SabreTooth718

Started by Odb718, January 04, 2026, 12:57:29 AM

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Odb718

My cousin really likes playing Sabretooth and his favorite was Sludge's. After listening to his complaints/wishes while we battled for a long long while, I decided to cook up my own version.

DOWNLOAD HERE
Right Click Save As

AS OF 1/3/26
Like usual I've created a few sprites throughout the character. Don't ask me where. But I do remember smoothing out his stand animation a bit.
I did a lot of color separation. Birdie and the coat and the car and and and.

He has additional Air moves and Ultras in the air now. Birdie's Heavily Armed Birdie Ultra can spawn a bug but it's very random and based on P2's movement so I can't recreate it to squash it. It happens maybe 1 out of 200 attempts. BUT Birdie will keep a certain distance doing her Heavily Armed Birdie so more bullets hit P2. Sabretooth is free to move around.

I've created a new Special move (~F, D, DF, x) called Upper X. (Image 4) It's a standing attack where Sabretooth reaches from his knees and swipes upward above his head in an X motion. Depending on the strength the X effect will stay low or rise in the air. It launches P2 on hit. It's open for low attacks, but FP is almost completely open for mid attacks. I'm thinking about changing the FX used. They just don't have the right vibe for the attack.

Like normal, I edited some hitboxes I thought were complete trash closer/into my style. aka tighter to the body.
Dash/Hop got edited.
I added a specific Loss ending.
I added my Hold Light Air attack in. If you've played my chars you might know about it, but in Sabretooth it's his knee attack. You can hold the Light Kick in air to extend the attack time. Some of my chars its Light Punch.

The whole edit of this char was specifically to fix Fang Catch. It works a lot closer to what I expect from Sabretooth.

His grab and slam P2 can be button mashed for extra hits.
He can Roll on Get Up. The distance is up to P1. You can hold the roll and let go to stop short or keep going. It will end on it's own, but it's almost long enough to go from one side of the stage to the other. It's pretty long.

Birdie now has 6 Double Team attacks. 3 bullet attacks, and 3 laser attacks. The 3 bullet attacks are normal, anti-jump, and anti-air. (Image 3) So if P2 is full screen away and you use MK the bullets will go above P2's head. HK is more for jump ins. The 3 laser attacks (Image 2) all do 9 hits, but they trip P2. So combos aren't as extendable. The 3 kicks will also bring Birdie in a different timings. So if P2 is full screen you probably want HK because it has a longer delay.

I made Wild Fang, and Heavily Armed Birdie, closer to XMvsSF.
I made Hyper Berserker Charge and Wild Fang work in the air. Hyper Berserker Charge can have issues hitting P2 I think. I'm 95% sure I fixed all the bugs, but sometimes P2's hitboxes will allow Sabretooth to get the initial hit but follow up hits whiff. Sabretooth HAS to hit 4x before the move ends. So you miiiiiiight see him keep flying across the screen until he's satisfied.

I edited some of the basic hit reaction sprites.
Added in compatibility with HBDZ's 5946/5947 sprites.
Added in compatibility with Hit by Itadaki Scoop from Hinata.

If there's enough interest I'll edit in the car for intros and endings and the Upper X FX.

Please let me know if there's anything broken. The character is wild, but heck, he was in XMvsSF too.



 
 

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Staubhold

Thanks for the release...

Some really quick feedback...

- The new smooth standing animation looks nice.
- Readme is ... interesting. Is that the old Readme? There is so much stuff wrong or missing in the readme. Please update the readme. I remeber your Gouken had no readme at all...
- The sounds don't fit. Hit sounds for all claw attacks sounds so weak, same goes for the Birdie shots (HCF + K, not in the readme).
- Upper X new special move hard version (F, D, DF + Z) has no sounds and does not hit up close on standing p2. On purpose?

Odb718

The read me is from the OG char. I guess I consider my MFG release posts the read me. I don't think I've ever made one.
I agree about the sounds. Originally I wanted to get the XMvsSF FX and sounds. I don't have a method of ripping/extracting them. I'm not opposed to replacing them.
Fierce Upper X probably wont hit most chars standing on the ground. The hitbox basically starts at the top of his abs. P2 would have to be very blocky and tall. It's supposed to be anti-air focused open for crouching attacks. The X and Y versions probably wont hit most enemies also. But their hit boxes are a little more out and lower. Still not the best idea to use it against ground enemies. I DID have sound(s) that I made for the attack, but they are not good. I might have only commented them out. But tbh they should be deleted out of the char. Using the SFX he already uses comes off extremely repetitive.

I was thinking about adding in a Birdie Snap in the air. But I'm not sure how I'd feel about it landing. It'd have to either pause and continue the snap, or cancel it. So you'd almost always have to use it at the start of the jump. It HAS to have a ton of open time because of the advantage it gives. Landing and going right back to state 0 would be a game changer.
vVv Gouken718 vVv SabreTooth718 vVv


Staubhold

#3
A readme would be reasonable.

As an example...
Your post and the old readme don't mention the Wild Fang jump grab attack (HCB + P). Only knew it because I watched a YouTube vid with all of Sabretooth moves from XvSF.

Momotaro

Wow! Looks great!
Congratz and thanks for sharing!!

Odb718

vVv Gouken718 vVv SabreTooth718 vVv


KorosKoros

Chars? Stages? Screenpacks? You want it? It's yours my friend! As long as you have enough Rupees!