Jack Turner, Infinite style
by Luigi-Master.
Original by Andre Lopes
5/1/2011
May Day update: Fixed his portrait issues. Added some killer new palettes by
UltimateBiosparkJ, and fixed the power charge effects to not move during super
moves.
Easter update: I changed his powercharge effects and, I suppose, it's behavior.
Likewise, I realigned the hitsparks for the Hell Dive moves, and redid the
animation properties of his basic attacks. I also fixed some color issues with
his small icon, and changed his power charge sound.
Update that I'm demotivated on releasing, but probably will: I added some new
super sparks to differentiate his Lv2 and 3 supers from his Lv1 supers. I also
added some envshake triggers to his kick throw, to look more powerful, and I
realigned his hitsparks on his uppercut like animations. No bug fixes, as no
one pointed out any serious bugs yet, so don't say all I'm doing is adding
effects after effects.
Quick Update: I added some env shake triggers to his attacks, to be even closer
to Infinite's style. I also made it so that you can cancel into your supers
from your special attack. Basically, it goes basic > special > super. Finally,
I added some fire effects for when he hits his opponents with fire based
attacks, courtesy of PotS. Hey, at least I put effort into their palette. I
also forgot to mention he has one new palette made, in honor of PotS' M. Bison,
as that was the character where I found those flame effects. He was a god-sent.
I decided to take one of my favorite characters, Jack Turner by Andre Lopes, and
give him the Infinite treatment. This took me about three weeks to do, and I
believe I overlooked some problems, such as damage values. I'd appreciate any
help in making his damage fairer, among other issues that I overlooked.
Anyhow, on to the character. He has a vague rendition of Marvel Vs. Capcom's
combo system, along with other mechanics that might not work too well with
eachother. He also has had his previous effects edited, and they can be edited
with the ACT files, and he also has 9 palettes included. I also removed one of
his moves, Bomber Dance I believe, as it was too inconvinient for anything. I
-might- re-add it if the request is popular enough, and how to make it work.
His Brain Shocker Bat grab is now a regular grab.
Moves:
-------
System Moves:
Dodge: Weak Punch and Weak Kick
Dodge Attack: Punch or Kick near the end of the dodge
Dodge Roll: Weak Punch and Weak Kick while holding forward or back
Parry: Tap forward to parry high or in the air, or down to parry low.
Power Charge: Medium Punch and Medium Kick
Super Jump: Down, Up
Dash: Forward, Forward
Back Dash: Back, Back
Air Dash: Like the above
Special Moves:
Super Drop Kick: Down, Forward, Kick (air also)
Knuckle Pad: Down, Forward, Punch
Dynamite Lariat: Down, Back, Punch
Unnamed Uppercut: Forward, Down, Down-Forward, Punch
Rapid Swing Punch: Forward, Down, Down-Forward, Kick
Super Moves:
Mario wannabe jump stomp: Down, Back, 2 Punch
Knuckle Pad Rush: Down, Forward, 2 Punch
Hell Dive: Down, Back, 2 Kick
Desperate Overdrive: Down, Forward, 2 Kick
Haoh Shokoken: Forward, Down, Forward, 2 Punch
All of the above have two variants, Level 1 and Level 2. Level 1 versions are
done using weak and medium buttons, while Level 2 versions are done using medium
and hard buttons.
Ultimate Moves:
Kyokugen Special: Down, Forward, Punch + Kick
Triple Haoh Shokoken: Down, Back, Punch + Kick
Mega Haoh Shokoken: Down, Back, Punch + Kick (must have less than 1/3 life).
-----------------------------
Notes:
-His damage might be wonky on some moves, but this is the best I could balance
them. I'd appreciate some help with balancing them.
-The damage dampener works, maybe a bit too well. Chain into a super move and
he'll deal noticably less damage.
-His Haoh Shokoken moves, with the exception of Mega Haoh Shokoken, have a 50/50
chance of working. This was a feature of the original character. However,
should they succeed, they are unguardable. It's only a problem if you have a
hulking character who has limited mobility, as most characters (excluding Jack)
can just crouch to avoid them.
-He can only gain power by either landing his hits, power charging or parrying.
------------------------------
Credits:
Sprites: XCB, Reza, Kong, Infinite, Vyn, Phantom.of.the.Server, Andre Lopes,
Warusaki3, Team Omega Pwnage Supreme, Mr. Fong, 586, R@ce45
Sounds: Infinite, Vyn, Phantom.of.the.Server, Andre Lopes, Vyn, SoundSnaps, XCB,
R@ce45
Codes: Andre Lopes, XCB, Vyn, Infinite, GCNMario, PotS, 586, R@ce45
-----------------------------------
Special Thanks to:
Andre Lopes: For making Jack, obviously.
Mr. Infinite: For the kick-butt super portraits and some palettes, as well as an
easy yet competent AI. Thanks!
Mr. Fong: I just got an email from him regarding permission for the effects and
code, so thanks again!
Vyn and PotS: For their outstanding effects which I used for Jack. Thank
goodness they have a palette they can share, so now they'll look pretty.
Original documentation below:
=======================================================
*Jack Turner* (AOF2 version) v1.1 (January 20 2001) =
=======================================================
by Andre Lopes (andre.lopes@online.fr).
http://andre.lopes.online.fr/or
http://www.andremugen.comHow to install:
----------------
[important: you must use Mugen 2000.11.29 with this character (it may not work
with other versions of Mugen) ]
I recommand you to use the tool MWC made by ByteZero to easily install this
character. You can download MWC here:
http://bytezero.virtualave.net/Then unzip MWC in mugen directory. Then run MWC. If you run it for the first
time, it will ask you where Mugen is located, so just go to the Mugen folder
and select the file mugen.exe.
After you have done this, you can install the characters with MWC. Just go
to the menu Select/characters. Click on the button "character" at the
right of the window and choose the .def file of the character (jack.def).
Click save at the top right corner and that's all : )
If you want to install it manually (without MWC), here is what to do:
-Unzip the character, you should have a directory named jack that contains sff,
act ,air... files
-Copy this jack directory to the chars directory of Mugen.
-Open the file Mugen.cfg (this file is in the data directory of Mugen) with
a text editor (Notepad or Wordpad for exemple)
-Search the line where you can see [characters].
-Under this line write jack/jack
-Save the file and load Mugen
-That's all.
What's new since v0.92:
------------------------
-Adapted for Mugen 2000.11.29 (new get sprites...)
-New super move: HaoShoKoKen (NB: Jack has some problems masterizing this art,
so sometimes he'll miss to launch the fireball
)
-Added counter move and aerial counter move (press C while guarding, need 500
of power)
-Juggling fixed -no more infinites (I hope)-
-Added a set of Hitsparks from Fatal Fury Real Bout 2
-Helpers can be hit
-Helpers can be called by pressing A+X (Temjin) or B+Y (Takuma). Need power
>= 1000
-All sparks offset corrected
-Taunt added (press start)
-A lot of bug fixes
-Sorry, no customised AI
Move list:
-----------
Normal moves:
-A : weak kick
-B : strong kick
-X : weak punch
-Y : strong punch
-Back or Forward +X
-Back or Forward +A
-DownForward + B
-C : Knock down move
-C while guarding : counter move (need 500 of power)
-Z : Dodge
-attack after dodge (press any button while dodging)
-Start: Taunt
Helpers (need power >= 1000):
-Temjin : Press A+X
-Takuma : Press B+Y
Special moves:
-QCF + x or y (Knuckle Pad)
-QCB + x or y (Dynamite Lariot)
-QCF + a or b (Super Drop Kick)
-QCB + a or b near opponent (Brain Shocker Bat)
-HCF + x or y near opponent (Bomber Dance)
-DP + x or y (dragon punch) counter move
-DP + a or b (original special move)
Super moves (Level1 supers need power >= 1000 and level2 supers need power
>= 2000):
-QCB*2 + x (level 1) or y (level 2)
-QCF*2 + x (level 1) or y (level 2) (original super move)
-QCB*2 + a (level 1) or b (level 2) near opponent
-QCF*2 + a (level 1) or b (level 2) (original super move)
-Forward HCF + X (level 1) or Y (level 2) (Hao Sho Ko Ken)
Finish Move:
-none as yet
Throws:
-Forward+ y near opponent
Combos exemple:
-x, a, y, Fwd+a, Fwd+x, special or super move
-a, a, x, b, Fwd+a, Fwd+x, HCF+ Y, then QCF*2 + B when opponent is falling
Known bugs:
- None at the present
Legend:
-QCF = Quart Circle Forward (Down, Down/Forward, Forward)
-QCB = Quart Circle Backward (Down, Down/Backward, Backward)
-HCF = Half Circle Forward (Backward, Down/Backward, Down, Down/Forward, Forward)
-HCB = Half Circle Backward (Forward, Down/Forward, Down, Down/Backward, Backward)
-DP = Dragon Punch Motion (Forward, Down, Down/Forward)
-RDP = Reverse Dragon Punch Motion (Backward, Down, Down/Backward)
-QCF*2 = Quart Circle Forward twice
-QCB*2 = Quart Circle Backward twice
Special thanks:
-All people at Mugen message boards
-SNK and Capcom for their fabulous games.
-Elecbyte for having made a such great fighting game engine.
-Anders Nilsson and Janne Korpela for NeorageX.
-VK for taking Krisalid as example for Jack's Desperate Overdrive Death Move.
-Sés for having done Mugen Character Maker, which make character creation a lot
easier and faster.
-Ranchan for Mugenerator (I don't have used it for Jack but It's a good and very
complet program, hope the bugs will be removed soon)
-TestP for their message board and characters.
-All people who like my work and all my friends.
-HigHer & Terry Kuo, hope you will come back soon...
-All people that I forget...
If you have any questions or comments, here is my email:
andre.lopes@online.fr
The latest version of Jack can always be found here:
http://andre.lopes.online.fr/or
http://www.andremugen.com