The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Mr. I on December 02, 2014, 06:31:44 am

Title: Seth (USF4)
Post by: Mr. I on December 02, 2014, 06:31:44 am
Seth.

Spoiler: Preface (click to see content)

Ripping this guy was rather easy, though I see potential challenges with: Spinning Pile Driver, and Ultra 1 - Tanden Stream. Other than that, I think think the rest of the character should progress smoothly.

(http://s6.postimg.org/tp8rj0pov/stand.gif)

Spoiler: Screens/Hitboxes (click to see content)

Key:
Green - Completed. Should be finalized pretty much
Blue - Implemented, incomplete or currently inaccurate behavior
Red - Currently being implemented, may be broken.

Progression Schedule
- Required Anims/Required Sprites
- Movement Forward/Back Dash
- Stand Attacks
- Close Stand Attacks
- Crouch Attacks
- Jump Attacks
- Jump Command Attacks
- Dive Kick
- Sonic Boom
- Shoryuken
- Spin Kick
- Tanden Engine
- Teleport
- Focus Attack/Red Focus Attack
- Spinning Pile Driver
- Wall Jump
- Throw/Back Throw
- Tanden Typhoon (Ultra 2)
- Tanden Stream (Ultra 1)
- Shoryuken Follow ups
- Bars/SF4 System related stuff
- Intro/Loss/Draw/Taunt poses
- General Polish

Want to test it? Here's a dropbox link for Seth's current files. They will be updated as more things get implemented. Do not expect a fully working product as of yet.

https://www.dropbox.com/sh/m6vcsm4c7dxrf05/AABPsLhoBe0Z9ynvdRbBf7Y0a?dl=0
Title: Re: Seth (USF4)
Post by: Violin Ken on December 02, 2014, 07:13:13 am
As a Seth main, it makes me happy you're making him!  :)
Title: Re: Seth (USF4)
Post by: Ghost Killer on December 02, 2014, 08:21:08 am
This looks awesome!  :D Looking forward to seeing more progress on him. The sprites look ripped very cleanly.

Any chance of giving Seth his alt costumes as well?
Title: Re: Seth (USF4)
Post by: Alex Sinigaglia on December 02, 2014, 11:37:34 am
I thought you were going to rip Dan, but hearing/reading you'll do Seth is just as amazing. We'll finally have an updated version of him. Will you put the Omega version/moveset too (once it comes out)?

And you said Slitherware's hitbox viewer doesn't work, but does the Camera Man tool still work?
Title: Re: Seth (USF4)
Post by: Kamekaze on December 02, 2014, 03:36:10 pm
U1 isn't impossible to be exact. I'm sure you'll figure it out but there are at least 2 ways to do it in my mind and they both would look decent 2D anyway.
Title: Re: Seth (USF4)
Post by: One Man Aumio on December 02, 2014, 04:29:59 pm
This wip is good for chuchoryu.
Title: Re: Seth (USF4)
Post by: Kamekaze on December 03, 2014, 06:00:49 am
This wip is good for chuchoryu.

what
Title: Re: Seth (USF4)
Post by: Cybaster on December 03, 2014, 06:58:30 am
He probably means that this WIP will be useful to chuchoryu as he'll be able to use the sprites to sprite over them, or maybe some code. Anyway, that's totally off-topic.

Can't wait for Mr.I to progress with Seth. All his SF4 chars are incredible, so no doubt this one will be too ! :)
Title: Re: Seth (USF4)
Post by: Mr. I on December 03, 2014, 10:16:43 am
Any chance of giving Seth his alt costumes as well?

No to the alts, since that would require 1000s of extra rips.

Will you put the Omega version/moveset too (once it comes out)?

And you said Slitherware's hitbox viewer doesn't work, but does the Camera Man tool still work?

No plans for the Omega version but if people want it, it will be done probably as a separate character.

Slitherware has updated camera man to v0.6 which is said to work for the current version of Ultra (v1.03 - I believe). Though v1.04 with Omega edition is said to be released after Capcom Cup which is in 2 weeks from now. Here's hoping either he updates it fast, or there are no compatibility issues.

U1 isn't impossible to be exact. I'm sure you'll figure it out but there are at least 2 ways to do it in my mind and they both would look decent 2D anyway.

I don't think either of them will be hard... though they will probably take the longest out of the other moves. Ultra 2 requires no zooms so that one will be done first.

I already did quite a bit of this character when I tried to convert Werewood/Borewood's Golden Seth to USF4, but stopped because of lack of sprites. Because of this, the p2 state for Tanden Engine suction is already done and ready to go. It has the same property as Rufus' Ex Galactic Tornado and Big Bang Tornado.
Title: Re: Seth (USF4)
Post by: Kamekaze on December 04, 2014, 05:39:52 pm
oh good, the p2 states are just a bunch of math to make the sprite distorted as best as possible.
Title: Re: Seth (USF4)
Post by: Mr. I on December 05, 2014, 08:40:55 am
So no pre-releases or beta versions this time.

Instead you get a dropbox link with files that will be updated as stuff gets put in. Much easier this way.
Title: Re: Seth (USF4)
Post by: djlolo on December 05, 2014, 12:56:05 pm
So no pre-releases or beta versions this time.

Instead you get a dropbox link with files that will be updated as stuff gets put in. Much easier this way.

great job is awesome . when do you making dan need to dan hibiki please lol
Title: Re: Seth (USF4)
Post by: Violin Ken on December 06, 2014, 08:15:58 pm
So far, so good!

I know your jump attacks aren't finished, so i'm not sure if you're already aware, but the only thing i found so far is on his mk stomps, after the 3rd hit, his stomps reset.  It should just go back to middle kick.  Also, the timing/pausetimes? seem off for these.  Perhaps lengthening the pausetimes might help.

I'll let you know if I find anything else.
Title: Re: Seth (USF4)
Post by: Mr. I on December 06, 2014, 09:01:51 pm
It never occured to me to even try to stomp after the third one haha.

Are you sure the pausetimes feel off? I set it to 10, which is the default for medium attacks. Maybe I'm allowing the player to input the next button too early and should lengthen the time of inactivity where the player should wait before inputting the next attack (stomp or divekick).

(http://s6.postimg.org/59e14mosx/stomps.png)
Title: Re: Seth (USF4)
Post by: Violin Ken on December 06, 2014, 09:11:13 pm
You're probably right that it's the input times and not the pausetimes.  I was just guessing why the stomps felt quicker than I'm used to.
Title: Re: Seth (USF4)
Post by: Amir Hussain Khan on December 07, 2014, 05:56:19 am
the character is good but sometimes it suck when i press different keys at same time like when i press right Arrow up Arrow Left Arrow with puch the character stuck
 
Title: Re: Seth (USF4)
Post by: Violin Ken on December 09, 2014, 02:38:46 am
nice update.  Some feedback below

-light sonic boom seems to travel a bit faster than I remember.  Also, the hitstun from sonic boom seems to be too quick.  Standing right next to p2, you should be able to combo sonic boom > ex cancel dash forward > close hp.

-can't ex cancel out of mp sonic boom and hp sonic boom.

-Shoryukens are missing hp whiff sound.  Also missing jumpland sound.

-it's harder than usual to connect the combo below.  In particular the stomps.  Not certain where the problem lies...  Either landing from shoryuken should have ctrl = 1 earlier or I think p2 should either fly a bit higher or float a little more.  kind of weird trying to translate sf4 physics into mugen.
       crouching hp > light shoryuken > stomps
Title: Re: Seth (USF4)
Post by: H Mr. Ton! on December 09, 2014, 02:41:35 am
Damn that rip is clean.
Title: Re: Seth (USF4)
Post by: Mr. I on December 09, 2014, 10:31:00 am
Ok, here's a detailed update.

Significant changes made to all normals that hit airborne opponents. All light, medium and hard normals that don't cause knockdown have been normalized such that based on strength, they should do the same amount of pushback. This will be most noticable in air normals as they will now float the opponent higher and it will take more time for them to hit the ground. This will make air to air then cross-unders possible now. This change appears universal and will be applied to my previous SF4 characters.

Quote
-light sonic boom seems to travel a bit faster than I remember.  Also, the hitstun from sonic boom seems to be too quick.  Standing right next to p2, you should be able to combo sonic boom > ex cancel dash forward > close hp.

-can't ex cancel out of mp sonic boom and hp sonic boom.

Even though the focus attack has not been implemented yet, the functionality for it seems to work and I never even noticed. That said, the combo of sonic boom fadc hp actually DOES combo, but for some reason mugen doesn't register it. Turn on Debug (Ctrl + D) and look at the value for "Combo" (basically the one that does the scaling). If you do the combo, it will end in 2 instead of reset to 1. That said, no change will be made to the hitstun (unless you mention otherwise). I also added the cancel property for mp, hp and ex versions.

Quote
-Shoryukens are missing hp whiff sound.  Also missing jumpland sound.

They are added.

Quote
-it's harder than usual to connect the combo below.  In particular the stomps.  Not certain where the problem lies...  Either landing from shoryuken should have ctrl = 1 earlier or I think p2 should either fly a bit higher or float a little more.  kind of weird trying to translate sf4 physics into mugen.
       crouching hp > light shoryuken > stomps

I made some adjustments to the last 2 moves. The frames for all shoryukens are correct and no change was made to any of them. What I changed was the increase the knockback distance vertically and fall rate. I counted frames and the opponent should be in the air for exactly 47 frames. With this, the character should float slightly higher and the combo may be easier to do, but may need your verification. I also increased the vertical knockback distance of all stomps, and if you do the combo you should now have an opportunity to do a cross under the opponent as well

Good to have an actual Seth player on board. I would have probably missed quite a few of these.

Quote
the character is good but sometimes it suck when i press different keys at same time like when i press right Arrow up Arrow Left Arrow with puch the character stuck

It's cos the character is entering states that don't exist yet. In time, that stuff will disappear.
Title: Re: Seth (USF4)
Post by: Violin Ken on December 10, 2014, 02:49:51 am
-Ah, I see that sonic boom fadc combos now in debug mode.  It's kind of hard to connect, but it works.  Weird that mugen wouldn't display it via it's displayed combo counter.  However, I still think the hitstun window still seems too small for connected sonic booms.  i'm just looking at the hit anims from getting hit by a sonic boom in usf4 and it seems a lot longer than what's showing in mugen.  I recall being able to connect standing HP after sonic boom pretty liberally. 

-You shouldn't be able to cancel ex sonic boom into fadc.

-As for your changes with connecting the stomps at the end of the combo, it seems even more difficult now than before.  :/  i can't land a single stomp on p2.  Just tried in usf4 and i could land it every time.

-Just noticed this, it's merely cosmetic, but something to note.   When p2 Seth gets hit by sonic boom, p2 gethitanim appears to be more like he got hit in the gut rather than on the head.  This seems to be the case only when it's against tall players though where the sonic boom is at gut level.

-Not sure if you're aware, but his turning animations missing. 





Title: Re: Seth (USF4)
Post by: Mr. I on December 10, 2014, 08:46:19 am
- I'll fix the sonic boom fadc timing after the focus attack is done. That way if things stay the same, then we can go about changing the hitstun if it makes  a difference.

- Ex focus cancel for Ex Sonic Boom moved to the moment the second projectile is discharged.

- Made some more adjustments to the stomp combo, this time to Crouching Hard Punch. I think this change will make the most difference now.

- P2's hit animations in the SF4 engine are based purely on where the hitbox touches the player. I don't think this is possible to replicate, so the high hit animation was chosen. I generally fix stuff like this last though.

- Same goes for turning animation, usually ripped later.
Title: Re: Seth (USF4)
Post by: Violin Ken on December 10, 2014, 09:07:11 am
Nice updates.  The stomp combo is a bit easier to connect now.  Looking forward to messing around with the spin kick when you get to it.  :)

Title: Re: Seth (USF4)
Post by: Mr. I on December 21, 2014, 08:54:29 am
An update kind of worth noting.

- Spin Kick now in.
- Teleports now in. They activate with 3 Punches/Kicks or you can press, Start + Punch/Kick if you cannot handle 3 buttons.
- Tanden Engine now in.
- Focus Attack/Red Focus Attack is now in. Armor Break properties for certain moves to be added later.
- Increased life to 850 as per v1.04 patch.

- I gave sonic booms +1 more advantage on hit. Point blank Sonic Boom is +8 on hit now. Can make combos easier
- I reduced LMH shoryukens block advantage by 2, increased Ex Shoryuken block advantage by 3
Title: Re: Seth (USF4)
Post by: Violin Ken on December 21, 2014, 09:41:10 am
very nice update!  not much to add... he feels perfect so far!  :)
Title: Re: Seth (USF4)
Post by: Violin Ken on December 23, 2014, 09:15:48 am
bump for feedback

Focus Attack - Seth's Spin kick should break the focus attack.. Crap...  You noted this above.
Focus Attack - Ink effect should be behind player.
Red Focus - Ink effect appears to be lower than it should be.
Red Focus - needs red focus sound effect.
Tanden stream and ex tanden stream hits shouldn't increase the combo counter.
Title: Re: Seth (USF4)
Post by: Mr. I on December 28, 2014, 03:42:39 am
All fixed except for armor breakers, and red focus attack sound. It has not been ripped yet

I also increased the speed at which tanden engine pulls opponent to make this loop possible.

2x (Cr. HP xx Ex Tanden Engine)

Also SPDs.
Title: Re: Seth (USF4)
Post by: Violin Ken on December 28, 2014, 04:03:35 am
interesting take on the SPD.  I was expecting you to rip him with the camera zoomed out and make it look more similar to Werewood's version.  Kind of weird how the p2states look though to be honest.  A lot of spazzing out on their end.

also, the command for SPD seem more strict than i remember.  I think adding a pre jump state where the character remains on the ground for an extra frame or 2 would help the input for SPD to feel more like SF4 leniency.

Also, the hands don't seem to line up that well for SPD.  It looks pretty jumpy.  See below.

Spoiler, click to toggle visibilty

Might be worth considering making it with a zoomed out camera for better p2 state use.  http://www.youtube.com/watch?v=xZi-WNUU17E&t=10m21s
Title: Re: Seth (USF4)
Post by: Mr. I on December 28, 2014, 04:51:10 am
The problem with zoomed out spd was that there is no way to control how high p2 is punched upwards, resulting in a camera that needs to be zoomed out by a lot to capture the entire animation (most stuff on the way down). It will also be an inconsistent size.

There are already 4 pre-jump frames. So doing a HCB or HCF then tapping up+punch should result in a clean standing spd.

Unfortunately, even with a zoomed out effect, I don't think there's a way to prevent p2 from looking spazzy since there are a limited number of required sprites to use. Also I based the part going up and down on p2's midsection instead of axis. I could try basing it on axis, though it may look weird since there's no guarantee on head and mid position because of character's heights. Also during creation, I used Seth to get the p2 zoom sizes, but used Kung Fu Man to animate and do the p2 positioning.

The front hands during spd being off-sync should be fixed now though.
Title: Re: Seth (USF4)
Post by: Violin Ken on December 28, 2014, 07:52:14 am
Ah, I didn't try pile driving kfm.  It indeed does look better when performed on him. :)

Looks like most of the hands have been fixed on your spd, but it appears one frame for the hands is still off.  Any chance you would make the right leg appear in front of p2 as well?
Spoiler, click to toggle visibilty
Also, foreground stage objects with sprpriority seem to appear during his pile driver. 
Spoiler, click to toggle visibilty