Evil Homer - Homero Malo by Warner y Reu. Abril 2008

Es un char estilo parodia (como es comun en los simpsons) a una de las creaciones del finado Reu, quien nos dejo excelentes chars para el mugen.
De esta forma rindo un pequeño tributo a su legado, ya que incluyo todo el code de su char evil Ken en evil homer, asi su obra Perdurara no solo con sus chars conocidos, sino tambien en nuevos personajes q nos podran seguir divirtiendo en el Mugen.

ahora para los gringuitos....

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-=>Evil Homer same gameplay as Evil Ken Version Duo Release 0.97<=-
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By Warner and the original code made
by Reu, Tenshin and KingTigre and The Dreamslayer


note: I made this sprite swap from Reu's evil Ken, as a way to honour him for his amazing char.
and in a very Simpson style i did a parody of his evil char, evil Homer.
I hope everybody understand i only did this char for fun, and for those who loves mugen, the simpsons and the good fighting in mugen.

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next notes are about Evil Ken gameplay and now... also for the gameplay of evil homer.

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*This character features high-rising moves, one must have vertical scrolling stages to experience the full effect.*
*Ensure helper effects are enabled in your mugen.cfg*
This was the Original first and playable Evil Ken in any fighting game. 



What's Featured:
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The first particle rendered flame surges, sparks, speckles and splash effects!
The very first Special Meta Super Special Moves system!
The very first custom combo mode! Rage burst!
All ken based moves
Tonnes of original super and special moves!
Never seen before edits of Ken, thanks to Kingtigre!
Ability to do OTG combos.
Ability to chain normal attacks!
Ability to chain normal attacks into special moves!
Ability to cancel special moves into super moves!
Ability to Super Cancel super moves into supermoves!
Combo Rating system!
Original intros, win poses and taunt!
Capcom vs SNK charge up!
Capcom vs SNK style superjump!
Capcom vs SNK flame sound, landing sound, hit sounds, block sounds, voice samples!
Street fighter 3 third strike sound effects and voice samples!
Holy crap! Tonnes of comboability! 
12 Palletes!
Special Intros against Ryu, Akuma, Baby Bonnie Hood and Evil Ken!
Kickass Artificial Intelligence!
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<<<EXPLAINATION OF META SUPER SPECIAL MOVES>>>
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MSSMs can be performed by combining three level one super moves together. Simply put, they happen on your second super cancel. MSSMs also happen with a probablity of 10% whenever you do a super special move. Only Level one Super Special Moves have MSSM versions.


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Extra Moves:

Air recover: 2 punches or 2 kicks while falling

Ground recover: 2 punches or 2 kicks while near ground.

Ground roll reover: 2 punches or 2 kicks while lying on ground

Taunt: Start button *(Increases defense)*

Normal Jump launch: Jump after Crouching Forward  heavy punch

Super Jump Lanuch: Jump after Crouching heavy punch

Knee Jab: Back + Heavy Kick

Standing Uppercut ( Can be used to continue air juggles): Back + Heavy Punch

Standing Withheld Uppercut: Back + Medium Punch

Slammy Kick: Back + Medium Kick

Hop Kick: Forward + Medium Kick

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*UPDATED* Alpha counters: Alpha counters are performed when the player does a back to down motion, followed by an attack button. Alpha counters require at least ONE level.

Punch counter: Ken does a flaming shoryuken which sends his opponent flying

Kick counter: Ken performs a roundhouse Tenshou Tatsumaki Senpuu Kyaku

Air Punch counter: Ken does a fierce bakuretsuken

Air Kick coutner: Ken does a roundhouse Kuuchuu Tatsumaki Senpuu Kyaku


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Special moves:

Jigoku Guruma: forward/backward + 2punches
If nearby opponent, Ken will grab him and pull him along forming a wheel which gains momentum and finally releasing the opponent to be flung into the air.

Inazuma Kakato Geki: forward/backward + 2kicks (kkk rapidly)
Ken will grap his opponent and do a series of quick kneejabs followed by a high raising kick which sends the opponent flying.

Jigoku Fuusha: forward/backward + 2punches in air
If nearby opponent, Ken will grab the opponent and spiral like a windmill, building up momentum and releasing him.

Jigoku Geki: forward/backward + 2 kicks in air
Ken grabs his opponent, swings over his opponent and does a backbreaking knee jab upon landing.

Hadouken: qcf + punch
Ken gathers his internal energy and fires a ball of fire which flys across the screen.
LP does travels slowly and does one hit, MP travels faster and does two, HP goes even faster and does three.
Heavier versions will "eat" other forms of projectiles.

Zankuu Hadouken: qcf + punch (In air)
Ken gathers his chi mid air and thrusts it at a 45% angle! Heavier versions do more hits but have recoil effect and will "eat" other forms of projectiles.

Bakuretsuken: qcb + punch (In air)
Ken forms unstable flaming energy in his hands and thrusts it out, causing an exploding vacuum of flame.

Fujin Senkyaku: DP + kick (Heavy kick extension: kick, kick)
Strength of kick determines type of attack.
Heavy kick version can be extended by pressing kick again.

Tatsumaki Senpuu Kyaku : qcb + kick (can be done in air)
Ken twirl's his body at lethal speed as he extends his leg outward to hit multiple times.
kick strength determines distance moved, hits induced and damage induced.
Perfect for air combos.

Tenshou Tatsumaki Senpuu Kyaku : qcf + kick
Ken rises as he does a hurricane kick, finishing off the move with a slammy kick which slams the
victim into the ground.
Great to start OTG's with.

Shoryuken : dp + punch
Ken brings his fist up and flys upwards into the air.
Ken's basic anti air attack.

Seoi Shoryuken: dp + punch (During or after dragon punch)
Ken brings his other fist up into the air for a second dragon punch.
Ken's basic follow up for the dragon punch.

Ryuujin Kyaku: qcf + kick
Ken will dive kick downward. Lk goes straight through, mk makes ken rebound after contact and hk allows ken to slip in a quick attack after a flaming dive.

Makuu Shihai : dp + 2 punches/kicks or rdp + 2 punches/kicks
Ken moves behind a parallel framespan.
DP makes ken warp forward, RDP makes ken warp backward. Punches makes him travel further than kicks.
A very useful move for crossups...

Zenpu Tenshin: qcb + punch
Ken rolls like a wild tire.
Can go through any attack.

Shinpou Ryu: Medium Punch + Medium Kick
Ken gathers energy from his surroundings at an accelerated rate.



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Super Moves:

One Bar Super combos:

Shoryureppa: qcf, qcf punch (ppp rapidly!) *MSSM Possible*
-This move can be mashed-
Ken does two small advancing dragon punches, then does a final flaming dragon punch which sends the opponent flying!
Easy to combo into and out off. If mashed at the last part, Ken's flames will hit the opponent more times for extra damage!

Shinryuken: qcf, qcf + kick (kkk rapidly!) *MSSM Possible*
-This move can be mashed-
Ken encompasses the power of the dragon as his Evil Intent combines with his flame. With a great explosion, Ken does a spiralling dragon punch! This move can be mashed for more hits and extra damage!

Shippu Jinrai Kyaku: qcb, qcb + kick (kkk rapidly!) *MSSM Possible*
Ken starts a kicking frenzy, and ends with a rising swipe kick. If the kick connects, then Ken will explode and do a super rising hurricane kick.

Messatsu Shakunetsu Hadou: qcb, qcb + punch*MSSM Possible*
Ken gathers his internal energy and compresses it, thrusting it out for a great 9 hits.
This move will literally destroy anything in its way.

Tameiki Wari: d, d, d + kick *MSSM Possible*
Ken goes from  forward stance and slams his left foot on the ground, creating an immense shockwave on the ground which sends the opponent flying upward!
Excellent to start an OTG combo!
Opponent must jump or block low to avoid shockwave.

Shakunetsu Hadou Ken : hcf + 2kicks *MSSM Possible*
Ken swings his arm forward at incredible speed with the help of his flaming Ki charge, if his charging fist meets the opponent, Ken will burst his Ki out in one single blast at the enemy. This move can be mashed for more chip if opponent blocks.

Kuuchuu Shakunetsu Hadou Ken : qcb, qcb + 2kicks *MSSM Possible*
Ken swings his arm forward at incredible speed with the help of his flaming Ki charge, if his charging fist meets the opponent, Ken will burst his Ki out in one single blast at the enemy. This move can be mashed for more chip if opponent blocks.

Garyuu Messhuu: qcf, qcf + kick (kick rapidly!) (In Air) *MSSM Possible*
Ken gathers his energy and does a super dive kick upon landing he will do two rising dragon punches.

Tenma Gou Zankuu: qcf, qcf + punch (In Air) *MSSM Possible*
Ken concentrates his chi into a ball and unleashes it at his opponent at great speed in mid air! 

Tenrai Bakuretsuzo: qcb, qcb + punch (In air) *MSSM Possible*
Ken sets up an unstable ball of energy which combusts before him, sending his opponent flying away!

Skuhachi: d, d, d + punch *MSSM Possible*
Ken's ultimate move! Moving at light speed, Ken charges past his opponent, rendering him incapacitated for a surge of scorching heat which follow behind Ken!


Two bar super combos:

Kyouja Renbu: qcf, hcb + punch *CVS2 Special Cancelling Possible!*
Arguably the coolest super in the game! (:p) 
Ken Bursts into a kicking frenzy, then goes into a rushing gut punch, hop kick and earthshake stomp! If the hop kick connects, He do a earthshake stomp as he summons all his evil intent into one single Dragon Punch!
The earthshake and Shun Goku Shoryuken cannot be blocked.
The earthshake can be escaped out of by jumping.
The Shun Goku Shoryuken can be escaped out of by getting behind Ken.

Shouki Hatsudou - MEGA END: hcf + 2punches (kkk rapidly!)
-This move can be mashed-
Ken will charge forward with his fist at the enemy and will attempt to juggle his victim with a few standing punches. If His uppercut connects, Ken will burst upward with a dragon punch, hitting his opponent up into the sky where he then slams him down into the earth. Ken will then charge up and unleash a descending hadouken at his opponent. 
If mashed sufficiently, ken will stomp on his downed opponent.

Three bar super combos:

Shun Goku Satsu: lp, lp, f, lk, hp
Ken becomes overcome by the wave of killing urge and warps forward. If he manages to grab the opponent, he loses all control over himself
and the screen fades out. A series of murderous hits takes place but ken manages to regain composure. The victim is left lying on 
the floor as ken trys to get a hold of himself.
Ken has an alternate ending for this move which happens with a 50% probability

Special Modes:

CVS 2 Custom Combo Mode: (Requires three levels) (Can be done inair): Heavy punch + Heavy Kick
CVS2's custom combo mode... nuff said :p


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Tips and Tricks:

Taunt! Ken's defense increases after his taunt so slip one in every round to keep the upper hand.

Mash whenever possible! Mash his Shoryureppa, his shinryuken, his shippu jinrai kyaku, mega end, and his kick throw for more damage and more hits!

Ken's hadouken is mainly used to get closer to the opponent. Try throwing a slow hadouken then ashura warping forward to get behind the opponent.

Super cancel! You never know when your next chance to combo the opponent into a super combo will be, so when you do hit succesfully, try to burn all your levels.

Stay out of corners! Corners are any player's worse enemy. Use Ken's Hadouken/Ashura warp crossup to get you out.

Don't stay defensive! Use Ken's alpha counter's turn the tables! Back to down motion and attack will use up one level of your super bar. Counter with punch does an invulnerable dragon punch, counter with kick does a quick thrust kick.

Keep getting hit out of a super move? Throw a hadouken out right before you do the super move. The hadouken will keep going even throughout the super pause so you can catch the opponent off guard!

Don't leave your opponent alone when downed, dash in and OTG them!

Recover! Do not let yourself be juggled mercilessly by your foes, make use of the air/ground recovers whenever possible.

Want to learn new combos? Watch Evil Ken's AI in action!


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Credits: Reu, who lives forever in our mind, thanks his great mugen work.











