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Dr.Strange (Update 2/14/2019) (Read 3015 times)

Started by Mr.Giang, August 22, 2018, 05:21:29 am
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Dr.Strange (Update 2/14/2019)
#1  August 22, 2018, 05:21:29 am
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Differences between the original Doctor Strange and this one:
- MvCI voice.
- Reworked moveset.
- Removed many unnessary specials.
- Major input changed.
- Now can air-combo properly.
- Many glitches fixed.
- Flying.
- Reworked so his gameplay can be more similiar to MVC3 version.
- Effects updated.
- Reworked Spell of Vishanti (old Spell of Vishanti gives Doctor Strange random spells effects and they are all either useless/broken, not fun to play with/agaisnt)
- Reworked Spell Shock into MvC3 Seven Rings of Raggadorr.
- Removed hyper background as they are too ugly and yet resource-costly.
- Air-dash's added.
- Some animations changed.
- Updated Dormammu's sprites.
- Damage-dampen system.
- UNO-tag team's supported.

Tag system:
Start - Partner assist
z+c - Tag in/Tag out
D,DF,F,z+c - Tag Team Hyper

Traits:
- Air-combo.
- Recovery Teleport.
- Guard-push.
- Super Jump.
- Air-dash.
- Flying.

Normal:
X - Weak
Y - Medium
Z - Strong
f.Z - Impact Palm: Cause crumble state to opponents when movehit. Can be used to push Eye of Agamotto.
b.Z - Illusion: Counter move. Doctor Strange will teleport behind opponents if they attacks him with melee attacks.
A - Dash
B - Throw (can be teched by opponents)
C - Launcher: hold Up to super jump if launcher hits.
Air C: Air-combo finisher. Cause an 60-frame untechable knockout to opponents.
D.U: Super jump
x+y/y+z/z+x while guarding: Guard Push
Hold Fwd/Back while knocked down: Recovery Teleport

Specials:
Flying (D,DB,B,c)
Bolts of Balthakk (x+y/y+z/x+z): Attack opponents with 2 unscaling beam strike. Can whiff against small characters.
Daggers of Denak (D,DF,F,x/y): Summon Dagger of Denak to attack opponents at their current position. X version can summon 1 dagger while Y version will summon 3. Y Daggers will disappear if Dr.Strange is hit.
Eyes of Agamotto (D,DF,F,z): Summon Eyes of Agamotto. The eye can be pushed and homed to opponents by Impact Palm. Can only summon 1 eye at a time.
Mystic Sword (F,DF,F,x/y/z): Strike opponents with Magic Swords. X version is a close ranged, multi-hit attack and Y/Z ver sends a sword toward.
Teleport (B,DB,B,x/y/z): X/Y/Z version teleports Dr.Strange in front of/behind/above opponents.

Hypers:
D,DF,F,D,DF,F,x/y/z - Spell of Vishanti (LV1): Doctor Strange quickly summons a giant column projectile from the ground beneath the opponent. Can hit OTG.
D,DB,B,D,DB,B,x/y/z - Seven Rings of Raggadorr (LV1): Counter Hyper. Upon hit Strange fires a large beam of energy that will completely nullify the opponent projectile and hit them. Once the beam is activated, Strange will remain invincible for the entire animation, making it completely safe should the beam miss. Can be thrown.
x,x,F,y,z - Into the Unknown (LV3): The classic Shun Goku Satsu. Dr.Strange dashes forward and if move contacts, send opponents into many dimensions only for them to be attacked by many mystical characters from Marvel. This is an unblockable grab and Dr.Strange is invulnerable during the active frame.
Last Edit: February 14, 2019, 03:12:46 am by Mr.Giang
Re: Dr.Strange (edited by Mr.Giang)
#2  August 22, 2018, 06:25:15 am
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Dope! I love when people update the coding of comic chars

Have you thought about DC chars? Perhaps Martian Manhunter by efrencortes?
Re: Dr.Strange (edited by Mr.Giang)
#3  August 22, 2018, 06:33:26 am
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Dope! I love when people update the coding of comic chars

Have you thought about DC chars? Perhaps Martian Manhunter by efrencortes?

Martian Manhunter is exactly what I have in my mind for my future project. efrencortes's sprite is so good yet the moveset is so poor that something must be done to him. I'm planning to give Martian Manhunter Injustice playstyle (combo-sting with a lot of ground bounce, wallbounce). But he will have to wait as my priority now is Supergirl/Superman though.
Re: Dr.Strange (edited by Mr.Giang)
#4  August 22, 2018, 06:53:10 am
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cool char
Re: Dr.Strange (edited by Mr.Giang)
#5  August 22, 2018, 03:12:11 pm
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I try hard to see Dr. Strange but this is Magneto all the way.
Re: Dr.Strange (edited by Mr.Giang)
#6  September 12, 2018, 01:18:59 am
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Updated:
- Dr.Strange now can fly (has 15 sec duration).
- Fixed a glitch that makes j.Special chain into j.Z.
Re: Dr.Strange (edited by Mr.Giang)
#7  October 18, 2018, 12:42:32 pm
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Update:
- Updated with hi-res hitsparks.
- Fixed a glitch which causes underground juggle.
- Teleport now can be used mid-air.
- Fixed a glitch related to Fall-recovery Anim.
- s.Strong's hitpause time increased from 10 to 15.
- Command input now ignores hitpause.
- Added counter effects.
- j.Special now deals 10 chip damage.
- j.Special now uses correct guard hitsparks and guard sounds.
- j.Medium now launchs opponents a bit higher.
Re: Dr.Strange (edited by Mr.Giang)
#8  November 17, 2018, 07:56:41 am
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AWESOME CHARS HOMIEEE!
Re: Dr.Strange (edited by Mr.Giang)
#9  December 11, 2018, 05:10:41 am
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Changelogs:
- Improved control.
- Reworked air-combo system. Air-combo has never been smoother than this.
- Spells of Vishanti rework: Visually update. Now the pillar always starts on the ground.
- Now use modified RicePigeon's damage dampen system that works better in Simul and Single Mode.
- Added new dash effects.
- Added dash effects to air-dash.
- Ground backdash now has 5f invul.
- Added hard knockdown effects during the end of air-combo.
- Fixed crossing-up glitches.
- Fixed throw effect mis-positioning.
- Clean up the .sff file.
- Update hitsounds for Eyes of Agamotto and Bolts of Balthakk.
- Hitsparks update.
- Mystic Sword X's damage increased from 20 to 30 per hit.
- Mystic Sword X's recovery reduced by 10f.
- Spell of Vishanti's recovery increased by 5f.
- Fixed some explod glitches with Teleport.
- S. Weak's recovery increased by 3f (no longer can perform infi-combo in corner).
- S. Weak's ground hittime reduced by 4f.
- S. Medium's hittime increased by 4f.
- S. Medium's damage increased by 10.
- S. Hard's hittime and slidetime increased by 10f.
- C. Medium's hittime increased to 20f.
- C. Medium's recovery reduced by 5f.
- Reduced priority of C.Medium.
- Fixed a glitch which made Dr.Strange jump before Launcher hits.
- Normal attacks no longer ignore hitpause.
- Remove Hyper Portrait 'cause it looks bad.
Re: Dr.Strange (Update 12/11/2018)
#10  December 11, 2018, 06:06:36 am
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Dang it, I'm a derp, punish me.
- Fixed a cloning problem during Spell of Vishanti superpause.
Re: Dr.Strange (Update 2/14/2019)
#11  February 14, 2019, 03:13:05 am
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Update:
- Added Taunt.
- Improved Flying.
- Fixed Eyes of Agamotto's AI bugs.
- Fixed a glitch which makes Doctor Strange unable to use Spells of Vishanti after air-combo.
- Fixed a glitch that makes Daggers of Denak's damage dampen unable to work properly.
- Fixed a glitch that sometimes makes Dr. Strange summon more Daggers of Denak than intented.
- Fixed a glitch which makes Spells of Vishanti unable to count hit during combo.
- Spells of Vishanti now calculates damage dampen based on the number of times the pillar hits instead of at the start of the move.
- d.Light's damage decreased from 30 to 25.
- All Light attacks: Proration decreased (95% -> 92.5%)
- Launcher, jump Special, all Medium and Hard attacks: Proration decreased (90% -> 87.5%)
- j.Special's vel during air-combo increased.
- Now can perform delayed hyper during Tag Mode.