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Ankokunaitou's version

< Sundown

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Accurate to Live A Live, this version of Sundown is heavily based on ranged combat, with most of his moves being projectiles. Not only that, but this character also has a somewhat smaller amount of Life than most other characters. This version of Sundown also comes with an Ammunition Gauge, which makes Sundown reload every few attacks.

sundown-kid (sundown-kid)
Anko Sundown Port
Character portrait

Creator

Ankokunaitou

Download

OneDrive

Resolution

Low

Gameplay

Ankokunaitou Sundown Idle

Sundown-kid is a three-button character with an unusual gameplay style and button layout, in the sense that all of his attacks are long ranged projectiles activated solely with the use of (B)Button-b in conjunction with various directional motions; the only other buttons sundown uses are (A)Button-a to jump and holding (X)Button-x to block attacks, both of which completely replace the regular methods of jumping and blocking, though the character must still hold Button-D and (X)Button-x in combination if he wants to block low attacks.

Source accurate to Live A Live, Sundown has a somewhat smaller amount of Life than most characters, as well as his damage output being above average, being able to take off large amounts of Life with just a few attacks, which is compensated by having very little combos to work with, often causing Sundown to rely on single attacks to damage his opponent, which also come out extremely fast, making them ideal to punish the opponent when they use an unsafe attack. This is a reference to how Sundown had a very low HP Stat in Live A Live, while having highly damaging attacks and a large Speed stat to compensate. The fact that all of Sundown's attacks are projectiles makes the character ideal for zoning, since Sundown's lack of comboing hinders him whenever he fights the opponent at a close range. The character's Hypers are extremely powerful, with Hurricane Shot taking away almost all of an average character's Life.

Sundown comes with an Ammunition Gauge, which starts at 6 and counts down each time he uses any attack, apart from Hollow Pointer Shot and Piercing Shot. When it reaches 0, Sundown will reload his gun, gain 600 Power, and reset the Ammunition Gauge to 6; encouraging the player to maintain a distance from the opponent, as Sundown will be completely vulnerable when reloading and can be punished badly by his opponent if he happens to run out of ammunition when near them. It should be noted that although the other Hypers do not reduce the Ammunition Gauge, Sundown still needs to reload if the Ammunition Gauge is at 0 when using Hurricane Shot, which allows the opponent to easily foresee the attack.

Sundown's A.I. is custom and somewhat brutal, often applying pressure on the opponent by utlilising his Specials such as Double Shot, Triple Shot and Force Shot when at a distance. If Sundown is approached by the opponent, he will jump ahead or behind them, and try to create distance. Sundown will also attempt to use Multi-Counter if approached or if his opponent uses a projectile. If he has enough Power, Sundown will use his Hypers whenever he can.

Stats

Life
750

Power
3000

Attack
100

Defence
100

Movelist

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Button-D ] require the respective button(s) to be held down. Hovering the mouse cursor over the gap displays the hold duration if applicable.

Specials

Name Command Input Properties
Double Shot QCF (B)Button-b Proj
Decreases the Ammunition Gauge by 1
AnkoSundownKidDoubleShot AnkoSundownKidRegBullet
Name Command Input Properties
Double Shot (Anti-Air) IQCF (B)Button-b Proj
Decreases the Ammunition Gauge by 1
AnkoSundownKidDoubleShotAA AnkoSundownKidRegBullet
Name Command Input Properties
Triple Shot QCB (B)Button-b Proj
Decreases the Ammunition Gauge by 1
AnkoSundownKidTripleShot AnkoSundownKidRegBullet
Name Command Input Properties
Triple Shot (Anti-Air) IQCB (B)Button-b Proj
Decreases the Ammunition Gauge by 1
AnkoSundownKidTripleShotAA AnkoSundownKidRegBullet
Name Command Input Properties
Force Shot RQCF (B)Button-b Proj
Decreases the Ammunition Gauge by 1
AnkoSundownKidForceShot AnkoSundownKidRegBullet
Name Command Input Properties
Force Shot (Anti-Air) IRQCF (B)Button-b Proj
Decreases the Ammunition Gauge by 1
AnkoSundownKidForceShotAA AnkoSundownKidRegBullet
Name Command Input Properties
Disordered Shot HCF (B)Button-b Proj
Decreases the Ammunition Gauge by 1
AnkoSundownKidDisShot AnkoSundownKidRegBullet
Name Command Input Properties
Disordered Shot (Anti-Air) HCB (B)Button-b Proj
Decreases the Ammunition Gauge by 1
AnkoSundownKidDisShotAA AnkoSundownKidRegBullet
Name Command Input Properties
Multi Counter DP (B)Button-b ProjCounter
Decreases the Ammunition Gauge by 1
AnkoSundownKidMultiCounter AnkoSundownKidRegBullet

Hypers

Name Command Input Properties
Hollow Pointer Shot QCF QCF (B)Button-b Proj Hardknockdown
Uses 1000 Power
AnkoSundownKidHollowPointerHyperStartup AnkoSundownKidHollowPointerShot1 AnkoSundownKidHollowPointerShot2
Name Command Input Properties
Piercing Shot QCB QCB (B)Button-b Proj
Uses 2000 Power
AnkoSundownKidHollowPointerHyperStartup AnkoSundownKidPiercingBullet
Name Command Input Properties
Hurricane Shot QCB HCF (B)Button-b Proj
Decreases the Ammunition Gauge by 1
Uses 3000 Power
AnkoSundownKidHurricaneShot AnkoSundownKidHollowPointerShot1

Others

Name Command Input Properties
Reload (B)Button-b Can only be used when the Ammunition Gauge is empty
Resets the Ammunition Gauge to 6
Increases Power by 600
AnkoSundownKidReload

Palette Gallery

AnkoSundownKidPal1
Button-a
AnkoSundownKidPal2
Button-b
AnkoSundownKidPal3
Button-c
sundown-kid1 sundown-kid2 sundown-kid3 (Mad Dog's colurs)
AnkoSundownKidPal4
Button-x
AnkoSundownKidPal5
Button-y
AnkoSundownKidPal6
Button-z
sundown-kid4 sundown-kid5 sundown-kid6

Victory quotes

This character does not have any victory quotes, meaning it uses the screenpack's default.

Videos

Edits

This character has not been edited.

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