A very simple and a classic for those who like TeddyBoy Blues.
Preview video -> https://www.dailymotion.com/video/k2QfykL439enGgCalgs
Download my "MUGEN_stage_TeddyBoy_Blues_title.zip" -> https://mega.nz/folder/XJlHkQpC#ffXJ_QXBJ_h6bpzyBji9KA
It supports M.U.G.E.N 1.0 and M.U.G.E.N 1.1 (no zoom or yes zoom).
Credits:
-> TeddyBoy Blues title sprites: shadowman44 https://www.spriters-resource.com/arcade/teddyboyblues/sheet/121163/
-> TeddyBoy Blues title BGM: KHInsider https://downloads.khinsider.com/game-soundtracks/album/teddyboy-blues-system-1-arcade
-> Elecbyte, Fighter Factory
"M.U.G.E.N Sistan" - v1.0 (I will update her for any reported bugs) by Kanfong
v1.01 update -> fixed intro bug in M.U.G.E.N 1.0, removed J. Shook Helper projectile shadow, corrected some typos in readme.txt
Please download "MUGEN_Sistan_v1.01.zip" -> https://mega.nz/folder/LV9SBCBD#pLTGR2HkE0IAS5v2qJAilw
I want to make a Yatagarasu EtE Sistan for M.U.G.E.N 1.0/1.1, she is the official mascot of the game center "Fantasista ( amfantasista.com )" in Japan.
My "M.U.G.E.N Sistan" is for M.U.G.E.N 1.0 and 1.1, and a mix of AoC and EtE, and a result of using GNSK's Yatagarasu AoC Kotaro v9.4 as the base.
Please go to my mega.nz shared folder to download "MUGEN_Sistan_v1.0.zip", thank you -> https://mega.nz/folder/ac1XxRDB#ACfrn0nFFTAtsMsuBY-rNw
My "M.U.G.E.N Sistan" has:
-> frame data (EtE)
-> High/Low Button Lock (BL) (AoC)
-> Universal Overhead (UOH) - longer hit time to a crouching opponent (AoC)
-> Universal Guard Break (UGB) - unblockable (AoC)
-> Quickrise - by pressing a punch (AoC)
-> Delayed Wakeup - by pressing a kick (AoC)
-> Reduce - "Damage received by attacks can be reduced (by 5%) by pressing either punch (for punch-type attacks, wonky in M.U.G.E.N) or kick (for kick-type attacks, wonky in M.U.G.E.N)" (AoC)
-> Counterhit States (AoC)
-> High Jump Counter: takes 2x damage
-> Crouching Counter: takes 1.25x damage
-> move commands (EtE)
-> EX Specials - by pressing both punches or both kicks (EtE)
-> combos (EtE)
-> simple A.I. ("Technical "gatling" character with many possible attack sequences.")
-> * Sistan can't air guard her opponent's attacks, and the vice versa
-> * in the corner, Sistan can jump over and change place with her opponent, and the vice versa
My "M.U.G.E.N Sistan Salisbury" doesn't has:
-> Super Selection (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4)
-> custom bars/gauges (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4)
-> guard crush (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4)
-> stun/dizzy (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4), well, there is some during her Yokoso My Dimension hyper move
-> Omit Idle (as opposed to GNSK's Yatagarasu AoC Kotaro v9.4, well, kind of wonky in M.U.G.E.N)
Move list:
-> normal moves:
-> x = LP, y = HP, a = LK, b = HK
* Sistan can double jump. All four jumping Normals can be double-jump-canceled
* Sistan's grounded Light Normals can freely chain into each other, except you cannot chain out of neutral a
* Sistan's grounded and jumping Normals can be chained into each other, going up in the chain of x > a > y > b
-> B, y on ground = an unsafe launcher that cancels into Specials, Supers, or High Jumps (D, U), on hit only
-> y > y = target combo on ground (automatically chains y > B, y)
-> F, b = a slow, forward-moving poke that cancels into Specials and Supers
-> D, b > F, b = target combo on ground
-> DF, y = a still electrical plug whip that sweeps (no chains, no cancels)
-> DF, b = a sliding kick that sweeps (can be chained into)
-> x + a = throw attempt/throw (airborne too, and can be chained into)
-> x + y = UOH (opponent needs to block high)
-> y + b = UGB (unblockable, on ground only)
-> jumping D, y = identical to jumping y, except it makes Sistan hop back a little bit, and cannot be double-jump-canceled
-> jumping x/a > y/D, y = air chain combo ender #1
-> jumping x/a > b = air chain combo ender #2, causes a small Ground Bounce, during so Sistan can link to other attacks
-> High/Low Button Lock (BL) [z = High BL, c = Low BL]
-> Quickrise [x or y]
-> Delayed Wakeup [a or b]
-> taunt (Sistan says, "My misson is to search.") [start]
-> special moves:
-> D, DF, F, x or y or x+y = J. Shook (a semi-projectile attack that destroys incoming projectiles, EX version makes her opponent fall on hit)
* can be charged by holding down the button(s), coming in two different levels
-> D, DB, B, x or y or x+y = I. Even (a forward-moving low punch that can only be blocked high)
* can be charged by holding down the button(s), coming in three different levels
* EX version (level 1) links to other attacks with one-body-distance limit
* EX version (level 2&3) links to any other attacks with no limit
-> F, D, DF, x or y or x+y = A. Upper (a anti-air attack similar to SFIII Ryu's Shoryuken, EX version gives full-invincibility for the first few frames)
-> D, DB, B, a or b or a+b = H. Astoria (a hopping wheel kick similar to CVS Ken's Ryusenkyaku, and can be blocked high or low)
* causes a small Ground Bounce, during so Sistan can link to Normals, if her opponent hasn't been launched or when the first hit misses
* causes a small Ground Bounce, during so Sistan can link to Specials and Supers, if her opponent has been launched or when the first hit connects
* can also be used in Air
-> D, DF, F, a or b or x+y = W. Bind (a sprinting attack that hits her opponent from behind)
* the y version can be charged by holding down the button, coming in three different levels
* EX version hits her opponent two times
* causes a Wall Bounce on hit near the corner
-> hyper moves:
-> D, DF, F, D, DF, F, x or y = Tencho Forever (Sistan summons Tencho aka the shop owner out to help her bomb her opponent)
* causes a Wall Bounce on hit near the corner
-> D, DB, B, D, DB, B, x or y = Syacho Cure Wounds (Sistan summons Tencho aka the shop owner's cat out to help her heal her wounds, as opposed to the source game)
-> D, DF, F, D, DF, F, a or b = Shinkurashiki Uppercut (a hyper move similar to SFIII Ryu's Shin Shoryuken)
-> D, DB, B, D, DB, B, a or b = Yokoso My Dimension (Sistan tries to fry her opponent with her electrical plug)
* before the 8-second timer runs out, Sistan can stun her opponent much easier, pressing "D, D, a/b" to play on her fightstick, during so, she takes no damages, press "D, D, x/y" to cancel her fightstick playing, and you can cancel her ground moves by pressing "D, D, a/b" or "D, D, x+a/y+b", like "standing hard punch" > "D, D, a/b" or "D, D, x+a/y+b" > "standing hard punch" (I've made the timer last much longer just for the WIP video demos)
* added a hologram and a television set to try to make Sistan's fightstick moment less boring
Preview video (A.I. demonstration) -> https://www.dailymotion.com/video/k6wFHpCGt8yvRfC8mQo
You know the story: It started as an April's Fool joke, but later became serious when a copy of ClayFighter Extreme prototype was leaked to the internet and then their sprites were ripped. And then, for you and for me... it became personal.
It was originally planned to be one of the secret chars of Infinite Clayfare, but then... it was cancelled. So, in January I finally revealed the plans for him, and my desire of finish him anyway for MUGEN. After various months of work, here's a Beta of HoboCop, 100% playable with all FX and some finished stuff, made especially for this date.
Here's the list of features has this scrapped character:
Used the ripped sprites from ClayFighter Extreme prototype
All his 3 moves are here, recreated with actual sprites
New moves: classic CF ones (Launcher and Overhead Attack), Hoppercut (special) and Dead Weight (command move)
No supers, throws or any of the Combo System (except Combo Breaker y Combo Opener)
New voice: LA Homer Simpson (by Humberto Velez) made with AI
Compatible with all Claytalities (cutted in half, squish and squeeze) and with the Pre-Claytality pose
2 Claytalities
2 intros, 1 taunt and 2 wins
12 palettes, 2 from Extreme and 10 originals
Made under WinMugen, but also can be playable on 1.0+ (I debt you the "hobocop-m1.def", sorry)
And now, the screenshots:
This is my final gift for 2024, I hope you like it... and I hope to finish him for 2025 along with all the other ClayFighters I want to do to get a better image of this game series on MUGEN, no matter if Interplay doesn't like the idea of revive the franchise as I do...
Come quietly, or there will be trouble
Chars -> ClayFighter