Streets of Rage X (Windows / Android)

In Progress Streets of Rage X (Windows / Android) Beta 36

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The project is currently under development.
If I'm not wrong the one handed energy move is similar to the SORR version, plus it will make her look very similar to the other SOR2/SOR3 moves.
I liked the idea most people gave of moving the forward special to defensive, and adding a new one for the defensive.
I was referring to sea horse’s version from they’re rom hack video. But sea horse already responded.

If you do move forward special, keep the hitbox consistent with current defensive special range and duration- (maybe sea horse could add a cool visual effects to it). I feel that is really important for all 3 of the blaze’s move set.

(SOR 1 Blaze’s star move suggestion )
In addition to her start elbow, it would cool if added her back kick sprites to the move.

So it would be star elbow into her back kick and then you can spilt the current damage between both hits. It would kind of look like this

It’s missing the slide forward-Iframes and the last 2 recovery that make it look like a round house. I will commission you or sea horse to have those missing frames.

If you’re wondering what i mean by 2 missing frames. Her back kick only has these 2 frames facing backwards. Then they retrack but that looks awkward and weak. If she had 2 new animations that make it like is spinning around. It would this flow a lot better and it would make this kick look more powerful. Like spingi
 
And btw., this is my SOR2 Blaze Rage concept
SOR2 Blaze Rage Concept.gif

I love this!
 
Have you tried Beta 34? Your clip still shows beta 33. I made the same mistake where I didn't uninstall the game first and simply updated/overwrote the old with the new download, which doesn't really give you the upgraded beta. (At least on android) I then went back and uninstalled it, and reinstalled the new download and finally Beta 34 installed. You can see via the main menu, bottom left the version number.

Yeah, but separately. @Kratus fgames is still showing 33 by the way, I'd like to play through 34 properly and work on a new mix. On Blaze's A button specials, I would say the hadouken thing really breaks up the flow as well as being a bit silly. The elbow above or something similar would keep the combo going. I understand it's difficult with frames/creating new moves, but a rolling thunder would be easy enough and my humble suggestion.

gaethje-flip-comp.gif
 
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The stats may say one thing but brother I'm not two tapping dudes in Hard/Mania with SOR3 Blaze like SOR1 Blaze can lol. Most things get deleted with just Blitz into Air Special while SOR3 Blaze even full combo into forward special doesn't do that much damage.
But both SOR2/SOR3 Blazes have the exact same aerial special, when the same damage. The only difference is about how to connect it, but has the same damage output.

While my edit of Blaze is lean more on her acrobatic/gymnastic style, I think SORX Blaze can lean more on her as a Judoka, I believe @NED already suggested this. I have a concept or two that I will share when it's finished.
To be honest I prefer to keep the current format, with many similarities with the BKM version.
However, I already made some changes in the special moves, now I'm testing your new sprites for a possible 1 or 3 star move.

A flashier version of her Game Gear special. It acts like Tatsumaki Senpukyaku with multi hits.
Hmm I really liked it. But I don't know if I should remove the current one, I need to think about it.
But thanks for the idea and sprites :)

here is my play through for sor 1 Blaze on maina. Sor 1 & sor 2 paths.


I watched everyone else’s videos from the form and I found that we all played her a bit differently.
Yeeeaah! Although I think she really needs adjustments, it seems that you've captured my intentions with her gameplay.

I was referring to sea horse’s version from they’re rom hack video. But sea horse already responded.

If you do move forward special, keep the hitbox consistent with current defensive special range and duration- (maybe sea horse could add a cool visual effects to it). I feel that is really important for all 3 of the blaze’s move set.

(SOR 1 Blaze’s star move suggestion )
In addition to her start elbow, it would cool if added her back kick sprites to the move.

So it would be star elbow into her back kick and then you can spilt the current damage between both hits. It would kind of look like this

It’s missing the slide forward-Iframes and the last 2 recovery that make it look like a round house. I will commission you or sea horse to have those missing frames.

If you’re wondering what i mean by 2 missing frames. Her back kick only has these 2 frames facing backwards. Then they retrack but that looks awkward and weak. If she had 2 new animations that make it like is spinning around. It would this flow a lot better and it would make this kick look more powerful. Like spingi
This is a good suggestion. I will need to first finish the current changes I'm working on, and then we can test it.

What I changed was:
- moved the "low kick" forward special to the defensive special
- moved the 1 star blitz (elbow) to the forward special
- currently preparing the recent seahorses sprites to test as a 1 star move (or maybe a 3 star move)

What I'm not planning to change:
- default combo (keep the original SOR1 Blaze)
- back attack (keep the original SOR1 Blaze)
- jumping attacks (keep the original SOR1 Blaze)
- grabbing attacks (keep the original SOR1 Blaze)
- ground throw/slam (keep the original SOR1 Blaze)
- aerial slam (keep the original BKM Blaze, press jump button again during the jump animation on a ground enemy, not in the air like Blaze 2 or 3)
- running attack (blitz, keep the original BKM Blaze)

What I'm considering to improve
- all the 3 special attacks (keeping the BKM low kick)
- all the 3 energy attacks (I prefer keeping the current rage, unless I have better sprites).

The elbow above or something similar would keep the combo going
Exactly, at least in my tests the elbow as a forward special worked better than the low kick, and this last one better as a defensive special.
 
I prefer keeping the current rage, unless I have better sprites).
Honestly, yes. The rage is actually kind of amazing for a combo extender on bosses. It does have a bit of a quirk that may or may not be fixable: If used on a group (which is common esp. in Mania, f your AI btw lol) some enemies get pushed a considerable distance despite only getting hit once by the rage.
 
Hmm I really liked it. But I don't know if I should remove the current one, I need to think about it.
But thanks for the idea and sprites :)
It was never meant to replace the OG one. The OG GG one serves more like an uppercut? It moves forward a bit, fit for a counter. And the new one for rage special has long distance forward with multi hits. So both have different purposes. The current SOR2 Blaze Rage it doesn't looks appetizing (the long blast FX is too much, it fits more to someone like Zan?) and doesn't fit for Blaze IMHO.
 
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some enemies get pushed a considerable distance despite only getting hit once by the rage
Yeah, I noticed that. I will make some adjustments, thanks for the feedback.

The current SOR2 Blaze Rage it doesn't looks appetizing (the long blast FX is too much, it fits more to someone like Zan?) and doesn't fit for Blaze IMHO.
This is a valid point. Maybe I can use your sprites like the Ruy's Shinku Tatsumaki, pulling all nearby enemies.

 
Tbf Chun had Kikoken before Blaze's Kikosho and I'd trust the Chinese lady doing a Qigong themed move over the brunette using sacks for shoes :ROFLMAO:

Street Fighter 2 Turbo, released 1992-12-17. Streets of Rage 2 released 1992-12-15. So even counting Kikoken vs. Kikosho, Blaze beat Chun-Li by two days.

FTR I actually liked Blaze 2's design. Beats the drunk face and go-go boots from 3 any day.

DC
 
I see you did the research too. 👍

Heh... helps to have been there. If you want to get REALLY pedantic, Chun didn't even get a proper animation for it until Super Street Fight 2. Just her old close fierce and a recycled projectile sprite from Forgotten Worlds.

DC
 
Heh... helps to have been there. If you want to get REALLY pedantic, Chun didn't even get a proper animation for it until Super Street Fight 2. Just her old close fierce and a recycled projectile sprite from Forgotten Worlds.

DC
You were in Japan? A concrete date for Hyper Fighting doesn't seem to be agreed upon for Japan, with some sources saying December 10th or 11th (overall just giving an ambiguous 'late 1992', the 35th Anniversary page seems to be the only place where it says 12/17) vs. Streets of Rage 2's December 15th. (correct me if I am wrong, but at this point this went from a joke to nonsense... if you TRULY want to get pedantic about it, on startup and I believe inside the board itself of the earliest dump we have publicly, you'll see the code '921209' meaning 1992-12-09)
Agree for the most part on Blaze 2 over Blaze 3, her fighting stance makes a little more sense in 3's though at least with an upper guard vs. just having her arms outstretched lol.
 
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I can't believe I didn't think to ask yet, but now we have Blaze 1, what/who is next? :3
Next will be BKM Adam. After that, maybe Super Shiva, I'm super hyped to make him haha.
I'm still thinking of a possible Beta Zan, although seahorses created many new moves, the original beta has a different design.

Testing the changes based on the last feedbacks:
- low kick as defensive special
- elbow as forward special
- @seahorses Saiha's sprites as 1 star move
- minor sprite fixes
- a new elevator script that make falling characters bouncing at the border, this way turning a bit easier to throw enemies (currently the code only has effect on enemies, not players).

I'm even thinking of inverting the running attack (blitz) with forward special, since the blitz can be overused and having a health cost can balance things a bit. However, I would have to remove the aerial cancelling since the elbow can only be done on the ground.


About the walking speed in the classic resolution, before I make any change in each character attribute that would impact the whole game mechanics, first I'm testing an update that just changes the screen scrolling speed to make it closer to the classic (which I think is the main problem).

Below we can see a comparison. The top screen is the new one, the bottom is the old one and the right is the original.

Look how both upper/right are similar now, not the exact velocity of course but very close. In both cases the character reaches the left screen edge faster
However, in the bottom screen the scrolling is faster and gives the impression of a faster walking speed.

 
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