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The official Kamekaze wip thread: New year new works! (Battler) (Read 490151 times)

Started by Kamekaze, June 15, 2012, 01:06:54 am
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Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#61  June 21, 2012, 02:02:55 am
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Hmm...I'm kinda curious, would it be better if you generally selected only 1 from each game? Considering there are so many....and this way you could get a fair bit of variety too :)
Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#62  June 21, 2012, 02:07:05 am
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Alright, pardon me but. Tengu man's weapon, not that goofy tornado hold, the real man's Tengu man weapon, the Tengu blade. In source, this had a unique ark and special properties, such as wallbounce IIRC(Megaman and Bass). Integration here, as far as I can think, would be an angular shot that would bounce in various arks depending on input, and would only bounce a total of 1 time. Oh, and slash man's slash claw. This one is self explanatory, it'd be very useful due to it's range, and the properties you could give it, wall bounce, etc.

But are there truly grown men in this world?!
Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#63  June 21, 2012, 02:09:44 am
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Hmm...I'm kinda curious, would it be better if you generally selected only 1 from each game? Considering there are so many....and this way you could get a fair bit of variety too :)
Ideally I want one move from each megaman game. However if that does not work out I may use 2-3 from the same game. I just need about 10 total.
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Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#64  June 21, 2012, 06:08:52 am
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Hmm, depending on how long you have until you start adding the work, maybe do a poll based on the robot masters of each game, every few days, to see who comes up on top in each game.
Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#65  June 22, 2012, 01:11:38 am
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Hmm, depending on how long you have until you start adding the work, maybe do a poll based on the robot masters of each game, every few days, to see who comes up on top in each game.

Well the goal was to get enough ideas here and then come up with a poll if the suggestions exceed 10
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Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#66  June 22, 2012, 02:14:32 am
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Well I guess if I had to pick..

Megaman 1 - Gutsman - boulder toss, breaks into smaller pieces after impact on wall/floor more damage if hits before
Megaman 2 - Airman - non-damaging gust of wind to push back opponent/or tornado that temporarily traps opponent
Megaman 3 - Geminiman - super/timed special which behaves like Morrigan's Darkness Illusion in MVC3
Megaman 4 - Pharaohman - shoots bandages, behaves like spiderman's Web-Ball
Megaman 5 - WaveMan - Makes water rise underneath opponent, maybe with different ranges, or tracking of opponent
Megaman 6 - Yamatoman - Spins weapon, works to deflect projectiles, or shoot 3 projectiles as in original game
Megaman 7 - Shademan - shoots soundwave attack, bounces back and forth off the wall a few times *as in original game*
Megaman 8 - Swordman - Sword slash attack, shoots firewave *as in original game* but does more damage if blade hits
Megaman 9 - Jewelman - Jewel Shield/aka Jewel Satellite creates a barrier same properties as Leaf Shield essentially
Megaman 10 - Solar Man - Shoots balls of energy that explode into energy waves

Hopefully this helps a bit, or gives you some ideas at least.
Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#67  June 22, 2012, 03:31:25 am
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Well, I have some ideas:

-Iceman (Ice Slasher: Projectile attack that can freeze opponent in place)
-Crashman (Crash Bomber: This move has three different properties - A projectile that has anti-air and [in midair] anti-ground properties. Plus, if used in close range, it can act like a special throw)
-Magnetman (Magnet Missile: Used like Scorpion's Spear to drag in opponents)
-Ringman (Ring Boomerang: Self explanitory)
-Chargeman (Charge Kick: Powerful multi hit version of his sliding attack)
-Flameman (Flame Pillar: Self-explanitory)
-Slashman (Slash Claw: Close range attack)
-Swordman (Fire Sword: Another close range attack, this time with flames)
-Tornadoman (Tornado Lift: Think Mega Man meets Ermac's Telekenetic Lift)
-Strikeman (Rebound Striker: Projectile attack that can bounce off walls)
Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#68  June 22, 2012, 05:16:37 am
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now we're cooking with fire! keep em coming people!
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Re: The official Kamekaze wip thread: MvC3 Megaman brainstorming
#69  June 22, 2012, 05:51:39 am
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Definitely helps to avoid using attacks that share elemental properties, I tried to avoid them in the list I put together

@Seadragon Very nice list also ;)
Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#70  June 25, 2012, 11:40:26 pm
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With ryu being released today, naturally Akuma/Gouki comes next. So what this is is basically me saying I've officially started on him today.
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Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#71  June 25, 2012, 11:49:12 pm
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Not meaning to be rude or question your choices (you do what you want, as any creator), but why the "boring shotoclones" ? Are you also planning Ken/Violent Ken afterwards (yeah, I know, he's not in the list) ? :ninja:

I love these KOF13 renders of chars who aren't in KOF13, but why choose overdone ones ? Krauser was a damn good choice, seeing how he's not done very often while being very interesting. Can't wait to see what you'll do with Rugal. I can only hope for other good choices who aren't overdone.

MDD

Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#72  June 26, 2012, 12:00:11 am
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IIRC Ryu was because he was "easy enough" or something like that. Plus it's Ryu. Why not start out with him?
Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#73  June 26, 2012, 12:06:08 am
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Because he's a skilled creator who's already created several shotoclones (R253, MVC Ryu, MVC Dan, MVC Gouki, DongDong Ken, Shotoborg), so you'd think he'd choose something more challenging and original. ;P
Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#74  June 26, 2012, 12:11:29 am
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Not meaning to be rude or question your choices (you do what you want, as any creator), but why the "boring shotoclones" ? Are you also planning Ken/Violent Ken afterwards (yeah, I know, he's not in the list) ? :ninja:

I love these KOF13 renders of chars who aren't in KOF13, but why choose overdone ones ? Krauser was a damn good choice, seeing how he's not done very often while being very interesting. Can't wait to see what you'll do with Rugal. I can only hope for other good choices who aren't overdone.
That's a stupid question.

Not everyone finds shotos boring and being pointless to work on.
Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#75  June 26, 2012, 12:28:39 am
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I never said that it was pointless. We wouldn't have so many of them otherwise. Hey, my first character was a Ryu.
But once you've done one, you've done 10, unless you start adding weird or original stuff.

But whatever, I'm not here to "win" or something.
Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#76  June 26, 2012, 12:37:55 am
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You call shotos boring and you make DBZ characters?   :llama:
Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#77  June 26, 2012, 12:40:42 am
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:haw:
Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#78  June 26, 2012, 01:20:59 am
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Not meaning to be rude or question your choices (you do what you want, as any creator), but why the "boring shotoclones" ? Are you also planning Ken/Violent Ken afterwards (yeah, I know, he's not in the list) ? :ninja:

I love these KOF13 renders of chars who aren't in KOF13, but why choose overdone ones ? Krauser was a damn good choice, seeing how he's not done very often while being very interesting. Can't wait to see what you'll do with Rugal. I can only hope for other good choices who aren't overdone.

Short answer: because me and vans thought it up

Long answer: What better base for future XIII chars than ryu? His moveset can be expanded and edited upon to match most chars in existance. Ryu is basically my dummy character in which I will start new ones off of from this point forward.
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Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#79  June 27, 2012, 04:31:35 am
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If it's bold it means it's up for debate otherwise here's the run down for Akuma vs Shin Akuma:

General:
They will have mostly different standing normals
SGS will be a lvl 2 only super

Akuma:
has better spacing and set ups
Ex Hadou does not knock down
Ex Shakunetsu comes out slightly slower than regular hadou ken
Regular zankuu hadouken acts as like it does in sf4
EX zankuu hadou does not make him stop mid air
EX tatsu is a mini messatsu gou rasen
LK tatsu is only one hit
EX srk comes out in 3 frames, all others comes out in 5
srk's have less recovery
Has Kongou Kokuretsuzan as neo max
has Hyakki Shuu
tatsu cannot be drive canceled unless in air
can link srk after hop kick

Shin:
Overall is meant to be more upclose and rushdown heavy
Ex hadouken comes out about 4 frames faster
EX shakunetsu is a mini messatsu gou hadou
Ex tatsu is similar to ryu's
Zankuu hadou acts as it did in cvs/svc
obviously he shoots two zankuu's
EX zankuu is a mini tenma gou zankuu that hits 3 times
LK tatsu is two hits (knee then kick)
tatsu can be cancelled on air and ground
does not have Hyakki Shuu
Does not have a sweep, has "crouching mid kick" as regular crouching hk
can cancel hop kick
regular srk's come out in 3 frames but have more recovery
EX srk has less recovery, basically regular akuma's recovery
Dive kick is faster
Neomax is Misogi
more to come.....
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Last Edit: June 27, 2012, 04:38:01 am by The Big Wang Theory
Re: The official Kamekaze wip thread: KofXIII Akuma/Gouki
#80  June 27, 2012, 07:18:16 am
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You certainly have some good concepts right here. Hope to see him in action soon.