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.
If you look at guys flying kick @ 1:21 you can see it :sick:


I played the original Arcade and it is shocking, I'll pinch in the boxes a little bit, just a little bit.... just the tip.
That makes sense, and the bit of edit is exactly what I have in mind :)
(I don't know how to merge my posts, sorry)
 
Should I change it? sprite accuracy over Arcade accuracy?
@danno I agree with @O Ilusionista about keeping Machok's original concept in his project.

However, I also agree about adding your new ideas in a separate project. IMO I don't mind changing things from the classics which I think are broken/bad/unbalanced, but always maintaining the main concept. This is one of the reasons why we are remaking our beloved games, otherwise it would be better to just play the originals directly (in this point I agree with @Mr.Q!).
 
I think @machok tried to make this port as close to arcade as possible. I think original arcade is hard and quite good balanced (by hard i mean the hardest level which can be set with switches).
The change that we can press enemies to one side of screen and beat them to the pulp (with good reflex we can prevent enemy to even fall down until he is eliminated; works also with bosses) is not good change in my opinion. Beside it is not that game keeps enemies always in our sight - enemy can go off screen on their own for a while and return. So current state is not even consitent. In original player could even loose enemies - when they spawned the method was to continue walking to the right, leaving them off screen on the left. If we reached proper distance, enemies were auto removed. Version 2.1 didn't block enemies on screen.

Original arcade mode is not real arcade mode - some original levels were modified to the point of no return. For example industrial area, or Belgar area. This mode wasn't in 3.7 and I think there is no point in keeping such mode in the game.

As someone already pointed, assasins can hit you sliding when player is doing flying kick - it is flaw in my opinion.
Roxies can turn their bodies in the air and sell player a hit (still in the air) which looks stupid and is totally off reality.
Enemies can attack player when they are not in the same row. For example Slash and Axl can be out of player reach because they stand a little above or below and still are able to punch or kick player without moving an inch. In original only bosses and Andores were able to do it.

Please add the possibility to throw or drop sword in Sodom fight. It is really easy to pick it up, and almost not possible to drop it (Sodom must hit You, no other way).
Original has not such feature as dropping weapons, but in arcade You could switch weapon with other weapon, which SF89 doesn't have - SF89 allows player to throw any weapon, but not on Sodom fight.

Arcade has limited number of knives laying on the floor - to 6 objects. Maybe it should be implemented to SF89 as well? In arcade 6 knives on the floor made bosses to not able to fire any weapons (Edi couldn't use gun, Belgar couldn't use crossbow) which was a bug in my opinion. But too many knives are also making the fight area frustrating.

There is issue with grabbing enemies - not sure why and for what reason.
Throwing enemies do not give the same moment of invulnerability as it is in original. When throw is performed and in the same time fat man is rushing through player, player will get hit after the back throw even if fat man is already out of player hit box.

Sometimes we can punch enemies till their death, the sequence where after 3 or 4 hits player should kick off enemy or be ready to throw him away is not performed.

Slight fixes where made to back jump, but it is still not working properly. It is much better than in 3.7 but still not reliable to use it.
When doing back jump, attack button will change the back jump into back jump kick ... Is it intended movement?
 
Last edited:
Finished the game today, with Cody, 4 continues, arcade classic mode.

In the last boss, never get hit with a crossbow direct hit, and in the mos cases, the boss stuck on the corner without doing nothing. Is a easy fight.

Discovered some new moves today and to drop weapons ( need to hold attack button until the character blinks, then release the button ), and some grab kick attack.

Great Game!
 
I've reworked all the basic throws, however for Haggar I have to do new animations for ALL the enemies, new grabbed, new pains, new falls, I already set this up early on in the projects development but it was removed so I have to redo all enemy throw positions again 😭

 
I've reworked all the basic throws, however for Haggar I have to do new animations for ALL the enemies, new grabbed, new pains, new falls, I already set this up early on in the projects development but it was removed so I have to redo all enemy throw positions again 😭


What happened? Did he try to go back to Attack Type based throws?

DC
 
What happened? Did he try to go back to Attack Type based throws?

It was just basic positions for Cody and Guy, 2 frames for enemies throw positions I mean, with haggar the enemy grabbed has to be different, then grab attacks have to be different and his throw moves are gonna need a lot of work because those positions aren't there in the enemies models,

When I first worked on this project I set it up so haggar had all his positions set up on the enemy side of things, but it's all gone, so I'll have to go through every enemy model and redo all the positions,

I also redid Guys and Cody's throws because why not. When I'm done making Haggar I'll finish off all the levels and get back to squishing bugs, I just hope @machok likes it.
 
Throwing enemies do not give the same moment of invulnerability as it is in original.
Seems i overrated original at this point. Cody and Guy has almost no invulnerability after making back throw. Only Haggar has the second to perform next deadly moves.
 
Tryed to do a full playthrough of this version since i have not played it in a long time and i got stuck in the bay area for some reason. No idea why. But other than that it is a fantastic update.
Here is my semi playthrough lol
 
There's a few things wrong with that stage and the games Time system has random bugs too, I'll fix them before the next release.
Oh ok buddy. I was loving it and having a good run intill i got stuck hahaha. Im loving the new updates since i last played. When can i play as my man MR Haggar?
 
I'm making Haggar as we speak, making a whole new grapple system for him, should take me about a week to finish him and another week to update the rest of the cast to match his new grapple system, so around mid March you'll be head butting and suplexing enemies through Telephone booths.

 
Tryed to do a full playthrough of this version since i have not played it in a long time and i got stuck in the bay area for some reason. No idea why. But other than that it is a fantastic update.
Here is my semi playthrough lol
Bay area got stuck after fight with assassins quite often. You can try to end game and load game. It makes you start from bay area. Doesn't guarantee that You will pass the level.
 
I'm making Haggar as we speak, making a whole new grapple system for him, should take me about a week to finish him and another week to update the rest of the cast to match his new grapple system, so around mid March you'll be head butting and suplexing enemies through Telephone booths.

Fantastic. Can You also fix current grabbing system which doesn't allow to grab enemy quite often?
 
I don't understand, can you give me a visual example of what you mean?
Static picture won't be enough, and I do not have software to record gameplay at this moment. I do not think OpenBor has builtin recorder.
In words, the moment when grabbing is not working You can pass through enemy (Slash, Roxy, Fatman) but character doesn't catch enemy. The result is enemy starts attacking.
Other times there is no problem with catching enemies. In my opinion there are hidden conditions which weren't fulfilled in given moment.
 
Seems i overrated original at this point. Cody and Guy has almost no invulnerability after making back throw. Only Haggar has the second to perform next deadly moves.
Indeed. Haggar gets just enough invincibility in the arcade to do strike loops - otherwise, why would you ever do anything but the Piledriver? For all its simplicity, Arcade Final Fight had a lot of nice little balances. Like how Throw type damage scales so it isn't always best to throw/slam.

For anyone not aware, the original arcade has three damage types:
  • Strike - Most enemies have some amount of defense against strikes (ex: Sodom has the best defense in the game, and only takes 10%).
  • Throw - Throw damage ignores defense but scales based on target's HP.
    • Target's HP >= (throw damage * 2): Full damage.
    • Target's HP < throw damage * 2): The throw will either do half damage, or half of the target's HP, whichever is greater.
  • Static - Static damage ignores defense and does not scale.
Enemy strike defense and the scaled throw damage is why your damage output can sometimes look so random. It's also why it pays to mix up your moves based on enemy type instead of just going for big base damage. Here's a damage and type chart:

Guy

MoveDamageType
Series 16Strike
Series 26Strike
Series 38Strike
Series 48Strike
Series 514Strike
Deathblow20Strike
Vertical Jumpkick12Strike
Forward Jumpkick14Strike
Elbow Drop8Strike
Wall-jump, jumpkick30Strike
Wall-jump, elbow drop30Strike
Knee 18Static
Knee 214Static
Knee 324Static
Throw30Throw

Cody

MoveDamageType
Series 110Strike
Series 210Strike
Series 310Strike
Series 416Strike
Deathblow20Strike
Vertical Jumpkick12Strike
Forward Jumpkick14Strike
Knee Drop6Strike
Knee9Static
Knee 216Static
Knee 328Static
Throw40Throw
Stab (knife, close)30Static

Haggar
  • The body splash looks useless since it does less damage than jump kick and still knocks down, but unlike the jumpkick, it knockos down relative to Haggar's direction, not the enemy's. So it's a nice tool for crowd control when you combine it with backwards jumps.
  • You get a small invincibility window after Suplex.

MoveDamageType
Series 118Strike
Series 218Strike
Series 318Strike
Deathblow20Strike
Vertical Jumpkick20Strike
Forward Jumpkick20Strike
Body Splash8Strike
Headbutt 110Static
Headbutt 218Static
Headbutt 336Static
Suplex50Throw
Piledriver70Throw

Weapons

Weapons do same damage for everyone. Cody has rapid knife stabs up close and Haggar is by far the fastest with pipes or swords. Guy... just kind of sucks I guess. :P

ItemDamageType
Pipe20Static
Muramasa!30Static
Knife30Static

So, imagine you are Guy fighting Damn'd. He has 300HP, and takes 80% damage from strikes. In terms of damage output, it's best to combo, knee, and finish with a throw much as possible, until he's at 59 HP, at which point your throw starts doing less and less damage, eventually getting down to just 15. Since knees are static type, and your third knee does 24, it will output more damage than the throw (and pretty much anything else you can hit him with) once Damn'd reaches 47 HP. Keeping this and similar situations in mind can shave a lot of time off fights and put you at less risk.

DC
 
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)
  • Cody: 101 = Knee Drop (6) + Series 1 (10) + Series 2 (10) + Series 3 (10) + Knee 1 (9) + Knee 2 (16) + Throw (40)
  • Haggar: 134 = Series 1 (18) + Series 2 (18) + Headbutt 1 (10) + Headbutt 2 (18) + Piledriver (70)
In other words, all three characters can, on paper, wipe an entire lifebar in one go, and Guy edges out Cody in total damage. In gameplay, this never actually happens of course. First, you're rarely going to have a chance at Haggar or Cody's best combo, and Guy's is pretty much impossible outside of very niche situations like maybe Sodom or the Andore family arena. Second, defense and throw scaling affect these numbers severely.

Let's use the Adore family. They take between 40-50% damage (we'll average it to 45%), so the actual numbers will look like this:
  • Guy: 80 = Wall Jump Elbow (14) + Series 1 (3) + Series 2 (3) + Series 3 (4) + Series 4 (4) + Knee 1 (8) + Knee 2 (14) + Throw (30)
  • Cody: 83 = Knee Drop (3) + Series 1 (5) + Series 2 (5) + Series 3 (5) + Knee 1 (9) + Knee 2 (16) + Throw (40)
  • Haggar: 114 = Series 1 (8) + Series 2 (8) + Headbutt 1 (10) + Headbutt 2 (18) + Piledriver (70)
...Now Guy is doing less than Cody because more of his base damage comes from Strike type. That's assuming you can even land the wall jump elbow into a combo (unlikely). With the normal jump in elbow, Guy drops to 74, right at 3/4 of a bar. Haggar, while diminished, can still wipe a full bar - but only if they have more than a full bar to begin with due to Throw damage scaling. If you can see the bar, then you're already better off finishing with a Suplex or the third Headbutt depending on how much is left.

@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.

DC
 
Back
Top Bottom