MvCS UNIVERSE IS HERE!
Hello you may have been aware of my previous codename title (Street Fighter Perfect). A fast paced extremely frantic fighting game created by me. Well that title is dead* I present to you MvCS Universe or - Marvel vs Capcom vs Snk. I know who wants to say all that at one time. I have tweaked this game to death. Look at each and every opinion whether it was given in good context or not. I have been so happy and grateful of the streams, reviews, videos and even the (EXPOSED) aspect this game has brought. Mostly positive some negative, but in each I searched for what I could take from what was said and made it better. This game has not lost its roots, most that played and hated the original may not be swayed so much to put it in their hearts and gaming library. But I have worked hard to maintain, change, and fix the things that was so needed. Any one willing to take the time out to help in any way. Showing me loops, making videos of infinite's, showing me insane damage outputs would be grateful. Videos, telling a friend, posting it anyway. You all have my infinite gratitude. I thought so much about giving up this project as it is so large. But I have come so far and that is just not happening. Guys, mugeners, I need you.. To download find discover and play. This is no longer in beta form. I know problems still exist as I am just one guy that can easily overlook something here or there.
Thank you to all the creators, spriters, testers, opinions and most importantly the fans that keep me going man.
THIS IS MvCS Universe
Universus- Thats bad?
*NEW CHANGES* System
I wont do a character by character breakdown as its just to much stuff
Phantom step reduced to two untill cool down
No more rolling out of attacks
New parry system
Superpause during specials
Slowed down animations all around
Gamespeed slowed down
Hits now range for 10, 15, 7, ticks of pause
Game runs on default speed
Game runs at 60fps
Palfx now applied
Corner Escape reduced- Character now speaks during escapes
New graphics/updates on all fronts
A.I. easier/Not as parry heavy
Can now attack out of phantom step air.
Can whiff out of parries
Can no longer power drop out of most air specials
Envshake added
Grabbing twice no longer available (35 juggle points)
Nuclear punch twice no longer available (35 juggle points)
Parry now grants the user more special gauge.
Overall game damage still needs to find sweet spot.
Also their are specials/supers amongst most characters please be sure to try training to find special moves.
*Tips* When fighting the Ai be patient. Also this game features a very quick parry with no pause time. So you may be getting parried if you see your opponent spark out of attack. This effect is now much more apparent.
There are four characters in this game that are deadly hard atm.
DOOM - GEESE- RYU- AND AKUMA.
Dont feel bad if you get wrecked.
Love and creativeness always. Thanks to everyone.
Its highly important to receive feedback esp. from you guys it makes working on it and continuing to perfect it easier and easier.
Thank you again. Ace
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How to play?
Spoiler, click to toggle visibilty
NOTE: MvCS has been optimized only for PlayStation Sony Brand Controllers. The following mapping is needed. Customized mapping is supported.
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NORMALS
Square- Light Punch (x)
Triangle-Medium Punch (y)
L1-Heavy Punch (z)
Cross(X)-Light Punch (a)
Circle-Medium Punch (b)
R1-Heavy Kick (c )
Options(ps4)= Taunt/Assist TYPE
Start (ps3-ps2-ps1) = Taunt/Assist TYPE
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MOTIONS
Dash- F, F
Back Dash- B, B
Power Rush- F, y or F, b
Power Drop- D, D (after jumping into the air)
Dodge-B, x+y
Roll- F, x+y
Extended Jump- D, U
Phantom Step- F, F (during combos, attacks, hit frames, counters)
Phantom Run- F, F (While in the air)
Wall Escape: BB against wall
Recovery on wall hits: Press x+y just as you hit wall to recover and on ground/
Parry: F (upon attack hit, can be executed in repetition)
Long Roll: B (Upon attack hit, can be executed in consistently)
Dashing crush- While in motion with a dash/back dash attacks are released in the velocity of attacks
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DEFENSE
Push Back: While Blocking push y or b
Power roll: While blocking press z
Dodge: While blocking press c
Recovery: x+y in any state of holds, throws, or down.
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TAG TEAM
L1+R1 (TAG OUT)
Start (assist type)
Hold L1 for Running Assist
Hold R1 for Running TAG
D, F, Z+C (TAG SPECIALS)
All can be activated during, combos, normals specials
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Move List
Most common motions are
Try different motions for secret or special attacks
D, F, (p) or (k)
D, D, (p) or (k)
D, B, (p) or (k)
F, D, F, (p) or (k)
x+y+z
a+b+c
Hypers are as top: Added with two punches or two kicks.