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.
ProfileStanding 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
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
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
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.