Street fighter 89

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

No permission to download
The project is currently under development.
Yes, I think he should have a single attack instead of a running combo.
OR
Using a running combo with shorter reach start moves. Runattack attempts with something (not sure what),then on hit, -> One punch, another punch, a strong kick.

Because for now he seems like to use strong-type kicks chained very fast, doesn't look so natural ingame.

This is true, don't think ruffian kick is fit to runattack I need something new which I am clueless since Cody only appear in first final fight game

I like it. I would just suggest you to interchange the high and low pain reactions on the combo, like FF does. For example, the fist hit could cause high pain animation instead of low

High pain means fall?
Thanks Ilu glad you like it but I still think need to modify the movement further. Somehow I'm not satisfied with what I have right now
the thing is, I still have no good idea until now lol :LOL:

According to the SNES manual of Final Fight, Cody "holds a fifth degree black belt in Karate and is a skilled knife fighter." Also the headline of his movelist is entitled "CODY'S BOXING TECHNIQUE". (source)

Further evidence, the Capcom Fandom page says: "Cody has practiced boxing and martial arts since he was 9". (source)

So Karate and boxing make sense. However, later Capcom changed the above and tried to present Cody as an "Underworld brawling fighter" who learned his ways in the tough slums of Metro City. Finally in Street Fighter V Cody became the Mayor of Metro City. ^^
Well, according to his biohgraphy, he's considered a fighting genius that can adapt and maneuver skills easily sometimes just by watching. While most people dismiss the Capcom USA's biographies, perhaps Karate might have been one of the martial arts he learned as a kid (he started at 9). And since it's considered Cody is one of the strongest fighters in the SF universe (according to Oro and Gouki), yeah, he definitely can be considered a prodigy of several styles.
I think instead of having him doing a running combo like Guy he should pull out a baseball bat and hit them with it, make him different from how Guy is played, I don't think he should be so "hero" like you think, don't forget he went to prison shortly after this 🤣

Thank you 😘 this information is actually Capcom official
Yeah I'll trying to combine all information about his fighting style, street fighting, karate and boxing

TL;DR: maybe Cody is a little too fast. ^^

Dear, Machok! I understand you're somewhat dissatisfied with the current version of Cody. I was thinking about it and here're some food for thought:

I think to stay (relatively) faithful to original Final Fight, Cody should have a moderate Speed. If you recollect, Cody is often regarded as in the middle between Haggar and Guy.

In your recent vids, I feel Cody is a little too fast. That was my opinion about the speed.

About the speed it self, No Cody was much more slower than current Guy
don't worry I am aware that Cody is in between Guy and Haggar in speed and strength

Now here’s another thing, the Timings:

Your design of Cody added a lot of frames in-between his moves, it’s smooth and gorgeous to see. However, I believe it’s somewhat a departure from the original arcade Final Fight. Indeed there’s a "stiffness" in the original characters/enemies that is unmistakable. That and the fact that their moves are not perfectly smooth.

I think that one-of-a-kind rythm is one of the signatures of Final Fight. I humbly believe @Mr.Q! nailed that staccato almost to perfection when he made Maki.

This is just the fair opinion of a loyal fan, not the absolute truth, you know. ^^

A sidenote about Timings

Thanks @Whackadoo Yes I love what @Mr.Q! do with his works I am one of the fans :love:
although what I do here is quite different,

1. I didn't really making any new moves for the characters, I don't know whether you realize it or not, all my Guy moves that I put in are all almost 100% Capcom original moves
I just combined all the animations from 3 different games FF1, FF3 and SFA into one and this is always be my goal.
2. I have a different view and imagination for SF89, I wanted this game to not be much different from the original version but adding a bit modern touches so playing this game will stay fresh to play

that's why I keep adding new stages from the start, adding running animation, even insisted converting Maki to CPS1 version so that the final fight game still feels new again
we have same visions on this @NED and @don vecta so we work hard together to make it happen 🥰

*well I admit sometimes I am "force" them to do what I want :LOL: 🤭 yet their work is always of the highest quality, So send love to both of them 😘😘🥰
 
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High pain means fall?
No. High pain means the pain animation when an entity receives a high attack (like on its head), which causes it to display an animation where he is standing still with his head either facing the sky or facing backward. Low pain is when the entity receives a low blow (like on its stomach) and he contracts himself.

Take a look at the enemy Lucia is hitting and you will understand both:
final-fight-ff3.gif

That is a trademark in Final Fight, and in many beat em up games.
 
Well, it's not to be forced, but this is your mod and you have a vision. If we can help, sure.
🥰 🥰

It's been a week and I'm still struggling to work on Cody 😭 maybe I need to skip him for now and back to Haggar? :unsure:

No. High pain means the pain animation when an entity receives a high attack (like on its head), which causes it to display an animation where he is standing still with his head either facing the sky or facing backward. Low pain is when the entity receives a low blow (like on its stomach) and he contracts himself.

Take a look at the enemy Lucia is hitting and you will understand both:
final-fight-ff3.gif

That is a trademark in Final Fight, and in many beat em up games.

I see so it's my pain1 and pain2, Thanks Ilu yeah I'll fixed it :)
 
Don't fret too much about Cody. Capcom themselves don't seem to know what to do with him.

His design was so intentionally generic, he's really just a blank sheet. By the time they decided to do anything more with him, they'd already filled any role he could have with other characters, so we got the weird nihilist jailbird thing. Because he fights too much? In Street Fighter, where EVERY OTHER CHARACTER does the exact same thing without a problem.

Then he's a mayor, but his personality is full of inconsistencies, and his moves don't really have any sort of cohesion.

Point being, he's difficult to do much with even for the IP owners, so don't feel too bad you're having trouble.

DC
 
No. High pain means the pain animation when an entity receives a high attack (like on its head), which causes it to display an animation where he is standing still with his head either facing the sky or facing backward. Low pain is when the entity receives a low blow (like on its stomach) and he contracts himself.

Take a look at the enemy Lucia is hitting and you will understand both:
final-fight-ff3.gif

That is a trademark in Final Fight, and in many beat em up games.
high pain, low pain is definitely something we Mugen enthusiastics are very used to.
And sometimes we use it thinking everybody will understand it, just like it is basics. ^^;
(I also have this problem to say P2 instead of enemy in openbor, or state instead of anim... LOL)

Sure it will give a better result ingame.
This is one of the first thing I did in my Openbor project when starting working on get hit animations.
It gives more lively fight aspect.
 
Don't fret too much about Cody. Capcom themselves don't seem to know what to do with him.

His design was so intentionally generic, he's really just a blank sheet. By the time they decided to do anything more with him, they'd already filled any role he could have with other characters, so we got the weird nihilist jailbird thing. Because he fights too much? In Street Fighter, where EVERY OTHER CHARACTER does the exact same thing without a problem.

Then he's a mayor, but his personality is full of inconsistencies, and his moves don't really have any sort of cohesion.

Point being, he's difficult to do much with even for the IP owners, so don't feel too bad you're having trouble.

DC
He also turned into some strange drugged up Monster thing in Final Fight Street Wise did he not? Hahaha Poor Cody. Not sure if that game is even cannon , The less said about it the better the game is awful lol.
 
Don't fret too much about Cody. Capcom themselves don't seem to know what to do with him.

His design was so intentionally generic, he's really just a blank sheet. By the time they decided to do anything more with him, they'd already filled any role he could have with other characters, so we got the weird nihilist jailbird thing. Because he fights too much? In Street Fighter, where EVERY OTHER CHARACTER does the exact same thing without a problem.

Then he's a mayor, but his personality is full of inconsistencies, and his moves don't really have any sort of cohesion.

Point being, he's difficult to do much with even for the IP owners, so don't feel too bad you're having trouble.

DC
Amen to this, Capcom don't know what to do with the franchise yet so who cares?

In my FFp, I will make him an urban fighter, like for example, any martial artist in games like Def Jam, a mixture of cool tae kwon do and karate kicks, plus lots of nasty punches and grabs from that game. I am taking his personality as someone who besides being a Hero type character is also REALLY mad against crime since they took his woman, I mean, who wouldn't be like that...If that would happen to me, I would pummel a dude on the ground 'till God knows when.

So again, it's up to you. I would still suggest to go either for Arcade cps1-like voice samples from other games, plus his orginal voice, OR use his SF4/V voice, but in all honestly, having both voices going sounds pretty confusing. Try thinking like this: Would Capcom do that if this game was a commercial release?
 
Amen to this, Capcom don't know what to do with the franchise yet so who cares?

In my FFp, I will make him an urban fighter, like for example, any martial artist in games like Def Jam, a mixture of cool tae kwon do and karate kicks, plus lots of nasty punches and grabs from that game. I am taking his personality as someone who besides being a Hero type character is also REALLY mad against crime since they took his woman, I mean, who wouldn't be like that...If that would happen to me, I would pummel a dude on the ground 'till God knows when.

So again, it's up to you. I would still suggest to go either for Arcade cps1-like voice samples from other games, plus his orginal voice, OR use his SF4/V voice, but in all honestly, having both voices going sounds pretty confusing. Try thinking like this: Would Capcom do that if this game was a commercial release?
Agree, unified style is very important, sometimes we need to think like product managers
 
One more thing. @machok
I think that as soon as you understand the "average concept" of "what" is Cody, you can go ahead and do whatever you want.
Capcom teams (and many others) don't hesitate to completely rework the fighting styles or history of characters.
I think NOT trying to be absolutely fitting the exact bio of a character is a good thing.
We want diversity, we want fresh view of these characters.
@Mr.Q! do it perfectly (I also do it in my usual works)

Let's keep it fun and "credible" (I'm not sure of the word), but you don't need to be so precise about what exactly is a character.
Your vision, your interpretation of it makes everything!
I think many mugen creators (and other) like @O Ilusionista would confirm it that we need diversity and a project usually have more "flavor" if its creator puts a little of his/her madness or personality, and choices, into it. ^^
And you can also see it in many Openbor projects here.
 
Cody Zonk Knuckle Animation

Ok guys Cody is really making things difficult but since I hate to giving up. Finally I decided to make Cody's playing style different from Guy's as @danno suggested
Cody SFA animation didn't seem enough to get what I wanted so I tried extending it to convert more animation from SSF IV
Frankly, this will be difficult so it looks like Cody's process will be a bit longer than I planned

here you go, I trimmed the animation to just 6 frames. Of course it's not perfect, but I like the result so far

zonk_knuckle.jpg
 
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Nice Zonk Knuckle animation. Some parts of his face do not align with the original on the way he's facing, but that's okay because his head is used from all original sprites.
 
"Let's go bad boy! Wait.... (pause) ..... FREEZE, BAD BOY!" (making up reference from the 1994 Santa Claus movie)

I agree. He's very enjoyable to watch with his new sick moves! Now he IS Cody!!!
 
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