UPLOAD, SHARE, PRESERVE MUGEN FOR ETERNITY!
a missing category? request it here.

Downloads: Reuben Kee chars edited by PotS

Reuben Kee chars edited by PotS

Uploaded by 14th December 2014
Author Author Reuben Kee
File Size File Size 23.19 MB
Views Views 46,675
Downloads Downloads 6,819
Last Reupload Last Reupload Never
Facebook Twitter
Google Plus Reddit
Email This
+ Download
DragonClaw, EvilKen & EvilRyu, the three masterpieces created by Reuben Kee, edited by PotS (Phantom of the Server)
2010/01/14
Compatibility : MUGEN 1.0+

changelog:
Code:
Character change logs for Mugen 1.0 January 2010 revision.

===============================================================================================
)                                          EVIL KEN                                           (
-----------------------------------------------------------------------------------------------

GAMEPLAY:
- Lowered life and defense values
- Revised damage output
- Revised a lot of collision boxes and invulnerability times
- Can charge power beyond three bars, just in case maximum power is changed or Simul mode is used
- Increased liedown.time
- Can throw with A+C and X+Z as well
- Power Charge can now be initiated by holding B+Y, not just pressing them
- Medium and strong Hadoukens can no longer eat other projectiles
- Fireballs are no longer drawn behind the player after hitting
- There are no longer normal attacks that deal guard damage
- Tatsumaki Senpuu Kyaku has a bit more startup and, as such, isn't unblockable at point blank
- Can't guard during dashes
- Shakunetsu Hadou Ken can no longer be made safe on block by mashing
- Aerial fireballs can be blocked low
- Revised fall recovery states
- Alpha Counters cost 2000 power and suffer from damage scaling
- Can cancel dash recovery with a second dash
- Senpuu Kyaku is no longer an overhead
- Attacking from a forward dash is now less insane, more like Darkstalkers dashes
- Weak Ryuujin Kyaku is now the one able to cancel to more aerial attacks, while strong one is the most damaging. This way all versions have a purpose
- Normal air throws have slightly different ranges from each other
- Can Rage Burst (custom combo) with only one power level
- Can't combo into Shun Goku Satsu
- Added Negative Edge
- Alternate Shun Goku Satsu finisher only happens on KO, but always does so
- Skuhachi's flames disappear if Ken is hurt or uses Tameiki Wari
- Normal attacks that allowed aerial fall recovery now just make P2 automatically land on his feet, less button mashing for him
- In the event of locking down a character in an infinite between his air chains and aerial Tatsumaki, those attacks will start knocking down after a certain time
- Kyouja Renbu now keeps going even if blocked, to make it more different from the other Lv2
- The punch in the Kyouja Renbu combo does a lot of hit stun now, meaning it is the best point to cancel the move with a roll
- Rolls are considered grounded and vulnerable to anything but throws
- The penultimate hit of MSSM Skuhachi is no longer randomly unblockable
- Normal throws can now be "teched"
- Attacks are flagged as idle during recovery
- Fixed high jumps getting off the ground before their animation start, and removed near high jump variation
- All specials and supers and specific normals force P2 to stand when they hit
- Teleports have slightly more recovery and don't build power
- Can no longer use Zenpou Tenshin with A+X, just to prevent the illusion that it's a KOF roll
- Fresh set of palettes. Many thanks to Hoshi and Anjel
- High jump cancels need down, up input
- Back + Y now uses the SFA3 headbutt
- Most specials now allow ground fall recovery
- Commands are more forgiving
- Taunts can raise defense up to three times, but raise it slower than before and the bonus is reset every round
- Cancelling a teleport into a super makes it have less invulnerability
- First hit of Shoryu Reppa can now reach downed opponents

OTHERS:
- Removed old AI activation methods, obsolete in Mugen 1.0
- AI is now scaled according to the Options setting
- Effects no longer share colors with Ken
- Fixed camera errors caused by some intros
- Cleaned leftover animations from the AIR file
- Special intros trigger against more characters
- Special intros are disabled in Simul mode to prevent errors
- Added Throw Escape and Electrocuted special animations
- Resynched Shun Goku Satsu
- Now uses SuperPause instead of Pause for compatibility purposes
- Can select win poses by holding buttons
- Intros are played in Turns and Survival modes, except for a few
- Shun Goku Satsu uses the "cheap KO" animation when available
- Now using common guard sparks (this is easy to revert using text replacement)
- Overwrote guarding states to prevent some AI spasms
- Tidied up his intro storyboard
- Idle stances now change according to more factors
- Fixed palette errors in some sprites
- Krizalid now has full color and voice samples
- Many special effects can now have a floor reflection
- Eliminated debug spam
- Some effects are compatible with widescreen

===============================================================================================


===============================================================================================
)                                          EVIL RYU                                           (
-----------------------------------------------------------------------------------------------

GAMEPLAY:
- Lowered life and defense values
- Revised damage output
- Revised a lot of collision boxes and invulnerability times
- Power Charge can now be initiated by holding B+Y, not just pressing them
- Can charge power beyond three bars, just in case maximum power is changed or Simul mode is used
- Increased liedown.time
- Can throw with A+C and X+Z as well
- Medium and strong Hadoukens can no longer eat other projectiles
- Fireballs are no longer drawn behind the player after hitting
- MSSM Kuuchuu Shinkuu Hadouken will no longer randomly be nullified by other projectiles, always explodes
- MSSM Kuuchuu Shinkuu Hadouken now uses transparency.  The darkened background still looks cool though, so that was kept
- There are no longer normal attacks that deal guard damage
- Added Negative Edge
- Can use medium and strong versions of Zenpou Tenshin now, not just the weak one
- Rolls are considered grounded and vulnerable to anything but throws
- MSSM Kuuchuu Shinkuu Hadouken dissipates if Ryu is hit
- Tweaked Tenrai No Ken to work properly under new Mugen's corner behaviour (why did they change that?) and other situations too
- Dive kicks can be "tiger knee'd" and must be blocked high
- It is now a whole lot easier to hit Ryu out of charging a Metsu Hadouken
- An opponent dizzied by Metsu Hadouken can now be thrown or comboed on the ground
- Electrical burns no longer override the dizzy state
- MSSM Kongou Kokuretsu Zan now has an initial thunder bolt so that it's not less effective than the normal version
- Tenrai No Ken's victim now stands up after a predetermined time
- Dashes are now considered grounded and Ryu can attack from them
- Can cancel dash recovery with a second dash
- Aerial fireballs can be blocked low
- Revised fall recovery states
- Alpha Counters cost 2000 power and suffer from damage scaling
- Hitting Ryu cancels the electrical burn effect
- Metsu Joudan Sokutou Geri changed. Normal version is similar to former MSSM version, which now is different
- Metsu Hadouken now spends the three levels of power right when it starts, so that Ryu doesn't get multiple opportunities to retry the move
- Each level of Metsu Hadouken charge is flagged by a PalFX
- All hits of Shoryuken knock down
- A juggling Shoryuken connects all hits but can juggle less times
- Can't normally combo after MSSM Misogi
- Kaze no Ken has more range, making it a better counter move and thus better worth the three bars
- Weak Ryuujin Kyaku is now the one able to cancel to more aerial attacks, while strong one is the most damaging. This way all versions have a purpose
- Can Rage Burst (custom combo) with only one power level
- Normal throws can now be "teched"
- Attacks are flagged as idle during recovery
- Fixed high jumps getting off the ground before their animation start, and removed near high jump variation
- All specials and supers and specific normals force P2 to stand when they hit
- Teleports have slightly more recovery and don't build power
- Can no longer use Zenpou Tenshin with A+X, just to prevent the illusion that it's a KOF roll
- Fresh set of palettes. Many thanks to Hoshi, Anjel and Garuda
- High jump cancels need down, up input
- Most specials now allow ground fall recovery
- Commands are more forgiving
- Can now guard during dashes
- Taunts can raise defense up to three times, but raise it slower than before and the bonus is reset every round
- Cancelling a teleport into a super makes it have less invulnerability
- Kongou Kokuretsu Zan is now considered a stationary projectile and, as such, can nullify projectiles

OTHERS:
- Removed old AI activation methods, obsolete in Mugen 1.0
- AI is now scaled according to the Options setting
- Unlocking the secret mode is now flagged by a PalFX
- Some visual effects no longer make P2 guard
- Cleaned leftover animations from the AIR file
- Fixed palette errors in some sprites
- Fixed camera errors caused by special intros
- Special intros are disabled in Simul mode to prevent errors
- Added Throw Escape and Electrocuted special animations
- Now uses SuperPause instead of Pause for compatibility purposes
- Can select win poses by holding buttons
- Intros are played in Turns and Survival modes
- Tenrai no Ken uses the "cheap KO" animation when available
- Now using common guard sparks (this is easy to revert using text replacement)
- Overwrote guarding states to prevent some AI spasms
- Idle stances now change according to more factors
- Many special effects can now have a floor reflection
- Eliminated debug spam
- Some effects are compatible with widescreen
- Re-ripped his voice samples

===============================================================================================


===============================================================================================
)                                         DRAGON CLAW                                         (
-----------------------------------------------------------------------------------------------

GAMEPLAY:
- Advancing Parry now costs 1000 power
- Made many Clsn2 fatter and Clsn1 thinner
- The motions for Sun Blast and Sun Cry can now be done in both directions, which also determines where the moves go
- Crescent Moon Slash only goes through projectiles with the strong version
- Back dash is immediately invulnerable but the invulnerability lasts a shorter time
- Flash Step is only invulnerable to projectiles during the dash
- There is now a better incentive to use the different variations of Flash Step, as each provides the best combo opportunities for certain distances
- Counter Blow has less abusive timing and Clsn and cannot counter low hits, but can now react to super moves
- Revised fall recovery states
- Throw attempts are slower, but throws have a bit more range and damage
- Can throw with A+C and X+Z as well
- The second passing of a blocked Heaven's Sword no longer homes in
- Several moves can now kill by chip damage
- Can't air block after Sun Blast, Homing Flight and Counter Blow
- Added Negative Edge
- In the event of locking down a character in an infinite with his air chains, those attacks will start knocking down after a certain time
- Corrected several aspects of the Hit Break (clash) system so it works as intended
- Counter Blow's positioning has new button inputs: A for left of screen, B for center, C for right and two kicks for behind the opponent
- MSSM Sun Cry doesn't home in after missing
- Normal throws can now be "teched"
- Attacks are flagged as idle during recovery
- New command attack using a previously unused animation: up + roundhouse (C) in the air
- All specials and supers and specific normals force P2 to stand when they hit
- Homing Flight and Heaven's Sword can be done on the front wall from a jump
- Fixed an issue that made DC unable to guard some rare multi-hitting moves (e.g. my Ryu's Shinkuu Tatsumaki Senpuu Kyaku)
- Most specials now allow ground fall recovery
- Fixed a glitch that made Heaven's Sword not consume power under certain conditions

OTHERS:
- Removed old AI activation methods, obsolete in Mugen 1.0
- AI is now scaled according to the Options setting
- Fixed transparency issues in some sprites
- Adjusted camera movement for wall jumps
- Now uses SuperPause instead of Pause for compatibility purposes
- Can select win poses by holding buttons
- Intros are played in Turns and Survival modes
- Many special effects can now have a floor reflection
- Eliminated debug spam
- Some effects are compatible with widescreen
- Palettes are now ordered from X to C

===============================================================================================

R.I.P. Reuben, and may your work continue to entertain and inspire people as much as it did with me.


https://www.youtube.com/watch?v=WwH7J-PjqCU
Metadata
Player Information
Advanced Metadata

Tags

Images

  • Reuben Kee chars edited by PotS
  • Reuben Kee chars edited by PotS

Similar Files

Name Category Date Author
Casshern CVS/POTS (Edited... CVS Arrange 8th August 2019 Shin Mako, DDougTanker
MKP Code for Chars Add-ons 21st June 2019 ???
patch for mkp/mk chars Add-ons 26th August 2017 kazmer and others
MBAACC Chars Patch (14/08... Add-ons 7th September 2014
Terry Bogard, voiced by R... Sound packs 8th April 2014 Uesugi Kenshin
AI set for muteki chars 2... AI (Artificial intelligence) 9th May 2010 muteki

Comments

TheGunz
Lurker
9th March 2020 at 23:39
:O
jiickiiez
New Challenger
9th March 2020 at 10:15
BEST CHARACTER
victor6467
Lurker
1st March 2020 at 11:11
I just love all 3 of them, they are the most iconic mugen characters ever made
mugenmarshall
Lurker
29th December 2019 at 08:45
RIP ReuBen. Your chars are truely legacy
Ayush Mittal
Lurker
22nd December 2019 at 14:21
BEST CHARACTER I EVER FOUND
Chabooey
New Challenger
10th December 2019 at 22:34
One of the sickest character trios ever. I have ryu and ken as final Team versus arcade bosses. Rip Kee
shenhongbeifeng
New Challenger
7th December 2019 at 12:10
unable to download
Shirvok
New Challenger
21st November 2019 at 19:45
Fantastic characters, 10 stars.
qopozxzxasdnm
New Challenger
14th November 2019 at 02:28
Wow! Really great work
zyj376755716
Lurker
9th November 2019 at 13:48
Ymirboii
New Challenger
9th November 2019 at 04:16
these edits are pretty good
-MICHA-
Lurker
25th October 2019 at 12:08
WHAT , I finally found it !!!
SabbatRM
Lurker
23rd October 2019 at 15:52
These are great, thank you! Added these a few hours ago
drakonic
Lurker
10th September 2019 at 14:04
A legend that inspired lots of great chars
FishFacEd
New Challenger
21st August 2019 at 02:24
"You were good son, real good. Maybe even the best."
dimolto
Lurker
13th August 2019 at 01:37
These chars are beautiful
GrinMax
New Challenger
2nd August 2019 at 12:22
Круто1
unknownsiplek04
Lurker
1st August 2019 at 00:39
Great
zalupa
Lurker
29th July 2019 at 08:39
Nice!
ShadowKuwanger
Lurker
19th July 2019 at 00:11
Never Forget.....This Man was Truly a Legend....
Aragami99
Lurker
23rd June 2019 at 00:02
masterpeça
drogo21
New Challenger
28th May 2019 at 17:19
Behold the 3 first Mugen Gods….RIP Kee, you make one of the most important apportation to the Mugen history
Cesar A Bedoya
Banned from uploading
26th May 2019 at 14:19
Dragon Claw is Legendary!
abcvzio123
Lurker
25th May 2019 at 12:35
WOW
Hsojasfkaia762
16th May 2019 at 13:49
The epic and legendary duo everyone knows about, Evil Ken, Evil Ryu & Dragon Claw. R.I.P Reuben Kee, you will always be remembered by the M.U.G.E.N Community forever. That I am sure of...
fulaninho
New Challenger
4th May 2019 at 21:12
muito bom
YukikoAmagi
Lurker
29th April 2019 at 04:09
Best mugen characters :)
CorysInMyHouse
Lurker
8th April 2019 at 21:21
Sad I only found out about this guy and his work recently. R.I.P.
bruno_mugen
Lurker
24th March 2019 at 20:40
excelente
Raynouz
Lurker
13th March 2019 at 19:21
evil ken and evil ryu interact when fight?
noadeke
Lurker
10th March 2019 at 22:49
it's a shame he passed away, but his memory will live on as long as we have this characters, thank you, reuben.
Mefudi
Lurker
12th February 2019 at 21:39
Good WORK ! Great Characters, Ones of the Bests, RIP Reuben
Thank You !
Subzeerow2
Lurker
10th February 2019 at 08:02
r.i.p love so much
Subzeerow2
Lurker
10th February 2019 at 08:01
3 best champions of MUGEN
messias_leandro
Lurker
10th February 2019 at 00:34
Those characters are legends between others evil characters. And Reuben was one of the most creators influencer.
Reinao37
New Challenger
16th January 2019 at 08:11
Legend!
tevinhyuga
New Challenger
13th January 2019 at 20:22
just discovered this set of characters, beautiful
MUGENBOY
27th December 2018 at 12:44
Thank You. :)
RyokaMinoichi
Lurker
14th November 2018 at 13:41
2010 those were good times
ENCOM-786
Lurker
9th November 2018 at 09:48
RIP Reuben. His characters is how I found out about M.U.G.E.N. years ago.