie
3.) Byron
4.) Noembelu

Designs I want to see again in SF
1.) Asuka (from concept design) - play like KOF kazumi and Hokuto from SFex
2.) Wraith (Slam Master)

SFV Guest from SF expansions
1.) Skullomania
2.) Garuda

Comments

  • just5moreminutesjust5moreminutes Eagle will return Joined: Posts: 7,935
    I think you're putting a bit too much thought into how an iconic character should change. I'd start with giving them things the fans liked/wanted then removing something if it isn't useful.
    SAKURA
    -Basic set of normals is okay, leans her more toward an aggressive playstyle
    -CvS2 was the best version of Sakura, and some shared traits between her there and in Omega mode are a dive kick special and a hadoken-strike instead of a traditional projectile.
    -SF4 took her a different direction by giving her the frames and data of a glass-cannon/brawler hybrid. She was effective, if a bit boring.
    -What sets Sakura apart from the other shotos is that she always puts 100% of her power behind each attack. This is why her Tatsu and Shoryuken move her so far horizontally.
    -Because of the above, the best changes she could get are an even shorter fireball that isn't for zoning and a dive kick special to make her aggressive play more diverse

    AKUMA
    -Actually does have some unique animations, and new ones could easily be added as "expanding his style"
    -Even from SSF2, Akuma's defining trait was having more options than any other character, but his poor health mandated that he always play well because there's little room for error with his defenses
    -Thus, to keep Akuma who he is without sacrificing anything important, I would leave "holes" in his moves that increase the opportunity cost of using them. The Goshoryuken is already horribly unsafe, and removing his jump-back fireball prevents him from covering a retreat. The real offenders are his ground hadoken, which in the context of Street Fighter is neither flashy nor high risk/reward, and his Tatsu, which is pretty bland and in-line with what the other shotos have. I would have Akuma throw multiple ground projectiles at a time, with the recovery and start up to prevent it from being useful in repetition. In the MvC games, his Tatsu had purple energy and actually destroyed projectiles. This would be a really fun twist on Ryu's tatsu passing through projectiles,

    The others either don't need serious changes or just aren't relevant.
  • The_ShakunetsuThe_Shakunetsu COULD YOU NAME ALL THE CHARACTERS APPEARED IN MY PIC? (spoilers is in my sig) Joined: Posts: 3,384
    edited October 2016
    I think you're putting a bit too much thought into how an iconic character should change. I'd start with giving them things the fans liked/wanted then removing something if it isn't useful.

    Some were just about animation just trying to picture a different version the same way capcom did to SFV's Ken or how Snk would handle the AOF team to be applied with the ShotoWarriors
    AKUMA

    The real offenders are his ground hadoken, which in the context of Street Fighter is neither flashy I would have Akuma throw multiple ground projectiles at a time, with the recovery and start up to prevent it from being useful in repetition..

    Just a slight adjustment on stance and animation... but mostly his dependent on aerial hadou when use casually unlike the SFEX version..
    In the MvC games, his Tatsu had purple energy and actually destroyed projectiles. This would be a really fun twist on Ryu's tatsu passing through projectiles,

    Wow that a nice idea through its like his parrying projectile with kick attacks
    The others either don't need serious changes or just aren't relevant.

    Just minor change of choreography in the stance and animation... so visually not a clone or just the same animation but different properties..

    I like how capcom evolve special moves from the likes of Dan in SF4, Dhalsim Sf5, Nash Sf5 and Ken in Sf5(not his art direction)..



    SFV Arcademode, Storymode with SFA3 World Tour Challenges & Vtrigger/Vskill ideas
    Arcade Mode Concepts - Better than traditional Arcade Mode | Story Mode Suggestion - Battle Challenges, Battle Attack & Battle Type | V-Trigger & V-Skill Ideas

    Character Wishlist SFV, DBFZ and MVCi

    My DB Characters for DBFZ
    Solo Characters
    1.) Picolo
    2.) Killin
    3.) Kid Buu
    4.) Pikon
    5.) Hit
    6.) Broly - legendary
    7.) Super Janemba
    8.) Gotenks SSJ3
    9.) Great Ape Baby or Adult Form
    10.) Syn Shenron - can transform to Omega
    11.) Caulifa
    12.) Kale
    13.) Hirudegarn

    Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos, Hisuii with Kohaku in MB, Danny with Demi in the Outfoxies, Jie Mei Hua in Dong Dong Never Dies and Groove-&-Fight's Oume with Otane.
    14.) Android 18 with Andriod 17
    15.) Rose with Zamasu
    16.) Dr Jero with Andriod 19
    17.) Yamcha with Puar
    18.) Dabura and Babidi

    Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
    19.) Tien - Some specials summons Chiaozu and Launch
    20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC)
    21.) Meta Cooler - Plays like Ultron in MVCi
    22.) Roshi - Some specials summons Turtle and Oolong
    23.) Napa - Summon numerous Saibamen (like Gargos Ki or Tronbone in MVC2)
    24.) Bojack

    My Capcom Characters for Marvel vs Capcom: Infinite
    SIGMA X ULTRON HENCHMEN- Consist of bounty hunters, heroes rival, dominant forces and altered or robotized Capcom characters.

    1.) Cyber Akuma - Akuma with cybernetic enhancement, Ryu's recurring rival.
    2.) Mecha Zangief - A Zangief cloned Repliod.
    3.) Devilot with Super-8 from Cyberbots. (older version that look like Doronjo and plays like Doronjo TVC and Trone bonne combined)
    4.) Cyborg Charlie Nash -MvSF Bison's Ending with Shadow lady missiles and electric shock

    CAPCOM- New Characters

    1.) Felyne - from Monster Hunter (rival to Rocket Racoon)
    2.) Hauzer - from Warzard (Godzilla and Kaiju)
    3.) Son-Son - the original son-son (male) (Goku) (plays like Tekkaman Blade in TVC)
    4.) Nina - from Breath of Fire (plot can be from the cause of using Reality Gem)
    5.) Saturn Dyer - Plasma Sword Character (The Mask) (plays like Yatterman -1 in TVC)
    6.) Tessa/Tabasa - from Warzard (her previous plots revolves on crystals involvement)
    7.) Pure and Fur - Protector of Capcom world.
    8.) Rouge - Power Stone (her previous plots revolves on acquiring power stones involvement)
    9.) Anita(Older) (DS/VS What if Character) - A like a Jojo bizzare character/persona/shaman king, summoner that summons Donovan and his sword (Touhou)
    10.) Ingrid - A crossover character
    11.) Ruby Heart - MVC2 (Magic stone involvement) Pirate
    12.) Asura - from Asura's Wrath.
    13.) Astaroth - from Ghost and Goblins size is like Dormammu or from Project-X-Zone
    14.) Nero - Devil May Cry (mix of Vergil, Dante and TVC Soki)
    15.) Shoma - Rival Schools

    MARVEL

    1.) Doom
    2.) Spider-man
    3.) Wolverine
    4.) Thanos
    5.) Venom
    6.) Cyclops

    My Characters for SF5's 3rd Season on wards

    Different Playstyle I want in SFV
    1.) Xianyu and Jianyu - as a pair fights like Choi and Chang in CVS2.
    2.) Delta Red Rep!! - Can play like Captain Commando.
    3.) Yun and Yang - play like how rival school or Capcom Fighting Jam works you can switch characters after or before round in matches.

    Characters I want to return
    1.) Haggar
    2.) Eagle
    3.) Maki
    4.) Sodom
    5.) Blanka
    6.) Lee - Drunken master
    7.) Feilong -(with Iron Fist playstyle like in UMVC3)
    8.) Necro
    9.) Oro - all projectile are now angled diagonally like Dr Fate(Injustice2) to be different from sim & other shoto
    10.) Sagat
    11.) Q
    12.) Viper

    Characters and concepts that need to explored before going to SF3 Timeline
    1.) Tom
    2.) Effie
    3.) Byron
    4.) Noembelu

    Designs I want to see again in SF
    1.) Asuka (from concept design) - play like KOF kazumi and Hokuto from SFex
    2.) Wraith (Slam Master)

    SFV Guest from SF expansions
    1.) Skullomania
    2.) Garuda
  • The_ShakunetsuThe_Shakunetsu COULD YOU NAME ALL THE CHARACTERS APPEARED IN MY PIC? (spoilers is in my sig) Joined: Posts: 3,384
    edited October 2016
    Sagat another version

    Tiger Shot as a greater than half screen-range projectile like Kaiser Wave

    Kaiserwave.gif

    Rugal_poder3_98.gif?w=480&h=480&fit=clip

    No lower Tiger Shot

    Now Tiger Shot Acts like K'

    k-fire.gif

    That can be either

    Tiger Uppercut...

    or Tiger Shot like Reppuken that travels longer to the other side of the screen

    geese1.png

    Tiger Knee is the same of version 1


    Ryu another version

    Same with other moves from above

    but with new

    Hadouken a dodge like feature on start up

    marco-super3.gif
    Hadouken that is chargeble..
    When full charge it can be canceled into a special type of shoryuken powered up the hado-Shoryuken from UMVC3 and SF2V series.

    UMVC3-shin-shoryuken.jpg

    Akuma's lower hadokens update

    Akuma lower hadoken is an auto 3 hits but have slow start up than any other hadokens..

    latest?cb=20120917162104

    hadouken pose start up crumple or block stun near by opponent

    latest?cb=20100701011822

    Same with other moves from above
    Post edited by The_Shakunetsu on

    SFV Arcademode, Storymode with SFA3 World Tour Challenges & Vtrigger/Vskill ideas
    Arcade Mode Concepts - Better than traditional Arcade Mode | Story Mode Suggestion - Battle Challenges, Battle Attack & Battle Type | V-Trigger & V-Skill Ideas

    Character Wishlist SFV, DBFZ and MVCi

    My DB Characters for DBFZ
    Solo Characters
    1.) Picolo
    2.) Killin
    3.) Kid Buu
    4.) Pikon
    5.) Hit
    6.) Broly - legendary
    7.) Super Janemba
    8.) Gotenks SSJ3
    9.) Great Ape Baby or Adult Form
    10.) Syn Shenron - can transform to Omega
    11.) Caulifa
    12.) Kale
    13.) Hirudegarn

    Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos, Hisuii with Kohaku in MB, Danny with Demi in the Outfoxies, Jie Mei Hua in Dong Dong Never Dies and Groove-&-Fight's Oume with Otane.
    14.) Android 18 with Andriod 17
    15.) Rose with Zamasu
    16.) Dr Jero with Andriod 19
    17.) Yamcha with Puar
    18.) Dabura and Babidi

    Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
    19.) Tien - Some specials summons Chiaozu and Launch
    20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC)
    21.) Meta Cooler - Plays like Ultron in MVCi
    22.) Roshi - Some specials summons Turtle and Oolong
    23.) Napa - Summon numerous Saibamen (like Gargos Ki or Tronbone in MVC2)
    24.) Bojack

    My Capcom Characters for Marvel vs Capcom: Infinite
    SIGMA X ULTRON HENCHMEN- Consist of bounty hunters, heroes rival, dominant forces and altered or robotized Capcom characters.

    1.) Cyber Akuma - Akuma with cybernetic enhancement, Ryu's recurring rival.
    2.) Mecha Zangief - A Zangief cloned Repliod.
    3.) Devilot with Super-8 from Cyberbots. (older version that look like Doronjo and plays like Doronjo TVC and Trone bonne combined)
    4.) Cyborg Charlie Nash -MvSF Bison's Ending with Shadow lady missiles and electric shock

    CAPCOM- New Characters

    1.) Felyne - from Monster Hunter (rival to Rocket Racoon)
    2.) Hauzer - from Warzard (Godzilla and Kaiju)
    3.) Son-Son - the original son-son (male) (Goku) (plays like Tekkaman Blade in TVC)
    4.) Nina - from Breath of Fire (plot can be from the cause of using Reality Gem)
    5.) Saturn Dyer - Plasma Sword Character (The Mask) (plays like Yatterman -1 in TVC)
    6.) Tessa/Tabasa - from Warzard (her previous plots revolves on crystals involvement)
    7.) Pure and Fur - Protector of Capcom world.
    8.) Rouge - Power Stone (her previous plots revolves on acquiring power stones involvement)
    9.) Anita(Older) (DS/VS What if Character) - A like a Jojo bizzare character/persona/shaman king, summoner that summons Donovan and his sword (Touhou)
    10.) Ingrid - A crossover character
    11.) Ruby Heart - MVC2 (Magic stone involvement) Pirate
    12.) Asura - from Asura's Wrath.
    13.) Astaroth - from Ghost and Goblins size is like Dormammu or from Project-X-Zone
    14.) Nero - Devil May Cry (mix of Vergil, Dante and TVC Soki)
    15.) Shoma - Rival Schools

    MARVEL

    1.) Doom
    2.) Spider-man
    3.) Wolverine
    4.) Thanos
    5.) Venom
    6.) Cyclops

    My Characters for SF5's 3rd Season on wards

    Different Playstyle I want in SFV
    1.) Xianyu and Jianyu - as a pair fights like Choi and Chang in CVS2.
    2.) Delta Red Rep!! - Can play like Captain Commando.
    3.) Yun and Yang - play like how rival school or Capcom Fighting Jam works you can switch characters after or before round in matches.

    Characters I want to return
    1.) Haggar
    2.) Eagle
    3.) Maki
    4.) Sodom
    5.) Blanka
    6.) Lee - Drunken master
    7.) Feilong -(with Iron Fist playstyle like in UMVC3)
    8.) Necro
    9.) Oro - all projectile are now angled diagonally like Dr Fate(Injustice2) to be different from sim & other shoto
    10.) Sagat
    11.) Q
    12.) Viper

    Characters and concepts that need to explored before going to SF3 Timeline
    1.) Tom
    2.) Effie
    3.) Byron
    4.) Noembelu

    Designs I want to see again in SF
    1.) Asuka (from concept design) - play like KOF kazumi and Hokuto from SFex
    2.) Wraith (Slam Master)

    SFV Guest from SF expansions
    1.) Skullomania
    2.) Garuda
  • The_ShakunetsuThe_Shakunetsu COULD YOU NAME ALL THE CHARACTERS APPEARED IN MY PIC? (spoilers is in my sig) Joined: Posts: 3,384
    4869375-ryu+speed+blitz+(1).gif

    Unconventional dash type TELEPORT references -for Shoto type warriors (V.Ken, E.Ryu, Akuma, S.Akuma, CyberAkuma, D.Sakura and Oni?

    giphy.gif

    1.) Teleports with time delay properties

    giphy.gif
    giphy.gif

    Somehow K' HSDM has the same feel with SFV's Nash

    Like the eye imagine it with akuma's red eyes and time stop feel could combine into one idea.

    giphy.gif
    from proxicide SFxMK flash movie..

    Can work like Final Psycho Crusher from SFA3 not as a super with a time stop but as a teleport with a time slow or time stop. Preferred for the likes of Shin Gouki or Oni.

    2.) Invincibility passing through dash

    giphy.gif

    A counter activated teleport that is preferred for the likes of those that are lesser than Akuma like E.Ryu and etc.

    giphy.gif

    Amakusa has more invincible and more responsive teleport similar to Akuma. This kind of Teleport would be better with Shin Akuma or Oni type version.

    If ever they would have EX version of teleport someday.


    Been researching other fighting games stuff and convert some it to Gifs

    Other boss, obscure, bizarre and weird related shoto sp moves stuff

    giphy.gif

    Monster Mauler's Diablo has Hadouken and Tatsumaki feel like a Blanka and Oni in one.

    giphy.gif

    Get Over here!! Black Widow from Capcom's Slam Master hadouken that pull toward opponents like MK's Scorpion.

    giphy.gif

    Sheng Long(not sf related) telekenetic hadouken grab.. Ermac?

    giphy.gif]

    same game Gowkaiser that boss ohga got a similar shoryuken and projectile..

    Etc

    giphy.gif
    Go hibiki by DarkMasterS from Mugen.

    Weird kind of hadouken that push the enemy on the side of the screen and explode.

    Goutetsu Update

    Tatsumaki... mix robert with kim

    giphy.gif

    robert-2k3-jumpspinkicks.gif

    Shoryuken

    kims-special.gif

    Hadouken

    robert-02fireball.gif

    Other capcom usual known stuff
    pyron-cfe-special3.gif
    pyron-cfe-shot4.gif

    Hadou-Shoryuken

    cyc-shoryu.gif

    and Gene splice...

    SFV Arcademode, Storymode with SFA3 World Tour Challenges & Vtrigger/Vskill ideas
    Arcade Mode Concepts - Better than traditional Arcade Mode | Story Mode Suggestion - Battle Challenges, Battle Attack & Battle Type | V-Trigger & V-Skill Ideas

    Character Wishlist SFV, DBFZ and MVCi

    My DB Characters for DBFZ
    Solo Characters
    1.) Picolo
    2.) Killin
    3.) Kid Buu
    4.) Pikon
    5.) Hit
    6.) Broly - legendary
    7.) Super Janemba
    8.) Gotenks SSJ3
    9.) Great Ape Baby or Adult Form
    10.) Syn Shenron - can transform to Omega
    11.) Caulifa
    12.) Kale
    13.) Hirudegarn

    Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos, Hisuii with Kohaku in MB, Danny with Demi in the Outfoxies, Jie Mei Hua in Dong Dong Never Dies and Groove-&-Fight's Oume with Otane.
    14.) Android 18 with Andriod 17
    15.) Rose with Zamasu
    16.) Dr Jero with Andriod 19
    17.) Yamcha with Puar
    18.) Dabura and Babidi

    Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
    19.) Tien - Some specials summons Chiaozu and Launch
    20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC)
    21.) Meta Cooler - Plays like Ultron in MVCi
    22.) Roshi - Some specials summons Turtle and Oolong
    23.) Napa - Summon numerous Saibamen (like Gargos Ki or Tronbone in MVC2)
    24.) Bojack

    My Capcom Characters for Marvel vs Capcom: Infinite
    SIGMA X ULTRON HENCHMEN- Consist of bounty hunters, heroes rival, dominant forces and altered or robotized Capcom characters.

    1.) Cyber Akuma - Akuma with cybernetic enhancement, Ryu's recurring rival.
    2.) Mecha Zangief - A Zangief cloned Repliod.
    3.) Devilot with Super-8 from Cyberbots. (older version that look like Doronjo and plays like Doronjo TVC and Trone bonne combined)
    4.) Cyborg Charlie Nash -MvSF Bison's Ending with Shadow lady missiles and electric shock

    CAPCOM- New Characters

    1.) Felyne - from Monster Hunter (rival to Rocket Racoon)
    2.) Hauzer - from Warzard (Godzilla and Kaiju)
    3.) Son-Son - the original son-son (male) (Goku) (plays like Tekkaman Blade in TVC)
    4.) Nina - from Breath of Fire (plot can be from the cause of using Reality Gem)
    5.) Saturn Dyer - Plasma Sword Character (The Mask) (plays like Yatterman -1 in TVC)
    6.) Tessa/Tabasa - from Warzard (her previous plots revolves on crystals involvement)
    7.) Pure and Fur - Protector of Capcom world.
    8.) Rouge - Power Stone (her previous plots revolves on acquiring power stones involvement)
    9.) Anita(Older) (DS/VS What if Character) - A like a Jojo bizzare character/persona/shaman king, summoner that summons Donovan and his sword (Touhou)
    10.) Ingrid - A crossover character
    11.) Ruby Heart - MVC2 (Magic stone involvement) Pirate
    12.) Asura - from Asura's Wrath.
    13.) Astaroth - from Ghost and Goblins size is like Dormammu or from Project-X-Zone
    14.) Nero - Devil May Cry (mix of Vergil, Dante and TVC Soki)
    15.) Shoma - Rival Schools

    MARVEL

    1.) Doom
    2.) Spider-man
    3.) Wolverine
    4.) Thanos
    5.) Venom
    6.) Cyclops

    My Characters for SF5's 3rd Season on wards

    Different Playstyle I want in SFV
    1.) Xianyu and Jianyu - as a pair fights like Choi and Chang in CVS2.
    2.) Delta Red Rep!! - Can play like Captain Commando.
    3.) Yun and Yang - play like how rival school or Capcom Fighting Jam works you can switch characters after or before round in matches.

    Characters I want to return
    1.) Haggar
    2.) Eagle
    3.) Maki
    4.) Sodom
    5.) Blanka
    6.) Lee - Drunken master
    7.) Feilong -(with Iron Fist playstyle like in UMVC3)
    8.) Necro
    9.) Oro - all projectile are now angled diagonally like Dr Fate(Injustice2) to be different from sim & other shoto
    10.) Sagat
    11.) Q
    12.) Viper

    Characters and concepts that need to explored before going to SF3 Timeline
    1.) Tom
    2.) Effie
    3.) Byron
    4.) Noembelu

    Designs I want to see again in SF
    1.) Asuka (from concept design) - play like KOF kazumi and Hokuto from SFex
    2.) Wraith (Slam Master)

    SFV Guest from SF expansions
    1.) Skullomania
    2.) Garuda
  • The_ShakunetsuThe_Shakunetsu COULD YOU NAME ALL THE CHARACTERS APPEARED IN MY PIC? (spoilers is in my sig) Joined: Posts: 3,384
    edited October 2016
    The all time favorites of the many Akuma.. that made his ground game less responsive with poor ground zonning tools and more start up but gives more multi hiting moves.

    Akuma is a well known in demand character that plays shoto and greater

    giphy.gif

    Tekken's Akuma Tatsumaki Senpuu Kyaku choreography and animation is already good... but just change the final hit to an Axe Kick that knockdown in front than knock away. The hits depend on which of the button pressed.

    First we should change his traditional Aerial Hadou ... to less exploitable zonning advantage that is not healthy for SFV.. Then the range, arc and adjacent is toned down like SFA akuma is changes in SFA2 akuma. The speed of the projectile depend on which the button pressed.

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    Simple adopting by his SFEX type of Aerial Projectile/Zanku Hadouken but not adding the cancelable the tenmakujinkyaku instead as a follow up move. Making it like Bison's Head Press but instead can be followed up by two moves depending on button pressed.

    Down + Punch Button it is followed by a lighter version of Misogi/Tenma Shurettou/Oni's Ground Pound
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    Down + Kick Button it is followed by a Tenmakujinkyaku
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    Akuma's Lower Hadoken is only Shakunetsu Hadouken no more regular/normal lower hadouken.

    latest?cb=20100701011822

    Lower Hadouken would have this pose/stance in start up that crumple or block stun near by opponent to decrease it's zoning advantage and responsiveness.

    The projectile would have an auto 3 hits like SF4 Akuma's Shakunetsu Hadouken that need 2 fireballs to disperse. the speed of the projectile depend on the button pressed.

    The hand gesture is change/pose/stance is change similar to Demitri's demitri-nvcattack.gif

    mizoguchi-shoryuken2.gif

    MP-HP Shoryuken differ from before and acts like Mizoguchi or like a quicker version of Kazuya's lightning screw from Tekken that instead of spining its just doing a mini dash so it's not as a responsive anti air like it was before but has properties like dodge and dash that stays alot more time on the ground more before going straight upward. The range of dash depends on which button is pressed.

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    When it connects and near to a an enemy the initial hit then proceeds to multi hit. So it still can do the classic famed Akuma combos like Tatsumaki then followed by a Shoryuken are still possible.

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    Familiar tools are still with him.

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    EX version for normal, shin and oni!!

    Hadouken EX move has no charge time.

    Aerial Hadouken EX move is a double aerial hadouken... will not conflict with Shin upgrade during vTrigger mode that is another hadouken is a follow move like Yuri of KOF/AOF Kuuga (Yuri Chou Upper). During EX follow up moves are disabled

    xmcotaj1.gif

    Shoryuken EX move acts like a counter X-Ability in Xmen COTA

    Tatsumaki EX move more hits and juggles state the opponent on last hit.

    CHARACTER AESTHETIC
    let's bring back the mystery and shadowy feel of Akuma in model design.

    latest?cb=20081204084417

    Storyline and Plot

    does only need to be a mysterious fighter that will challenge the worthy and strong. No need for huge plot interactions that would complicate.

    Raging Demon/Shun Goku Satsu Plot Holes

    How to fix Shun Goku Satsu re-interpretion in newer games by turning it to Akuma's personal misunderstanding or confusion. It is simple by using the first person point of view from an Ansatsuken student that betrayed his own master. Advantage is also from that we have no structured foundation and understanding about the nature Satsu no hadou. Since everything started with a Ryu then with the Zero/Alpha prequels and the lack of Gouken in the past Sf to explain the capabilities and limitation of Shun Goku Satsu is to be shrouded by mysteries the same with Gouken and Gouki. it doesn't need to elaborate itself in the later or become a main source of conflict and objective for future SF games on wards the timeline. Just don't ever make a prequel based on Goutetsu that reveal a lot of Satsu no Hadou and Shun Goku Satsu like. Good stuff in Assassins fist and Alpha is that they didn't elaborate and justify everything related to Satsu no Hadou. It's just known to be forbidden, dangerous and destructive that's all.

    We know that dictator is dependent so much with Psycho Power is a good twist, Like something I posted in the thread earlier, for Akuma to have wrong expectation towards Satsu no Hadou. It's not to change the scene but to having a new perspective of an event behind the previous established scene not destroying it's like a plot twist in the movie or manga. Since Satsu no hadou is thought by Goutetsu and Akuma expand it by self study not from a guidance of another master that is has expertise on its nature. In that part he would find himself lacking and betrayed by his power. This even gives a thought that Goutetsu cared about Akuma and not about stopping him the becoming strongest, Some powers in many stories isn't really about being strongest among all powers created in a fictional universe but because its nature is unknown to many and can bring danger that's why it is feared not because it was the ultimate power of that universe, This gives new probabilities of other potential threat powers undiscovered.

    As of now I don't care how the Shun Goku Satsu being toned in the SF Universe rather than making it an AUTO WIN or a deus ex machina solution for many as making him almost the most powerful character in the series that only Gill, Gen or Gouken ka nulify, I feel its more interesting that Akuma fails his expectation from the path of thinking that being the strongest that is no other way than the Satsu no Hadou, that he could just Shun Goku Satsu everyone and that why he needs to learn new techniques like "Kongou Kokuretsu Zan" and to know he isn't what he thought would be or he was and Satsu no Hadou was by then realizing their's something more on Ryu's path and new achievements, new discoveries, new disciplines, new master beyond his understanding that their is one path and its his way.

    Seeing himself like the dictator that once he despise by being dependent/slave of his shadows. (SSF2Trevival ending)


    maxresdefault.jpg

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    Akuma normal mode shadow/fog shaded face like Dio in Bandai game. This would brings back that nostalgic feel of spectator and mysterious into Akuma.

    giphy.gif
    from proxicide SFxMK flash movie..

    Can work like Final Psycho Crusher from SFA3 not as a super with a time stop but as a teleport with a time slow or time stop. Preferred for the likes of Shin Gouki or Oni.

    Akuma Update

    SFV Arcademode, Storymode with SFA3 World Tour Challenges & Vtrigger/Vskill ideas
    Arcade Mode Concepts - Better than traditional Arcade Mode | Story Mode Suggestion - Battle Challenges, Battle Attack & Battle Type | V-Trigger & V-Skill Ideas

    Character Wishlist SFV, DBFZ and MVCi

    My DB Characters for DBFZ
    Solo Characters
    1.) Picolo
    2.) Killin
    3.) Kid Buu
    4.) Pikon
    5.) Hit
    6.) Broly - legendary
    7.) Super Janemba
    8.) Gotenks SSJ3
    9.) Great Ape Baby or Adult Form
    10.) Syn Shenron - can transform to Omega
    11.) Caulifa
    12.) Kale
    13.) Hirudegarn

    Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos, Hisuii with Kohaku in MB, Danny with Demi in the Outfoxies, Jie Mei Hua in Dong Dong Never Dies and Groove-&-Fight's Oume with Otane.
    14.) Android 18 with Andriod 17
    15.) Rose with Zamasu
    16.) Dr Jero with Andriod 19
    17.) Yamcha with Puar
    18.) Dabura and Babidi

    Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
    19.) Tien - Some specials summons Chiaozu and Launch
    20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC)
    21.) Meta Cooler - Plays like Ultron in MVCi
    22.) Roshi - Some specials summons Turtle and Oolong
    23.) Napa - Summon numerous Saibamen (like Gargos Ki or Tronbone in MVC2)
    24.) Bojack

    My Capcom Characters for Marvel vs Capcom: Infinite
    SIGMA X ULTRON HENCHMEN- Consist of bounty hunters, heroes rival, dominant forces and altered or robotized Capcom characters.

    1.) Cyber Akuma - Akuma with cybernetic enhancement, Ryu's recurring rival.
    2.) Mecha Zangief - A Zangief cloned Repliod.
    3.) Devilot with Super-8 from Cyberbots. (older version that look like Doronjo and plays like Doronjo TVC and Trone bonne combined)
    4.) Cyborg Charlie Nash -MvSF Bison's Ending with Shadow lady missiles and electric shock

    CAPCOM- New Characters

    1.) Felyne - from Monster Hunter (rival to Rocket Racoon)
    2.) Hauzer - from Warzard (Godzilla and Kaiju)
    3.) Son-Son - the original son-son (male) (Goku) (plays like Tekkaman Blade in TVC)
    4.) Nina - from Breath of Fire (plot can be from the cause of using Reality Gem)
    5.) Saturn Dyer - Plasma Sword Character (The Mask) (plays like Yatterman -1 in TVC)
    6.) Tessa/Tabasa - from Warzard (her previous plots revolves on crystals involvement)
    7.) Pure and Fur - Protector of Capcom world.
    8.) Rouge - Power Stone (her previous plots revolves on acquiring power stones involvement)
    9.) Anita(Older) (DS/VS What if Character) - A like a Jojo bizzare character/persona/shaman king, summoner that summons Donovan and his sword (Touhou)
    10.) Ingrid - A crossover character
    11.) Ruby Heart - MVC2 (Magic stone involvement) Pirate
    12.) Asura - from Asura's Wrath.
    13.) Astaroth - from Ghost and Goblins size is like Dormammu or from Project-X-Zone
    14.) Nero - Devil May Cry (mix of Vergil, Dante and TVC Soki)
    15.) Shoma - Rival Schools

    MARVEL

    1.) Doom
    2.) Spider-man
    3.) Wolverine
    4.) Thanos
    5.) Venom
    6.) Cyclops

    My Characters for SF5's 3rd Season on wards

    Different Playstyle I want in SFV
    1.) Xianyu and Jianyu - as a pair fights like Choi and Chang in CVS2.
    2.) Delta Red Rep!! - Can play like Captain Commando.
    3.) Yun and Yang - play like how rival school or Capcom Fighting Jam works you can switch characters after or before round in matches.

    Characters I want to return
    1.) Haggar
    2.) Eagle
    3.) Maki
    4.) Sodom
    5.) Blanka
    6.) Lee - Drunken master
    7.) Feilong -(with Iron Fist playstyle like in UMVC3)
    8.) Necro
    9.) Oro - all projectile are now angled diagonally like Dr Fate(Injustice2) to be different from sim & other shoto
    10.) Sagat
    11.) Q
    12.) Viper

    Characters and concepts that need to explored before going to SF3 Timeline
    1.) Tom
    2.) Effie
    3.) Byron
    4.) Noembelu

    Designs I want to see again in SF
    1.) Asuka (from concept design) - play like KOF kazumi and Hokuto from SFex
    2.) Wraith (Slam Master)

    SFV Guest from SF expansions
    1.) Skullomania
    2.) Garuda
  • The_ShakunetsuThe_Shakunetsu COULD YOU NAME ALL THE CHARACTERS APPEARED IN MY PIC? (spoilers is in my sig) Joined: Posts: 3,384
    Update from other threads Sakura, Dan, Sean and Sagat. bonus Haggar
    I'm redesigning shoto to play to different from the rest of their counter part. beginning with Sakura.

    Her SP Moves has fast start up but can be charge by holding the button on execution.
    The boost is not for multi hit but for heavy/bigger 1 hit damage..

    Sakura

    If that would be the case then Sakura would be someone that excels among the likes of karin, ibuki, elena, mika and makoto because of the accidental and luck to successfully do a variant of a known deadly martial art technique through extensive efforts and focus of doing the likes of hadouken, tatsumaki and shoryuken but without the proper discipline and training. Making her dependent... which would be also good on making why Karin thinks she better than Sakura not by resources but skills and training..

    If Sakura would return definitely she should have at least Dan's influence in her special moves...

    dan2.gif

    Yuri is a good design of a someone aspiring to become as strong like her brother and father giving all her strength that can be seen and reflected in the animation of her special moves.

    She could have empower her version of hadouken as special moves similar to Dan in svc, A quicker version a more delayed recovery when fully charged also in close range that can also shield her even from air borne attacks but the longer you hold/charge the button the more it damage(not a multi damage)... the lenght of the time the projectile stays depends on the button that is pushed.. it's also inspired from SFA2 and MvS version of her.
    tumblr_mphq0cD8961qcsesho1_500.gif
    dan-sc-shokoken.gifyuri-cvs-shok.gif

    doing dan or yuri projectile stance but the effect is similar to KOF's bao

    bao-energyball1.gif athena-psycho-reflector.gif

    Shoryuken could be interesting variant of Yuri's Chou Knuckle that can be charge a similar fashion of a quick leaping attack but instead of a straight punch it change into a LP/light shoryuken... the stronger the button the farther it gets.

    joe-arm.gif yuri-kof.gif?w=480&h=480&fit=clip

    like the alpha generation sakura... I kinda like that fight choreography of sakura againts Ryu... it something i always think how Ryu is better than her...

    It's a slight like of the MvS Sakura but instead of Running and Multi-hiting it becomes leaping, dashing and chargeble for bigger damage...

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    tumblr_o1u6besd531rpcutso1_500.gif

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    while the Tatsu is also chargable to a masive damage overhead spining kick... the stronger button the farther the arc.

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    Take the Ingrid or Kula Version..

    ingrid-sunshine.gif

    kula-special5.gif

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    Making her unique with chargable specials by holding attack buttons than just another shoto clone...

    EDIT: Added replace pictures with Gif


    Next is Dan to be differ to Sean in future updates... he also learn some new stuff and ways from being together with Sakura? or even someway from Blanka not literally special moves but things like practices from patience and cunning ways on applied on his special moves.

    blanka1.gif
    Dan?

    His fireball gadoken could evolve into something more innovative and refined by simply making it like KOF's benimaru.. adopting some influences from blanka's shave roll for it's multi direction.

    LP gadoken as an overhead downward fireball

    giphy.gif

    Hacked version of SF4 idea and credits to error1

    The MP gadoken would be the something like the movie version
    8m4h2-.gif
    which is similar to Andy in 2001
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    SP gadoken is similar to benimaru an upward gadoken as anti air..

    beni-xi-special2.gif

    Pushing the button rapidly from MP and SP gadouken would make it stay longer

    His Dankukyaku

    Is evolved into more tactical version of the previous
    So that if he would appear together with Sean it be similar

    Feilong's Rekkaken as "special special move"

    like the tatsumaki senpuu kyaku of Ryu in the SFEX series

    giphy.gif

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    making Dan's version advance than Sean...

    And can be also canceled up a version of Tenmakujinkyaku

    somewhat a his SP Moves are mashable version

    Dan's version of Sf4's shoryuken is already okay..


    Sean to be not conflicted and differ than Dan he retains his hyper tornado

    IMG_20161015_131432_zpsi7bejdh1.jpg?w=480&h=480&fit=clip
    Sean?

    Just a slight change on stance* on Hadou Burst..

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    shingo-2k3-shoryu2.gif

    Shoryuken of Sean known as Dragon Smash of two fist somehow weird and ineffective method with two clench fist than both open palm if its intended purpose was to push away, fend off and hurt. I known it should represent a parody to basket ball maneuvers like "rebound" or a "jump shot" in basketball but it still feel wrong, it should have been more of a body blow because it wasn't meant to catch or throw his opponent like a ball but instead to "box out" them with the weight of their body. Even in real life basket ball your force in jumping when doing the rebound* and box out to fend off successfully lies in your body, back of shoulders and both of your elbows when doing a jump shot for a ball. It's should be more of a double cross formed elbow attack like a blocking gesture that pushes the enemy backward.

    I believe he would be more laura with some SF3 moves.


    EDIT: video change to GIF!!
    And finally the non-shoto in looks but plays religiously like a shoto Ryu's other rival. Sagat with toned down and conditional anti air and projectile. Tiger shot inspired some properties to KOF's K' special move the Ein Trigger.
    Sagat?

    No more lower Tiger Shot a tribute to the SF1 original version of Sagat that has no lower version.

    Making Tiger Shot as a "special special move" like Karin's Guren Ke or K's Ein Trigger from KOF series... cancelable special to a plethora of follow up specials.. The faster it comes out and longer active frames depends on which button is pressed.

    k-fire.gif

    Tiger Shot as less than half screen-range projectile like the famed Kaiser Wave of KOF series.

    Kaiserwave.gif

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    Now Tiger Uppercut... is now just a follow up move to Tiger Shot.. like Ein Trigger to Second Shell. The faster it comes out and range depends on which button is pressed.

    Another new move is also a follow up to Tiger Shot the Tiger Slash like Reppuken that travels longer to the other side of the screen but on lower part inspired from Geese move Reppuken and Double Reppuken also seen and done by Sagat in the SF4 Viper aftermath movie. The speed depends on which button is pressed.

    giphy.gif

    geese1.png

    Now Tiger Knee into a quick knee charge dash leaping attack instead of an anti air. The faster it comes out and longer active frames depends on which button is pressed.

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    Making Sagat dependent to a less than half screen projectile to excute other powerful moves like tiger uppercut and tiger wave

    Everyone had same command execution while stance and gesture are slightly altered to have their own individuality different takes on their moves but not so far or different that is still keeping the nostalgic and purist feel and influences from their originator.

    EDIT: change videos to gif

    Bonus Haggar


    UMVC3 did separate him from normals like the steel pipe and hard hitting drop kick but Haggar is still labeled as a clone because of the two famed special moves in FG history. The Pile Driver and Lariat is common definition and references used against him for being just another Gief.



    Goals : How to re-Invent him to be not anymore another Zangief and play far away from traditional existing grapplers in SFV, While keeping his nostalgic feel intact and not thrown away.

    Solutions: is to remove this two moves as regular special moves make them exclusive and irregular move like Ryu's Shin Shoryuken and Shinkuu Tatsumaki Kyaku. Then take influences from hard hitting brawler and unconventional play style characters like of Colossus of Xmen Cota, Geese, Antonov, Daimon and Krauser from KOF.

    A grappler in plot and origins but plays without a special command throw other than a single EX. This is my take to recreate a Capcom grappler to a non-capcom traditional grappler converted with unconventional gameplay style but keeping his nostalgic reference. He never had any debut in an SF fighter unlike the other Final Fight cast. I hope Capcom would consider him someday in a SF fighter.

    V-Skill :

    Dig/Find/ (MP+MK) - Haggar will do a quick crouch/duck that can dodge an attack then hit/slams/pound the ground for a random power up(can be nothing) to appear for 3 seconds anywhere in the ground of the stage within the perspective of both players, Haggar need to walk through the item to get the buff effect.

    Turkey- Adds 5% of Full Stamina
    Whiskey- Adds 5% of Full VGauge
    Vitamin- Empties/Resets Stun Gauge
    Dollar - Adds 5% of Full EXGauge
    Knife - Throw able Item by pressing whatever attack button, Can pass through any energy based projectile.

    The Knife usage is a references based on his debut in original Final Fight that he could only throw the knife.

    V-Reversal : Haggar's Lariat

    V-Trigger: Rage/Heat Up Super Slam/Super Throw - nostalgic reference from his Ring of Destruction version that pushes him to play rush down like in his retro wrestling and beat em up appearances.

    Haggar turns Red during activation and Haggar's HP(Pipe) becomes a completely unblockable punch. That If this punch connects with the opponent, Haggar will initiates a Pile Driver. Up to 3 Pile Drivers. Works even in Jump State. This will also gave him immunity to stun status and dizzy effects because of freezing/pause his stun gauge.

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    Nostalgic references from Shuma Gorath's Chaos Dimension and Spiral's Metamorphosis in MVC series.

    V-Trigger: (Alternative Concept) non-install works like Nash's Teleport's by making Haggar Lariat as a COMBO BREAKER - Haggar will do a keep away version Spinning Clothesline that is invulnerable to specials and normals attacks. Can be used to cancel any of your special(non throw) or normals attacks. It's not a multi-hitting/comboable move like gief but does a big damage in the initial hit then knocks away your opponent to the other side of the screen like Ryu's HK Tatsu.

    New Special Moves exclusive from other Haggar counterparts:

    1.) Violent Axe - Appeared in UMVC3 and Ring of Destruction. Works closely to UMVC3 counterpart.

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    Violent Axe EX version ends with two fist holding launcher that juggles.

    2.) Rapid Fire Fist (Special Move Version)- from UMVC3 works similar way to KOF's Takuma Special Move.

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    Rapid Fire Fist EX version is Haggar's Special Lariat - Haggar will do a keep away version Spinning Clothesline that is invulnerable to specials and normals attacks. Can be used to tech-hit normal throws with proper timing and also to cancel any of your special(non throw) or normals attacks. It's not a multi-hitting/comboable move like gief but does a big damage in the initial hit then knocks away your opponent to the other side of the screen like Ryu's HK Tatsu.

    tumblr_nmb5k3j9B51r7sijxo1_500.gif

    The move will never go with the decrease life version because it doesn't feel street fighter and there are other variants that doesn't cost a life drain. I made it as an EX move not just for personal preference to make it stand out to Gief that lacks an EX version. This would even separate him from Eagle's Manchester Black and Necro's Tornado Hook from usefulness and purpose.

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    When talking about Spinning Lariat many would refer to both capcom characters(Haggar and Gief) to each other because of their fame but in fact it has many variants used in many FG with different properties some notable decent reference would be Wolfang Krauser's Hurricane Fist from SNK's Fatal Fury Real Bout that would be an interesting alternative though.

    3.) Body Slam - from Might Final Fight. A full body leap attack.

    haggar-tiny-bodyslam.gif

    Can be done also on air.

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    The EX version is 3 hit and has armor.

    4.) Gorilla Press/Wrestling Throw - (base from Slam Master and Final Fight 3) is now a counter move like Geese Howard's Atemi Nage for upper attacks. Weaker buttons for quicker version but less active frames and stronger buttons for longer active frames.

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    Traditional animation and choreography based on Colossus which is better.

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    Can be followed by another variation that is throw farther by repeating the same command. Like Colossus's Body Hold in XMen COTA and another good references Geese Howard's Raimei Gouha Nage.

    col-toss.gif

    The EX version would be finished by an Izuna Drop and never proceeds to Pile Driver. This is a nostalgic reference and loosely base from his Super Move(Final Hammer?) in Final Fight 3.

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    5.) Grab Head Butt - is now a counter move for lower and mid attacks. Weaker buttons for quicker version but less active frames and stronger buttons for longer active frames.

    The EX version is followed by a Suplex that will switch your position.

    Critical Art: Rapid Fire Fist from UMVC3.



    Or just pile driver something towards the opponent

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    Normals:

    Many would referred him nowadays based from his famed UMVC3 version a parody of his debut in Final Fight. The Pipe as HP and other normals in UMVC3 are already good references but there are a lot more obscure reference that can translate him better like Xmen's Cota's Colossus where he could borrow decent normals and some animation stuff.

    col-standingattacks.gif

    Since Colossus have strong similarities/likeness to his Ring of Destruction and Final Fight 3 counterpart from physiques, specials and normals if Haggar would be translated to Alpha/Zero style.

    Other's could be with Victor from DS.

    victor-kick.gif


    @Eternal also did a very good reference regarding Haggar
    Eternal wrote: »
    How I would have done Haggar in SF4 would have made him very different from Zangief but still have some obvious parallels between the two.

    Oki doki. Let's start with normals:

    cbfXb4x.jpg

    crLP. Pretty straight forward probably could pull it from someone can't think of one off the top of my head.

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    crLK also straight forward. Very similar to Zangief could just reuse his

    7ZKnsJG.jpg

    crouching HP. Would be an anti air normal similar to shoto's crHPs could use Dan's it's extremely similar in animation.

    iJYiaHB.jpg

    Far LP, nothing particularly note worthy could pull it from someone can't think of one off the top of my head.

    EQ7MYc9.jpg

    Command normal performed with F+LP. It's a very far reaching jab. Would be ~6F startup and could be special canceled

    ksRbWC9.jpg

    close/far MP. Would be special cancelable and have good reach. Not as far as F+LP though but would also do 60 damage. Could re-use Guy's far MP animation.

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    Close HP, could re-use zangief's close HP but flipped so that animation back to screen essentially (Since Zangief does the chop in the opposite direction, front to back.)

    RFa2BtN.jpg

    F+MP command normal. Could reuse Hakan's F+MP. Would be just a forward moving normal for pressuring.

    VauDRYB.jpg

    sLK would be an anti air normal. Could probably use Thawk's far LK and just flip which leg goes up and change the hands.

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    sMK would be a low avoiding poke similar to THawk's far MK could probably use THawk's far MK and just change the hands

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    Far HP would be an overhead like Hugo's sHP is. What is unique though is this would case a hard knockdown like a sweep does. ~15F-17F startup damage ~90-100. Unsafe on block and very easily focused.

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    D+MK in mid air would cause a short hop similar to Deejay's.

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    Body splash, performed just like Zangiefs and pretty much identical to Zangief's

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    Elbow Drop performed with F+HP on the ground would be an overhead leap attack that could reuse C. Viper's overhead animation or Cody's FJ HP or so many other examples lol. It'd function very similar to Viper's overhead though slower speed and more damage.

    Ok, normals are out of the way so now we can get to more interesting stuff: SPECIALS!
    Starting with his most iconic move the spinning lariat (that Zangief was inspired to copy!)
    JkfsiOn.jpg

    The lariat would be similar and yet different than Zangief's. First off he would only have ONE version of Lariat. It would be about the speed of Zangief's quick lariat in terms of total frame count. Lariat itself would have a fairly quick startup ~4-5F just like Gief's 4F lariat. However beyond that things are different. Haggar's lariat would be unable to move at all (unlike Giefs). Haggar's lariat however would be fully invincible on startup and most of the active frames (~18F invincibility or so). However lariat would cause Haggar to lose ~50-70 health each time it's used. Regardless if it hits or not. In addition, rather than launching the opponent upwards like Zangief's lariat, haggars would throw the opponent more horizontal meaning it wouldn't give as good of positioning for Haggar. Damage would be ~160 on first part then drop to 130 later (reverse of Zangief's which gets more damage on later frames.) it would also break armor.

    eIKLCTr.jpg

    Violent Ax would be a launcher type move that throws the opponent into the air on hit allowing haggar to combo into his sky-high back drop.
    EX Version would do an additional swing before launching them. Causing more damage and corner carry.

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    His sky-high backdrop (AKA Izuna drop). This could also be used separately in a similar fashion as Hugo's back breaker though not as far reaching.
    EX Version would have invincibility. This move would also function similar to Rose's soul throw in that when the opponent is in a juggle state it becomes a strike attack, otherwise it is a throw.

    cDz1yxl.jpg

    Running arm bar. Haggar would run forward a short distance before performing a clothsline. If the move hits then it knocks the opponent down and Haggar immediately corpse hops during the stopping of the clothes line this switching sides. It would be an armor breaker. It'd be kind of like Balrog's dash punches in that the startup is variable based on the distance of the opponent. However it wouldn't be particularly fast traveling. Though it would require a back charge (sort of like Abel's shoulder tackle in SFxT) this would also be partially upper body invincible to strikes.
    EX Version would have a hit of armor

    sefSCen.jpg

    Alternately Haggar could use kicks instead of punches and do the same running animation but instead of doing a clothesline he does a drop kick once he gets in range. This would not break armor and it would be considered airborne + lower body strike invincible.
    EX Version would have a hit of armor

    2FuiNK6.png

    Haggar pauses for a brief moment then does a quick lunge forward. If he hits you then he goes into a choke hold state this would be a strike attack NOT a throw (Think of: Ibuki's Raida):
    EX Version would have a hit of armor. Could probably use Abel's super for the lunge.

    jot5U7g.jpg

    While in this state Haggar is able to walk around for a very short time and has several options.
    1. Every couple of steps Haggar will attempt a headbutt (up to 3x max).
    TMUy847.jpg
    This would actually require you to press a punch button (any punch) at precisely the correct frame window to have the headbutt connect you screw up and the opponent gets out of the choke hold. (Think: Nina's grab move in SFxT where she has do the button press at correct times.)
    When the 3rd headbutt connects the opponent is knocked down in a quick risable knockdown state right nearby Haggar.
    2. Haggar can hit Back+any kick and Haggar will do a suplex dropping the opponent right next to Haggar in an untechable knockdown as well as switching sides with Haggar (useful for putting opponent into the corner!)
    C96rPl4.jpg
    3. Haggar can do Forward + Any Kick and haggar will perform a back breaker and throw the opponent off his shoulders ahead of himself a short distance.
    ngW1LNh.jpg

    Haggar can also perform his flying pile driver which would function similar to Zangief's SPD though lower damage. However depending on the last input for the FPD Haggar will change his jump! Rather than always jumping straight up like Thawk/Gief he can actually choose to either do a jump forward / neutral / backwards by performing the 360 and ending the final input on either Up+Forward/UP/UP+Back. This gives him some additional corner carry potential though he still does a rebound leap like Gief/Hawk that leaves him fairly far from the opponent. However say your back is to the corner you can do the FPD backwards and you'll end up right next to the opponent just like when Gief does his flying suplex. If you are close to the opponents corner you can push them into the corner by doing a UP+Forward final input.

    His pipe would be used in his focus attack and one of his ultras. Perhaps he could also have his leaping pipe as an attack as well.

    Haggar would play as more of a brawler + grappler just like he did in Final Fight and in Slam Masters. One thing to remember is that Haggar is in fact NOT as big as Zangief (Gief is 7ft while Haggar is 6'7). So Haggar would be a faster character.


    SFV Arcademode, Storymode with SFA3 World Tour Challenges & Vtrigger/Vskill ideas
    Arcade Mode Concepts - Better than traditional Arcade Mode | Story Mode Suggestion - Battle Challenges, Battle Attack & Battle Type | V-Trigger & V-Skill Ideas

    Character Wishlist SFV, DBFZ and MVCi

    My DB Characters for DBFZ
    Solo Characters
    1.) Picolo
    2.) Killin
    3.) Kid Buu
    4.) Pikon
    5.) Hit
    6.) Broly - legendary
    7.) Super Janemba
    8.) Gotenks SSJ3
    9.) Great Ape Baby or Adult Form
    10.) Syn Shenron - can transform to Omega
    11.) Caulifa
    12.) Kale
    13.) Hirudegarn

    Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos, Hisuii with Kohaku in MB, Danny with Demi in the Outfoxies, Jie Mei Hua in Dong Dong Never Dies and Groove-&-Fight's Oume with Otane.
    14.) Android 18 with Andriod 17
    15.) Rose with Zamasu
    16.) Dr Jero with Andriod 19
    17.) Yamcha with Puar
    18.) Dabura and Babidi

    Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
    19.) Tien - Some specials summons Chiaozu and Launch
    20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC)
    21.) Meta Cooler - Plays like Ultron in MVCi
    22.) Roshi - Some specials summons Turtle and Oolong
    23.) Napa - Summon numerous Saibamen (like Gargos Ki or Tronbone in MVC2)
    24.) Bojack

    My Capcom Characters for Marvel vs Capcom: Infinite
    SIGMA X ULTRON HENCHMEN- Consist of bounty hunters, heroes rival, dominant forces and altered or robotized Capcom characters.

    1.) Cyber Akuma - Akuma with cybernetic enhancement, Ryu's recurring rival.
    2.) Mecha Zangief - A Zangief cloned Repliod.
    3.) Devilot with Super-8 from Cyberbots. (older version that look like Doronjo and plays like Doronjo TVC and Trone bonne combined)
    4.) Cyborg Charlie Nash -MvSF Bison's Ending with Shadow lady missiles and electric shock

    CAPCOM- New Characters

    1.) Felyne - from Monster Hunter (rival to Rocket Racoon)
    2.) Hauzer - from Warzard (Godzilla and Kaiju)
    3.) Son-Son - the original son-son (male) (Goku) (plays like Tekkaman Blade in TVC)
    4.) Nina - from Breath of Fire (plot can be from the cause of using Reality Gem)
    5.) Saturn Dyer - Plasma Sword Character (The Mask) (plays like Yatterman -1 in TVC)
    6.) Tessa/Tabasa - from Warzard (her previous plots revolves on crystals involvement)
    7.) Pure and Fur - Protector of Capcom world.
    8.) Rouge - Power Stone (her previous plots revolves on acquiring power stones involvement)
    9.) Anita(Older) (DS/VS What if Character) - A like a Jojo bizzare character/persona/shaman king, summoner that summons Donovan and his sword (Touhou)
    10.) Ingrid - A crossover character
    11.) Ruby Heart - MVC2 (Magic stone involvement) Pirate
    12.) Asura - from Asura's Wrath.
    13.) Astaroth - from Ghost and Goblins size is like Dormammu or from Project-X-Zone
    14.) Nero - Devil May Cry (mix of Vergil, Dante and TVC Soki)
    15.) Shoma - Rival Schools

    MARVEL

    1.) Doom
    2.) Spider-man
    3.) Wolverine
    4.) Thanos
    5.) Venom
    6.) Cyclops

    My Characters for SF5's 3rd Season on wards

    Different Playstyle I want in SFV
    1.) Xianyu and Jianyu - as a pair fights like Choi and Chang in CVS2.
    2.) Delta Red Rep!! - Can play like Captain Commando.
    3.) Yun and Yang - play like how rival school or Capcom Fighting Jam works you can switch characters after or before round in matches.

    Characters I want to return
    1.) Haggar
    2.) Eagle
    3.) Maki
    4.) Sodom
    5.) Blanka
    6.) Lee - Drunken master
    7.) Feilong -(with Iron Fist playstyle like in UMVC3)
    8.) Necro
    9.) Oro - all projectile are now angled diagonally like Dr Fate(Injustice2) to be different from sim & other shoto
    10.) Sagat
    11.) Q
    12.) Viper

    Characters and concepts that need to explored before going to SF3 Timeline
    1.) Tom
    2.) Effie
    3.) Byron
    4.) Noembelu

    Designs I want to see again in SF
    1.) Asuka (from concept design) - play like KOF kazumi and Hokuto from SFex
    2.) Wraith (Slam Master)

    SFV Guest from SF expansions
    1.) Skullomania
    2.) Garuda
  • crotchpunchacrotchpuncha Joined: Posts: 21,610
    Why you tryin to reinvent the wheel?
    It's not the end of the world, but you can see it from here.
  • The_ShakunetsuThe_Shakunetsu COULD YOU NAME ALL THE CHARACTERS APPEARED IN MY PIC? (spoilers is in my sig) Joined: Posts: 3,384
    edited November 2016
    Why you tryin to reinvent the wheel?

    The idea is inspired by the changes i have seen lately with Ken's hurricane kick variants in SFV and the variant of Gouki in Tekken. Just giving insights for Capcom to expand their ideas because those archetype of characters is bound often to be with each other in a single game and they are also bound to be reinvented in time. Many even non-casuals knows Ken play technically different from Ryu but still want desires a different Ken. Because Shoto are known as clone not for the technicalities and properties of their moves but for the animation, pose and stance as well.

    The goal is to avoid the likes of Ken's Hadouken in Omega mode while having individuality, experiences, style and personality in their moves even without knowing their plots and current stories. The example would be like the concepts and ideas of SNK for the AOF team or Kyokugenryu Karate practitioners in KOF series that has variant not from random difference but rather variants based from personality, experiences, individuality and style reflected in to their moves but still rooted to their "fictional"combat discipline except Robert in KOF 2003.

    1389885-shotoscum.jpg

    In the end it's all Capcom's preference it's just to avoid something out place that why it's more on reference and explanation. It's not to change or be just different in time but to deliver a whole new perspective and bringing a characterization to a fighter rather than just random changing of animation, pose and stance to be different and unique. It's like making a company branding or style guidelines but instead for a fictional combat practice and discipline of fictional fighters.



    Post edited by The_Shakunetsu on

    SFV Arcademode, Storymode with SFA3 World Tour Challenges & Vtrigger/Vskill ideas
    Arcade Mode Concepts - Better than traditional Arcade Mode | Story Mode Suggestion - Battle Challenges, Battle Attack & Battle Type | V-Trigger & V-Skill Ideas

    Character Wishlist SFV, DBFZ and MVCi

    My DB Characters for DBFZ
    Solo Characters
    1.) Picolo
    2.) Killin
    3.) Kid Buu
    4.) Pikon
    5.) Hit
    6.) Broly - legendary
    7.) Super Janemba
    8.) Gotenks SSJ3
    9.) Great Ape Baby or Adult Form
    10.) Syn Shenron - can transform to Omega
    11.) Caulifa
    12.) Kale
    13.) Hirudegarn

    Pair/Tag Character - Can be either like the implementation of this characters in the named game: Choi with Chang in CVS2, Cait with Sith in Code Chaos, Hisuii with Kohaku in MB, Danny with Demi in the Outfoxies, Jie Mei Hua in Dong Dong Never Dies and Groove-&-Fight's Oume with Otane.
    14.) Android 18 with Andriod 17
    15.) Rose with Zamasu
    16.) Dr Jero with Andriod 19
    17.) Yamcha with Puar
    18.) Dabura and Babidi

    Team Character - Can be either like the implementation of this characters in the named game: Captain Commando in MVC2, Doronjo in TVC, Tronbone in MVC2 or Ace Attorney in UMVC3.
    19.) Tien - Some specials summons Chiaozu and Launch
    20.) Ginew Forces - with The Ginew Forces Plays like (Captain Commando in MVC2 or Doronjo in TVC)
    21.) Meta Cooler - Plays like Ultron in MVCi
    22.) Roshi - Some specials summons Turtle and Oolong
    23.) Napa - Summon numerous Saibamen (like Gargos Ki or Tronbone in MVC2)
    24.) Bojack

    My Capcom Characters for Marvel vs Capcom: Infinite
    SIGMA X ULTRON HENCHMEN- Consist of bounty hunters, heroes rival, dominant forces and altered or robotized Capcom characters.

    1.) Cyber Akuma - Akuma with cybernetic enhancement, Ryu's recurring rival.
    2.) Mecha Zangief - A Zangief cloned Repliod.
    3.) Devilot with Super-8 from Cyberbots. (older version that look like Doronjo and plays like Doronjo TVC and Trone bonne combined)
    4.) Cyborg Charlie Nash -MvSF Bison's Ending with Shadow lady missiles and electric shock

    CAPCOM- New Characters

    1.) Felyne - from Monster Hunter (rival to Rocket Racoon)
    2.) Hauzer - from Warzard (Godzilla and Kaiju)
    3.) Son-Son - the original son-son (male) (Goku) (plays like Tekkaman Blade in TVC)
    4.) Nina - from Breath of Fire (plot can be from the cause of using Reality Gem)
    5.) Saturn Dyer - Plasma Sword Character (The Mask) (plays like Yatterman -1 in TVC)
    6.) Tessa/Tabasa - from Warzard (her previous plots revolves on crystals involvement)
    7.) Pure and Fur - Protector of Capcom world.
    8.) Rouge - Power Stone (her previous plots revolves on acquiring power stones involvement)
    9.) Anita(Older) (DS/VS What if Character) - A like a Jojo bizzare character/persona/shaman king, summoner that summons Donovan and his sword (Touhou)
    10.) Ingrid - A crossover character
    11.) Ruby Heart - MVC2 (Magic stone involvement) Pirate
    12.) Asura - from Asura's Wrath.
    13.) Astaroth - from Ghost and Goblins size is like Dormammu or from Project-X-Zone
    14.) Nero - Devil May Cry (mix of Vergil, Dante and TVC Soki)
    15.) Shoma - Rival Schools

    MARVEL

    1.) Doom
    2.) Spider-man
    3.) Wolverine
    4.) Thanos
    5.) Venom
    6.) Cyclops

    My Characters for SF5's 3rd Season on wards

    Different Playstyle I want in SFV
    1.) Xianyu and Jianyu - as a pair fights like Choi and Chang in CVS2.
    2.) Delta Red Rep!! - Can play like Captain Commando.
    3.) Yun and Yang - play like how rival school or Capcom Fighting Jam works you can switch characters after or before round in matches.

    Characters I want to return
    1.) Haggar
    2.) Eagle
    3.) Maki
    4.) Sodom
    5.) Blanka
    6.) Lee - Drunken master
    7.) Feilong -(with Iron Fist playstyle like in UMVC3)
    8.) Necro
    9.) Oro - all projectile are now angled diagonally like Dr Fate(Injustice2) to be different from sim & other shoto
    10.) Sagat
    11.) Q
    12.) Viper

    Characters and concepts that need to explored before going to SF3 Timeline
    1.) Tom
    2.) Effie
    3.) Byron
    4.) Noembelu

    Designs I want to see again in SF
    1.) Asuka (from concept design) - play like KOF kazumi and Hokuto from SFex
    2.) Wraith (Slam Master)

    SFV Guest from SF expansions
    1.) Skullomania
    2.) Garuda
  • StoneDrumStoneDrum Joined: Posts: 1,096
    only stopping by to say jesus christ that OP is long. :o
  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 23,331
    I like howoutside of few posts this thread is basically op talking to himself :rofl:

    OP needs jesus

    44323415.jpg
    ( •_•) IT'S NOT RAPE,
    ( •_•)>⌐■-■
    IT'S SURPRISE SEX! (⌐■_■)
    YEAAAAAAAAAAHHH!!
    "Orgasm is a simile for the emotional epiphany a woman has when the shame of penetration is eclipsed by the inherent virtue of servicing a man." ~ Kromo.
    ( •_•)
    ( ಠ_ಠ)
    ( ಥ_ಥ)
  • StoneDrumStoneDrum Joined: Posts: 1,096
    i have a feeling what he is saying is interesting but i cant be bothered to read it :(
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