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.
@danno, all these numbers are actually built on a very simple system of three attack types and some math for Throw damage, but they add a ton of strategy to what is otherwise a pretty simple game. Ever consider adding it later? I can get you all the defense ratings for enemies.

Let me make everything stable and functioning better first and then we'll talk shop but I'm contemplating adding this to my version called The Last Fight



Which I'm gonna continue on after I'm done here, I started working on it years ago and now I have the time to do more to it.
 
While I'm being all pedantic, I figured why not add up max potential damage without using the infinity glitch:
  • Guy: 110 = Wall Jump Elbow (30) + Series 1 (6) + Series 2 (6) + Series 3 (8) + Series 4 (8) + Knee 1 (8) + Knee 2 (14) + Throw (30)

DC
What are series 1, series 2 and next attacks?
Scaling damage was known to me, but I have never experienced case when big enemy could be eliminated in one go.
 
Andore "pile driver" or shaking move is very deadly for player in arcade. In SF89 and TLF they do not give so much damage.
Also I am not very fan of immediately stand up Andore if player is quite close. In arcade it was solved with short invulnerability (excluding Andore Jr.).

As I wrote earlier, Arcade mode is not really arcade mode - the original levels are already modified (factory and boss stage) so removing additional stages makes both levels feels incomplete.
 
What are series 1, series 2 and next attacks?
Scaling damage was known to me, but I have never experienced case when big enemy could be eliminated in one go.

Series = your standard button mash combo.

As for not you not seeing anyone clear a bar, by bar I mean a single visible bar (as in, 100HP).

All three players max damage combos can exceed that in total base output, but in actual play it's impossible unless the enemy has more than 100HP (so that throw scaling doesn't apply to the combo). IOW, you can't get more than 100 damage unless the target has more than 100HP, and since enemies with 100+ HP don't have a visible bar, you can never visibly observe 100+ damage occurring.

That's before you consider defense ratings reducing your strike damage, which most enemies have.

DC
 
So I've decided for my version of Haggar he's mostly going to be grapple based, I'm not going to add any melee moves to him, pretty much all new moves will be grapples, because of this new design you'll be spending most of the time with him doing wrestling moves throwing and slamming enemies.


I'm still figuring out some more grapples for the counter and special moves like spinning pile driver, it's a bit of a challenge but I really want him to use as little melee as possible in my design.
 
Wall Jump Elbow (30) + Series 1 (6) + Series 2 (6) + Series 3 (8) + Series 4 (8) + Knee 1 (8) + Knee 2 (14) + Throw (30)
Still not follow this combination. Especially 2 knees before throw. Any YT clip to watch this?
 
Now I understand why phone booths don't exist anymore: Haggar was here.
Joking aside, nice grappling combo you've shown us there ;)
 
Wall Jump Elbow (30) + Series 1 (6) + Series 2 (6) + Series 3 (8) + Series 4 (8) + Knee 1 (8) + Knee 2 (14) + Throw (30)
Still not follow this combination. Especially 2 knees before throw. Any YT clip to watch this?

For the third time now - that's the theoretical maximum. Not the maximum you are going to get. It's also pretty much impossible to pull off in normal gameplay. You'd need a perfect setup and incredible reflexes, or a TAS.

DC
 
For the third time now - that's the theoretical maximum. Not the maximum you are going to get. It's also pretty much impossible to pull off in normal gameplay. You'd need a perfect setup and incredible reflexes, or a TAS.

DC
Ok, i finally got to understand. And with more enemies it is impossible to do this. Especially for an average player as myself ...
 
So I've decided for my version of Haggar he's mostly going to be grapple based, I'm not going to add any melee moves to him, pretty much all new moves will be grapples, because of this new design you'll be spending most of the time with him doing wrestling moves throwing and slamming enemies.


I'm still figuring out some more grapples for the counter and special moves like spinning pile driver, it's a bit of a challenge but I really want him to use as little melee as possible in my design.

Looks great other than the body press and throw. The motion is a bit awkward using end frames of his chop - the way his starts the motion, it should IMO end stage LC/RC or URC/ULC rather than DRC/DLC. The second frame of his chop might work better with just a bit of minimal editing:

1772679282271.png
 
The motion is a bit awkward using end frames of his chop - the way his starts the motion,

I did it how you suggested but I felt Haggar was over extending the throw and it looked a little too over animated, I put your suggested frame as the throw frame and fixed all the leg positions and it look miles better, Thank you @DCurrent.


I just have to be careful not to over animate, it's bad enough I have to create all these new animations, over animating them will kill me :ROFLMAO:

It's a pain to animate because Haggar has such skinny legs in this game and he's super top heavy, the snes sprites are much easier to work with

Untitled-3.png
 
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Original arcade monitor had 4:3 aspect ratio and Haggar really looked like on the right ... But in Mame You can set 16:9 ratio for current monitors and then Haggar looks like on the left. It is much better and whole game looks much better in 16:9 than 4:3.
 
I did it how you suggested but I felt Haggar was over extending the throw and it looked a little too over animated, I put your suggested frame as the throw frame and fixed all the leg positions and it look miles better, Thank you @DCurrent.


I just have to be careful not to over animate, it's bad enough I have to create all these new animations, over animating them will kill me :ROFLMAO:

It's a pain to animate because Haggar has such skinny legs in this game and he's super top heavy, the snes sprites are much easier to work with

View attachment 13929

It may be harder to work with, but glad you are doing it. The console sprites are lame.

DC
 
@danno Was You able to also fix timer in bay area? Timer stops in the middle, mostly about 70 ticks.

Nope, I'm not sure what's up with the timer, it's kinda buggy and I don't fully understand how it works yet, the "Arcade accuracy" is a bit of a pain when it comes to the timer, it's on the list of things to fix but it's at the bottom.
 
Nope, I'm not sure what's up with the timer, it's kinda buggy and I don't fully understand how it works yet, the "Arcade accuracy" is a bit of a pain when it comes to the timer, it's on the list of things to fix but it's at the bottom.
When You take it on desktop - in version 2.1 the timer worked ok. It counted down too fast but there was no issue with counting to 0.
 
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