NEW GAME! PLAY HERE: https://scratch.mit.edu/projects/778788629 CONTROLS-------------------------------------------------------- A, D- Move Left/Right W- Jump S- Crouch E- Attack Q- Use Super M- Mute music ATTACKS----------------------------------------------------------- While standing- Punch. It's relatively fast, and works well as a combo starter and finisher. While crouching- Leg sweep. Slow, but knocks enemy further upward. Stuns for a long time. Hold, standing- Hadoken. A projectile that moves quickly but has poor knockback and damage. Hold, crouching- Shoryuken. An uppercut ideal for fighting aerial opponents. Super- Denjin Hadoken. A shockingly powerful Hadoken that traps foes. ENEMY ATTACKS------------------------------------------------ Kick- A simple kick. Does decent knockback and is somewhat quick. Tatsumaki Senpukyaku- A spinning kick that sends the user flying. Hits multiple times. Super- Guren Senpukyaku. A fiery tornado that's sure to turn up the heat. TIPS------------------------------------------------------------------ - The enemy will always attempt an attack while you're close enough. Keep close combat situations brief. - If you're too far away, Ken will chase you with a Tatsumaki Senpukyaku, don't be too cowardly. - Finding the golden area for attacking is vital to winning. Hadoken can help you capitalize on it while from a safe distance. - Charge moves are good but take a while. You can start charging and then press or let go of [S] to switch on the fly. - If the enemy jumps at you, try catching them with a Shoryuken! - Hadokens are good for long range, but that's honestly about it. Its damage and knockback are pitiful. - Ken's Tatsumaki deals damage all around him, but he's not invincible. Use Hadoken or Shoryuken to snap him out of it. - The Tatsumaki doesn't outrange quick attacks either, but it's much more risky. - Leg sweeps knock an enemy high up but not far away, and stun them. Follow it up with another strike! - If the Tatsumaki is low, it can be jumped over with relative ease. - If you catch your opponent off guard, you can Leg sweep, Punch, Charge Attack for maximum damage. - Crouches can be used to dodge high Tatsumakis. - Ken's Tatsumaki Senpukyaku isn't very powerful, but it hits multiple times in a row. - The enemy will try to dodge your Hadokens with a jump to the left or right. - They enemy's movement is mostly random, but a few things will force it to do otherwise. - Punches are weak and don't have much knockback, but that's OK! Their low knockback makes them ideal for combos. - If you're too busy to look at the health bar, listen to the music. It will speed up when someone is at critical-health. - Ken's Guren Senpukyaku can be jumped over. Barely. And only if you time it right. Don't get hit by it. - Guren Senpukyaku also bounces back and rises once it hits the edge, so don't jump straight up. - Getting hit while your Super is charging will make it stop. You'll also lose all your meter, so use it only when you know you'll go uninterrupted!
Street Fighter (c) CAPCOM I decided to take inspiration from both Street Fighter II as well as Alpha, because... why not? I may add more characters in the future. (No I won't I made a new one lol, play that one instead) CHANGELOG------------------------------------------------------ v1.1- Nerfed punch to have less knockback, stun, and damage. Hadoken no longer explodes when touching edge and moves slightly slower. Changed Ryu and Ken's voices to match their Alpha appearances. v1.2- Can now get PERFECT victories by not taking any damage! It's tricky, but possible. Also, gave Hadoken less end lag. Lastly, made Ken's Tatsumaki more cool looking. v1.3- Super Combos! Build up meter then press Q to let it rip! Also added vfx for hits, changed the thumbnail, and added a mute button [M] if you want to listen to something else. v1.3.1- KO'ed opponents will now always bounce up rather than just awkwardly collapsing. Also reverted Ken's Tatsumaki to its original sprites (without trail and tilt) and added flames to his kick during Guren Senpukyaku. Ken also jumps MUCH lower for Tatsumaki Senpukyaku. Another addition is that the Super Gauge is now split up into 10 rather than 5. Lastly, made it so that the music isn't always pitched up. I thought it sounded better, OK?? Also added small fixes to annoying bugs. v1.3.2- Updated Shoryuken to have 5 frames of animation rather than 2, and also nerfed it. Additionally, made Ken move slightly faster and made Ryu look more beat up when KO'd. v1.3.3- Oh hey, I finally updated this thing again. Fixed Ryu and Ken's attack animations because they were driving me insane. Also added sprites for crispy Ryu and electric Ken. Lastly, (tried to) patched a bug that made Ken's Super fail. (no, it's still broken) v1.3.4- Made some modifications to both Ken and Ryu's attack animations to make them have a bit more impact. v1.3.5- Adjusted Ryu to make him less jittery. Would do to Ken but it busted his animations, so no dice for now.