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gabe555

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  1. Finally here is “SSJ3 Gokou” (aka Goku SSJ3) after the beta release in 2012 but now in the final version.
    As much bugs is found the character will be updated and the link will be replaced

    The AI sucks is to powerfull and is probably gonna be updated too
    And maybe a WinMugen Version if someone is still using it. .

     

     

     

     

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    Spoiler

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    Readme

    Spoiler

    SSJ3 Gokou by gabe555

    Midnight Fighters Team


    Char:    SSJ3 Gokou
    Sheet:   gabe555
    code:    gabe555
    Version: 2.0 RC1


    About "SSJ3 Gokou"
    ________________


     Code    :  OPEN   Source.    
     
    FX's    :  OPEN   Source.    

    Sprites  : CLOSED  Source. 

    Hope you can understand the use of this sprite/sheet restriction due the work I've been doing since 2011 without taking any pixel from another author in order to make this character image as original as posible, and it is original compared with the other characters of its type since it has moves that nobody bothered on making.
    So, at least take your time to contact me and ask for permission, Thank You.

    The Character has a CVS system style and is KOF 98 inspired with his DBZ touch, as we planned for all Midnight Fighters Team characters when we founded the team with Intoxicados and Emiliano.
    This Goku is highlighted by his focused acrobatic combo kicks as we can see on movies like Fusion and Boo's Saga mainly.
    That why the sprite sheet is UB22/Shin Butoden based because there is where the character is better represented as far as video games concern.

    Includes:

    - 5  Intros
    - 6  Win Posses
    - 3  Taunts
    - 20 Win Quotes
    - 12 Optional Palettes
    - 8 Extra Palletes
    - Hit Clashes
    - Beam Clashes (check readme's bottom for compatibility) 
    - Directional Super Jump
    - Parry
    - Dodge
    - Counter
    - Zanzouken
    - Special Mode
    - Recovery Kick
    - Super Finish
    - Normal and Special Cancells
    - Teleport moves
    - 10 Specials
    - 5 EX Specials
    - 8 Supers

    Movelist:
    _____

     
                   ;Command                         ;Power Needed
    _____________________________________________________________;


    Light Kick    =    a                             [ki = none]
    Medium Kick   =    b                             [ki = none]
     
    Light Punch   =    x                             [ki = none]
    Medium Punch  =    y                             [ki = none]

    Taunt         =    s                             [life = 300]


    Common moves/System:
    ____________________


                       ;Command                      ;Power Needed
    ________________________________________________________________;


    Fireballs          =    c                          [ki = 150]
    *Cancellables

    Air Fireballs     =    c                          [ki = 150]       
    *Cancellables with "Super Energy Fists"

    Ki Charge         =  b + y                        [ki = none]

    Dodge             =  a + x                        [ki = none]

    Parry *           =    F                          [ki = none]       * When Opponent attacks you

    Counter Attack *  =    z                          [ki = 1000]       * When Guarding

    Super Jump               =  D, U                         [ki = none]
    Super Jump FWD       =  D, UF                         [ki = none]
    Super Jump  BWD    =  D, UB                         [ki = none]

    Grab              =  F + y                        [ki = none]

    Focus Mode  =  c + z                        [ki = 3000]      ***

    Smash Punch       =  x + y                        [ki = 1000]

    Uppercut Kick (Launcher)    =  a + b                        [ki = none]

    Dashing Punch   =    y   (when Dashing forward)    

    Dashing Kick      =    b  (when Dashing forward)      


    Teleport combos:
    _______________ 


    After: "Smash Punch" "Uppercut Kick (Launcher)"and "Dashing kick"
    A+B+"RIGHT" or X+Y+RIGHT = up to 2 horizontal Hits
    A+B+"LEFT" or X+Y+LEFT = up to 2 horizontal Hits
    A+B+"UP" or X+Y+UP = For 1 Upwards Hit
    A+B+"DOWN" or X+Y+DOWN = For the finish Hit

    (All this becomes automatic in Focus mode)

    Melee Specials:
    ______________

                              ;Command               ;Power Needed
    ________________________________________________________________;


    Light Air Fang       =   F, D, DF, x              [ki = none]
    *Cancellable

    Medium Air Fang      =   F, D, DF, y              [ki = none]
    *Cancellable

    Light Elbow Dash     =   D, DB, B, x              [ki = none]
    *Cancellable

    Medium Elbow Dash    =   D, DB, B, y              [ki = none]
    *Cancellable

    Light Flip Kick      =   D, DB, B, a              [ki = none]
    *Cancellable

    Strong Flip Kick     =   D, DB, B, b              [ki = none]
    *Cancellable

    Light Swept Combo    =  B, D, DF, F, a            [ki = none]
       
    Medium Swept Combo   =  B, D, DF, F, b            [ki = none]

    Light Arrow Kick*    =   D, DF, F, b              [ki = none]       
    * in Air
    *Automatically Connects to "Downwards Kick"
     
    Medium Arrow Kick*   =   D, DF, F, b              [ki = none]       
    *In Air
    * Automatically Connects to "Scissor kicks" if hit

    "How the hell can I beat Janemba?" Ball = D, DB, B, c     [ki = -200]


    EX Specials:
    ___________;

                              ;Command               ;Power Needed
    ________________________________________________________________;


    EX Air Fang   =       F, D, DF, F, x+y             [ki = 250]

    EX Elbow Dash  =      D, DB, B, x+y                [ki = 250]

    EX Arrow Kick* =      D, DF, F, a+b                [ki = 250]       * Air
    * Hit in Air connects "EX Scissor kicks"
    * Hit in ground connects "EX Ground Kick"

    EX Flip Kick   =      D, DB, B, a+b                [ki = 250]

    EX Swept Combo =      B, D, DF, F, a+b             [ki = 250]
      


    Supers:
    ______;

                                 ;Command               ;Power Needed
    ___________________________________________________________________;


    Super Genki Dama        =    D, DB, B, D, DB, D, a+b        [ki = 3000]  *Air and Ground
    *Chargable

    - Meteor Smash      =    D, DB, B, D, DB, B, b          [ki = 3000]
    * Not available in "Team" and "Team VS" Modes.

    - Chou Kame Hame Ha =    D, DB, B, D, DB, D, a+b        [ki = 2000]
    *Chargable/Cargable

    * Compatible with MFT Clashes
    * If hold "c" instead of release it, it will decrease your restant power and after that the damage taken will increase depending on the power rested.
    note: charging will depend on your restant power.

    - Ryu Ken           =         D, DF, F, D, DF, F, x              [ki = 1000] 

    - Ryu Ken           =         D, DF, F, D, DF, F, y              [ki = 1000] 

    - Ryu Ken  Upwards         =        D, DB, B, D,DB, B, x              [ki = 1000] 

    - Ryu Ken  Upwards         =        D, DB, B, D,DB, B, y              [ki = 1000] 

    - Kame Hame Ha    =        D, DF, F, D, DF, F, c           [ki = 1000]  
    *Chargable/Cargable

    * Hold up to release it upwards
    * Is chargable If hold till the end, will cost +200 power and will cause +200 damage
    * Compatible with MFT Clashes
    note: charging will depend on your restant power

    - Fire Flip Kick          =         D, DB, B, D, DB, B, a              [ki = 1000] 

    - Fire Flip Kick          =         D, DB, B, D, DB, B, b              [ki = 1000] 

    - Super Energy Fists   =        D, DF, F, D, DF, F, c           [ki = 1000] *in Air 

    *** Focus mode/Modo Concentración:

    - Can connect all attack moves between each other

    - You Gain +200 Life

    - Cannot guard

    - Cannot Parry

    - Cannot Charge Ki

    - Cannot Dodge

    - "Super Armor"

    - Zanzouken doesn't need power and now becomes Shunkan idou and teleports right behind the opponent

    - Easier to perform Teleport Combos
    - Cannot use Ki attacks (fireballs, kames, Dragon Punches, etc)

    - Faster Walk and Dashes

    - Infinite Manual teleport combos

    - Can connect teleport combos after every Melee specials


    About Genki Dama:

    This Genki Dama is based on the last one used in Dragon Ball Z, the one which killed Kid Boo
    That's why delays its final chargue and it speeds up when a partner is fighting at your side as Vegeta and Majin Boo did in that fight that this Super move is based on.

    - Compatible with MFT Clashes
    - chargable, it will chargue faster with power so... in team mode with your partner increasing power or cheating with F3 you'll see the results xD.
    - SuperArmor to avoid death while charging, if p2 take out your whole life while charging Super Genki Dama you will die right after the ball explodes forcing a "double KO" if you kill the opponent.
    - it won't charge anymore if you run out of life.


    _________________________________________________________________________________________


    Thanks:
    ______________________


    Akira Toriyama: For Creating Goku and Dragon Ball Series.
    Bandai: For the awesome Ultimate Battle 22/Shin Boutoden sprites.
    Elecbyte: For making the old school gamer's dream come true.
    Emiliano 01: Invalorable ayuda, consejos, enseñansas, Hit & Beam Clashes, Hit Sparks, Testing, Fixing, "support" y otras yerbas ja!. 
    Intoxicados: Testing, feedback, culiadaso, consejos, ayuda y demás.
    Nymyb: Gracias amigo por el apoyo moral.
    Crazy Logic: Testing, feedback y por siempre ofrecer ayuda.
    Jonas: Gracias amigo por las ayudas y las explicaciones que me brindaste.
    MugenHero: Gracias putaso por la cabeza del Goku normal y el pelo ssj y sjj2 que conservé y edité.
    Sawady: gracias crack por algunos FX's de tu creación e inspiración para algunas cosas.
    Finalblast: Thanks for the voice rips.
    MugenGuild Forum Users: for all the help and solutions to all my questions!
    POTS: Thank you for your Open Source coding, system stuff I took and your "Greatest Hits of Character's Feedback" topic.
    Seravy: For superarmor code.
    Chrono_Strife, Warusaki3, Choujin, Vyn and some other badass coders I tried to inspirate in, Thanks a lot.
    EGC: Genial idea de imagen falsa de zanzoken!
    Seifer Firehart: Thank so much for translating Goku's voices for me!
    Tapion: Gracias por el aguante, las ideas y por la presentación.
    Special thanks to "Mugen Generations" my Mugen home.
    Y a los trasnochados del chat que luego formariamos el Midnight Fighters Team, siempre en mi corazón esas noches enteras de risas muchachos! (Nymyb, Intoxicados, Emiliano_01, The Virus X, Miwel, Frann, Tapion, -Matti-, gabe555)

    Hope not to forget someone, so... let me know if a miss some credits, I'll be glad to put your name in this list if you contributed in some way with this character.


    Thanks for Downloading the character and Reading this.


    - Beam Clash compatibility:
    -Compatibilidad con choque de poderes:
     
    https://mugengenerations.forumotion.com/t5911-compatibilidad-con-choque-de-poderes-mft


     

    DOWNLOAD


    Cheers!

     

    Original Post:
    https://mugengenerations.forumotion.com/t5918-ssj3-gokou-2-0#57702

    If you want to check this out for our clashes compatibility
    https://mugengenerations.forumotion.com/t5911-compatibilidad-con-choque-de-poderes-mft
    choque11.png

     


    MIDNIGHT FIGHTERS TEAM


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  2. On 5/7/2016 at 8:16 PM, Iver said:

    Awesome! I liked your Goku, but was a Beta and think will be a better version! Looks nice that smart pallete of SSGSS hehe.


    I hope you release this soon :OhYeah:

     

    Thanks Iver +1, I bet you gonna find lot of differences between 2.0 and the beta version, the gameplay is still the same, but I'm adding lots of modifications and extra stuff.

  3. Cool, I'll give a try with some palfx to achieve that gold, seems to be a nice idea! +1

    And about Oozaru, I'm not sure if that's the path I wantbto take with my char if you know what I mean... 

  4. 3 hours ago, AxSeeker said:

    Are you gabe from MK mugen stuff? If so, I am amazed you're doing dragonball. This outta be good!

    Nope, I'm not that gabe, sorry.

     

    3 hours ago, Mʀ. Sтᴇαl-Yoᴜя-Wαεfυ said:

    This looks really really good. Can you make the dents in the ground stay the whole round? And cause the Genki Dama to turn the whole screen white and shake it? Can you add a Oozaru special? The Oozaru super move Ax had in his Goku was the best one Ive ever seen.

    Thank you!

    -mmm I don't remember relation between Oozaru and SSJ3.

    Thanks for the ideas.

  5. About the project:
    SSJ3 Gokou is a DBZ character in super butoden size.
    The whole sheet is based on UB22/Shin butoden sprites, sprited and coded by me.
    I released the character beta back in 2012 when I suddenly quitted Mugen, you can find it around there.
    Character already contents:
    - Genki Dama
    - Dragon Fist
    - Kame hame ha
    - Chou Kame hame ha
    - 6 special melee moves
    - Dodge, parry, counter and Ex moves, zanzouken, fireballs and more...

     

     

    Changelog

    - New head based on 3DS EB
    - More Sprites
    - Shoryuken new sprite/frame
    - New genki Dama frame/goku sprite
    - Genki Dama Fixed *
    - Different fxs on Genki Dama
    - Chou Kame Bugs Fixed
    - Chou Kame compatible with MFT chars Clashes
    - Added Emiliano's Hit Clash
    - Emiliano's Hit Sparks
    - 6 New palletes
    - New Ki Charge
    - Main Intro completed and the rest was deleted*
    - 3 new Intros Added
    - Meteor Smash completed
    - Meteor Smash cannot be performmed in team mode
    - Meteor Smash bug against superarmor fixed
    - Rage Mode cannot use Ki Attacks
    - Dash and walk faster during Rage mode
    - Infinite Automatic Teleport Combos during Rage mode
    - Infinite Manual teleport combos during rage mode
    - Can connect teleport combos after every Melee specials
    - Added Third jump kick
    - Dash Backwards is now constant
    - Adedd one more move on EX Flip Kicks
    - Added one more move on EX Shoryuken/Air Fang
    - Added one more move on Ex Elbow Smash
    - Animated FWD Dash
    - Ryu Ken's Body fire is now random sized
    - Ryu Ken does not dissapear from the screen when p2 cornered and changes Dragon head animation when going straigh up.
    - Added commands for Super Jump Forward and Backwards (it was complicatted to perform before this).
    - KO Effect
    - Super Portraits
    - Fire Flip Kick Improved with new frames (Andy from KOF style)
    - Added Recovery Kick
    - Some Fxs re mastered

    - And Things I forget now...


    Gotta adjust some damage values yet.
    Open to suggestions and ideas.

     

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