GohanSSM2's M.U.G.E.N.
Character Design Page



Any questions notify me at my E-Mail Address below:
adriand@exotrope.net

The reason why the characters are the way they are.

First, The characters are done through an emulator and if you want to see the real game or the real graphics then buy the
game.  The quality is much better.  Emulation is just emulation and not the actual game itself.

Second, these are interpretations of characters and although may be very similar are not meant to be exact copies of the
original game.  Case in point is that I do not like the grappling moves in the original (where the characters if dashing and
then collide would lock arms and spin around).  Since I did not like the grappling stuff why would I do the moves.

Third, These characters are designed for playing against by beginning / intermediate game players and are not designed
to keep blasting away at you endlessly doing massive damage.  Also, these characters do require some skill to play as
since they aren't designed to blast someone away in one move.  Each character does have its own personality just like
in the original games (but not exactly like).  Part of the fun may be finding the personality.  Is the character more long
ranged (lots of fireballs) or more dashing oriented, etc.?

Fourth, I don't add lettering to the character (other than the name) for a reason.  What language would I use?  The
characters speak Japanese but most people downloading speak english.  I don't want to be unfair to anyone.
NO TEXT INTROS.  It becomes an annoyance to those who don't speak the language chosen.  I don't want 1,000
e-mails asking if I could convert the intro to spanish or portuguese or french or german, etc.

Fifth, as long as it is on your hard drive, do as you wish.  Add moves, delete moves, change damage values, etc.
A lot of the fun of M.U.G.E.N. is making characters the way YOU want them.  Look in M.U.G.E.N.'s docs folder
for some tips on creating characters.

Sixth, by pressing the a key (or button) you select the first palette, the b key selects the second palette, the c key
selects the third palette, the x key selects the fourth palette, the y key selects the fifth palette, and the z key
selects the sixth palette..

Seventh, you can do four player watch mode in one match.  First, select TEAM BATTLE, second,
select 1P + AI vs. 2P + AI (not Team Arcade but Team Versus),  third, select players using a,b,c,x for palettes
if wanted, fourth, when match first starts press ctrl + 1 at the same time and then ctrl + 2 at the same time
(number keys NOT numpad keys or function keys), the players will be in team watch mode.  First saw this at the
old TESTP in a post by BlackShinobi.  Truthfully, this was the best post I remember from there also.  Added note:
in newest MUGEN you need to enable key presses to do this.  Edit the mugen.cfg file in the data folder of MUGEN

[Debug]
 ;Set to 0 to disable starting in debug mode by default.
Debug = 0

 ;Set to 0 to disallow switching to debug mode by pressing Ctrl-D.
 ;If Debug = 1, this will be ignored.
AllowDebugMode = 1

 ;Set to 1 to allow debug keys at all times. Otherwise debug keys
 ;allowed only in debug mode.
AllowDebugKeys = 1

;Edit the section of the file to look like this above ^^^^^
 

Lastly, information about the characters' design and what was looked at in thier creation.

The Super Butouden Fly code (version 2.5 and above) - This was done as an effort to combat the massive damage
     moves done with little or no warning.  Zip up into the air and avoid the "cheap" shot.  Also can be used to go up
     into the air and come back down behind some one for that surprise shot in the back.  Most like Super Butouden 1
     without the split screen effects.  Also, the fly codes allow you to be in the air but low enough where you can be
     hit by air attacks (like kicks, punches, etc.).  You don't become out of range just by taking to the air.

The warm up before the "big" attack - This was put into a lot of my characters as noise effects to warn of the powering
     up to do a massive damage attack.  This allows most players plenty of warning to either launch an attack themselves
     or run and hide.  Most (not all though) characters give plenty of warning before "blasting away".  If you get hit by
     most of these attacks then you deserve the damage they dish out.  Was put in to give beginners an edge against the
     cheap shot attacks.  Also, massive damage attacks take a lot of energy from the power bar and if unsuccessful
     can leave you in need of help.  The big attack usually uses 2499 power and can cause 750 damage (250 if blocked).
     The little big attack usually uses 1499 power and can cause 450 damage (about 150 damage blocked).  Can vary
     by character though.

The power up - The Super Butouden 1 and Li'l Gohan characters use a steady type of power up while the other
     characters use the c key or button.  The steady power up characters lose energy from using kicks and punches
     whereas the c key characters gain energy doing kicks and punches.  Energy management can be crucial to
     some game situations.  Balance needs to be maintained.  Spend all your time building energy and get
     pulverized or keep on the attack and run out.  Adds to gameplay.

Combos - In order for M.U.G.E.N. to register combo hits the opponent needs to be in a frozen type state and
     unable to react.  Although I did do these "type" of attacks in certain characters I felt that most people use this
     as a sort of invincible attack mode.  I'm not very fond of that type of gameplay (I beat on you and you are
     totally defenseless).

The x,y,x,y... or y,x,y,x... Combos - The X and Y keys can be used back and forth in rapid movement for
     a real nasty attack but doesn't do a lot of damage and drains power accordingly. Starting with the X key
     gives you the punch combo and starting with the Y key gives you the kick combo. (Version 3.0 and later).
     I personally don't like this because of the opponent being frozen to register the combo counter. Low
     damage values and high power usage make this not very desirable is why I did this. Done to illustrate
     how "cheap" combos really are (imagine no power management, no time management, and full damage
     values). Combo your life away... (unlike a bunch of repetitive combos this takes a lot of timing to pull
     off properly and is a set of moves that take a long time to master - works only on 5 to 7 game ticks
     which equates to 3/60 or 1/20th of a second.  Miss the time frame and miss the combo.)

To make characters a little more difficult to play against try these steps:

Make the power level stay at the maximum by editing the .cmd file like the following:

For sb1 type characters change these lines to look like this:

;[State -1]
;type = PowerAdd
;trigger1 = 1
;value = 1

;[State -1]
;type = PowerAdd
;trigger1 = stateno >= 170
;trigger1 = stateno < 200
;value = -1

;[State -1]
;type = PowerAdd
;trigger1 = stateno >= 5000
;value = -1

[State -1]
type = powerset
trigger1 = power < 3000
value = 3000
;trigger1 = roundstate = 0
;value = 0

For non-sb1 (sb2,sb3,hd,sega) change to look like this:

[State -1]
type = powerset
trigger1 = power < 3000
value = 3000
;trigger1 = roundstate = 0
;value = 0

To take out the flying code edit the .cmd file entries to look like this:

;;Fly up
;[State -1]
;type = ChangeState
;value = 767
;trigger1 = command = "z"
;trigger1 = statetype != A
;trigger1 = ctrl = 1
;trigger1 = var(12) = 0

;;Fly down
;[State -1]
;type = ChangeState
;value = 777
;trigger1 = command = "z"
;trigger1 = statetype != A
;trigger1 = ctrl = 1
;trigger1 = var(12) = 1

And to make the character tougher to fight edit these entries in the .cns to suit your needs:

[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
 
 

Special moves of certain characters:

Android 16 - the Rocket Punch, launch your fist at the opponent, if it misses it will return to you but can also do
                     damage on the return trip.
Android 18 - none
Android 20 (Dr. Gero) - the Energy Drain attack, get in close and damage your opponent while adding life to yourself.
                     the Flutter Dance, zip passed your opponent and shoot them in the back, KABLAM.
Bojack - none
Majin Buu (Super Butouden 3) - none
Hyper Buu - Buu Butt, 3-D slip into the back then butt slam them.  Planet Attack, head butt then a sommersault back
                      afterwards.  Power-Sault, the ultimate belly flop.  Tornado Hip, dance away.   3 Way Blast and Multi
                      Blast are about the same (3 and 5 shots) all the shots come out at once and go in different angles best
                      done up close so they all hit.  Buu Bowling, Gotenks' Rolling Attack revisited.  Buu Bomb, Buu
                      surrounds himself with a ball of energy.  Candy Munch (my favorite), zap your opponent with your
                      forelock then turn them into a ball of chocolate - gently inhale - chew - then spit out - yummy.
Cell - the Energy Drain attack, get in close and damage your opponent while adding life to yourself.
Complete Cell - Although not special, the major damage move (Super Makenksuoppo) has both a beam attack and
                     a projectile attack at the same time.
Cell Genesis - the Energy Grenade, stays for a bit after thrown and if the other guy walks into the flames takes damage.
Dabura - the Spit Ball, spit on your opponent and freeze them for five seconds or until you hit them again.  Fire Wall,
                     like Cell Genesis' Energy Grenade only done differently.  Sword Cannon, 45 degree downward
                     travelling fireball.
Captain Ginyu - Dashing Shoulder Smash, send the other guy off the screen. Ground Energy Explosion, same as
                     Dabura's Fire Wall launch on the ground for protection. Triple Jumping Attack, same as Dashing
                     Shoulder Smash but more damage when it hits. Body Exchange, Ginyu launches a beam of energy and
                     if it connects Ginyu swaps places with the other guy then the other guy (Ginyu actually as the other guy)
                     launches a bunch of kicks and punches then they collapse and go back to normal with Ginyu gaining
                     250 life and 250 power while the other guy loses 250 life and 250 power but if the other guy doesn't
                     have the life to spare up front then the blast just kills them off with no fanfare requires 2000 or more
                     on the power bar and your life needs to be below 1/4 or 250 life points. Leave Ginyu standing for a
                     while and he does some poses.
Li'l Gohan - the Energy Shield looks terrible but now grows bigger meaning more damage up close.  Li'l Gohan was made
                     from 14 (yes only 14) different sprites.  It ain't a miracle but he does work (with very few moves though).
Kid Gohan SSJ1 - none
Goku SSJ1 - none
Gotenks SSJ3 - the Air Missile, designed to shoot high flyers out of the skies.  Rolling Thunder Uppercut, around and
                     around then dash and uppercut.  Rolling Attack, bowl the opponent over (well not completely over).
                     Shine Missile, Launch up to 9 energy shots in a row (uses 199 power per shot so 9 at 2900 or more
                     on the power bar) depends on energy level as to how many shots come out.  Kamikaze Ghost Attack,
                     above 1000 power get 1 ghost, above 2000 power get 2 ghosts, 2950 or more power and get all
                     three ghosts.  Galactic Donut, not much damage but opponent is frozen for ten seconds or until your
                     next attack hits (whichever comes first).
Mega Piccolo - Energy Drain, get in close and damage your opponent while adding life to yourself.
                     Double Flaming Streak Attack, If it doesn't connect before the first pass then the second time he'll
                     come at you again. Multi Kick, makes a real cool sound when you do it away from your opponent
                     also takes a bit of power (900).
Vegeta SSJ1 - none