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Captain America (Update 12/3/2019) (Read 19891 times)

Started by Mr. Giang, February 04, 2019, 04:58:11 pm
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Captain America (Update 12/3/2019)
#1  February 04, 2019, 04:58:11 pm
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Character Demonstration + Download:


Changelog:
- Now has recovery roll and guard push.
- Using UMvC3 frame datas.
- Added Cinematic Hyper Cutscene.
- Now have special intros with Venom, Deadpool and Batman.
- Fixed crossing-up glitches and underground juggles.
- Added more effects.
- Now can double jump. All air normals can be canceled into double jump (like in UMvC3 and MvCI).
- Now use MvC3 cancel system.
- Reworked damage dampen system.
- Shield Slash now can hit OTG (similar to MvC3).
- Charging Star now can hit OTG (similar to MvCI).
- Shield Slash's hitboxes increase for the sake of being able to perform some MvC3 combos.
- Shield Slash now juggles airborne opponents in UMvC3 fashion.
- Hyper Stars & Stripes now has zero start-up (similar to UMvC3).
- Final Justice now has invul from 16th frame (UMvC3 style).
- Supported UNO Tag Team (without the shield being glitched).
Last Edit: December 03, 2019, 02:57:19 pm by Mr. Giang
Re: Captain America (Remastered)
#2  February 08, 2019, 09:39:23 am
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Wonderful release! ;) ;)
Re: Captain America (Remastered)
#3  March 09, 2019, 10:57:55 am
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Update:
- Fixed all debug flood problems in Single Mode.
- Fixed a glitch that allowed opponents to recover earlier than expected after OTG Shield Slash.
- Final Justice's P2 lie down time increased.
- Increased the lenght of some get-hit anims.
Re: Captain America (Update 6/14/2019)
#4  June 14, 2019, 04:40:24 am
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Update:
- Fixed several Tag issues.
- Fixed a glitch which makes Final Justice combo counter messed up.
- Now has 10% minimal damage scaling.
- Now has a smoother hyper cutscene transition.
- Now always starts a match with 1000 power.
- Normals now can be whiff canceled into specials and hypers like in UMvC3.
- Successful Final Justice now sets damage scaling at 50% on hit (still deals full damage on contact).
- Launcher is no longer special and hyper cancelable.
- All Hard attacks now have pausetime reduced to 10f.
Last Edit: June 14, 2019, 12:25:28 pm by Mr. Giang
Re: Captain America (Update 6/14/2019)
#5  June 14, 2019, 06:00:14 am
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I love this Cap man, you did an awesome job with this edit. I love all of the edits you've done though to be honest. I'm not sure if it's what you're going for, but the style of them reminds me of a blend between MvC and the Injustice style.
As for Cap, he plays awesome and I'm able to do things with him that I used to try with the source content but was unable to pull of due to the mechanics. Having tons of fun to say the least.

New/edited moves ideas:
Spoiler, click to toggle visibilty
Re: Captain America (Update 6/14/2019)
#6  June 14, 2019, 03:24:40 pm
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Thanks! I have always tried to give my stuff a unique touch by combining Injustice and MvC3 playstyle (and THGR to an extend), which seems to be successful so far. While your ideas aren’t bad by itself, they strike some problems with my aesthetic and  balancing choices.
- I tend to avoid reusing anims as seeing the same animations all over again can make a character boring real fast as well as reducing the “wow” factor of Final Justice. That idea can work well if I happen to find different sprites for it.
- Also, I usually try to make character’s movesets efficient with fairly limited amount of usable hypers. With Cap’s kit being as good enough as it is currently, adding more moves would be unnecessary while giving me more factors to balance him, which isn't something I want to work on with "honest" fighters like Cap.
Cool ideas though, I will reserve them for my Winter Soldier in the future.
Re: Captain America (Update 6/14/2019)
#7  June 15, 2019, 06:29:15 am
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Everything you said makes complete sense and I understand. I don't even think of things like balancing or overloading a moveset to the point of overkill when I'm throwing out ideas, but that's one of the differences between a good character designer and someone who isn't. Sounds good about keeping the suggestions in mind when designing Winter Soldier too, but I'm sure he'll turn out good whatever you decide to do with him. I haven't disliked a single one of your releases yet. Just keep on kickin ass.  :guitarist:
Re: Captain America (Update 6/14/2019)
#8  June 15, 2019, 04:00:06 pm
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great combos and effects
:bison: IF YOU WANT SOME SPECIFIC CHAR IN HI-RES=FILTERED SPRITES SEND ME A MESSAGE IN MY E-MAIL WITH THE LINK OF CHAR THAT I CONVERT TO HI-RES (Observation is a very cheap price :yes: and the result is very good]. Here is my e-mail: iaramongtg@gmail.com :bison:

My youtube channel: https://www.youtube.com/user/ramongtg
And If you want Suport me / Encourage me, donate here: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=89HXL726XVEFG&source=url :bison:
Re: Captain America (Update 7/14/2019)
#9  July 14, 2019, 04:03:18 am
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Update:
- Now starts a match with 10% minimum damage scaling.
- All normals, specials and hypers (except Star 'n Strike) now can be air-blocked.
- All crouching Normals now can OTG.
Re: Captain America (Update 7/14/2019)
#10  July 14, 2019, 03:17:28 pm
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The normal Buckus super FX occurs if you cancel from a Shield Flash, is this a helper problem?
Edit: For his Super Stars and Stripes at 16:9 you can see a glimpse of what's likely Iron Man (I checked the animation in FF)'s Arm.

You may want to stick with Buckus' Super Sparks tbh.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: July 14, 2019, 08:29:11 pm by RagingRowen
Re: Captain America (Update 7/14/2019)
#11  July 15, 2019, 04:17:00 am
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Well, if you take a look at the codes, Buckus's old superpause is meant to be played whenever Cap doesn't have his shield. It's an intended feature, not a bug.
Also, I do aware of that Ironman but it is pretty hard to notice, unless the stage is weird or you are looking directly at the file so I will definitely wont fix it
Last Edit: September 16, 2019, 02:46:52 pm by Mr. Giang
Re: Captain America (Update 7/14/2019)
#12  July 15, 2019, 05:07:08 am
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It's very inconsistent if so, I'd rather remove the super movies and stick with the Buckus super FX, like you did with Ironman and Cyborg.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Captain America (Update 7/14/2019)
#13  July 15, 2019, 02:30:14 pm
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I don't really mind some small inconsistency for some uniqueness among my works so I probably keep it. If I get bored with it somehow, I will consider your suggestion.
Re: Captain America (Update 7/14/2019)
#14  July 15, 2019, 02:33:21 pm
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Who did the cutscenes anyways? Tigre Goods or whoever?
WIP Schedule:
The next Street Fighter All-Stars update
Re: Captain America (Update 7/14/2019)
#15  July 15, 2019, 05:50:45 pm
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Re: Captain America (Update 9/16/2019)
#16  September 16, 2019, 02:48:18 pm
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Update:
- Improved buffer system.
- Now has air-throw. Air-throw can be comboed into.
- All throw damage reduced to 80.
- All throw now applies 50% damage scaling.
- All throws now must be accessed by pressing B.
- Adjusted super jump.
- Opponents no longer can auto recover from normals (except Launcher).
- Forward throw recovery reduced by 16f.
- Increased throw lie down time.
- Fixed a glitch with j. Special hard knockdown.
Re: Captain America (Update 9/16/2019)
#17  September 16, 2019, 03:17:28 pm
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Hey Giang, don't take this as a request but have you ever thought of adding AI to your characters yourself like OHMSBY and Nep Heart did to theirs?
Re: Captain America (Update 9/16/2019)
#18  September 17, 2019, 01:20:33 am
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Very unlikely as I am not motivated enough to work on AI.
Re: Captain America (Update 9/16/2019)
#19  September 17, 2019, 02:32:14 am
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Aw, yeah, Cap got buffed.
Re: Captain America (Update 9/16/2019)
#20  September 17, 2019, 02:29:51 pm
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Hey Giang, don't take this as a request but have you ever thought of adding AI to your characters yourself like OHMSBY and Nep Heart did to theirs?

Slightly off topic, but for the record, I've only done AI for two of my characters and one of them is still WIP atm. Otherwise, Holn has made AI patches for a few of my stuff and someone at MA has as well, although I am certain the former breaks my characters from testing them.