MK VS SF Shin Lvl 2 Akuma ShugenDo bugs

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Uploaded by on Jun 28, 2009

TURN ANNOTATIONS ON !

The main forum I listed the bugs for Shin Lvl. 2 Akuma and some engine problems with MK VS SF characters are here : http://mugenguild.com/forumx/index.php?topic=100925

Just showcasing some bugs in ShugenDo for the MK VS SF character Shin Lvl. 2 Akuma .

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All Comments (11)

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  • was all the lens flare necessary?

  • 6:46 jajaja xD

  • Well whatever the statetype is, playerpush with 0 value should make the character have "ghost-like" physics. As a matter of fact, now that I remember, he shouldn't push anyone because he doesn't have blue/gethit clsns to begin with. =X

  • Sorry for the late replay but you are using a mugen bug. Here the state where the bug is [Statedef 4002] type  = C movetype= A physics = C juggle = 0 poweradd= 0 ctrl = 0 anim = 423 change physic to a and the opponent will be pushed away
  • OK I think I know what you mean now, but physics = C is not what's preventing the player from pushing the opponent away, it's the PlayerPush sctrl with value 0.

    Me putting physics = C was a mistake, but it doesn't really matter since he can't be hit out of it.

  • Uhhh... I'm not sure I follow you, I just woke up. xD Tell me which state number.

  • Okay i fixed some bugs and he is more playable now. Btw ESFAndy011 i saw that you are using a mugen bug to prevent the player from oushing the opponent in a super.

    You choose crouch as the physic type and attack as the move typ. When the char is in air we will not push the player. Is this right?

  • *looks at 8:25*

    OK, so maybe it does work, but a bit too much. X_x

  • Another bug I think you should let them know about: notice how akuma "shrinks" horizontally at 5:59 when you run. And the blue diagonal upwards hadouken being deformed like that. I believe their "scale" function in AngleDraw isn't working.

  • NVM, I'm weetardead, the palette effect should appear, I assume that's what you meant, and the enemy's hitspark.

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