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End Game Thanos (Update 10/5/2019) (Read 6444 times)

Started by Mr. Giang, April 24, 2019, 03:24:11 pm
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End Game Thanos (Update 10/5/2019)
#1  April 24, 2019, 03:24:11 pm
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Last Edit: October 05, 2019, 08:23:29 am by Mr. Giang
Re: End Game Thanos
#2  April 24, 2019, 04:59:26 pm
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excellent work, I loved the last super...
Re: End Game Thanos
#3  April 24, 2019, 08:07:28 pm
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...Yep.

Definatly trying this out! (that is, if this works on 1.0)
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Re: End Game Thanos
#4  April 24, 2019, 11:45:25 pm
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Captured the essence of Thanos greatly.. love the incorporation of the stones
Re: End Game Thanos
#5  April 25, 2019, 06:19:40 am
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No thanoscopter? :(
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Re: End Game Thanos
#6  April 25, 2019, 06:21:49 am
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Re: End Game Thanos
#7  April 25, 2019, 07:04:29 pm
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Re: End Game Thanos
#8  April 27, 2019, 02:24:24 am
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Thank Reaper, Manby and Nep Heart for finding out some glitches. It's time for Thanos to get updated:
- Reduced Titan Charge X's y air velocity.
- Fixed a glitch which makes opponents unable to get out of custom state during LV5 Cosmic Fall in Simul mode.
- Fixed a glitch which allows Thanos to tag out during Hypers.
- Fixed a glitch which allows Thanos to use Cosmic Fall mid-air.
Re: End Game Thanos (Update 4/27/2019)
#9  April 27, 2019, 05:07:33 pm
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There is a fairly embarrassing glitch. It is so embarrassing that I won't reveal what it is and you should just redownload new version instantly while deleting the old Thanos out of your computer as soon as you see this. Thank Reaper for figuring it out.
Last Edit: April 27, 2019, 05:18:22 pm by Mr.Giang
Re: End Game Thanos (Update 4/27/2019)
#10  April 27, 2019, 10:12:25 pm
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There is a fairly embarrassing glitch. It is so embarrassing that I won't reveal what it is and you should just redownload new version instantly while deleting the old Thanos out of your computer as soon as you see this. Thank Reaper for figuring it out.
I didn't check this thread in a while, but is this the one that gets him stuck using a normal?
Re: End Game Thanos (Update 4/27/2019)
#11  April 28, 2019, 12:18:36 pm
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Re: End Game Thanos (Update 4/27/2019)
#12  April 29, 2019, 02:23:12 am
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this is a pretty cool Thanos. Though I didn't see a move list in his files.
Re: End Game Thanos (Update 4/27/2019)
#13  April 30, 2019, 06:18:34 am
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this is a pretty cool Thanos. Though I didn't see a move list in his files.

I'm using a special buffer system so yep, it's harder to see the movelist in cmd file. That's why I have the movelist in the video description :p
Re: End Game Thanos (Update 4/27/2019)
#14  May 01, 2019, 04:38:22 am
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damn, where he evaporates you that is BADASSSS
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Re: End Game Thanos (Update 4/27/2019)
#15  May 07, 2019, 03:42:57 am
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Coff Coff kids...


Last Edit: May 07, 2019, 03:46:43 am by AVPboy
Re: End Game Thanos (Update 4/27/2019)
#16  May 07, 2019, 06:00:34 am
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Hey Mr.Giang, I don't know if you re-edited or used portions of my old A.I coding (the constant Air teleport leads me to think so) or if its yours from scratch but:

1. Lower the "Random" value in the "CMD.file" in your 400 states (Crouching ones) Especially the Down+fierce attack.
2. Increase the values of the other supers, and decrease the reality stone super (Twin crushing Rocks)
3. Be aware of how many "Randoms" you use in general, especially with projectiles. Make them trigger purposely. Something I was working on back in October.
4. Open the "CNS.File" and increase his defense slightly. The Mad Titan should not be that squishy. Not unless you are working on a full game with everyone having the same values, etc..

Just trying to give you a little advice.
Last Edit: May 07, 2019, 07:58:09 am by shadowhand23
Re: End Game Thanos (Update 4/27/2019)
#17  May 07, 2019, 06:09:27 am
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 I am sure Mr. Giang went with 1100 life for Thanos because that was his approximate health ratio if you convert values from MvC:I into MUGEN, although I do wish he did have an air dash like he did from said game.
Re: End Game Thanos (Update 4/27/2019)
#18  May 07, 2019, 06:22:19 am
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I am sure Mr. Giang went with 1100 life for Thanos because that was his approximate health ratio if you convert values from MvC:I into MUGEN, although I do wish he did have an air dash like he did from said game.

Yeah I figured as much. I have my values set at 1500, because I was debating on making my earlier version full game ready. I just had too many bugs I was working on at the time before I uploaded it to the archives.

Edited:

sorry for the constant editing posts guys. Damn keyboard and mouse is acting up since windows update!
Last Edit: May 07, 2019, 07:59:08 am by shadowhand23
Re: End Game Thanos (Update 4/27/2019)
#19  May 09, 2019, 12:44:57 pm
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Hey Mr.Giang, I don't know if you re-edited or used portions of my old A.I coding (the constant Air teleport leads me to think so) or if its yours from scratch but:

1. Lower the "Random" value in the "CMD.file" in your 400 states (Crouching ones) Especially the Down+fierce attack.
2. Increase the values of the other supers, and decrease the reality stone super (Twin crushing Rocks)
3. Be aware of how many "Randoms" you use in general, especially with projectiles. Make them trigger purposely. Something I was working on back in October.
4. Open the "CNS.File" and increase his defense slightly. The Mad Titan should not be that squishy. Not unless you are working on a full game with everyone having the same values, etc..

Just trying to give you a little advice.

Forgot about this since I have been dealing with other projects as well as IRL stuff lately.
No, I didn't borrow anything else from you except a few MBs of FXs. This Thanos uses a slightly modified version of The_None's AI as I refuse to code AIs until I find a workaround with 1-tick delay glitch when using PlayerID's AI method (as it is either the AI is compatible with the Tag Mode I use or just normal AIs). Also, outside MvCI's source accurate that Nep just pointed, I tended to keep some elements of balancing between my works (which have around 950 - 1000 HP averagely). Having a character with tracking teleports, 2 projectiles which could work as pressure tools or oki, a dive kick, 3 command grabs, 2 armored specials and a huge amount of cross-up, mix-up tactics running around with 1500 HP is definitely not the smartest balancing decision in my book. I even question myself that if I gave Thanos too many tools as he is really ridiculous to play against at this moment in PvP environment. Expect him getting hammer'd soon.
Re: End Game Thanos (Update 4/27/2019)
#20  May 09, 2019, 10:45:27 pm
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Forgot about this since I have been dealing with other projects as well as IRL stuff lately.
No, I didn't borrow anything else from you except a few MBs of FXs. This Thanos uses a slightly modified version of The_None's AI as I refuse to code AIs until I find a workaround with 1-tick delay glitch when using PlayerID's AI method (as it is either the AI is compatible with the Tag Mode I use or just normal AIs). Also, outside MvCI's source accurate that Nep just pointed, I tended to keep some elements of balancing between my works (which have around 950 - 1000 HP averagely). Having a character with tracking teleports, 2 projectiles which could work as pressure tools or oki, a dive kick, 3 command grabs, 2 armored specials and a huge amount of cross-up, mix-up tactics running around with 1500 HP is definitely not the smartest balancing decision in my book. I even question myself that if I gave Thanos too many tools as he is really ridiculous to play against at this moment in PvP environment. Expect him getting hammer'd soon.

Just buff everyone else like I do. :P