OK folks i was wondering what is the exact system the VS series uses, for example this is what I'm using for my characters:Gauge- 5 Levels of Supers/HypersSystem- Blocking- Chain Combo- Air Chain Combo- Super/Hyper Combo Cancel- Cancel Any Move- Dash (Depends on the Character)- Run (Depends on the Character)- Rolling (Depends on the Character)- Dodge (Depends on the Character)- Counter Attack- Counter Movement- Air Guard- Tactical Recovery- Safe Fall- Super/Long Jump- Advance Guard- Tech Hit- Air Dash (Depends on the Character)- Snapback Attack- Double/Triple Jump (Depends on the Character)- Wall Jump (Depends on the Character)- Tag Team- Dizzy- Damage Dampener - Flying/Float (Depends on the Character)- Wall Hit- Automatic Recovery (If Not Knocked Down/Back)- LaunchersP.S Folks can use this as a guide to make MVC2 characters, so if any one can make this a sticky that would be great.
Renzo [Fullmetal boobs] said, November 02, 2007, 02:14:04 amYou are missing Snapback move.Can be considered part of the whole tagging system IMO, which usually has no room in a Mugen char.
You're missing Dizzy.A lot of characters have a special thingy in midair as well, Chunli or omega red for eg.
In a specific sense yes, Broadly, he should set a state aside for characters with something that happens in midair. Dash, wall jump, double jump and so on.
hitdefs are also important, while maybe not for the system per-se, they are for having an apropiate feeling.
Renzo [Fullmetal boobs] said, November 02, 2007, 02:14:04 amWhat's the difference between System and Subsystem? ???You are missing Snapback move.I have no idea why i separated them and I'm going to add the "Snapback Move" to the list. Lazy Old Turtle Sage said, November 02, 2007, 02:17:54 amRenzo [Fullmetal boobs] said, November 02, 2007, 02:14:04 amYou are missing Snapback move.Can be considered part of the whole tagging system IMO, which usually has no room in a Mugen char.Well thats true because you can't send characters back and bring others out.Renzo [Fullmetal boobs] said, November 02, 2007, 02:36:24 amI missed the part where he says "for my characters" :/No... this is not only for my characters I'm making a guild so other folks can use it make MVC2 characters. Now a days all you see is CVS1/CVS2 characters being made don't get me wrong i love CVS but too much can kill you...lol, so i was saying ok I'll make a small guild to push people in the right direction.Cyanide said, November 02, 2007, 03:10:33 amYou're missing Dizzy.A lot of characters have a special thingy in midair as well, Chunli or omega red for eg.Added "Dizzy" to the list. Well all of my characters are going to have the "Double Jump" feature thanks to "Marvel Ultimate Alliance" for the idea, you mentioned something about special midair movements meaning like fly and stuff like that ??? DemonicDrPhil said, November 02, 2007, 03:16:53 amair dash? double triple air jump for some?but both of those are character specificWell i was thinking of adding the "Air Dash" feature to my characters since they can all "Double Jump" to make the air combos more serious and also fun to do.Cyanide said, November 02, 2007, 06:52:12 amIn a specific sense yes, Broadly, he should set a state aside for characters with something that happens in midair. Dash, wall jump, double jump and so on.I already added the "Double Jump" feature to my characters, but I'm still thinking of adding the "Air Dash" and "Wall Jump"R[E]ika said, November 02, 2007, 02:55:33 pmhitdefs are also important, while maybe not for the system per-se, they are for having an apropiate feeling.Thats a very important factor also, it makes the characters run more smoothly but also works with the animation timing.Fixed the List Above.
There are a lot of MvC chars out there, but good ones? I can count them with my fingers. So yeah, I get the point and the idea is good.
Not to burst your bubble, but why would people check here instead of in one of Kao's FAQs? Especially when you list run, dodge and roll as "MvC2 system".
AFAIK MvC2 only has dash and roll.And I believe Ken is the only one who can roll, unless Akuma has it.And would wall run or wall hang be an option ala Son Son or Strider?
That kind of rolling isn't part of the system, just special moves.And I bet he put running in there because of Cyclops and such... but those are still just dashes.
Reza said, November 02, 2007, 12:55:16 amP.S Folks can use this as a guild to make MVC2 characters, so if any one can make this a sticky that would be great. Guild? Don't you mean guide?
DemonicDrPhil said, November 03, 2007, 04:20:17 amrecovery roll...Thats what i meant by "Rolling" thats included in the system. c001357 said, November 03, 2007, 02:31:35 pmReza said, November 02, 2007, 12:55:16 amP.S Folks can use this as a guild to make MVC2 characters, so if any one can make this a sticky that would be great. Guild? Don't you mean guide?Opps sorry i'll fix that. Added Flying/Float
I guess that this stuff of MvC2 system can be more complex than you can imagine, system includes hit state behaviors, that are very different from other games... for example automatic recoveries (no x+y command), some states in which you cannot do a recovery roll (like flying screen moves), others that recover automatically in floor (ej., hit by Jill's Air Hyper/Elbow Takle, Jin´s kick air finisher, etc.), if launched, the hit animation is shown and then, the rest if air animatiosn (5030, 5051, 5060, etc.) for example, doing a launcher move, animation shown when HitPausetime != 0: 5012, then going up, animation shown: 5051, in aerial raves is the same, except some moves that show anim 5030 first instead of 5051.All of this stuff need heavy modifications in common1.cns (of course in your chars) and may not be fully compatible with some moves (ej. Evil Ken's Shinryuken, and some chars MvC styled that aren't 100% coded in VS system base).Why I know that? because I'm trying to do my best to improve this system in mugen, but in some ways is complicated...Anyway, I wish you good luck with your guide, analyze carefully games like MvC2, that can help you a lot with this.BTW... where can I see this "Kao's FAQs"? I'm REALLY interested on reading him.See ya!!!!!
ferchogtx said, November 09, 2007, 12:04:39 amI guess that this stuff of MvC2 system can be more complex than you can imagine, system includes hit state behaviors, that are very different from other games... for example automatic recoveries (no x+y command), some states in which you cannot do a recovery roll (like flying screen moves), others that recover automatically in floor (ej., hit by Jill's Air Hyper/Elbow Takle, Jin´s kick air finisher, etc.), if launched, the hit animation is shown and then, the rest if air animatiosn (5030, 5051, 5060, etc.) for example, doing a launcher move, animation shown when HitPausetime != 0: 5012, then going up, animation shown: 5051, in aerial raves is the same, except some moves that show anim 5030 first instead of 5051.All of this stuff need heavy modifications in common1.cns (of course in your chars) and may not be fully compatible with some moves (ej. Evil Ken's Shinryuken, and some chars MvC styled that aren't 100% coded in VS system base).Why I know that? because I'm trying to do my best to improve this system in mugen, but in some ways is complicated...Anyway, I wish you good luck with your guide, analyze carefully games like MvC2, that can help you a lot with this.BTW... where can I see this "Kao's FAQs"? I'm REALLY interested on reading him.See ya!!!!! Wow dude you seem to how a lot about the MVC2 System and how it works, from the sound of it its going to be very hard especially for me since I'm still a little new but I'm trying my best. R[E]ika said, November 09, 2007, 12:06:21 amin gamefaqs, look for stuff made by either kao megura or chris macdonalds, it is the smae person.Nice I'll check out the faq when i get sometime.