In Progress WIP Street Fighter Project

The project is currently under development.
And now with the thickest thighs this side of Shanghai, it's a Chun Li preview!


Like Cammy, this is another character I've imported from Project FGC with improvements. If you played her in that game, you'll be at home here.

She's very straightforward and combo friendly. Spinning Bird Kick can land up to three hits, and juggles enemies relatively low; making it a great move to combo both into and out of. Kikoken, like the source games, is a projectile that vanishes at about half screen length. Her mid combo special is the kick flurry, which is ideal for building meter.

Her Quick Super, Kikosho, has a wide hitbox that launches enemies far away, so it's great for clearing the area. And her Full Super is the famous Houyoko Sen--a traveling, 17 kick combo that ends with the opponent launching high up, likely offscreen for a moment.

Honestly? Chun Li is probably one of the best characters in the game so far. She can kind of do everything.
 
Showing off E. Honda today:


Kind of like Blanka, Honda is a "safe" character in that most of his specials keep him out of harms way. Hyakuretsu Harite (idle + special) is spammable, and keeps enemies at bay while easily building meter. If you have an enemy trapped in a corner, it's a nigh unstoppable infinite (with the exception of bosses, who will escape from it). Zutsuki (walk/run + special, or special during combo) travels a good distance and deals high damage. The enemy will get knocked back, but Honda's momentum will cease there; if an enemy blocks it, you'll be susceptible to an attack. Hyakkan Otoshi (down + special) launches him high and forward, only to crash down with a butt stomp for high damage. His full super, Onimusou, has him dash forward for two hits. His quick super is just more rapid Harite, which also travels.

His normal attacks have relatively short range, though; so to make up for hit, they hit a little harder than most characters' normals.
 
Balrog!


Not a lot of commentary this time. He only has two specials, and both are quite self explanatory. In the real SF games, they are charge moves that stop after: A) Balrog reaches a certain distance; or B) Balrog collides with the enemy. Here, each special travels a set distance, and the dash part goes through enemies for a juggle combo.

You know, I've often said "X character is easy/great for beginners," but now that I'm thinking about it, Balrog is probably the easiest.
 
Time for a guest character! Terry Bogard.


The game will have at least 3 guests from Fatal Fury, and the main man himself is one of them. Now, Terry is a bit of a case of "developer's bias"... because he's my main in whatever game he's in, maybe he's a little broken here. But, he's a ton of fun!

Power Wave (special during idle) is a standard projectile. Crack Shoot (special during walk) lands two hits and launches enemies up at perfect combo height; it's both a great combo starter and extender. Burn Knuckle (special during run) dashes forward a fair distance and knocks enemies away even farther; good for crowd clearing. Rising Tackle (down/duck + special) is an anti air that lands seven hits and launches enemies high; it's ideal for building meter, and is easy to combo out of. Power Dunk (special during normal combo) hits the enemy twice upwards, then slams them down.

Power Geyser (down + super at 50% meter, or after full normal string with 50% meter) has a huge hitbox and launches enemies high. Buster Wolf (super at 100% meter) dashes forward at full screen distance--if it lands, it blasts enemies far away.

Is Terry OP? Probably, though I try to balance everyone as best I can. He has a ton of options, but they don't hit as hard as other characters special attacks.
 
Great, Terry is my second favorite character. Since besides being strong he is fast and I love his combos :cool:
 
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Ryu.


Ryu can do everything. Hadouken (special during idle) is a standard projectile. Shakunetsu Hadouken (double tap special during idle) is a stronger variant. Tatsumaki Senpuukyaku (special during walk/run, OR special after 5th attack in normal combo) hits twice for heavy damage. Shoryuken (down + special, OR special during normal combo before the last hit) is an anti air that does most damage at the start of the animation.

Hit the super button at 100% meter for Shin Shoryuken; a powerful attack that has a vacuum effect on juggled enemies in the beginning, letting it combo into almost anything. Down + super at 50%+ meter (or keep mashing attack with 50%+ meter) is the Shinkuu Hadouken; a projectile that hits 4 times.

Ryu is the default character for a good reason; if you don't know who to pick, you'll never go wrong with him.
 
I really love this project. @NickyP
I might have said it before but these CVS sounds are wrongly used, I mean when you're used to the game you really can hear they are randomly used or something.
I would try at least to keep "punch" souds for punches same for kicks, light, medium, strong... etc. Hadouken hit sound.

Of course most players will not even notice, but it scratch my ear ^^;

Beside of that I'm really glad to watch every new video of this great game!
 
@NED Is that so? I played CVS2 a lot, I know I got some of the SFX off but I thought I was fairly accurate. I'd have to sit down and look into it more.
 
Can I share another video? I sure Ken!

(Yes I know that was a terrible joke)


Ken is the undisputed combo king and best character in the game. I'm not exaggerating: if you know how to use him, he's literally the best. There's nothing he can't do, and there's similarly nothing enemies can do once he has them airborne.

Hadouken (idle + special) is what you think it is, no different than Ryu's. Ken's Tatsumaki Senpuukyaku (walk/run + special) hits up to 4 times, and juggles enemies low. You can chain normals, supers, and other specials right after it with ease. His Shoryuken (down + special, or special during normal combo) hits 3 times. If you want to know the difference between his and Ryu's shoryu--Ryu's does most damage at the start of the jump, whereas Ken's requires all 3 hits to land to do similar damage.

His supers are nothing to scoff. Shoryu Reppa (down + super with 50% meter, or mash attack with 50% meter) lands 6-7 hits and travels a good distance. Shippu Jinraikyaku (super with 100% meter) lands 9 hits, and easily combos into anything. Not to mention, it's very fun to watch.

Ryu and Ken have obvious similarities, but their differences aren't just in the mechanics of their specials. To balance the game, all of Ryu's attacks do a little more damage than Ken's. But while Ken is numerically weaker, his juggling capability more than makes up for it.
 
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