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SF3 Sagat - v1.5 (Read 36992 times)

Started by The Railgunner, July 16, 2009, 05:53:33 pm
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SF3 Sagat - v1.5
#1  July 16, 2009, 05:53:33 pm
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Well, it's been several months since I've actually released anything, and after a hell of a lot of hard work, I think it's about time I release him again. Just about all of his previous bugs are gone, with only an AI and a few aesthetic touches left to do.







And heeeeeeere's Sagat: SF3 Sagat

Go nuts.

EDIT (9/28/09): Sagat is moving to Mugen 1.0! For now, Sagat will be released in two versions until Old Mugen is no longer widely used.
Last Edit: September 28, 2009, 11:45:47 pm by Vegeta 20XX, the 20XX-th Children
Re: SF3 Sagat - v1.5
#2  July 16, 2009, 06:03:57 pm
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Seems good however, looks like a sfa3 Sagat with Sf3 effects and EX moves.
Anyway, I like it!
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: SF3 Sagat - v1.5
#3  July 16, 2009, 06:05:22 pm
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I think that's the idea... well and actual SF3 gameplay haven't tried him yet so I don't know about that.
Re: SF3 Sagat - v1.5
#4  July 16, 2009, 06:24:21 pm
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Re: SF3 Sagat - v1.5
#5  July 16, 2009, 07:29:51 pm
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Seems good however, looks like a sfa3 Sagat with Sf3 effects and EX moves.
Anyway, I like it!

Well, Capcom hasn't made sprites for Sagat in fourteen years, so what other sprites am I going to use?
Re: SF3 Sagat - v1.5
#6  July 16, 2009, 07:33:30 pm
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I Have Downloaded =P.
And good point Vegeta 20XX, Good Character!
Kinda strange but I woke up today and her hand was on my ass cheek
I won't suspect anything though I'll take it she was sleeping and didn't notice
you should have flipped over slowly
Re: SF3 Sagat - v1.5
#7  July 16, 2009, 09:59:51 pm
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Re: SF3 Sagat - v1.5
#8  July 16, 2009, 11:13:08 pm
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very cool men ;P
Re: SF3 Sagat - v1.5
#9  July 17, 2009, 08:11:15 am
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Seems good however, looks like a sfa3 Sagat with Sf3 effects and EX moves.
Anyway, I like it!

Well, Capcom hasn't made sprites for Sagat in fourteen years, so what other sprites am I going to use?

edits?
Considering that a typical SF3 character has about 1000+ sprites, I don't think I have the patience or talent neccessary to do that.

And would it kill anyone to actually give feedback about the gameplay?
Re: SF3 Sagat - v1.5
#10  July 17, 2009, 09:09:26 am
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Considering that this is a non-sf3 to sf3 gameplay, this has potential. However it does lack quite a few things.

- His UOH/Leap Attack should be aimed downwards to hit a crouching opponent. The animation you chose does not work well at all. I'd suggest using the end of the tiger knee since it's similar to a few of the sf3 characters (remy, oro, elena)
- Super Cancels - he has almost none. This is probably the biggest thing that he's missing since there were plenty of cancels in sf3. From what it looks like, all of Sagat's special moves except the tiger kicks and tiger knees should be cancellable due to fairly large recovery time. Also all projectiles should be super cancellable after a few ticks that the projectile is released. Also note that they should be cancellable only when Sagat is on the ground.
- He also needs more normal xx special cancels other than close hp or cr. mp.
- The parry window is way too small.
- SA2 does too much damage
- Moves that go from ground to air to ground, the landings look a bit weird for the light versions of them
- He needs ex-tiger shots.
- Tiger knee animation from start to finish is a bit too fast to sf3 standards
- All projectiles in sf3 should not give meter unless they hit.

He definitely is progressing well though, so just keep at it.
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Re: SF3 Sagat - v1.5
#11  July 17, 2009, 03:57:09 pm
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Well, I don't really know how to code cancels. I have a general idea, but I haven't seen it work yet...

And you're right, Tiger Raid does do too much damage, will fix. And in all honesty, he IS pretty fast for a Mugen character in general, which is pretty bad considering that Sagat is big and slow. I'll take all of your feedback into consideration, and you will have a nice cozy spot in the "thank you" part of the readme.
Re: SF3 Sagat - v1.5
#12  July 18, 2009, 12:31:08 am
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Compare this two. Do you see the problem ?
Re: SF3 Sagat - v1.5
#13  July 18, 2009, 12:34:10 am
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Yeah, the superpause FX are misaligned in Sagat's Ground Tiger Cannon.

And I need new projectile sprites - using Hadouken anims just doesn't cut it.
Re: SF3 Sagat - v1.5
#14  July 18, 2009, 12:43:30 am
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That too, but i was talking about the super meter.
Re: SF3 Sagat - v1.5
#15  July 18, 2009, 12:45:52 am
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Oh, right. Player 2's super meter is off by a pixel. I always thought it was a bug of some sort, I'll have to screw with the CNS and SFF a little more (or the AIR file).
Re: SF3 Sagat - v1.5
#16  July 20, 2009, 10:11:28 am
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Oh, right. Player 2's super meter is off by a pixel. I always thought it was a bug of some sort, I'll have to screw with the CNS and SFF a little more (or the AIR file).
Huh ? I think he's rather talking about the fact that the stand version removes more power ot Sagat than the crouch version (there's still some powerbar in the crouch version, as if it removed only 900 power instead of 1000).

- Tiger Cannon sometimes deals half the damage it should do (especially when the opponent is cornered).
- Why is tiger crush using the tiger uppercut animation (especially when the EX one uses the another one) ???
- Soon an option to use all super arts ?
- Due to the high CLSNs, his leap attack misses many opponents.
- Sagat should rise a bit more in the air during Tiger Kick, and he goes in the ground too much for now. Also, the sprites need some fixing.
- Tiger ?'s red CLSN is too wide, and the movement doesn't look natural (he stops his movement in the air as if he had aero brakes).
Re: SF3 Sagat - v1.5
#17  July 20, 2009, 04:19:28 pm
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Oh, right. Player 2's super meter is off by a pixel. I always thought it was a bug of some sort, I'll have to screw with the CNS and SFF a little more (or the AIR file).
Huh ? I think he's rather talking about the fact that the stand version removes more power ot Sagat than the crouch version (there's still some powerbar in the crouch version, as if it removed only 900 power instead of 1000).
YES.
Re: SF3 Sagat - v1.5
#18  July 20, 2009, 08:40:12 pm
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This is what happens when you make people guess :P
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: SF3 Sagat - v1.5
#19  July 21, 2009, 12:17:50 pm
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Oh, right. Player 2's super meter is off by a pixel. I always thought it was a bug of some sort, I'll have to screw with the CNS and SFF a little more (or the AIR file).
Huh ? I think he's rather talking about the fact that the stand version removes more power ot Sagat than the crouch version (there's still some powerbar in the crouch version, as if it removed only 900 power instead of 1000).
YES.

...eh, might as well check and deal with it...
Re: SF3 Sagat - v1.5
#20  September 28, 2009, 11:39:09 pm
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Bump for news and such:

Sagat is moving to the big leagues - I am talking, of course, about Mugen 1.0 (i.e., NOO MOOGINZ). Right now he (and my almost-completed WIP, SFA3 Felicia) is Mugen 1.0 compatible, but only barely so (he is slower, though it may be my computer's fault). Besides that, I also want to take this opportunity to use some of Mugen 1.0's new features, like palette swapping (so that I can make SF3 accurate afterimages - the hard way) and winquotes.

Now, since I'm damn sure that one version can't be fully compatible with both Old and New Mugen, Sagat will be released in two versions (as will Felicia) from now on, until such time when people are no longer using Old Mugen.