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.
Thanks guys but we don't stop here I still have a few moves from SSF4 that I will include
some will be replaced and some will be added. All of these moves will be accessible at a certain conditions meaning it is quite practical to do and there will be no troublesome key combinations which must be memorized, sometimes your animation will vary with just one press
For example, when you run up and press an attack (run punch), the animation will be different from when you run down and press attack (run sliding) or just running forward and attack (ruffian kick). easy enough to do :)
 
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.
 
Wow! Great job @NED!

I wonder if making Maki a little upper when she's in her highest point in the anim would be better, though.
Thanks poto. ;)
I know what you mean, but I think Maki's animation is this kind of gimmick of ninja run (Guy, Eiji in KOF etc) where the upper body almost don't move.
Kind of MK style walking ^^
 
Wow! Great job @NED!

I wonder if making Maki a little upper when she's in her highest point in the anim would be better, though.

It's an old video 7 months ago, I forgot whether I've edited the current offset - speed or not :unsure:

Thanks poto. ;)
I know what you mean, but I think Maki's animation is this kind of gimmick of ninja run (Guy, Eiji in KOF etc) where the upper body almost don't move.
Kind of MK style walking ^^

but I love it especially the bxxxs 🤭
 
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Cody New Grabup

I didn't like the old grabup anim so I hope this one will looks better, it's Cody SSF4 double kick animations
Total 9 frames 😵‍💫 5 done, I need to draw the 2nd kick. It's pretty hard to draw and I'm tired now need rest this weekend.


New_grabup.jpg
 
I have a small problem, please see the picture below👇

Stay on the screen when there are no life extension coins, and will not automatically return to the menu...
 

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I have a small problem, please see the picture below👇

Stay on the screen when there are no life extension coins, and will not automatically return to the menu...

Timer issues has been fixed now thanks to @Kratus and @Bloodbane
Sorry, I don't have any certainty about when the new version will be uploaded, so for now you have to stick with v2.1

I felt that the background was unusual. You can see traces of care, such as the movement of ships, cars passing on the bridge, and the lights of buildings.

Hi @DD Tokki Thank you for coming 😘
 
The sfc version of guy’s catching and shooting skills are also very good!!
 

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The sfc version of guy’s catching and shooting skills are also very good!!

Yes I'll adding more animations for Guy later but not too much since Guy already has very good moves and combos In my opinion he's also much easier to work with,
very different with Cody I tried so many animation from SFA but still doesn't fit / doesn't look good when applied to CPS1 Cody
 
Cody New Grabup

I didn't like the old grabup anim so I hope this one will looks better, it's Cody SSF4 double kick animations
Total 9 frames 😵‍💫 5 done, I need to draw the 2nd kick. It's pretty hard to draw and I'm tired now need rest this weekend.


View attachment 5127

Looks good, from the pictures, looks like it will animate well.
I had a doubt because in frame "3d" and "4" some torso elements are the same pixels, but if the body moves, it will look ok.
(I mean as a reminder, in most moves it's better to always avoid having a part of body "frozen" when only some parts moves, exception would be jabs, or winf effect in clothes hair etc)
Still one thing to fix, in "New_Grabup3d", in Cody's support leg, the thigh area is too thin.
 
Looks good, from the pictures, looks like it will animate well.
I had a doubt because in frame "3d" and "4" some torso elements are the same pixels, but if the body moves, it will look ok.
(I mean as a reminder, in most moves it's better to always avoid having a part of body "frozen" when only some parts moves, exception would be jabs, or winf effect in clothes hair etc)
Still one thing to fix, in "New_Grabup3d", in Cody's support leg, the thigh area is too thin.
Yes I always keep your suggestion in mind about the freeze body part thanks NED. This double kick perform a bit jumping in the air so I hope the freeze part aren't going to be problem I need to test in the game first of course, if yes then I also need to erase the shadow.
Btw Cody will have more animation variety than other characters not because he's special but he need it without it he will looks bad compared others
 
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