Strider_Hien[V3R]

Hello dear character developers and players. I am V3RG0 (short: V3R), the editor of this version. I like the character Strider_Hien from Strider 2. I took the version by Axellord (AXE) (who edited the version by K3nShiN), edited it further, and added and adjusted the following.

Strider_Hien profile
Profile
Standing animation
Standing animation

Only the changes of this edit are listed. Everything not mentioned is unchanged from the Axellord version. Engine: Ikemen GO.

Commands

Notation: ↓ down · ↘ down-forward · → forward · ↙ down-back · ← back · ~ release before the next input. Buttons: punches X Y Z, kicks A B C.

XLight Punch
YMedium Punch
ZStrong Punch
ALight Kick
BMedium Kick
CStrong Kick

Special moves · Ground

Tei Hou Danblue cypher projectile
↓↘→X
Kou Hou Danpurple cypher
↓↙←X
Bakushinformerly Hogeki no Bakushin
↓↘→C
Guard Breaker
↓↘→B
Nigenteki Katsuchain only: after Bakushin, Guard Breaker or Teleport
↓↘→B
Ground Barrage
↓↙←B
Shuriken Throw
↓↙←A
Teleport
↓↙←C

Special moves · Air

Aerial Hou Dan, blue
↓↘→X
Aerial Hou Dan, purple
↓↙←X
Golden Cypher Throwmust be caught: it does not return on its own
↓↘A
Air Barrage
↓↙←B
Guard BreakerDouble Air Slash
↓↘→B
Teleport
↓↙←C

Super moves · Ground

Nigenteki Hou Dan (1 bar)two cyphers at once
↓↘→Y
Sho Hou Dan (1 bar)carries the opponent upward
↓↙←Y
Combo (1 bar)four-hit melee chain
↓↘→A+BorX+Y
Guiding Light (2 bars)
↓↘→B+C
Ultra Mode (3 bars)lasts 20 seconds (1200 ticks)
S
Dual-Cyan Cypher Throw (no cost)only inside Ultra Mode
↓↘→Y

Super moves · Air

Shinku Hou Dan (1 bar)the opponent sticks to the cypher
↓↘→Y
Hou Kage Zan (1 bar)air series with a finisher
↓↘→C
Ultra Mode (3 bars)the jump path continues after activation
S

Movement and wall

Run / Back Step
→→/←←
Gravity Jump
←hold+Y
Back-Rollshadow state
←hold+Aor←←
Wall Jump
↓↙←Z
Wall Cling · blue cypher
on the wall:X
Wall Cling · purple cypher
on the wall:A
Wall Kicks
on the wall:B/Y/C/Z
Parry (Ultra Block)
A+Y

Ultra mode · a Super move

NEW

Timed state

  • 1200 ticks, runs independently of the current move
  • No cut-off when a move ends
IMPROVED

One central aura

  • Replaces many scattered afterimages
  • Every other afterimage is guarded so it cannot leave a gap
  • Activation on the ground and in the air, with an edge pulse
NEW

Auto Evasion and Auto Block

  • Also during the Dual-Cyan cypher throw
  • Faster Ultra teleport, easier chains

Teleport system

Three clear categories, each move uses the one that fits.

CATEGORY 1

Teleport

  • Free movement
  • Separate disappear and reappear animations with their own sprite sets
CATEGORY 2

Chain-Teleport

  • Bound to a move, only while its animation runs
  • From Shohoudan, Nigenteki, Shinku, Bakushin, Guard Breaker, Back-Roll, ground throws, wall kicks
CATEGORY 3

Evasion-Teleport

  • In place, the move continues
  • Short invulnerable window
IMPROVED

Behaviour

  • Checks the opponent position and pushes Hien back from the edge
  • Reappearance with strips, ground and air variants
  • Guard Breaker teleport follows with a denser trail

Cypher throws

CYAN

Cyan Cypher

  • Four-direction animation restored
  • Sound plays once, 30 tick cooldown
PURPLE

Purple Cypher

  • 0.8 s charge on the standard throw animation
  • Purple afterimages
  • Wall version throws at standing height
BLUE

Blue Cypher

  • Darker blue aura
  • No sticking to the opponent on the way back
GOLD

Golden Cypher Throw

  • Flies three times: throw, run along the ground, return
  • Chain-Teleport from frame 3
ULTRA

Dual-Cyan Cypher Throw

  • Two cyphers, Auto Block active
ALL

Shared

  • Wall-cling throws at standing height with a tick sound and a 3 second limit
  • Centres the opponent, pulls back at the screen edge
  • Sparks: white base, coloured at runtime

Moves added or changed

Bakushin

  • Original blue afterimages
  • Paralyses instead of launching
  • Chains from Ground Barrage

Tei Hou Dan

  • Slower projectile, guaranteed return
  • Catch animation, single throw sound

Kou Hou Dan, the purple cypher

  • Paralysis: no damage. A hit puts the opponent into the paralysis state for about 2.2 s (131 ticks) and locks Hien's purple throws for about 3.2 s (191 ticks)
  • Charge: the first picture is held for 48 ticks (about 0.8 s), then the cypher is released
  • Out: flies straight at 11 px per tick for up to 174 ticks (about 2.9 s). In the air it also follows the opponent's height
  • Hit: it keeps flying 14 more ticks, then turns. Block: nothing special, it flies its full path
  • Miss: after 174 ticks it reappears at the stage edge behind Hien and flies back
  • Return: homes in on Hien at up to 15 px per tick (24 after a hit) and is caught at close range
  • Wall version: 48-tick charge, then the same flight

Gravity Jump

  • Upside-down rise with its own sprites
  • Dynamic Chain-Teleport sprites for start, flight and arrival

Back-Roll

  • Shadow state
  • Absolute teleport maths

Guard Breaker

  • Isolated use only
  • No Ground Barrage afterwards
  • Air Barrage once per jump

Fixes

  • Hou Kage Zan no longer stops falling
  • Auto-teleport window uses the absolute distance and covers the whole stage
  • Juggle points set per hit for chain moves
  • Nigenteki: the pushed opponent no longer pushes Hien
  • Light Punch and Light Kick: swing sounds removed
  • Animation duplicates removed, unique readable names

By the numbers

6,754 → 21,119lines in Hien.cns
4,827 → 14,169lines in Hien.air
1.5 → 26.8 MBHien.sff sprites

Goals

Everything below was vibe-coded so far. The goal is to understand and implement it properly. Pointers from someone who knows how to build these are very welcome.

GOAL

All original moves

  • Plasma Beam: should replace Guiding Light completely, the current implementation is wrong
  • Dash-Cut as in the original: replaces the current Bakushin
GOAL

All movement animations with their own sprites

  • Cypher throw
  • Walking
  • Holding the cypher
GOAL

New cypher-slash sprites

  • Change the cypher-slash sprites
  • And much more on the sprite side
GOAL

Grandmaster Meio power-up

  • Strider Hien was an agent of Grandmaster Meio
  • A power-up at power level 2 or 3: Hien is strengthened either through his normal attacks or through a new moveset, like in Ultra Mode
  • Hien also fights with his hands, buffed with an aura (dark matter, plasma, lightning). They replace all Medium and Hard Punch kits
  • Attacks to bring over: Plasma, Darkness, Lightning Cypher, and a standard attack enhancement (lightning damaging ticks on hit)
  • Implementation, option 1: while a cypher is flying (for example the golden cypher), Hien can punch with his hand. The cypher disappears from all sprites, which is logical
GOAL

More attacks and moves

  • More attacks and moves of my own are planned
  • I only need to know what to learn first

Help wanted

I am looking for a sprite-creation grandmaster. I need someone who can tell me exactly what I have to learn so that I can create the sprites for this character myself: new animations, the cypher throw, walking, holding the cypher and new cypher-slash sprites. This is urgent. Please point me to the techniques, tools and learning path (pixel art for fighting-game sprites, frame-by-frame animation, palettes, SFF editing) and what to learn first.

Second priority: Mugen / Ikemen CNS state design (HitDef, Helper, chains) and rebuilding original frame data from video.

PS1 animation extraction. The original Strider 2 is a PS1 game. If you know how to extract its animations, I would like to hear from you. Mugen characters have been extracted from Street Fighter 4 before, so I hope something similar is possible here.

PS1 sound extraction. I am also looking for someone with PS1 sound-extraction skills.

CONTACT

Get in touch