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SF4 Golden Seth by Werewood (no more updates) (Read 64021 times)

Started by Werewood, September 21, 2010, 10:35:20 pm
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SF4 Golden Seth by Werewood (no more updates)
New #1  September 21, 2010, 10:35:20 pm
  • ****
  • Trying now to act normal
    • https://onedrive.live.com/?id=7DB65F02B0BBD12E!105&cid=7DB65F02B0BBD12E
Happy Mid-Autumn Festival!
Wish everybody has a great union/re-union time!

SF4 Seth by werewood




Download LINK:  http://page.freett.com/werewood/mugen.html


******* for best result, please set your MUGEN1.0 and/or winmugen to 640x480 *******


version 1.7:
- bug fixes
  a) disabled the bug in winmugen that Seth was able to jump over a down P2 (Cybaster)
  b) fixed the close standing strong punch weirdness (Cybaster)
- updates:
  a) compatible with SF IV Juri Han and SF IV Omni
     
     
  b) separate sf4seth_movelist.txt file added to the download archive (Cybaster)

version 1.6:
- bug fixes
  a) fixed an A.I. bug where Seth starts crouching rapidly on the spot (8Bit Tomba)
- updates
  a) new sprites for the Spinning Piledriver puching part
 
 
- improvements
  a) 360-degree command for Spinning Piledriver made easier by Violin Ken (Violin Ken)
  b) Seth will not get dizzy too quick now (Violin Ken)
  c) Spinning Piledriver now cannot be used when P2 is getting hit by Violin Ken (Violin Ken)
  d) Sonic Boom now is very hard to juggle P2 to death (Cybaster)
  e) all hit/guard spark positions are now relative to P2 (Cybaster & Violin Ken)
  f) strong Tanden Stream, like light and medium verions, now has got a limiter (Cybaster)
  g) Seth has zero friction upon landing from a jump now (Cybaster)

version 1.5:
- bug fixes
  a) fixed some A.I. bugs
  b) no more "seth looping animation again during focus attack counter" (Violin Ken)
  c) human and A.I. now cannot do Yoga Teleport in air (but it will be back in the custom version 2)
- updates
  a) used existing FX black clouds/waves and wind effects (anim 10001) that follow sonic boom
  b) used Violin Ken's edited sprites for the Spinning Piledriver spinning part (Violin Ken)
     
  c) Used neutral jump sprites for the jumping back anim after the pile driver; re-coded by Violin Ken (Violin Ken)
  d) applied chaoticdarkness' Seth data sheet for all damages and power gain values (chaoticdarkness)
  e) added 2 more ACTs by Violin Ken (Violin Ken)
     
  f) Japanese SND pack updated by Violin Ken (Violin Ken)
     http://big.freett.com/werewood/SF4Seth_v1.5_MUGEN1.0_Jap_SND_2010-11-18.zip
     http://big.freett.com/werewood/SF4Seth_v1.5_winmugen_Jap_SND_2010-11-18.zip
     * copy and paste the links to your web browser address field.......
- improvements
  a) improved the timings of Seth's normal attack voices (Violin Ken)
  b) changed NotHitBy control to have Seth invincible for the whole Ultra move (Violin Ken)
  c) when P2 blocks Seth's Ultra, the whole screen shall not shift anymore (Violin Ken)
  d) applied Violin Ken's Shoryuken and Hyaku code changes (Violin Ken)

Version 1.4:
- bug fixes
  a) 3xPunch backward Yoga Teleport now sends Seth to half of the screen (Violin Ken)
  b) 3xKick backward Yoga Teleport now sends Seth to back of the screen (Violin Ken)
- updates
  a) Japanese SND file updated (Violin Ken)
     http://big.freett.com/werewood/SF4Seth_v1.4_MUGEN1.0_Jap_SND_2010-10-19.zip
     http://big.freett.com/werewood/SF4Seth_v1.4_winmugen_Jap_SND_2010-10-19.zip
     * copy and paste the links to a new web browser window....
  b) Sonic Boom sprites re-ripped
  c) Hyakuretsukyaku 2nd part added more frames for Seth (Violin Ken)
  d) 3 new palettes made by Violin Ken (Violin Ken):
     - palno 2 (button b) blue color
     - palno 3 (button c) purple color
     - palno 4 (button x) default silver-blue color
     
- improvements
  a) attack and hit sounds made consistent (Violin Ken)
  b) Shoryuken, Hyakuretsukyaku, Yosokyaku, Tenmakujinkyaku animations, timings, velocities greatly adjusted by Violin Ken (Violin Ken)

Version 1.3:
- bug fixes
  a) Hyakuretsukyaku now forces P2 to face Seth (Violin Ken)
- updates
  a) all 7 Personal Actions are in now!
  b) added more frames to:
     - some jumping normal attacks (Violin Ken)
     - walking animations (Violin Ken)
     - neutral, forward, and backward jumps (Violin Ken)
     - 1st Yosokyaku (Violin Ken)
     - most get-hit animations (Violin Ken)
       * Seth's opponent's HitDefs must have ground.hittime long enough for full animations
     - jump landing animation (Violin Ken)
  c) replaced KFM attack and hit sounds by SF4 sounds (Violin Ken)
  d) Japanese SND file as an option (Violin Ken)
     http://big.freett.com/werewood/SF4Seth_v1.3_MUGEN1.0_Jap_SND_2010-10-17.zip
     http://big.freett.com/werewood/SF4Seth_v1.3_winmugen_Jap_SND_2010-10-17.zip
     * copy and paste the links to a new web browser window....
- improvements
  a) no more 15-hit with crouching light punch/kick (Cheapohater)
  b) Seth now won't get dizzy right after getting hit by Hard Hyaku (Violin Ken)
  d) Shoryuken animations, timings, velocities further adjusted (Violin Ken)
  e) Sonic Boom speeds and hit pause times decreased (Violin Ken)
  f) Spinning Piledriver 360-degree commands added (Violin Ken)
  g) no more infinite Light Shoryuken (Violin Ken/6ixx)
  h) negative edge added to commands (Violin Ken)
  i) no more infinite standing close strong punch in the corner (CyFagster)
  j) Yosokyaku animations, timings, velocities further adjusted (Violin Ken)
  k) Tenmakujinkyaku can be used only when Seth is jumping forward (Violin Ken)
  l) standing strong punch (long arm attack) now has faster start-up animation (Violin Ken)

Version 1.2:
- All SF4 PC Challenge Mode Trials Combos are in (Violin Ken):
  Normal #1:  http://www.youtube.com/watch?v=IzS8WsAvjNQ
  Normal #2:  http://www.youtube.com/watch?v=D9NWAUsSmRU
  Normal #3:  http://www.youtube.com/watch?v=cvuBDahiVvs
  Normal #4:  http://www.youtube.com/watch?v=BI-Tp9H1Ioc
  Normal #5:  http://www.youtube.com/watch?v=1jYLAoba4Ok
  Normal #6:  http://www.youtube.com/watch?v=mdhbCl_pl0k
  Normal #7:  http://www.youtube.com/watch?v=hF91a5zhjTw
  Normal #8:  http://www.youtube.com/watch?v=whtGz3Zc9V8
  Normal #9:  http://www.youtube.com/watch?v=hTQM-1lu_kY
  Normal #10:  http://www.youtube.com/watch?v=XPSNWuP2tlA
  Normal #11:  http://www.youtube.com/watch?v=FkHKmdZJrAc
  Hard #1:  http://www.youtube.com/watch?v=lLBXtiNrnvo
  Hard #2:  http://www.youtube.com/watch?v=ivInnrvoGkE
  Hard #3:  http://www.youtube.com/watch?v=H-qs1NUivB8
  Hard #4:  http://www.youtube.com/watch?v=1OU5CVuE4BM
  Hard #5:  http://www.youtube.com/watch?v=almUeUab4MA
  Combos (without power) from YouTube #1:  http://www.youtube.com/watch?v=pK4a9R1oXkM
  Combos (without power) from YouTube #2:  http://www.youtube.com/watch?v=K9TPhe3pYBo
  Combos (without power) from YouTube #3:  http://www.youtube.com/watch?v=DqiXFmD1CCg
  Combos (without power) from YouTube #4:  http://www.youtube.com/watch?v=sZwfGx2PUdA
  Combos (without power) from YouTube #5:  http://www.youtube.com/watch?v=JQYeud-JixY
  Combos (without power) from YouTube #6:  http://www.youtube.com/watch?v=BJ69-DdCC9s
  Werewood's favorite combo:  http://www.youtube.com/watch?v=Zao9xXGJK8U
- bug fixes
  a) Tanden Stream will not start/continue when Seth is getting hit (ecthelionv2)
  b) A.I. shall not be stuck in Shoryuken when Shoryuken has no move contact with P2 (chaoticdarkness)
  c) Focus Attacks Cancel now sends P2 to crumple state
- updates
  a) Seth now will have 0 x velocity when his Shoryuken movehit/movecontact P2 in air (Violin Ken)
  b) Spinning Piledriver now has longer animation and a bit more compact (Violin Ken)
  c) Tenmakujinkyaku cannot be used when Seth is jumping backward (Violin Ken)
  d) Forward jumping medium punch now hits P2 two times (Violin Ken)
  e) Crouching strong punch now will not send P2 that high and far (Violin Ken)
  f) Hyakuretsukyaku travel distances adjusted (Violin Ken)
    Light version can be chained from Light normal attacks only (TempesT)
    Medium version can be chained from Medium & Strong normal attacks only (TempesT)
    Strong version can be chained from Strong normal attacks only (TempesT)
    EX version can be chained from Light & Medium & Strong normal attacks
  g) Wall Jump now has constant x velocity but the initial x velocity needed to be increased (Violin Ken)
  h) Shoryuken follow-ups now should be easier to perform (Violin Ken)
  i) Yosokyaku should not bounce off that high now (Violin Ken)
  j) Throw-Cancel between Seth and P2 added!
     
  k) Seth's normal jumps are now faster!
  l) all 11 Victory Quotes are in now!  (MUGEN 1.0)
- improvements
  a) A.I. revamped!
  b) damage further adjustment (ecthelionv2):
     Human Player   CPU A.I.
     [Data]      [Data]
     attack = 60      attack = 100
     defence = 70      defence = 70
  c) Ultra bar gain further adjustment (chaoticdarkness):
     Human Player   CPU A.I.
     normal setting   normal setting cut by a quarter

Version 1.1:
- bug fixes
  a) P2 now can properly block/guard Tanden Engine, Tanden Storm, & Tanden Stream
     (TempesT/Cowboy-pool/ecthelionv2/Insanius)
  b) there isn't giant Seth clone appearing in winmugen anymore (chaoticdarkness)
  c) Sonic Boom can now hit crouching P2 (TempesT)
  d) Sonic Boom can now be destroyed/nullified (ecthelionv2)
  e) Seth doesn't look like he's floating when he gets KOed in some stages (ecthelionv2)
- updates
  a) Wall jump no more returns Seth to his normal jump arc (TempesT/aznperson569M)
  b) standing and crouching animations now have enough frames (Insanius/Varuvatoze/ecthelionv2)
  c) three combos suggested by Violin Ken are available now (Violin Ken)
  d) Tanden Stream "P2 being sucked in" now has new animation (ecthelionv2)
  e) P2 now can easily punish Seth right after blocking/guarding Seth's close crouching strong
     punch, close standing strong kick, close Sonic Boom, & Hyakuretsukyaku
  f) Ultra & Power bars now moved to lower location (chaoticdarkness)
  g) all jumping normal attacks now have move retraction time (aznperson569M)
  h) Focus Attacks cancellable moves: normal attacks, Sonic Boom, Shoryuken
     * requires and consume 1/4 power bar or 250 power
- improvements
  a) standing, crouching, walking clsn2 boxes improved (TempesT)
  b) Shoryuken timing and velocities improved (Insanius/Violin Ken)
  c) A.I. improved:  more versatile, using Violin Ken's suggested combos, no more "six Shoryukens
     in a row" (Cowboy-pool)
  d) damage adjustment (Insanius/Cowboy-pool/ecthelionv2/aznperson569M):
     Human Player   CPU A.I.
     [Data]      [Data]
     attack = 80      attack = 100
     defence = 80      defence = 100
  e) Ultra bar gain adjustment (aznperson569M):
     Human Player   CPU A.I.
     normal setting   normal setting cut by half
  f) Sonic Boom cannot be cancelled into Jab anymore (Insanius/aznperson569M)

Version 1.0:
- Personal Actions (only the 1st one is available for now)
  Press z+c
- Focus Attacks
  Press or Hold y+b
- Genocide Shot
  Get close to P2, Neutral/Hold Forward, x+a
- Death Throw
  Get close to P2, Hold Backward, x+a
- Yosokyaku
  While jumping, Down, b (up to three times)
- Tenmakujinkyaku
  While jumping, Down, c
- Wall Jump
- Sonic Boom
  D, DF, F, x/y/z
  EX version (power >= 250):  D, DF, F, xy/yz/xz & two sonic booms are thrown
- Shoryuken
  F, D, DF, x/y/z (up to three times)
  EX version (power >= 250):  F, D, DF, xy/yz/xz (up to three times) & the last
  Shoryuken gives multiple hits
- Hyakuretsukyaku
  D, DB, B, a/b/c
  EX version (power >= 250):  D, DB, B, ab/bc/ac & during startup Seth is invincible
- Tanden Engine
  D, DB, B, x/y/z
  EX version (power >= 250):  D, DB, B, xy/yz/xz & unblockable/unguardable yet
  the "suction distance" is quite shot
- Spinning Piledriver
  Get close to P2, F, D, B, U, or B, D, F, U, or F, B, D, F, or B, F, D, B, x/y/z
  EX version (power >= 250):  Get close to P2, F, D, B, U, or B, D, F, U,or F, B, D, F,
  or B, F, D, B, xy/yz/xz & gives more damages
- Yoga Teleport
  F, D, FD, x+y+z or B, D, BD, x+y+z or F, D, FD, a+b+c or B, D, BD, a+b+c
  No EX version & teleport distance varies by different input commands
- Tanden Storm
  D, DF, F, D, DF, F, x/y/z
  Requires and consumes power >= 1000
- Tanden Stream
  D, DF, F, D, DF, F, x+y+z
  Ultra Bar has been filled up at least half
- Victory Big Portrait (MUGEN 1.0)
- 7 Victory Quotes (MUGEN 1.0)
- A.I.

Version 1.x To-Do:
- bug fixes
- updates
- improvements
- .........???

Version 2.0 To-Do:
- Background stage
- Move Swaps from M.Bison (not the boxer), Akuma, & Gouken
  1. After Seth lands Tanden Stream successfully on M.Bison (by POTS/Warusaki3), Seth will learn
    M.Bison's Psycho Crusher
     
  2. After Seth lands Tanden Stream successfully on Akuma (by POTS/Warusaki3), Seth will learn
    Akuma's Zanku Hadouken (in air)
     
  3. After Seth lands Tanden Stream successfully on Gouken (by alexus/blood riot iori), Seth will learn
    Gouken's Kongoshin
     

Reference:
- Street Fighter IV Move List and Tech Guide at GameFAQs (From: ShadowsDieAway & Mike Merin)
  http://www.gamefaqs.com/pc/943713-street-fighter-iv/faqs/55743
- Street Fighter 4 Seth Combo Exhibition Video - Preview nr 2 (By: MoniraKing92)
  http://www.youtube.com/watch?v=0luezu2xt5k

Big Thanks To:
- Rolento, for making and releasing his very useful SF IV Kung Fu Man
- Alchemist, for his Open-source SF IV hitspark rips
- Chosis, for ripping and releasing SF4 sounds & voices
- Violin Ken, for helping fix some animations, timings, and velocities
- Violin Ken, for making 3 more palettes
- POTS and Ryou Win, for their awesome vacuum codes
- Elecbyte, for making a dream fighting game engine MUGEN

*********************************************************************
Obviously Seth's Spinning Piledriver and Tanden Stream are using
some alternatives, as these two moves are not quite possible in MUGEN

I suck at making palettes!  Make more yourself!
I just love Seth in gold color.........
**********************************************************************

Download LINK:  http://page.freett.com/werewood/mugen.html


******* for best result, please set your MUGEN1.0 and/or winmugen to 640x480 *******
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: September 28, 2011, 07:07:55 pm by Werewood
Re: Golden Seth by Werewood
#2  September 21, 2010, 10:41:41 pm
  • *****
  • The Mugen Philosopher!
    • Canada
    • www.freewebs.com/realreaper3
Sprites look really friggin bad.
Welcome to the House of Fighting.
Re: Golden Seth by Werewood
#3  September 21, 2010, 10:44:27 pm
  • ***
  • *ahem*...Gentlemen
    • www.samouczek.com
Re: Golden Seth by Werewood
#4  September 21, 2010, 11:32:06 pm
  • ******
  • チョンリサ
    • Canada
- Super is completely unblockable.
- Wall jump has no use as most attacks return him to his normal jump arc (headstomps actually make him fully stop)
- CLSNs are really bad. Just look at his standing animation.
- The move stealing is.. kind of cool I guess :\
- Projectiles should be able to hit a crouching opponent unless they're smaller than normal (sonic boom doesn't hit crouching pots' Ryu)

I'm not gonna comment on source accuracy because pretty much nothing in this character is source accurate (which makes it really bad imo) so whatever, carry on.
you can't mixup a blind man, and you can't out think a brick ~skisonic
Street fighting is all about analysis, prediction, and reaction. That's it.

Re: Golden Seth by Werewood
#5  September 21, 2010, 11:48:02 pm
  • ******
  • Just a butcher on a mission
    • www.justnopoint.com/lbends
Seth NEEDS a damage dampener.  It is very easy to 100% using two bars as such:

jHP > close HK (2 hits) > qcf+LP > LP > qcf+LP > LP > qcf+LP > LP > qcf+HP > FADC > LP > qcf+LP > LP > qcf+LP > LP > qcf+HP > FADC > close HP > qcf+LP > HK > qcf+LP > LP > qcf+LP
Re: Golden Seth by Werewood
#6  September 22, 2010, 12:44:35 am
  • ***
  • Add-on Pro :P
    • Mexico
awesome! :D
But Seth isn't in the iPhone SF4 :???: In the update?

TempesT said:
I just got back from having really hot and raw sex with sal and seph, oh my gosh they violated my body many times, IT WAS GREAT!!!!! They have many big dick and used to have sex with my sex holes! Also my armpits are strictly OFF LIMITS especially to foreign weiners.
>:)
[/center]
Re: Golden Seth by Werewood
#7  September 22, 2010, 01:40:41 am
  • ****
  • Best supporting character in history of anime.
    • USA
    • www.youtube.com/user/aznperson569M
- The move stealing is.. kind of cool I guess :\

Seth's moveset in SFIV was composed of other characters in that game, like Guile's Sonic Boom, and Gief's Piledriver.

As for the character itself... it's cool to see a Seth for mugen, but the sprites do look horrible.

uguu
Re: Golden Seth by Werewood
#8  September 22, 2010, 02:56:55 am
  • ***
  • Support me @ ko-fi.com/violinken
    • youtube.com/c/ViolinKen
I think the sprites look pretty good actually for being ripped from SFIV and ported to mugen.  The gameplay... that's another story, but well.. maybe I'm biased since I'm a Seth player in SFIV. 
Support me @ ko-fi.com/violinken


Re: Golden Seth by Werewood
#9  September 22, 2010, 03:04:48 am
  • **
  • -Insert witty remark here-
OBLIGATORY CHOPPY SPRITES POST
Feedback time:
*note tested on WinMugen ver.*

-Sprite animations are too fast
-Super/ Ultra bar is in reverse on P1side
-Combos do RIDICULOUS damage.
ex: Crouching HP after the 2nd hit repeat and super = near 50 % health gone. (tested on Margret by Juke)
-Whenever he's knocked down a LARGER version of him seems to appear on the stage doing his get up animation before he actually get up.
AI Loves to abuse it's choppy animations to make its own combos ( If you can call them that)
He can shoryuken up to 6 times. (Shoryken x3 -land- Shoryuken x3 =around a quarter health down the drain)
His ultra forces you to block it twice due to it hitting from behind as well
thats all I got so far.
http://www.youtube.com/user/MrEric3000 <----Click it...you know you want to, Mugen and Fandubs...ORLY!?
Re: Golden Seth by Werewood
#10  September 22, 2010, 05:22:05 am
  • ******
  • Just a butcher on a mission
    • www.justnopoint.com/lbends
Shoryuken looks totally unnatural because it doesn't look like gravity is having an effect.
Re: Golden Seth by Werewood
#11  September 22, 2010, 06:10:00 am
  • *****
  • Thanks and God bless
    • USA
    • ricepigeon.neocities.org


Mind explaining why he does that EVERY TIME he gets up?
Re: Golden Seth by Werewood
#12  September 22, 2010, 07:23:42 am
  • ****
  • Loading....Loading.....Error
- Animations are really really choppy.
- Damage dampener required.
- Needs cooldown between his vortex moves.
- Redo the Ultra since you get hit from behind as well.
- Palettes get really bad when he changes color.
- You can't destroy sonic boom.
- Shoryuken needs to be erfed...bad. Takes out 1/4 HP


I made this sig. :ninja:

Props to a friend for my avvie
Last Edit: September 22, 2010, 08:42:02 am by ecthelionv2
Re: Golden Seth by Werewood
#13  September 22, 2010, 09:46:58 am
  • ***
    • France
    • www.mediafire.com/?juk83mj7xabhg
I think the sprites look pretty good actually for being ripped from SFIV and ported to mugen.  The gameplay...

yes  :yes:

@ Werewood : You are the ripper of these sprites ? pc version ? Do you have ability for ripping another chars ? (gouken!)

I like BIG thank you for this SFIV chars ported to mugen

X
Re: Golden Seth by Werewood
#14  September 22, 2010, 11:03:42 am
  • ***
 Well. I like SFIV very much!Thanks your SFIV chars to mugen. I look forward to your another SFIV chars!
Re: Golden Seth by Werewood
#15  September 22, 2010, 12:08:24 pm
  • ****
  • Currently working in 8 bits...
    • Sweden
This character has a lot of potential, not to mention that this being the first SFIV character being made to MUGEN (not counting Gouken) it certainly feels like a neq oportunity for creators...

Ofcourse, like mentioned before, it suffers from it's faults, and with a little editing, and perhaps some help from the others, Seth can be perfected to... perfectionism?

I'll look forward to see other SFIV characters in the future! (El Fuerte)
Re: Golden Seth by Werewood
#16  September 22, 2010, 01:09:15 pm
  • ****
  • Trying now to act normal
    • https://onedrive.live.com/?id=7DB65F02B0BBD12E!105&cid=7DB65F02B0BBD12E
About my SF4 Seth sprites:

- I set SF4 PC to 640x480 then took screenshots of Seth and clean each sprite by hand
- resulting sprite:

166x261

47x106
In the Seth CNS, I needed to scale:
[Size]
xscale = 0.5       
yscale = 0.5

And in response to others' comments:

- Super is completely unblockable.
  Maybe it is due to the Pause control that I used for the move startup, but I tried to block Super and Ultra with P2 and it worked...............
- CLSNs are really bad
   How come?  I already followed KFM boxes.............
-   Projectiles should be able to hit a crouching opponent unless they're smaller than normal (sonic boom doesn't hit crouching pots' Ryu)
    I will fix this for Version 1.x
- Seth NEEDS a damage dampener.  It is very easy to 100% using two bars as such:
   I will fix this for Version 1.x
- Sprite animations are too fast
  You know how many frames does a simple attack have for Seth?  I needed to make them fast.........
- Super/ Ultra bar is in reverse on P1side
  But look at my KO screenshot..........both sides look alright.......and this is Rolento's bars......
- Combos do RIDICULOUS damage.
  I will fix this for Version 1.x
- Whenever he's knocked down a LARGER version of him seems to appear on the stage doing his get up animation before he actually get up.
  That may be due to the common2.cns is from MUGEN1.0, I will use winmugen common2.cns for a fix....
- His ultra forces you to block it twice due to it hitting from behind as well
  The 1st hit separates Seth and P2, the 2nd hit does the actual attack, both are Projectiles attacking P2's front, nothing hits P2's back
- Shoryuken looks totally unnatural because it doesn't look like gravity is having an effect.
  I already increased the gravity so that Seth lands fast from Shoryuken
- Palettes get really bad when he changes color.
  I have no solution to this one..............maybe someone with good palette skill can fix that........I already mentioned I suck at making palettes......
- Redo the Ultra since you get hit from behind as well.
  Please read my explanations just above
- You can't destroy sonic boom.
  Really???  What P2 were you using?  Seth's Sonic Boom is just a simple Projectile control.............
- Animations are really really choppy.
  1343 PCX files ripped..............I tried my best to make each animation as detailed as possible.........
  Can you suggest a solution please?
- About A.I., I will improve it for Version 1.x

Thanks for your comments, keep them coming! :D
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster
Last Edit: October 03, 2010, 04:56:22 pm by Werewood
Re: Golden Seth by Werewood
#17  September 22, 2010, 01:51:38 pm
  • ******
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Seth's super can't be blocked unless you were holding back before the super flash, that's why if you go into training mode and set guard mode to auto the AI can't block it.

IMO the animations are great for what they are, it's only the stance that I have issue with.
Re: Golden Seth by Werewood
#18  September 22, 2010, 02:47:46 pm
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man I'm your fan  :)
Re: Golden Seth by Werewood
#19  September 22, 2010, 02:52:17 pm
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So far I checked most other hadoukens of other characters and Seth's Sonic Boom.

Seth's Sonic Boom lacks the blue clsn that makes it destructible. (Maybe its some characters will go and doublecheck with more chars)

As for animations.... Well, the standing is a bit stiff on the animation which is the main gripe. A few are a bit too fast and sometimes look instantaneous (not sure if I remember this in source).

As for the shoryuuken...yeah that can do as much damage as a lvl. 1 super in most cases.

Oh sometimes characters disappear in the ultra. (which is odd and sometimes seizure inducing since they sometimes flicker back and forth)

Oh.... Seth looks like he's floating when he gets KOed in some stages.


I made this sig. :ninja:

Props to a friend for my avvie
Last Edit: September 22, 2010, 03:01:09 pm by ecthelionv2
Re: Golden Seth by Werewood
#20  September 23, 2010, 10:10:26 am
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I think the sprites look pretty good actually for being ripped from SFIV and ported to mugen.  The gameplay... that's another story, but well.. maybe I'm biased since I'm a Seth player in SFIV.

Can you please describe how shall a MUGEN Seth play to get close to the source gameplay???  I am not a Seth player so I want to know about that.
* Pleasing other people is nice, but when creating for Mugen, you're supposed to please yourself first. -- Cybaster