The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: M206 on December 06, 2017, 04:56:42 pm

Title: M206 Project Thread: Pag.8 Sagat SFV light stop kick
Post by: M206 on December 06, 2017, 04:56:42 pm
Hello Everyone, during the last "fixes" on my sagat, i've started devoloping my own custom Zangief.

The base is the one from varo hades/shinrei.

As for Sagat, my plan is to create the definitive version of zangief, with all the possible moves/thorws appeared in his previous appareances.

As for now, i've added a throwing system like red cyclone, i've added some of his attacks, i've added something from zangief by infinite too.

the only new throw i created by myself (code from el stingray by infinite) is the classic vertical suplex.

there's a looooong list of things to do, but i'd like to show my progress so far:



what do you think?
Title: Re: Supreme Zangief by M206
Post by: Stone-Wolf on December 06, 2017, 05:29:45 pm
that really cool stuff, good luck with this project, can't wait to play with.
Spoiler, click to toggle visibilty
Title: Re: Supreme Zangief by M206
Post by: President Devon on December 06, 2017, 08:48:01 pm
Infinite's Zangief is one of my most favorite characters, so I'm watching out for this one ;)
Title: Re: Supreme Zangief by M206
Post by: PeXXeR on December 06, 2017, 10:08:14 pm
the base you're using is horrible, but it is what it is,  good luck.
Looking forward to progress.
Title: Re: Supreme Zangief by M206
Post by: ;x on December 06, 2017, 11:29:51 pm
The base was made by Lost Avenger fyi that disrespect heh, someone else added those names to get downloads for their site.. If you can somehow pull off that Kinnikuman styled ultra 2, that'd be cool to see.
Title: Re: Supreme Zangief by M206
Post by: Jmorphman on December 06, 2017, 11:44:32 pm
The base was made by Lost Avenger fyi that disrespect heh
How many times are we gonna have to do this? How many warnings do you need to stop coming into other people's project/release threads and derailing shit because you perceived a slight against you?

Do not reply to this post. Any future posts in this thread must only contain stuff relating to the character, or they will be deleted.
Title: Re: Supreme Zangief by M206
Post by: Jmorphman on December 07, 2017, 12:20:25 am
Perhaps I wasn't clear enough, Rei. Do not reply to this post. Any future posts in this thread must only contain stuff relating to the character, or they will be deleted.

PeXXeR doesn't have a long, long history of butting into other people's threads and derailing them. If this were another situation, and PeXXeR mentioned a base made by User X, and then User X came in and posted what you said? That wouldn't be a problem; it'd go by without incident. But context is important. History is important. You've been banned twice before over this stuff. You don't get the benefit of the doubt here.

EDIT: well, I'm not sure what you were expecting besides a ban. See you in a month!
Title: Re: Supreme Zangief by M206
Post by: Infinite kyo on December 07, 2017, 12:50:01 am
.....well that stuff aside Gief looks great so far man, i loved your sagat im sure Gief will be the same
Title: Re: Supreme Zangief by M206
Post by: Mr.Karate JKA on December 07, 2017, 01:29:38 am
Nice CS! Will you separate the legs too?
Title: Re: Supreme Zangief by M206
Post by: Empawk on December 07, 2017, 03:10:37 am
This Sagat is looking epic. I look forward to seeing what you do with the rest of the Street Fighter characters.
Title: Re: Supreme Zangief by M206
Post by: M206 on December 07, 2017, 09:02:00 am
thanks everyone, i'm sorry but i didn't want to create a flame between moderators and the author (if i've well understood the user ;x is shinrei?).

I choose this base since it was the only one (at least known by me) already color separated. i've added xcostume patch too. some edited sprites need to be properly C-separated, and maybe yes, i can consider to C-separate the legs too. ;) ;)
Title: Re: Supreme Zangief by M206
Post by: Trololo on December 07, 2017, 09:33:00 am
Well, good luck with Gief, pal. I'm looking forward to seeing an upcoming extras.
Title: Re: Supreme Zangief by M206
Post by: M206 on December 07, 2017, 10:34:57 am
thanks, but don't expect the same amount of new moves (sprites) like sagat, i'm mainly focusing on throws/ throw system, or some other move already existent from infinite zangief or red cyclone. ;) ;) and of course on a new lev1,2, and supers. ;)

I've started the legs color separation, it'll took a lot of time.. ;) ;)
Title: Re: Supreme Zangief by M206
Post by: PeXXeR on December 07, 2017, 11:13:33 am
thanks everyone, i'm sorry but i didn't want to create a flame between moderators and the author (if i've well understood the user ;x is shinrei?).

I choose this base since it was the only one (at least known by me) already color separated. i've added xcostume patch too. some edited sprites need to be properly C-separated, and maybe yes, i can consider to C-separate the legs too. ;) ;)

Sprite wise, yes, the reason I said its bad its cause I remember before the same Gief freezing and glitching and whatnot, it has nothing to do with who made it, there's no disrespect here at all, I just pointed out how it was. I would love  to be proved wrong.

I really like some of the stuff you've done with sagat, granted he does need some tweaking but he is good, again looking forward to progress and good luck.
Title: Re: Supreme Zangief by M206
Post by: morbidjoe on December 07, 2017, 09:41:20 pm
looks great wish you luck
Title: Re: Supreme Zangief by M206
Post by: Knuckles8864 on December 09, 2017, 04:38:12 am
Oooo, a Zangief. How nice. What I would change is the timing of his sounds for Ultimate Atomic Buster, cause it sounds weird when it's not in full sync to the game that it's coming from. Hopefully some more SF5 stuff comes into play as well, especially with the new update coming around soon. ;)
Title: Re: Supreme Zangief by M206
Post by: Prime SC on December 09, 2017, 06:06:52 am
Yeah man your sagat was beastly and I loved the tekken influence on it can't wait to see what u do with this
Title: Re: Supreme Zangief by M206
Post by: M206 on December 11, 2017, 06:24:23 pm
thanks everyone, here you are some fun: :D :D :D :D



of course it's just a test. ;)
Title: Re: Supreme Zangief by M206
Post by: Trololo on December 11, 2017, 06:34:17 pm
Dude... That's wild... In both good and bad ways.
I like the idea with an extra grappling system... But I kinda find it a cheating to let Zangief/Player to simply grapple the enemy to death, ESPECIALLY since grapple is an unblockable move by definition... You definitely need do balance this feature somehow!
Title: Re: Supreme Zangief by M206
Post by: R565 on December 11, 2017, 06:49:06 pm
Dude... That's wild... In both good and bad ways.
I like the idea with an extra grappling system... But I kinda find it a cheating to let Zangief/Player to simply grapple the enemy to death, ESPECIALLY since grapple is an unblockable move by definition... You definitely need do balance this feature somehow!

Can it be like King's system or you can break out if you do the same inputs as the grappler?
Title: Re: Supreme Zangief by M206
Post by: Trololo on December 11, 2017, 06:56:51 pm
Dude... That's wild... In both good and bad ways.
I like the idea with an extra grappling system... But I kinda find it a cheating to let Zangief/Player to simply grapple the enemy to death, ESPECIALLY since grapple is an unblockable move by definition... You definitely need do balance this feature somehow!

Can it be like King's system or you can break out if you do the same inputs as the grappler?

Unfortunately, I can't give a definitive answer here. But Throw Techs were made in MUGEN somehow, so maybe...
Title: Re: Supreme Zangief by M206
Post by: M206 on December 12, 2017, 08:03:05 am
Dude... That's wild... In both good and bad ways.
I like the idea with an extra grappling system... But I kinda find it a cheating to let Zangief/Player to simply grapple the enemy to death, ESPECIALLY since grapple is an unblockable move by definition... You definitely need do balance this feature somehow!

thanks. ;) as i told, it's just a test. maybe i can keep it as it is and create a new lv.3 super (lowering the damage of course).
another option (more difficult) is to create a special command list to perform after every throw to be able to obtain the next one (with low timings etc), just like the red cyclone throw combo system. ;)
Title: Re: Supreme Zangief by M206
Post by: Nedflandeurse on December 13, 2017, 12:24:03 pm
Interesting.

But beware. visually some animations seems to have a very different display ratio, or to have been turned 90°.
They have to be fixed, otherwise it wil look strange.
Title: Re: Supreme Zangief by M206
Post by: M206 on December 14, 2017, 07:39:01 am
thanks for your feedback. :)

but what animations are you referring to??

the only one i could think to try to wide up is the vertical suplex, all the other comes from the original sized sprites resized in the cns with cvs aspect ratio. ;)
Title: Re: Supreme Zangief by M206
Post by: Odb718 on December 15, 2017, 03:08:45 am
You have some backwards Velocities for your throws. You can see at 1:55 in your 1st video Sagat bounces into Zangief.
The slam at 0:20 gets up way to fast for Zangief. The throw at 0:25 barely rolls away from P2. It's sound FX are that of punches instead of air.

I think there needs to be far more screen shakes and the sound FX need to be that of bombs for his ultras. The "normal" sounds you have now are lacking.

A FAST Zangief shouldn't be a thing.
A powerful, fully equipped Geif sounds amazing.
I think if he's going to have this much, his walk speed needs to be dropped to that of Dhalsim's or maybe a bit faster. Like the slam at 0:20. He's 90% back to P2 before he can get up. There has to be an even match up on throws. P1 and P2 should recover around the same time, with a slight advantage to P1. Maybe have the frame where his hand's on his knee be longer. Something that shows it took a lot of strength to do the move(s).
Either you're going to have to nerf the damage the throws do, or reduce the speed at which Zangief can close his distance. Or do both. Or make the moves impossible to perform. Which only helps AI out.

Zangief was a character you needed a ton of skill to play as. As a reward his damage was high. But the risk of being zoned by fireballs was always there. A fast Zangief kind of kills the negative of playing him. You may want to drop his health to normal or something. He's the tank. Slow moving but extremely powerful. He's supposed to be hard as heck to kill up close, and fireballs aren't supposed to do that much damage to him. If he's constantly in your face, something needs to change.

I like the multi-slam option. It's fun for P1 to be able to do. I'd just suggest making the 3rd hit do minimal damage. Maybe 5 points. From the 4th on it should be 1 point of damage for each slam. But again, the moves should be pretty hard to perform, but should be able to be found out. Something like each additional move should be a 360 motion. Timed out nicely I think it'd bring a lot of fun and life to the character. Missing the additional throws wouldn't be that detrimental either.

Looking forward to the changes you make on him.

I think he means the throw at 1:29. It seems to slide past P2 a bit and then snap back into position. Might want to look that over. Add some sound FX of him grabbing P2.
Title: Re: Supreme Zangief by M206
Post by: Nedflandeurse on December 16, 2017, 09:21:36 am
thanks for your feedback. :)

but what animations are you referring to??

the only one i could think to try to wide up is the vertical suplex, all the other comes from the original sized sprites resized in the cns with cvs aspect ratio. ;)

I cannot remember all of them.
But in the anims where Zangief seems more "thin" than the others it's pretty obvious, they could be scalled to have more "width".
I think one of them is this custom wrestling move "brain buster-like" or something...
Title: Re: Supreme Zangief by M206
Post by: Staubhold on December 16, 2017, 01:05:14 pm
A FAST Zangief shouldn't be a thing.
...
Zangief was a character you needed a ton of skill to play as. As a reward his damage was high. But the risk of being zoned by fireballs was always there. A fast Zangief kind of kills the negative of playing him.
...
If he's constantly in your face, something needs to change.
^ This!!
Try to capture the essence of Zangief.
Title: Re: Supreme Zangief by M206
Post by: Prime SC on December 16, 2017, 03:41:30 pm
I mean it seems he has a different vision for him ya know it doesn't hurt to try new things with old characters
Title: Re: Supreme Zangief by M206
Post by: sluigi123 on December 17, 2017, 03:17:58 am
Dude... That's wild... In both good and bad ways.
I like the idea with an extra grappling system... But I kinda find it a cheating to let Zangief/Player to simply grapple the enemy to death, ESPECIALLY since grapple is an unblockable move by definition... You definitely need do balance this feature somehow!

Can it be like King's system or you can break out if you do the same inputs as the grappler?

Unfortunately, I can't give a definitive answer here. But Throw Techs were made in MUGEN somehow, so maybe...

If I recall correctly, Darun Meister from Street Fighter EX2 had a Meteor Combo where it was multiple command grabs in a row, while in the middle of it, Darun has to do multiple 360 motions with either a punch or a kick and the opponent has to just input a punch or a kick. If Darun's input of either punch or kick is the same as the target's input, then the move ends; but if not, then Darun continues doing one command grab after another, thus repeating the process of inputs, until the finisher, dealing a total of ~80% of damage. This way, it's like flipping a coin of some sort. I might be wrong on this one, but who knows.
Title: Re: Supreme Sagat BETA 2.1 FIX 15 December
Post by: M206 on December 20, 2017, 05:02:12 pm
Heya, would you mind making any future update posts on Sagat in your Zangief project thread? (http://mugenguild.com/forum/topics/supreme-zangief-m206-182116.0.html). Topics in the release section should generally only be posted in when there's a new release out. Keeping everything sorted into projects and releases is important, after all.

Yes, you're right, sorry. No future Sagat updates in Zangief 3d. ;)

love your sagat...it's like a blend of tekken and mvc...always a new way to play.

great work

many thanks.

in the meanwhile, i've added 2 new tiger thrust kicks (thanks rotsprite):

(https://i.imgur.com/11np2zZ.gif)

(https://i.imgur.com/lpcpUfg.gif)

here you are them in action, + new counter lev.3 (sort of) super (thanks infinite sagat edit):



Title: Re: Re: Supreme Sagat BETA 2.1 FIX 15 December
Post by: Trololo on December 20, 2017, 05:24:32 pm
I dunno, man. The animation and sprinting are good, even though the low one looks slightly stiff... But man, these kicks are SO nit Muay Thai. In fact, they are SO KARATE it looks really funny to see from Sagat!
And man, you SO need to finish that super... xD
Title: Re: Re: Supreme Sagat BETA 2.1 FIX 15 December
Post by: ReduxMercenaryT on December 21, 2017, 02:15:21 am
I like the new kicks a lot. They add more flair to his move set. Do you plan to copy some new moves from SFV Sagat?
Title: Re: Re: Supreme Sagat BETA 2.1 FIX 15 December
Post by: shulbocka on December 21, 2017, 04:23:22 am
I agree with Trololo about the new kicks. They do look cool, but they don't look like any kicks that would be used in Muay Thai, at least traditionally. As far as other feedback, all I can offer is gameplay related.

- Awesome if his F+LK attack could also be used during a run so you could dash in and leg kick quickly.

- Fireball effects don't look that great. They just look too cut out, and the anti aliasing around the edges doesn't look very smooth, leaving semi transparent hard edges. Much better effects are available.

- I like the new stance, but maybe you could try one where his arms are right in front of his head with his fists held close together, so he
looks like he's covering his head and torso a little more. Here is a perfect example, the stance in the middle shows what I mean very well. Pretty similar to Sagat's current stance, and would require little editing for the most part.
Spoiler, click to toggle visibilty

- Also, referencing the Muay Thai stance image I just showed above, with his current stance, his front foot should be raising up and down, not side to side.

- Might look a lot better if his after image effects were the same sprites/colors as Sagat himself, but transparent and blurred. The solid color after
images just don't look as cool in my opinion, and are very distracting when they are active.

- Why does his standing LK hit the enemy twice? If it's a 2 part attack, such as the knee hits first then the leg snap kicks second, the transition
needs to be more apparent. If it is 2 attacks, it's very hard to tell, and just looks like he's getting 2 for 1 hits counted. If it is a 2 part attack,
 maybe you could have the second part of the attack only activate if you press LK 2 times in a row, and not just on a single press. More mix up potential.

- When Sagat does his parry/counter on an enemy, it would be way cooler if when he picked the enemy up, he would then slam them
 on the ground instead of just throwing them. It would basically just be the current throw anim of him picking the enemy up, then reverse it and add a few more follow through sprites to show him slamming them into the ground.

- With Sagat's grab that grabs the opponent, then knees the crap out of them, would it be possible to only have it do a single knee attack, but if
you keep pushing the kick button then he will continue to do more knee attacks, but use special meter for each additional knee? This would be very cool, and having additional knees cost special meter would eliminate the ability to spam them.

- Attack idea: Foot stomp. While Sagat is in his parry position with his knee raised in front of his body, you could hit a kick button to end the parry stance early and do a foot stomp by slamming his raised knee down quickly in front of him onto the enemies foot. This would allow you to bait your opponent by making them think you are waiting to parry, but instead you catch them off guard by ending it early with an attack instead. This would allow for some good mix ups, especially if the parry could be canceled into from a basic attack, then ended early with the foot stomp. Keep them guessing so much they'd be scared to attack.

- Attack idea:  May be hard to sprite, but the massive knee that Ong Bak used on the running man in the Ong Bak 1 that stops the guy
dead in his tracks would be an awesome attack for Sagat to do after a successful parry/counter. That knee is devastating.
at 56 second mark in video:
Spoiler, click to toggle visibilty

- Also might be hard, but it would look awesome if you could redraw his hand wraps to be roped wraps instead of the normal
bandage wraps. This might be overboard, but he could then have a power-up hyper where he dips them in glass during the hyper effect, then can beat the enemy down with shattered glass wraps until his special meter runs out doing extra damage, or still do normal damage, but with additional bleed damage and extra chip damage if attacks are blocked e.g. Erron Black MKX.
Spoiler, click to toggle visibilty

- It's probably just me, but I think the palette select color orders should be reorganized. If they're all there, maybe it could be all his official game palettes first, followed by cosplays, followed by random color schemes. As it is now, they all seem to be in random order. Totally not a big deal, but it would be a nice additional touch.

Just my two cents. I do love what you've done to him so far, and have been a fan of this project since you started it a ways back. He plays very well, but as anything in life, there's always some room for improvement. No matter what you do, keep up the good work, and keep on keeping on.

Last thing, I made a new Sagat portrait a while ago that you are more than welcome to use it if you'd like.

Example has black bg, actual portrait has pink transparent bg.
(https://i.imgur.com/rGXponU.png)
http://www.mediafire.com/file/c3zc2q3kc0rsw85/Sagat_portrait.rar
Title: Re: Re: Supreme Sagat BETA 2.1 FIX 15 December
Post by: PeXXeR on December 21, 2017, 04:32:47 am
I have not tested him yet but from the videos he looks cool with them combos BUT make sure you nerf his projectiles if you keep them in like DW's sagat he's gonna be mental and absurd to play against.

As for sagat doing spin kicks and whatnot I could give two shits about it, as long as its not as absurd as Ryu doing flash kicks im all for it.  Interesting take on Sagat, I like it, he just needs testing and ironing out.
Title: Re: Re: Supreme Sagat BETA 2.1 FIX 15 December
Post by: M206 on December 21, 2017, 03:23:43 pm
I dunno, man. The animation and sprinting are good, even though the low one looks slightly stiff... But man, these kicks are SO nit Muay Thai. In fact, they are SO KARATE it looks really funny to see from Sagat!
And man, you SO need to finish that super... xD

uhm, yes and no, i assure you that that kind of kicks are in muay thai too, absolutely. ;)
about the super, i know that the sounds are messed up.. :D :D :D

I like the new kicks a lot. They add more flair to his move set. Do you plan to copy some new moves from SFV Sagat?

thanks. ;) if there will be some new cool move in sfv why not? :) hopefully not too hard to sprite.. ;)

I agree with Trololo about the new kicks. They do look cool, but they don't look like any kicks that would be used in Muay Thai, at least traditionally. As far as other feedback, all I can offer is gameplay related.

- Awesome if his F+LK attack could also be used during a run so you could dash in and leg kick quickly.

- Fireball effects don't look that great. They just look too cut out, and the anti aliasing around the edges doesn't look very smooth, leaving semi transparent hard edges. Much better effects are available.

- I like the new stance, but maybe you could try one where his arms are right in front of his head with his fists held close together, so he
looks like he's covering his head and torso a little more. Here is a perfect example, the stance in the middle shows what I mean very well. Pretty similar to Sagat's current stance, and would require little editing for the most part.
Spoiler, click to toggle visibilty

- Also, referencing the Muay Thai stance image I just showed above, with his current stance, his front foot should be raising up and down, not side to side.

- Might look a lot better if his after image effects were the same sprites/colors as Sagat himself, but transparent and blurred. The solid color after
images just don't look as cool in my opinion, and are very distracting when they are active.

- Why does his standing LK hit the enemy twice? If it's a 2 part attack, such as the knee hits first then the leg snap kicks second, the transition
needs to be more apparent. If it is 2 attacks, it's very hard to tell, and just looks like he's getting 2 for 1 hits counted. If it is a 2 part attack,
 maybe you could have the second part of the attack only activate if you press LK 2 times in a row, and not just on a single press. More mix up potential.

- When Sagat does his parry/counter on an enemy, it would be way cooler if when he picked the enemy up, he would then slam them
 on the ground instead of just throwing them. It would basically just be the current throw anim of him picking the enemy up, then reverse it and add a few more follow through sprites to show him slamming them into the ground.

- With Sagat's grab that grabs the opponent, then knees the crap out of them, would it be possible to only have it do a single knee attack, but if
you keep pushing the kick button then he will continue to do more knee attacks, but use special meter for each additional knee? This would be very cool, and having additional knees cost special meter would eliminate the ability to spam them.

- Attack idea: Foot stomp. While Sagat is in his parry position with his knee raised in front of his body, you could hit a kick button to end the parry stance early and do a foot stomp by slamming his raised knee down quickly in front of him onto the enemies foot. This would allow you to bait your opponent by making them think you are waiting to parry, but instead you catch them off guard by ending it early with an attack instead. This would allow for some good mix ups, especially if the parry could be canceled into from a basic attack, then ended early with the foot stomp. Keep them guessing so much they'd be scared to attack.

- Attack idea:  May be hard to sprite, but the massive knee that Ong Bak used on the running man in the Ong Bak 1 that stops the guy
dead in his tracks would be an awesome attack for Sagat to do after a successful parry/counter. That knee is devastating.
at 56 second mark in video:
Spoiler, click to toggle visibilty

- Also might be hard, but it would look awesome if you could redraw his hand wraps to be roped wraps instead of the normal
bandage wraps. This might be overboard, but he could then have a power-up hyper where he dips them in glass during the hyper effect, then can beat the enemy down with shattered glass wraps until his special meter runs out doing extra damage, or still do normal damage, but with additional bleed damage and extra chip damage if attacks are blocked e.g. Erron Black MKX.
Spoiler, click to toggle visibilty

- It's probably just me, but I think the palette select color orders should be reorganized. If they're all there, maybe it could be all his official game palettes first, followed by cosplays, followed by random color schemes. As it is now, they all seem to be in random order. Totally not a big deal, but it would be a nice additional touch.

Just my two cents. I do love what you've done to him so far, and have been a fan of this project since you started it a ways back. He plays very well, but as anything in life, there's always some room for improvement. No matter what you do, keep up the good work, and keep on keeping on.

Last thing, I made a new Sagat portrait a while ago that you are more than welcome to use it if you'd like.

Example has black bg, actual portrait has pink transparent bg.
(https://i.imgur.com/rGXponU.png)
http://www.mediafire.com/file/c3zc2q3kc0rsw85/Sagat_portrait.rar


-uhm, there's already a running lk hit, i prefer this way.
-about fb effects, it was really my purpose to make them as they are to be very different from everything already seen before. ;)
-i think the close stance resemble enough the one you posted.. no?
-afterimages are opinionable, for now i like them in this way, but i'll keep in mind your suggestion.
-about stand lk, if you look closely, the first hit is with his knee, just like the original old one.
-about the counter, there is the low version that do exactly what you mean, did you miss it?? :)
-about the knee throw, it surely would be cool, but i think it's too hard to code for me.. :(
-foot stomp. sorry but i didn't understood what you mean, do you have a drawing or something to try to understand?
-onk bak high kick. in the past i've tried to do something like that (cobra sword from bruce irvin), but i didn't like the result cause there were too much sprite to create from scratch.. :( :(
-hand wraps. again, very cool idea, but hard to sprite/find time/will to do.. :(
-palette color reorganization. good point. i've always wanted to do this, but i dint' find the free time/will to..i'm very lazy.. in the future i hope to be able to order them.. ;)

many thanks for your feedbacks, really appreciated.

I love also your portrait, maybe i'll use it for some super background. ;) ;)


I have not tested him yet but from the videos he looks cool with them combos BUT make sure you nerf his projectiles if you keep them in like DW's sagat he's gonna be mental and absurd to play against.

As for sagat doing spin kicks and whatnot I could give two shits about it, as long as its not as absurd as Ryu doing flash kicks im all for it.  Interesting take on Sagat, I like it, he just needs testing and ironing out.

thanks, and yes, i've reduced a lot his proj, i was nearly plan to remove them completely, but then i've decided to keep them. ;)

test him and let me know. ;) ;)





Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 05, 2018, 11:50:42 am
hello, in the meanwhile i've fixed some Sagat bug, slighty redrawed superman punch, added the recovery from high kick combo ala bruce irvin, and added some new level.3 super portraits.

(https://i.imgur.com/0HFqJYe.gif)



i love the result. ;)

what do you think??
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: ReduxMercenaryT on January 06, 2018, 03:36:38 am
Now that is what I wanted to see in this Sagat. If I wanted Sagat to take just 2 things from Bruce it would be the Leg Bazooka and the Pasart Stance combination. Awesome stuff. I don't like how rough and choppy the level 3 portraits look, unless its just placeholder and a work in progress.
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: Infinite Intel. on January 07, 2018, 07:40:48 am
This Zangief looks interesting, that color separation  ;D.
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 09, 2018, 11:39:19 am
Now that is what I wanted to see in this Sagat. If I wanted Sagat to take just 2 things from Bruce it would be the Leg Bazooka and the Pasart Stance combination. Awesome stuff. I don't like how rough and choppy the level 3 portraits look, unless its just placeholder and a work in progress.

thanks. about the lev.3 portraits, i agree with you, they're not definitive, but i'm not able to change them in the right way.. :( :(

This Zangief looks interesting, that color separation  ;D.

thanks.

in the meanwhile, some new sagat punches/combo, boxing inspired, and pasart stance slightly improved

:



Title: Re: M206's Supreme Project Thread of Supremacy
Post by: warecus on January 09, 2018, 11:51:18 am
that's pretty nice work
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: Trololo on January 09, 2018, 11:54:15 am
Indeed, it looks really nice. But his Hook (In most combos third punch) looks really strange...
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 09, 2018, 06:27:04 pm
that's pretty nice work

thanks! ;)

Indeed, it looks really nice. But his Hook (In most combos third punch) looks really strange...

yes, i remember you don't like that "hook" punch.. :( :(

in the meanwhile, i've edited a new "elbowknee" move, obviously bruce irvin (tekken 6) inpired:

(http://i.imgur.com/l7QIAJ1.gif) (https://imgur.com/l7QIAJ1)




it's far from perfect, but i like the result. ;)

what do you think?

Title: Re: M206's Supreme Project Thread of Supremacy
Post by: Trololo on January 09, 2018, 07:11:11 pm
This hit looks really nice. But I would suggest you to slightly rotate his hand, right now it looks too straight.
You see, the motion of this hit is kinda Overhead-like. So, you could really use SUCH perspective of hand.
(https://i.imgur.com/PC7LVma.png)
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 10, 2018, 11:34:29 am
thanks!! :)

good idea.

here you are the improved version:

(http://i.imgur.com/mQT4hkZ.gif) (https://imgur.com/mQT4hkZ)

and some combo implementation:

Title: Re: M206's Supreme Project Thread of Supremacy
Post by: warecus on January 10, 2018, 02:07:14 pm
looking sweeter
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 10, 2018, 04:19:55 pm
thanks!

some combo showcase with the new elbowknee (+slightly improved far low kick):



i'm very satisfied with the result. ;)
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: ReduxMercenaryT on January 11, 2018, 04:24:10 am
It is glorious. I'd say he's officially a Muay Thai go to character now. Everything I wanted for Sagat you included.
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: warecus on January 11, 2018, 07:15:38 am
It is glorious. I'd say he's officially a Muay Thai go to character now. Everything I wanted for Sagat you included.
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 11, 2018, 06:19:05 pm
It is glorious. I'd say he's officially a Muay Thai go to character now. Everything I wanted for Sagat you included.

It is glorious. I'd say he's officially a Muay Thai go to character now. Everything I wanted for Sagat you included.

thanks guys!! :) :)

in the meanwhile i've tried to create the 10 hit combo from bruce irvin tekken 6..



not sure if i've to keep it..
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: Ethan The Human on January 12, 2018, 03:13:35 am
(https://i.imgur.com/gYP465l.png)
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 12, 2018, 05:53:04 pm
 ;D  ;D  ;D  ;D

thanks!!

in the meanwhile, i've partially modified some elbow hits, and polished the rev.punch, to make them as close as possible to the original tekken 6 bruce irvin ones.

elbow 1
(http://i.imgur.com/bAzKzmA.gif) (https://imgur.com/bAzKzmA)

elbow 2
(http://i.imgur.com/eK1b1mt.gif) (https://imgur.com/eK1b1mt)

rev.punch
(http://i.imgur.com/nI4dq4o.gif) (https://imgur.com/nI4dq4o)

the timing of the punch is not correct, i think it's a imgur fault.. :/

here you are the new "flow" of the hits:



what do you think??
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: Trololo on January 12, 2018, 05:59:42 pm
Well, that's a really neat combo. Good job like always.
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 13, 2018, 11:14:36 am
thanks my friend.

here you are my last efforts on that 10 hit combo.

new starting punch:

(http://i.imgur.com/xcVTrtH.gif) (https://imgur.com/xcVTrtH)

new elbow 1:

(http://i.imgur.com/iSmRqQs.gif) (https://imgur.com/iSmRqQs)

new flaw:



Title: Re: M206's Supreme Project Thread of Supremacy
Post by: PeXXeR on January 13, 2018, 11:16:50 am
make sure you nerf his projectiles, he would be mental if you dont.
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: Memo on January 13, 2018, 05:36:41 pm
Hmmmm I'm liking those punches, let me borrow some lol.
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: warecus on January 14, 2018, 11:50:27 am
just when I thought I had the best sagat....here you go updating him
Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 15, 2018, 04:41:30 pm
make sure you nerf his projectiles, he would be mental if you dont.

yes of course, already done! ;)

Hmmmm I'm liking those punches, let me borrow some lol.

:D :D thanks, i feel honorated. ;)

just when I thought I had the best sagat....here you go updating him

;) ;)

anyone expert in convertin to SF4 sprites could help me in converting this new mid kick into cvs/sfa style??

(http://i.imgur.com/LEt0d2a.gif) (https://imgur.com/LEt0d2a)

in which 3d do you think it's better to ask help, to get as much feedbacks as possible from the sprite editor experts??

or do you think i've to open a completely new 3d to ask help?

here you are the animation i'm interested in:

(http://i.imgur.com/fCKb7Y6.gif) (https://imgur.com/fCKb7Y6)

then i'll edit the mk stand kick easily too. ;)

thanks in advance

Title: Re: M206's Supreme Project Thread of Supremacy
Post by: M206 on January 16, 2018, 11:38:33 am
uhmmm...

(http://i.imgur.com/7UUgUn6.png) (https://imgur.com/7UUgUn6)

some improvements.. :/ :/

(http://i.imgur.com/sjynqk3.png) (https://imgur.com/sjynqk3)

what do you think??
Title: Re: M206 Project Thread: help needed pag.3 new animation from sf4
Post by: warecus on January 17, 2018, 02:06:35 pm
I think you are getting there but I think you need to work/add his shoulder
Title: Re: M206 Project Thread: help needed pag.3 new animation from sf4
Post by: M206 on January 17, 2018, 05:40:45 pm
here you are the new Sf4 inspired kicks:

crouch mk:

(http://i.imgur.com/I8tfJcU.gif) (https://imgur.com/I8tfJcU)

stand mk:

(http://i.imgur.com/uNcJ8Lu.gif) (https://imgur.com/uNcJ8Lu)

stand high mk:

(http://i.imgur.com/6WlpyEq.gif) (https://imgur.com/6WlpyEq)

obviously also the gatling kicks and mid roundhouse get upgraded with the new sprites.

they're far from perfect but i'm pretty happy with the result. :)

here you are a video since imgur doesn't get the righ timings on some sprites. :/



what do you think?? :)
Title: Re: M206 Project Thread: NEW SF4 KICKS PAG.3
Post by: Trololo on January 17, 2018, 05:58:38 pm
Heh. Nice spriting work here, pal. The only thing I can suggest you is to fix his shading of head and closer to viewer hand in hitting frame. They shall be more lit.
Title: Re: M206 Project Thread: NEW SF4 KICKS PAG.3
Post by: warecus on January 17, 2018, 11:29:41 pm
Actually it looks pretty good...also with bruce Irvin gameplay I think if I remember right that during combos he hold/pause his mid and low round houses or maybe if was automatic then finish the string...will you be doing that?
Title: Re: M206 Project Thread: NEW SF4 KICKS PAG.3
Post by: M206 on January 19, 2018, 04:30:10 pm
Heh. Nice spriting work here, pal. The only thing I can suggest you is to fix his shading of head and closer to viewer hand in hitting frame. They shall be more lit.

thanks. i've tried to fix what you told me. ;)

Actually it looks pretty good...also with bruce Irvin gameplay I think if I remember right that during combos he hold/pause his mid and low round houses or maybe if was automatic then finish the string...will you be doing that?

uhm, i'm not sure i've understood what you mean, but i think i've tried to implement tha "pause".. when i'll release the next beta we'll see if i'm right or not. ;)

in the meanwhile i've started to implement the USF4 EX Cancel system.. i've taken inspiration from bochan sf4 videos..


of course it needs a lot of improvements but i like the idea. ;)

what do you think??

Title: Re: M206 Project Thread: NEW USF4 EX CANCEL System video pag.4
Post by: warecus on January 19, 2018, 05:59:35 pm
kicks and cancels are looking great...

i'm sorry about the kicks, I got bruce confused with baek and hwaorang
Title: Re: M206 Project Thread: NEW USF4 EX CANCEL System video pag.4
Post by: M206 on January 23, 2018, 03:51:11 pm
thanks. ;)

Ah ok.

here you are some AI improvements, even if it's still not perfect, at least he can match vs @Jadeeye Sagat AI ..  ;) ;)



do you like it?
Title: Re: M206 Project Thread: NEW AI TEST video pag.4
Post by: ReduxMercenaryT on January 24, 2018, 05:02:54 am
Wonderful A.I. so far. I love A.I. that utilizes all the character's moves to the point where it feels like you are playing against a real life player.
Title: Re: M206 Project Thread: NEW AI TEST video pag.4
Post by: M206 on February 02, 2018, 05:32:31 pm
thanks. :)

in the meanwhile, thanks to the new sf4 styled mid kicks, i've been able to improve some other kicks too:

step high kick:
(http://i.imgur.com/rSTcj1C.gif) (https://imgur.com/rSTcj1C)
step mid kick:
(http://i.imgur.com/6Wk3ZfH.gif) (https://imgur.com/6Wk3ZfH)
step low kick:
(http://i.imgur.com/qswQC6A.gif) (https://imgur.com/qswQC6A)
step slash low kick:
(http://i.imgur.com/kfHURRE.gif) (https://imgur.com/kfHURRE)
then i've started editing the SF4 high kick.. really hard for me to edit the shadings.. :( :( help would be really appreciated.. :D :D
(http://i.imgur.com/xtyv8wR.gif) (https://imgur.com/xtyv8wR)
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: warecus on February 08, 2018, 09:19:45 am
cool new sprites
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: Trololo on February 08, 2018, 11:12:41 am
Wow... That SF4 High Kick... It's incredible for unfinished animation. Seriously, keep it up!
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: BahamianKing Gaming on February 08, 2018, 05:46:27 pm
lol wow so many attacks and moves on this one sagat!
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: M206 on February 09, 2018, 05:44:23 pm
thanks everyone.

about the SF4 high kick, i've asked the great @sabokee to help me, of course with no hurry but he'll help me!!

in the meanwhile i've tried to edit the sf4 step low kick too:

(http://i.imgur.com/zgaVE13.gif) (https://imgur.com/zgaVE13)

i'm quite happy with the result.. ;)
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: BahamianKing Gaming on February 09, 2018, 09:45:52 pm
this sagat has so many moves! my god!
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: LunchPolice aka Quack on February 09, 2018, 10:44:43 pm
The new kick looks great!
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: M206 on February 12, 2018, 02:51:20 pm
thanks guys! ;) ;)
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: altoiddealer on February 12, 2018, 06:39:32 pm
It looks amazing, but it is overproduced for a LK.

The recovery time is way too long.  Perhaps it's just my browser slowing down the animation towards the end of the anim.
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: M206 on February 21, 2018, 08:19:56 am
It looks amazing, but it is overproduced for a LK.

The recovery time is way too long.  Perhaps it's just my browser slowing down the animation towards the end of the anim.

thanks. :)

about the recovery time, i've tried to emulate the sf4 one.. don't know if it matches the real one.. :/

in the meanwhile i've improved tiger uppercut, adding 4  (3 starting ones and 1 recovery) more frames from SVC (even if they're not perfectly converted to cvs style i think they work), and therefore the tiger genocides. ;)

(http://i.imgur.com/T4Z2EtQ.gif) (https://imgur.com/T4Z2EtQ)

then i've added combo breaker too. ;)
Title: Re: M206 Project Thread: NEW SPRITES pag.4
Post by: M206 on February 23, 2018, 10:20:43 am
find some time to finish a old anim i've always wanted to add:

new win/taunt:

(http://i.imgur.com/OLW3JQz.gif) (https://imgur.com/OLW3JQz)

new L.3 super charge:

(http://i.imgur.com/ZpbgX5a.gif) (https://imgur.com/ZpbgX5a)

i've used the muay thai man taunt as base.

i really love the result.
Title: Re: M206 Project Thread: NEW sf4 win/taunt/super charge animation pag.4
Post by: warecus on February 24, 2018, 12:18:33 am
Now that is great
Title: Re: M206 Project Thread: NEW sf4 win/taunt/super charge animation pag.4
Post by: Odb718 on February 24, 2018, 08:57:09 am
The new taunt is very nice. You should add him talking to put it over the top.
Title: Re: M206 Project Thread: NEW sf4 win/taunt/super charge animation pag.4
Post by: M206 on February 24, 2018, 10:29:12 am
The new taunt is very nice. You should add him talking to put it over the top.

already thought about that. ;) just the time of finishing the sprites:

(http://i.imgur.com/OmrhJrS.gif) (https://imgur.com/OmrhJrS)

here you are some example of the new taunt in action:

intro mode vs muay thai fighters:



intro, new standard taunt, new lev.3 super charge:

Title: Re: M206 Project Thread: NEW sf4 win/taunt/super charge animation pag.4
Post by: warecus on February 24, 2018, 12:45:28 pm
I like it but it looks like he will be super open to attack once the start up to his hyper
Title: Re: M206 Project Thread: NEW sf4 win/taunt/super charge animation pag.4
Post by: ReduxMercenaryT on February 25, 2018, 02:20:17 am
I like the new taunt and it being in the intro a lot, but if its going to be used for supers I recommend it only being used as a parry move or only supers that involve just knee strikes.
Title: Re: M206 Project Thread: NEW sf4 win/taunt/super charge animation pag.4
Post by: M206 on February 27, 2018, 05:03:36 pm
thanks for the feedbacks.. i'll see where it can be applied properly.. ;)

in the meanwhile here you are the dynamite punch from Joe higashi (Jmorphman edit):

(http://i.imgur.com/CKB9XqZ.gif) (https://imgur.com/CKB9XqZ)

as usually the timings aren't correctly showed.. :/ :/
Title: Re: M206 Project Thread: NEW Dynamite fist pag.5
Post by: M206 on March 13, 2018, 11:39:58 am
hello everyone,

in this period i've waited for @sabockee: to complete my sf4 high kick, the result is wonderful.

i've added the dynamite punch thanks @Jmorphman:

then, i've started study a possible porting of the cinematic sf5 vs ryu intro, alongside with the new sf4 winning pose (the one during the "A-B-C" type scoring).

here you are a video with all these news:



what do you think?

surely i'll need some help from some ryu authors to complete the sfv intro.. ;)
Title: Re: M206 Project Thread: NEW Dynamite fist pag.5
Post by: warecus on March 14, 2018, 01:11:01 am
Wow he looks really cool
Title: Re: M206 Project Thread: NEW Dynamite fist pag.5
Post by: FeLo_Llop on March 14, 2018, 01:21:23 am
Never a fan of his SFZ look but...dude, this is beyond awesome :O!
Title: Re: M206 Project Thread: NEW Dynamite fist pag.5
Post by: Odb718 on March 14, 2018, 09:38:38 am
Hitsparks at 0:47 need adjusting
Title: Re: M206 Project Thread: NEW Dynamite fist pag.5
Post by: M206 on March 15, 2018, 10:31:45 am
Wow he looks really cool

thanks! ;)

Never a fan of his SFZ look but...dude, this is beyond awesome :O!

thanks! ;)

Hitsparks at 0:47 need adjusting

you're right, i've to fix them alongside the sounds. ;)
Title: Re: M206 Project Thread: NEW Dynamite fist pag.5
Post by: GDPenguin on March 15, 2018, 05:11:50 pm
It looks like his combos chain a LOT smoother now. ;)
Title: Re: M206 Project Thread: NEW Dynamite fist pag.5
Post by: M206 on April 17, 2018, 09:09:40 am
thanks!! ;)

in the meanwhile, i've added a lot of things, mainly:

new reverse punch combos
new mid kick (from sf4 sprites)
new lev.3 super effects
new hook punch (@trololo:, better now? :D )
(http://i.imgur.com/tE7lW8j.gif) (https://imgur.com/tE7lW8j)

l.3 super counter improved (not the sounds)
clinch option



of course there're a lot of things to improve, i'm thinking how to implement further clinch options/finishers.

open to new ideas. ;)
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: warecus on April 17, 2018, 11:30:54 am
great stuff, just not a fan of the yellow effects
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: Trololo on April 18, 2018, 02:05:07 am
Man, it seems that FF wasted the original timing for this hook. In the GIF it looks not good because of how choppy this animation is.
As far as I can see, I can also suggest making a torso movement slightly more fluid on the swing's beginning. I hope I can see that animation with better timing next time.
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: M206 on April 18, 2018, 07:39:53 am
great stuff, just not a fan of the yellow effects

thanks, yes, i agree, i've already fixed that. ;)

Man, it seems that FF wasted the original timing for this hook. In the GIF it looks not good because of how choppy this animation is.
As far as I can see, I can also suggest making a torso movement slightly more fluid on the swing's beginning. I hope I can see that animation with better timing next time.

yes, as usually the gif hasn't the correct timings, if you check the video it's showed in action with the right timings.
of course it can be improved further, i'll try to do my best..
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: Trololo on April 18, 2018, 07:58:46 am
Yeah, was unable to watch that video before, a player didn't load.
My suggestion is the same: try to create a better transmission of the torso from the position of brase into the position of swing. All the other stuff is quite neat.
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: M206 on April 19, 2018, 05:11:54 pm
Yeah, was unable to watch that video before, a player didn't load.
My suggestion is the same: try to create a better transmission of the torso from the position of brase into the position of swing. All the other stuff is quite neat.

ok, i've added 1 transition frame.. i think it's better now. ;) thanks for you suggestion:

(https://i.imgur.com/HludyzK.gif)

new pasart kick:

(https://i.imgur.com/T97TTqO.gif)

as usually the timings aren't showed properly.. :( :(


here you are the new clinch backstep/switch option (tekken 6 bruce irvin inspired):



i'm very proud of the result. :) :)
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: ReduxMercenaryT on April 20, 2018, 04:35:46 am
That clinch backstep/switch option is freaking awesome dude. Just when I thought you were finished with him you make him better than what I imagined Sagat would play like in SFV. The wheel of successfully executed ideas just keeps on turning for you I see.
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: warecus on April 20, 2018, 07:14:23 am
I agree the clinch is dope but that yellow takes away from your art...if you have to have it ...shorten the time it appears on screen to a flash and add more transparency.  As it is now it doesn't really add anything visually or playstyle wise


but the sprites and game play is great
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: Trololo on April 20, 2018, 08:39:49 am
*Looking at whole this clinching*
(https://i.makeagif.com/media/11-18-2015/fHq2NI.gif)
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: M206 on April 20, 2018, 10:02:48 am
I agree the clinch is dope but that yellow takes away from your art...if you have to have it ...shorten the time it appears on screen to a flash and add more transparency.  As it is now it doesn't really add anything visually or playstyle wise


but the sprites and game play is great

thanks. you're right. i've fixed that yellow. ;) ;)

That clinch backstep/switch option is freaking awesome dude. Just when I thought you were finished with him you make him better than what I imagined Sagat would play like in SFV. The wheel of successfully executed ideas just keeps on turning for you I see.

too kind. many thanks ;) ;)

*Looking at whole this clinching*
(https://i.makeagif.com/media/11-18-2015/fHq2NI.gif)

:D :D

clinch improvements:

old:
(https://i.imgur.com/EWBkZxz.gif)

new:
(https://i.imgur.com/10xw4X8.gif)

in action:



really really happy with the new result. :) :)
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: Trololo on April 20, 2018, 10:09:09 am
It's perfect in the way of body movement. But I suggest you slightly tilt his head forward when his hands are getting low/are low.
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: M206 on April 20, 2018, 10:47:33 am
It's perfect in the way of body movement. But I suggest you slightly tilt his head forward when his hands are getting low/are low.

good suggestion!!

(https://i.imgur.com/h4piCsy.gif)
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: Odb718 on April 20, 2018, 12:23:41 pm
That does look a lot better.

The hook punch. His shorts flash BRIGHT and his thigh doesn't. It may just be me but does the thigh get the color change also? I think because the light source comes from above, when the hook is all the way to his chest, his shorts should be dark. His arm would be covering the light source. The last frame has his right thigh being a little darker at his hip. I'd think it'd be like that the entire time?
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: M206 on April 20, 2018, 02:57:48 pm
thanks! :)

about the hook.

yes you're right, thanks for the tip. ;) fixed:

(https://i.imgur.com/WwW1o6R.gif)
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: warecus on April 21, 2018, 02:01:37 am
With the clinch his is the undisputed emperor of muay Tai
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: M206 on April 24, 2018, 05:25:24 pm
With the clinch his is the undisputed emperor of muay Tai

eh eh eh eh many thanks!! ;) ;)

i'm planning to add new lev.1,2,3 supers with this new clinch system. :)

some further examples:

(https://i.imgur.com/SuxAkYw.gif)
(https://i.imgur.com/2TPoThD.gif)
(https://i.imgur.com/4gLzAS1.gif)
Title: Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5
Post by: warecus on April 25, 2018, 01:06:38 am
Very excellent most true
Title: Re: M206 Project Thread: NEW SAGAT CLINCH GIFS pag.6
Post by: migster01 on April 26, 2018, 10:03:03 pm
those grabs are cool,syncerelly i like the wall throw
Title: Re: M206 Project Thread: NEW SAGAT CLINCH GIFS pag.6
Post by: O Ilusionista on April 26, 2018, 10:15:34 pm
Awesome animation.
Quote
i've added a throwing system like red cyclone
You mean the Red Cyclone I coded?
Title: Re: M206 Project Thread: NEW SAGAT CLINCH GIFS pag.6
Post by: M206 on April 27, 2018, 07:41:10 am
Very excellent most true

many thanks! :)

those grabs are cool,syncerelly i like the wall throw

Thanks, me too, i'll keep that! ;) ;)

Awesome animation.
Quote
i've added a throwing system like red cyclone
You mean the Red Cyclone I coded?

thanks! :)
Yes, absolutely, the only red cyclone i know is your one! :)

but lately(some months) i didn't found time to work on zangief.. :( :(
Title: Re: M206 Project Thread: NEW SAGAT CLINCH GIFS pag.6
Post by: KofHero77 on May 10, 2018, 10:24:49 pm
https://imgur.com/a/m7QAdGu A problem i found when patching your sagat with add004
Title: Re: M206 Project Thread: NEW SAGAT CLINCH GIFS pag.6
Post by: M206 on May 18, 2018, 07:49:41 am
yes i know, i think it's a problem of some of my special moves that have the same code of the ones used by the patch.. ;) maybe in the future i'll try to fix it..
Title: Re: M206 Project Thread: NEW SAGAT CLINCH GIFS pag.6
Post by: M206 on May 18, 2018, 07:52:34 am
i need some help..

i'd like to prepare a complete and fully detailed readme file with all the moves and the possible combination..

but there are too much possible combo to perform, i'm starting to forget some of these..

is there a way (like I saw in an old mugen video) to implement a tutorial system like sf4, tekken etc, where you see the arrows and the button you press??

so i could make a tutorial video instead of the readme file..

thanks in advance..
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: FeLo_Llop on May 18, 2018, 01:56:36 pm
I think that's not possible in mugen. As much, you could do a youtube tutorial, such as Drewtony's.

https://youtu.be/dfNgse-TrK8
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: Trololo on May 18, 2018, 02:04:25 pm
Nope, Felo. This IS possible, that's for sure:

But HOW it is possible is a different question... So I'll stick with your answer for now- it's better to do so with help of a montage.
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: K4thos on May 18, 2018, 09:28:28 pm
Quote
But HOW it is possible is a different question... So I'll stick with your answer for now- it's better to do so with help of a montage.
it's add004 (http://mugenguild.com/forum/topics/add004basic-160242.0.html) feature implemented via common1.cns. It can by enabled by commenting out this line:
Code:
trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: M206 on May 21, 2018, 04:07:30 pm
Nope, Felo. This IS possible, that's for sure:
[youtube]https://www.youtube.com/watch?v=uZf79vnx5A8[/youtube]
But HOW it is possible is a different question... So I'll stick with your answer for now- it's better to do so with help of a montage.

that's exactly what i mean!! thanks!! ;)

Quote
But HOW it is possible is a different question... So I'll stick with your answer for now- it's better to do so with help of a montage.
it's add004 (http://mugenguild.com/forum/topics/add004basic-160242.0.html) feature implemented via common1.cns. It can by enabled by commenting out this line:
Code:
trigger1=1 || var(7):=(var(7)^128)      ;; 8th - show key_input

how can i implement it without the complete add004basic feature?? thanks! ;)

in the meanwhile i've upgraded the open/far stance (jmorphman joe higashi alt.stance base):

(https://i.imgur.com/QpW4Yf4.gif)

old one:

(https://i.imgur.com/Vg6IGc4.gif)

even if i love the old one, i think i prefer the new one..

which one would you keep?? :) :)
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: Trololo on May 21, 2018, 04:42:41 pm
Nah, man. The new one looks much poorer. In some parts (Shorts shading and inconsistency of lines and shading in common for example) it even looks unfinished.
I suggest you stay close to old one. At least, until you'll put some more work into a new one.
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: warecus on May 21, 2018, 05:09:08 pm
I like it but it isn't as polished as the old one which looks good...maybe if you cleaned it up real well, but also your old one looks original the new one is just joe without nuance.  Maybe a combination of the two or add it into the stances
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: Akito on May 21, 2018, 06:06:40 pm
I prefer the old stance.
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: M206 on May 22, 2018, 10:48:10 am
thanks for your opinions guys! ;)

of course i'll have to work on it a lot!! :D

but i think i prefer the new one, even if it's very similar to joe's one.. i think it's more accurate than my old one.. :/ :/
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: Akito on May 23, 2018, 06:46:05 am
Put 2 stances in sff, is a good option.
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: warecus on May 24, 2018, 10:59:24 am
I would definitely have someone help you with the shading like you did with that sf4 kick and I would mesh both stances or incorporate it by distance like you did with the other stances...maybe a low health stance or rage stance
Title: Re: M206 Project Thread: Pag.6 HELP NEEDED - Readme/tutorial
Post by: M206 on May 29, 2018, 10:58:22 am
uhm, i don't know..

there're already a lot of different stances.. we'll see.. in the meanwhile i'm tring to polish it..

i've found some time to fix/improve all the lev.3 supers, added some fx and fixe the super counter sounds.. :) :)



what do you think?

maybe a little bit dbz style, but i like it ;) ;)
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: warecus on May 29, 2018, 06:03:03 pm
got daym...best sagat ever...I like it a lot

On another note you have a lot of red and red lightning...have thought about instead of more orange yellows and blacks...also maybe during some super moves tiger scratches stripes and maybe a tiger image cuz that is what he is known for.   


But in any event I wish I could play as him now good job


And that joe stance could use a few more highlights to match his alpha sprites...I know you base the sprite work on joe but try to match it up a little more to the alpha sprites and maybe add a little tweak so it's not just a joe swap to make it your own...cuz right now I want to pretend your sagat is the king and originator that every Tai guy copies


Can't wait for a test
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: M206 on May 30, 2018, 07:46:00 am
thanks!!

about the super lighting, it's not a bad idea the orange/black colors, i've used mainly the red ones to keep the sfa/cvs feeling..

i don't know about tiger images.. :/ you mean something like MB02 super moves?? i can think about it.. ;)

about the joe stance maybe it can't be noticed but i've improved it a little bit, of course some more work needed.

i'm aware there are a couple of bugs still present, but i'm too lazy to write down the complete readme file with all the possible combo..

so maybe i'll release a pre-final beta to let you test him. ;) ;)
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: M206 on July 10, 2018, 03:43:33 pm
new roll back animation (rugal inspired):

(http://i.imgur.com/I4L2X1x.gif) (https://imgur.com/I4L2X1x)
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: Trololo on July 10, 2018, 03:55:47 pm
Damn that's pretty!
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: M206 on July 10, 2018, 04:09:06 pm
Damn that's pretty!

thanks, it's used as the 1st part of leg bazooka too. ;) ;) (ala bruce irvin)
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: M206 on July 18, 2018, 09:17:52 am
ok, i finally managed how to obtain the show key input feature.

i'm going to prepare a video with all the moves/combos instead of the readme files (of course i'll wait for your feedbacks about this). ;) ;)
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: ReduxMercenaryT on July 18, 2018, 08:04:48 pm
ok, i finally managed how to obtain the show key input feature.

i'm going to prepare a video with all the moves/combos instead of the readme files (of course i'll wait for your feedbacks about this). ;) ;)

I bet its such a long list of moves. Before I wanted you to wait for SFV Sagat before doing anything else, but I retract that notion. If I were to request something next for this Sagat it would be to produce a SFV version of Sagat separately. Then again I'm satisfied with this Sagat and I still believe this Sagat will be more fun than his yet to be reveal SFV counterpart. Kudos for a great character. You can polish him up for Tag mode if you have the patience.
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: M206 on July 20, 2018, 07:52:57 am
ok, i finally managed how to obtain the show key input feature.

i'm going to prepare a video with all the moves/combos instead of the readme files (of course i'll wait for your feedbacks about this). ;) ;)

I bet its such a long list of moves. Before I wanted you to wait for SFV Sagat before doing anything else, but I retract that notion. If I were to request something next for this Sagat it would be to produce a SFV version of Sagat separately. Then again I'm satisfied with this Sagat and I still believe this Sagat will be more fun than his yet to be reveal SFV counterpart. Kudos for a great character. You can polish him up for Tag mode if you have the patience.

yes. I fear most of you will argue that he'll have too much moves to remember/perform (sometimes i forgot some of them too).. i'll wait for your feedback.

About SFV sagat i fully agree with you, maybe i'll try to do an alternate quite accurate sfv version and delete the unused moves/combo/supers. ;) ;)
Title: Re: M206 Project Thread: Pag.7 lev.3 supers improvements/fixes
Post by: M206 on August 02, 2018, 12:30:39 pm
sf4 omega tiger raid

(http://i.imgur.com/dMZ3iRN.gif) (https://imgur.com/dMZ3iRN)

(http://i.imgur.com/7P5DIjM.gif) (https://imgur.com/7P5DIjM)
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: KofHero77 on August 02, 2018, 08:14:37 pm
Good job, is it me or the two first kicks are a little bit fast ?
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: M206 on August 03, 2018, 06:22:57 pm
thanks. maybe it's the gif, i dont know.

in action:



reference:



0.34 and 0.51
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: M206 on August 06, 2018, 08:44:09 am
Finally SFV SAGAT has become true!!



the moveset showed in the trailer seem quite standard, i think i've already done all the showed moves included in my sagat. Maybe in the future i'll try to release a sfv accurate version. ;) ;)

only some effects are missing.. oh and the big tiger during the first intro.. :D :D
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: Trololo on August 06, 2018, 08:59:34 am
Well, my congratulations. While he indeed is not Tekken-styled in the game, he is in his V-Trigger 2 really reminded me of what were you trying to create.
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: M206 on August 06, 2018, 09:18:50 am
Well, my congratulations. While he indeed is not Tekken-styled in the game, he is in his V-Trigger 2 really reminded me of what were you trying to create.

thanks my friend!! ;) ;) what do you think about omega mode tiger raid / tiger claws??
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: Trololo on August 06, 2018, 10:33:29 am
Well, MK version of Tiger Claw feels slightly off in his 2 hits. Does he not have a more classic kneeling kick animation so, like in his HK version, the first kick went for a knee while second kick for an unfolded leg?
And man, you did a neat job on Tiger Raid... Bug GDI it's strange, even original version!
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: M206 on August 06, 2018, 11:21:21 am
i fully agree with you about the mk version. but i wanted to stay as more accurate as possible.. if you check 0.42 of the video you'll see what i mean..

about tiger raid, thanks! but what do you mean with GDI??  :???:
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: Trololo on August 06, 2018, 11:51:49 am
That's my own abbreviation for "God Damn It".
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: M206 on August 06, 2018, 12:28:16 pm
That's my own abbreviation for "God Damn It".

ah ok. :D :D

anyway it's very simple to make it more similar to HK version where the first hit is the knee.. uhmm.. :)
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: ReduxMercenaryT on August 07, 2018, 06:37:06 am
M206 I just saw Sagat's trials in SFV and he has some unique poses but that's about it. Your Sagat is far more ambitious and unique from the move list alone. I even think the Muay Thai fighter in the Shaolin vs Wutang game is more interesting than SFV Sagat.
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: M206 on August 07, 2018, 08:32:41 am
thanks.. sincerely i agree with you, having seen only the trailer, honestly i was expecting some more muai thai moves instead of tiger shot tiger shot tiger shot.. :( :(

maybe when i'll be able to test him more in depth i could change my mind.. ;) ;)

Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: Trololo on August 07, 2018, 08:52:48 am
BTW, while you're here: any plans for making SF5-like stance for Sagat?
(https://game.capcom.com/cfn/sfv/as/character/costume/sgt/ngc/001.png?h=ec7eb38b944247fdcdbcd86b9984e926)
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: M206 on August 07, 2018, 09:03:32 am
uhm, it could be interesting, but it seems quite hard to edit.. maybe i'll could give it a try. ;) ;)
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: AlexSin on August 07, 2018, 11:02:37 am
How many stance does he need? Doesn't the SFV one look close to his other stances you have? Why need another one?
Title: Re: M206 Project Thread: Pag.7 Sagat USF4 OMEGA MODE Tiger Raid
Post by: M206 on August 07, 2018, 11:53:31 am
here you are a fast SFV test:

(http://i.imgur.com/qUzHnEw.gif) (https://imgur.com/qUzHnEw)

standard one:

(http://i.imgur.com/AMnHnyY.gif) (https://imgur.com/AMnHnyY)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: Trololo on August 07, 2018, 12:20:54 pm
You've got the motion in the wrong way.
(https://i.imgur.com/Z9KrJRY.png)
It can be barely seen since Sagat is mostly moving here, but you can catch his standing animation for a couple of moments. (https://www.youtube.com/watch?v=3vb_LXavPtY)
But yeah, maybe you got the motion in the wrong way, but again, those are some really good sprites! Good job!
P.S.: expect a lil' present soon.
;==============================================
A present: SF5 (For SF2 Costume) palettes. All are PNG and situated in respective order:
(https://i.imgur.com/p7H6TwQ.png)(https://i.imgur.com/Lwv0reS.png)(https://i.imgur.com/mNpj1wm.png)(https://i.imgur.com/ULNpsCE.png)(https://i.imgur.com/pq2Sb65.png)(https://i.imgur.com/ZgDk860.png)(https://i.imgur.com/qA0OwGV.png)(https://i.imgur.com/hkErZIu.png)(https://i.imgur.com/euPLSVG.png)(https://i.imgur.com/nzB0kuG.png)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: M206 on August 07, 2018, 02:00:41 pm
great!! many thanks!! i didn't notice you posted them here too, i've replied to you in divinewips too.. :D :D :D
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: M206 on August 07, 2018, 03:30:41 pm
here you are a small improved version with your palettes and some showcase:

Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: Trololo on August 07, 2018, 03:37:19 pm
Neat video, man. But yeah, still looking forward to right motion for that stance. xD
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: M206 on August 07, 2018, 03:49:32 pm
ok, if you find some videos where sagat is not moving for some seconds let me know so i can try to better understand. ;) ;)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: Trololo on August 07, 2018, 04:17:51 pm
ok, if you find some videos where sagat is not moving for some seconds let me know so i can try to better understand. ;) ;)

Well, technically he does a full loop at 3:35 of the video I send to you in that message with palettes. Yeah, might be not much, but enough.
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: M206 on August 07, 2018, 04:23:58 pm
Great, thanks. ;) ;)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: KofHero77 on August 07, 2018, 08:26:00 pm
Awsome job M206,so are you planning to make him compatible with add004? (I don't use it anymore just asking)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: M206 on August 07, 2018, 11:46:06 pm
thanks! :) :) Uhm, about add004 i think i'll use it only to show the combos (instead of the readme file).. ;) ;)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: M206 on August 09, 2018, 09:21:09 am
sfv stance v2:

(http://i.imgur.com/KMP5uHY.gif) (https://imgur.com/KMP5uHY)

Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: BahamianKing Gaming on August 09, 2018, 03:40:13 pm
ain't look bad at all!
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: Trololo on August 09, 2018, 04:11:13 pm
Yes, it looks nice, pal. But my suggestion still stands: while Sagat is supposed to "angle" himself backward and forward at the same degree, your animation seems to make Sagat to "angle" himself backward much more, while he barely moves forward. Besides, his loop is supposed to start in the middle while in your animation it again starts from a backward position. But it's a good job anyway, if you won't handle it better- you can leave it like that.
Title: Re: M206 Project Thread: Pag.8 Sagat SFV Stance Test
Post by: M206 on August 11, 2018, 01:38:20 am
thanks.. i've tried to improve it a little bit:

(http://i.imgur.com/nxxjTTr.gif) (https://imgur.com/nxxjTTr)

new SFV light stop kick:

(http://i.imgur.com/eGeVOla.gif) (https://imgur.com/eGeVOla)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV light stop kick
Post by: Trololo on August 11, 2018, 02:51:29 am
Damn, that kick is PERFECT!
And you almost got the stance. Now the only things left are hands. No real problem with them, but it would be better if his hands would have lower downpoints at his Forward-Angled moments. Somewhere like hands on his Backward-Angled moments.
And man, sorry for pushing you like that about that stance. I know, I'm looking bad. xD
Title: Re: M206 Project Thread: Pag.8 Sagat SFV light stop kick
Post by: ReduxMercenaryT on August 11, 2018, 05:09:56 am
M206 I'm thinking his fist should be open on that stance but it's your call. SFV Sagat has a new charging flame kick that he holds and releases if you want to add that one in somehow.
Title: Re: M206 Project Thread: Pag.8 Sagat SFV light stop kick
Post by: Trololo on August 11, 2018, 08:41:19 am
M206 I'm thinking his fist should be open on that stance but it's your call. SFV Sagat has a new charging flame kick that he holds and releases if you want to add that one in somehow.

He already has a similar kick, even though without Tiger Spike in mind since it was made for a long time ago. P.S.: DAMN THAT 1-TICK BUG!
(https://i.imgur.com/fQHF8dt.gif)
The only difference here is in charge sprite, even then I found a similar sprite either, good legs and needed to edit body...
(https://i.imgur.com/yDEvMEw.png)
Hell, he already has good amount animations to create a more-or-less close to SF5 Sagat, the differences are small enough. And he have left-handed Tiger Uppercut for EX Version, and Second Knee for EX Tiger Crash, and Downing Jab, and Right-Handed Hooky Elbow, and more classic Clinch for throws. He doesn't have EVERYTHING, but he has a lot.
;==================================
Edit: here, pal. I decided to SLIGHTLY pimp your animation for myself. Slightly repositioned his left hand between frames and added one extra frame for his forward-down point. It could still use fixing, but I hope that's the material to work with. Another problem here is that I'm not the huge spriter and animator around, so I made that down-pointing choppy, an extra frame between the last of yours and mine to make it more fluid would be just perfect.
(https://i.imgur.com/I2J9HZ1.gif)
(https://i.imgur.com/M6VNdNF.png)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV light stop kick
Post by: ReduxMercenaryT on August 11, 2018, 09:15:04 pm
(https://i.imgur.com/I2J9HZ1.gif)
(https://i.imgur.com/M6VNdNF.png)

Awesome I like it Trololo. He looks like he's ready to kick some azz. I figured he already had that mid roundhouse kick. It's just the way SFV executes it makes it something special. 
Title: Re: M206 Project Thread: Pag.8 Sagat SFV light stop kick
Post by: M206 on August 13, 2018, 01:14:16 am
thanks pals. ;)

about the stop kick i've improved it a little:

(http://i.imgur.com/7R8P4Xv.gif) (https://imgur.com/7R8P4Xv)

about the stance, i've tried to merge your improvements with mine:

(http://i.imgur.com/R2ANE8j.gif) (https://imgur.com/R2ANE8j)

and about the sfv moveset, my actual version of sagat has 99% of the SFV moves i've seen so far, i think it'll be quite easy to prepare the sfv lev 3 super too: slash knee-mid kick mid kick-hook(??)-rising elbow-ex tiger uppercut. ;)
Title: Re: M206 Project Thread: Pag.8 Sagat SFV light stop kick
Post by: Trololo on August 13, 2018, 03:39:40 am
and about the sfv moveset, my actual version of sagat has 99% of the SFV moves i've seen so far, i think it'll be quite easy to prepare the sfv lev 3 super too: slash knee-mid kick mid kick-hook(??)-rising elbow-ex tiger uppercut. ;)

Can't say about that though, bro.
You see, DrewTony'Z from YouTube didn't make his "Move List" video for Sagat yet, and all others are much more trying to introduce combos instead of the simple demonstration of his Normal Attacks, so we can't verify that yet. For example, I DO remember Sagat having something like Hard Elbow (Like I used for my Adon), but it goes deeper by movement, and you don't have such animation. But I can't remember where did I see that move and did I see it in SF5 video at all. xD
So, yeah. It's better to wait for proper moves showcase for us to see, what you DO have, and what you don't.
Title: Re: M206 Project Thread: Pag.8 Sagat SFV light stop kick
Post by: warecus on August 13, 2018, 11:36:15 am
I think you are talking about one of his unique attacks which is forward and fierce punch

@M206

nice step kick but his right leg seems to stiff and his foot would pivot a little more