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Author Topic: Mugen 1.0 Final Fight Pack  (Read 6481 times)

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Offline NX-MEN

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Re: Mugen 1.0 Final Fight Pack
« Reply #25 on: October 09, 2011, 05:20:52 AM »
ok, very stupid question. would this haggar work on the old mugen?

Yes if u make a patch!
 

Offline thunderjoy11

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Re: Mugen 1.0 Final Fight Pack
« Reply #26 on: October 09, 2011, 06:34:40 AM »
Yes if u make a patch!


 Hello everyone. How can I make that patch? Haggar does not work in my MUGEN version.

Thanks in advance.

Offline C.R.O.M.-Mugen-Ninja

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Re: Mugen 1.0 Final Fight Pack
« Reply #27 on: October 09, 2011, 07:57:26 AM »
Hey. just download a Mugen 1.0  while keeping your WinMugen... then you have both Winmugen which alots of u are still in love with (I like win mugen too but also 1.0) and a Mugen 1.0 which IMO is the best of the best, very easy to browse the stages if there are alot hehe, so my advice to you all... get Mugen 1.0 and keep WinMugen too.. then there is no one that needs a patch...
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Offline SanjiSasuke

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Re: Mugen 1.0 Final Fight Pack
« Reply #28 on: October 09, 2011, 09:39:19 AM »
The title is "Mugen 1.0 Final Fight Pack".

I can't think of a single reason besides a Hi-Res SP (which in 1.0 could be an HD SP instead) to keep WM.

Offline HyperVoiceActing

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Re: Mugen 1.0 Final Fight Pack
« Reply #29 on: October 09, 2011, 12:35:54 PM »
I know, why do people refuse to upgrade?

Offline Tha Lando ( Le CROM )

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Re: Mugen 1.0 Final Fight Pack
« Reply #30 on: October 09, 2011, 01:07:22 PM »
i wondered that too. i read alot peoples reasons like losing all their low res custom spks and alot of their characters dont work in 1.0 . plus kinda crazy porting over 3000 character roster from old wm to 1.0 . is there a 1.0 spk that can hold that many made yet ?  :-??. i made the switch immediately to 1.0  :D.  1.0 is better for me anyway and i havent had any issues putting in old characters.

Offline SanjiSasuke

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Re: Mugen 1.0 Final Fight Pack
« Reply #31 on: October 09, 2011, 01:15:04 PM »
Almost all chars work on 1.0, and the ones who don't are a 5 min fix, or already have an update. All Low-Res stuff works perfectly.

Offline HyperVoiceActing

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Re: Mugen 1.0 Final Fight Pack
« Reply #32 on: October 09, 2011, 04:07:52 PM »
I agree. It shouldn't take more than 5 min or so to upgrade

Offline Tha Lando ( Le CROM )

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Re: Mugen 1.0 Final Fight Pack
« Reply #33 on: October 09, 2011, 05:07:49 PM »
same here. i have several low res stages on mine. hi res ones look so good on1.0 @-).

Offline Jelux Da Casual

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Re: Mugen 1.0 Final Fight Pack
« Reply #34 on: October 13, 2011, 09:59:01 PM »
Poison can backflip infinitely (QCB-K) in the air, intentional?

Haggar attacks like way to fast for someone with that much muscle on him no? His attack speed should be a bit slower, closer to Hulks?
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Offline Acey

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Re: Mugen 1.0 Final Fight Pack
« Reply #35 on: October 13, 2011, 10:04:30 PM »
Poison can backflip infinitely (QCB-K) in the air, intentional?

Haggar attacks like way to fast for someone with that much muscle on him no?

Unintentional, it's kind of cool but worthless (except to avoid a ground hyper a little too well) so I think I'll fix it.

I am comfortable with Hagar's speed, I assume you're talking about his normal combos.

Offline Jelux Da Casual

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Re: Mugen 1.0 Final Fight Pack
« Reply #36 on: October 13, 2011, 10:06:53 PM »
yeah, his combos.
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Offline Acey

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Re: Mugen 1.0 Final Fight Pack
« Reply #37 on: October 13, 2011, 10:23:30 PM »
updated Poison and Banshee, Spiderman will take a lot more testing to get the combo count right.

Offline catman7622

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Re: Mugen 1.0 Final Fight Pack
« Reply #38 on: October 19, 2011, 03:17:15 AM »
id like to upgrade, but for the game i am working on i cant use a screenpack i want. mvc, mvc2, or mvc3 is what i need. the new mugen will not fuction properly.

Offline alekesam

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Re: Mugen 1.0 Final Fight Pack
« Reply #39 on: October 20, 2011, 07:59:36 AM »
i wondered that too. i read alot peoples reasons like losing all their low res custom spks and alot of their characters dont work in 1.0 . plus kinda crazy porting over 3000 character roster from old wm to 1.0 . is there a 1.0 spk that can hold that many made yet ?  :-??. i made the switch immediately to 1.0  :D.  1.0 is better for me anyway and i havent had any issues putting in old characters.

That was my reasoning as well.  I just got into Mugen barely three months ago and I started out with winmugen and quickly racked up a thousand characters.  I didn't want to have to port them up to 1.0.  I think the reason everyone thinks that the old characters won't work on 1.0 is because Elecbytes' own website says they won't.  It wasn't until I came here that I found out that all the old characters will actually work on here.  I gladly upgraded to 1.0 because 1.0 is super stable...I can make it through a game and the music, stages, and characters all work.  Woohoo!  Looks clean.  Now that I'm on a specific mugen, I'm more inclined to actually try to make something, possibly stages to get my feet wet and then characters.

Offline davismaximus

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Re: Mugen 1.0 Final Fight Pack
« Reply #40 on: October 27, 2011, 03:33:30 PM »
Haggar feedback/suggestions:

-Voice is a little low.  I think this was mentioned before, but this goes for most of these 1.0 releases.
-Dizzy sprites could use some work, it looks like he shrinks about a foot.
-Arm during his grab looks unnatural.  I did a quick edit if you would like to use it.
(click to show/hide)
-CLSNs are overcomplicated on pretty much all animations.  Also, the red CLSN should be inside a blue CLSN during basic attacks (unless a weapon is involved).
-Pick Up Pipe/Throw Pipe needs some cooldown time.  You can pick up another pipe while the one you just threw is still in the air, making it too easy to spam.
-Can't taunt while holding the pipe.
-Spinning Lariat could use a sound, both the special and hyper version.
-Throws could use directional awareness.  I know I mentioned this in another thread, but it is more prevalent here.
-Atomic Spinning Piledriver happens too quickly.  There should be a superpause before he grabs the opponent.
-Atomic Fists lacks a certain "oomph" to most hypers.  Maybe a few extra hits before the explosion and some envshake could help.
-Intro where he smashes the barrels has sprite priority over foreground objects in stages.

Offline Acey

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Re: Mugen 1.0 Final Fight Pack
« Reply #41 on: October 27, 2011, 03:42:53 PM »
Good stuff! So... the throws have directional awareness, don't they? I just want to make sure we're talking about the same thing when you say directional awareness, you press a direction while throwing and he throws that direction, right?

Offline Tazzer

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Re: Mugen 1.0 Final Fight Pack
« Reply #42 on: October 27, 2011, 03:46:35 PM »
Nope, after he grabs, you're not able to choose which direction he slams them.  You can walk backwards or forwards though. 

Offline Acey

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Re: Mugen 1.0 Final Fight Pack
« Reply #43 on: October 27, 2011, 03:49:44 PM »
Nope, after he grabs, you're not able to choose which direction he slams them.  You can walk backwards or forwards though. 

Just tested, you're absolutely right, you have to slam twice in a chain to change direction, I know a bunch of chars have that due to preference but I should certaintly make sure Haggar, a grappler, gives you that choice.

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