Street fighter 89

In Progress Street Fighter 89 The Final Fight by Machok v3.8.3

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The project is currently under development.
I tried out the latest demo of this excellent game and it looks and feels like a huge improvement of the original with some added flair to the mix. I really like the new and expanded stages too. I didn't play much of it but I can tell when its all fully completed, this is gonna be a ''true'' homage to the O.G. classic. Keep up the great work machok!
 
Please let me know
I'm still busy with my combo video but what I want to touch on are some of the inputs...
The dodge cancel attacks...could they be reduced to one button inputs?
The grabup attack is a great combo extender move and could be a freespecial(#) D U A.
You said that you had issues making super moves.
I think you could pull it off without any problem.
That aerial rave after Guy's Tatsu(charge attack)
You could put all those attacks into one follow(#)
fastattack 0 and see how it look.
I'll make an example in my own game soon.
Just caught up with in LR commitments
But I do like how the game look and play.
Like it's straight out of arcades of back in the day.
 
The dodge cancel attacks...could they be reduced to one button inputs?
I have tried this and result is, sometime like untouchable. I will experiment further

The grabup attack is a great combo extender move and could be a freespecial(#) D U A.
:unsure: it's a good option but in this way it's better to suppress the impact with attackone 1
However, I prefer to make the impact with attackone 0 so must be in grab position while player can't move freely

That aerial rave after Guy's Tatsu(charge attack)
You could put all those attacks into one follow(#)
fastattack 0 and see how it look.
Really sorry I know lots of people like a series of combo moves automatically but I don't like it ☹️

But I do like how the game look and play.
Like it's straight out of arcades of back in the day.
I still want to remake some custom stages 🙂 making it more match with cps1

it looks like you had fun time with this update Thank you 😇
 
Really sorry I know lots of people like a series of combo moves automatically but I don't like it
You don't have to put it in...I personally like the killer instinct combo seen in UDD...
It's probably the coolest thing I seen...the level of control in a special...I need to do combo video of it but I want it in my game.
 
I tried out the latest demo of this excellent game and it looks and feels like a huge improvement of the original with some added flair to the mix. I really like the new and expanded stages too. I didn't play much of it but I can tell when its all fully completed, this is gonna be a ''true'' homage to the O.G. classic. Keep up the great work machok!
Thank you Hanzo please enjoy the game

very good game my friend!i play it on android poco x3 pro.
hope everything is good in mobile since I don't have any special version for it


Guys send love to @don vecta You have seen some of his stages here so pretty 🥰
 
it's a good option but in this way it's better to suppress the impact with attackone 1
However, I prefer to make the impact with attackone 0 so must be in grab position while player can't move freely
Coming back to this move you could keep grabup as is then set the move outside grab set to 1.
Since we on inputs...
I came across 2 variations of the run attacks
F F D A & F F U A.
Without run will the input be like F D A and the other move F U A
That elbow could even be D F A.
But one thing you going to have to add is forcedirection -1 like Mr.Q advised!
That alone is the difference maker when playing a beat em up. Want them falling in the right direction.
One thing about Cody...you'll see in the video that I send...he can't follow up on his fourth attack like Guy can.
That upper cut should allow for crazy follow up attacks.
D U J needs a delay since I could spam.
I done a few combos but in honesty this games is begging to take it further and you don't have do it.
I like how Guy's combo's go vertical while Cody go horizontal
You doing great stuff with this 👍
 
Coming back to this move you could keep grabup as is then set the move outside grab set to 1.
I see, will test it asap

Without run will the input be like F D A and the other move F U A
That elbow could even be D F A
I am limiting the combos at the moment so there will be a slight delay when done with FFUA, until I tweak bosses Ai

But one thing you going to have to add is forcedirection -1 like Mr.Q advised!
I did, well not every attack animations, which attack you recomend to adding more forcedirection -1?

One thing about Cody...you'll see in the video that I send...he can't follow up on his fourth attack like Guy can.
That upper cut should allow for crazy follow up attacks.
:unsure: I already count the jugglecost for this, might need to check it

D U J needs a delay since I could spam.
Agree :LOL: I am watching youtube and this move is their favorite

I like how Guy's combo's go vertical while Cody go horizontal
Still need more time for this since making new animations for Cody is a bit difficult.
I have so many animations that I cancelled for Cody since they're not really fits classic version. Don't worry I won't stop updating it yet

You doing great stuff with this 👍
Glad you enjoy it thank you for the feedbacks, really appreciate it 😘
 
I already count the jugglecost for this, might need to check it
You could increase the amount so that it land twice and keep the move as is yet a slight pause at the end should be considered at the least to prevent em of cheesing it out
Agree :LOL: I am watching youtube and this move is their favorite
Another thing you could add is turn made up of 3 frames each with a delay of 4.
Should prevent those cheap infinites.
The game I'm building will punish people who like to spam moves and you will get results only with style.
I got this rule that I don't use the same move twice in a combo string if possible.
Always helped with the combo creativity.
if fact I'm looking forward to the rage quits.

I did, well not every attack animations, which attack you recomend to adding more forcedirection -1?
Forcedirection -1 knockback the enemy in the correct or same direction the player is facing. It's great for when sprites overlap each other and will send them in the direction the player is facing.
Attack1 to 5
Jumpforwardattack
Attack up/down
The only thing I would leave is the special since I didn't create a special to test it on.
But you game will be better with it no doubt.
You could had it after you finalize each players move since the game is in development
 
You could increase the amount so that it land twice and keep the move as is yet a slight pause at the end should be considered at the least to prevent em of cheesing it out
One thing about Cody...you'll see in the video that I send...he can't follow up on his fourth attack like Guy can.
That upper cut should allow for crazy follow up attacks
which uppercut? the regular attack chain right? i am testing it right now and he can followup the uppercut until 2 times
yeah please let me see your video


Attack1 to 5
Jumpforwardattack
hmm don't think regular attak chain need forcedirection -1, My attack box cover almost to behind player just like the arcade so this will results in odd enemy fall when added.
for jumpforward is good I think (y)


AttackBox.png

Always helped with the combo creativity.

Thanks I'm always open for feedback especially if the good one, I will always consider it
 
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I did, well not every attack animations, which attack you recomend to adding more forcedirection -1?
Pretty much all attacks which knockdowns the opponent.


I am limiting the combos at the moment so there will be a slight delay when done with FFUA, until I tweak bosses Ai
Thank God for that :) I strongly dislike when someone turn a beat em up game intro a Marvel vs Capcom 2 game lol.

Keep the good work.
 
hmm don't think regular attak chain need forcedirection -1, My attack box cover almost to behind player just like the arcade so this will results in odd enemy fall when added.
for jumpforward is good I think (y)
I agree with Ilu about the forcedirection -1 in all knockdown attacks. In my case I put in all attacks even the non-knockdown ones to prevent from flipping during a juggle. For some exceptions like Axel's Dragon Smash I use forcedirection 0 because this one depends on the opponent's position.
 
Pretty much all attacks which knockdowns the opponent.
I agree with Ilu about the forcedirection -1 in all knockdown attacks. In my case I put in all attacks even the non-knockdown ones to prevent from flipping during a juggle. For some exceptions like Axel's Dragon Smash I use forcedirection 0 because this one depends on the opponent's position.
Will try it asap 😘


MORE UPDATE is in the works
Guys small update is coming together with movelist manual @NED and @apescott work with me for this Chronocrash update version, not public
This update focused on improvement. If there is a chance, I will asked @don vecta to join and remake some of the custom stages
 
yeah please let me see your video
Hi there here's a link to the videos on YouTube.
Do the combo facing the other way then you see what Guy can do, there is also an instant that show what forcedirection-2 fix when added in the link below
The second video of Cody shows what move more or less hit the mark but the idea is to do an attack after the uppercut hence the suggestion of lowering the delay.
The idea is to pull off either of these moves after the combo similar to Guy.
Hope this shed some light on what I said previously.
 
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