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Mike Haggars BIG update (Read 20718 times)

Started by RΣDDBRIПK, July 20, 2018, 02:32:08 am
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Re: Mike Haggars BIG update
#21  July 26, 2018, 09:44:50 am
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Perfection!   :sugoi:
Re: Mike Haggars BIG update
#22  July 26, 2018, 10:06:15 am
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Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"

lui

Re: Mike Haggars BIG update
#23  July 26, 2018, 12:30:35 pm
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hell yeah, love the little eye thing from his umvc3 level 3

you'll add it on to his level 3 too right? :D
Re: Mike Haggars BIG update
#24  July 26, 2018, 01:55:14 pm
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I think you add the eye twinkle it should last longer on the pause with the twinkle then go into the combo
Re: Mike Haggars BIG update
#25  July 27, 2018, 01:40:19 am
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Was playing some Final Fight 3 and came up with some planned changes.

-The headbutt throw will be replaced with his throw from FF3
-His level 3 super will be redone to be a mix of FF3+UMvC3
-adding his clothesline punch from FF3
-adding an x velset to EX piledriver so that he can move during it. just like in FF3

hell yeah, love the little eye thing from his umvc3 level 3

you'll add it on to his level 3 too right? :D
Yes he will definitely have the twinkle effect for his level 3!
Penguinz0 said:
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Last Edit: July 27, 2018, 01:46:54 am by ReddBrink
Re: Mike Haggars BIG update
#26  July 27, 2018, 08:27:00 am
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Another Intro. This also works with Guy.

I had to resize the oil drum as haggar was a bit too tall to hit it.
Any thoughts?
Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"

lui

Re: Mike Haggars BIG update
#27  July 27, 2018, 08:31:51 am
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add more barrells.

1 seems a bit tiny
Re: Mike Haggars BIG update
#28  July 27, 2018, 08:32:21 am
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Maybe you could add more barrels that he breaks? Sort of like the beginning of Stage 1 from Final Fight 1.
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Re: Mike Haggars BIG update
#29  July 27, 2018, 08:42:12 am
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Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Re: Mike Haggars BIG update
#30  July 28, 2018, 10:09:53 am
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Another Update to Rapid Fire Fist

Almost got the MVC3 accuracy down.
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Re: Mike Haggars BIG update
#31  July 29, 2018, 10:43:16 am
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More barrels you say? how bout a little extra! Final Fight 1 Intro!

Oil Drum Placement is weird i know. Usually it depends on the stage you are using. looking for an alternative method of drum placement while keeping the arcade feel of Final fight.
Any Thoughts?
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Re: Mike Haggars BIG update
#32  July 29, 2018, 11:19:08 am
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Try using the Final Fight bad guys (Simon, Jake, J, Axl, etc) make them sit down or chilling like how they are in the 1st Stage of FF1 and Haggar should just walk and lariat all of them lol
Re: Mike Haggars BIG update
#33  July 29, 2018, 12:32:47 pm
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Try using the Final Fight bad guys (Simon, Jake, J, Axl, etc) make them sit down or chilling like how they are in the 1st Stage of FF1 and Haggar should just walk and lariat all of them lol
Already have a mad gear intro planned for haggar. when he is up against certain mad gear characters(Rolento, Poison, Sodom, etc.) he throws a mad gear Goon from off screen into the battle, Defeating the goon in the process. Then the classic FF1 "GO!" Symbol appears, haggar runs in to the frame and takes his spot ready to Kick some mad gear ass and save jessica!

The mad gear bonus character has some goons. should i use them and are the more available? All i need are the falling and lie down sprites of the goons
Example in the spoiler below
Jake, Dug, Bred & Simmons
Spoiler, click to toggle visibilty


Penguinz0 said:
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Re: Mike Haggars BIG update
#34  July 29, 2018, 12:40:52 pm
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Oil Drum Placement is weird i know. Usually it depends on the stage you are using. looking for an alternative method of drum placement while keeping the arcade feel of Final fight.
Any Thoughts?

I'd say either bring them all the barrels down more, or use Guy and Cody's intros as a guideline on how the barrel's are placed.
Re: Mike Haggars BIG update
#35  July 29, 2018, 11:25:10 pm
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Penguinz0 said:
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Re: Mike Haggars BIG update
#36  July 30, 2018, 08:28:59 am
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Rapid fire fist is done!

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Re: Mike Haggars BIG update
#37  August 02, 2018, 06:05:54 am
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Went ahead and redid both throws

Still gotta finish adding the rest of the sounds and they will be good.
Next video will show progress of the intro vs Mad Gear characters.

And now some questions. How do i go about adding a ground bounce to a certain attack? Looking to add it to the air pipe.
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Re: Mike Haggars BIG update
#38  August 02, 2018, 07:00:20 am
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I'll assume your talking about the non-OTG ground bounce.

ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

You can ask me again if you were wanting the OTG version. (The one commonly seen in EX moves to continue combos)
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Last Edit: August 02, 2018, 07:18:48 am by Cruz
Re: Mike Haggars BIG update
#39  August 02, 2018, 08:03:10 am
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I'll assume your talking about the non-OTG ground bounce.

ex: A special move with the StateNo 1500 (Change the Statedef # to your liking)
Spoiler, click to toggle visibilty

You can ask me again if you were wanting the OTG version. (The one commonly seen in EX moves to continue combos)
It worked. 1 more thing, how do i get this to work when the opponent is in the air? it works when the opponent is standing on the ground but not when he jumps in the air.

And yes i was listening to CPS2 haggar theme by Wizzy. Didn't think Bandicam was gonna record that lol
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Re: Mike Haggars BIG update
#40  August 02, 2018, 08:08:27 am
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The non-OTG variant doesn't work on opponents in the air.

The OTG version does work in the air but I feel that giving the move OTG properties might be much for a command normal
Current Project: ????? ???
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Last Edit: August 02, 2018, 08:43:35 am by Cruz