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Deadpool (Update 8/11//2019) (Read 26015 times)

Started by Mr. Giang, December 14, 2018, 02:37:13 pm
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Deadpool (Update 8/11//2019)
#1  December 14, 2018, 02:37:13 pm
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Who's That Pokemon?



Features:
- Added special intro vs Red Hood, Doctor Strange, Hulk, Venom and a special intro with Colossus or Venom as partner.
- Added 1 HP/sec regen (lore accuracy).
- Added Guard Push.
- Added new counter effects.
- Added recovery roll.
- Added a new special: Yoyo-pool (Assist only).
- Now can double jump (similar to UMvC3 version).
- Major frame datas change. Now Deadpool's frame datas are more (or less) accurated to UMvC3.
- Now use the extremely-lenient cancel system from UMvC3.
- Now use modified RicePigeon's damage dampen system that works decently in both tag team and single mode.
- Added cinematic hyper cutscenes.
- Fixed the glitch which made any projectiles' hitsparks (Trigger Happy, Ninja Gift,...) not showing in Simul Mode.
- Fixed the glitch which made any projectile-attacks (Trigger Happy, Ninja Gift,...) unable to count hit.
- Shoryuken now can be super-jump canceled (similar to UMvC3 version).
- Shoryuken no longer has start-up invul.
- Trigger Happy now always shoots 10 bullets.
- Trigger Happy's fire rate increased.
- Trigger Happy's hitsparks scale down by half.
- Chimichangas!!'s Wallbounce now juggles opponents similar to UMvC3.
- Quick Work reworked: Now behave more similar to UMvC3 version. Instead of having active frames during the whole dash, Deadpool now slashes at the end of the dash. Slashed opponents now flies behind Deadpool.
- Teleport now can be canceled from special moves(UMvC3 accuracy again).
- Self-inflicted damage from Teleport reduced to 30 (Blah blah UMvC3 update).
- Teleport now pushs opponents further and higher (something UMvC3 accuracy something)
- Ninja Gift now works similar to UMvC3 version.
- Remove start-up invul on Happy Happy Trigger.
- Cuttin' Time now has invul frames from frames 11 to 19 (UMvC3 thingy).
- Normal attacks now behave more similar to UMvC3 version.
- Merc's Cut now causes a slight ground bounce and hard knockdown, similiar to Mad Wheel from UMvC3.
- Remove wall jump, parrying, EX-System and power charging.

Special thanks to:
Infinite for the base character.
or2=3 for the best Deadpool ever so I can learn about accurated frame datas (nothing can ever replace Reisen Deadpool Inaba).
tigree goods for the hyper cutscenes.
Last Edit: August 11, 2019, 11:56:25 am by Mr. Giang
Re: Once Upon A Deadpool (Remastered)
#2  December 14, 2018, 03:05:56 pm
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Who's That Pokemon?

[youtube]https://www.youtube.com/watch?v=Fs5rQTpNZp0[/youtube]

Special thanks to:
Infinite for the base character.
Unlimited Team, Shining, Empawk, Yunnin, thatguy, Loganir, Verz36, DANIEL LINHARES for extra spriteworks.
or2=3 for the best Deadpool ever (nothing can ever replace Reisen Deadpool Inaba).
tigree goods for the hyper cutscenes.

This is a keeper nice job Dude :)
Re: Once Upon A Deadpool (Remastered)
#3  December 14, 2018, 04:33:52 pm
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Re: Once Upon A Deadpool (Remastered)
#4  December 15, 2018, 11:42:58 am
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So I did a major screw up with Deadpool (I uploaded an earlier version of him, with the old butchered up damage dampen system, which made his damage output extremely inconsistent, while accidentally deleted the main Deadpool character with a much proper damage dampen system). After spending a day to figure his damage dampen again, I finally can release a better version (with a fix for the bug which made Deadpool flying away randomly by pressing A and B). Re-uploaded.
Re: Once Upon A Deadpool (Remastered)
#5  December 15, 2018, 12:44:46 pm
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No worries
Re: Once Upon A Deadpool (Remastered)
#6  December 15, 2018, 01:39:16 pm
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Finally. A well done mvc deadpool.
I've been waiting for this for so long.
Gonna check this out for sure.
[img width=600
Keep it real, keep it original

lui

Re: Once Upon A Deadpool (Remastered)
#7  December 15, 2018, 01:56:52 pm
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Re: Once Upon A Deadpool (Remastered)
#8  December 15, 2018, 03:01:35 pm
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[img width=600
Keep it real, keep it original
Re: Once Upon A Deadpool (Remastered)
#9  December 15, 2018, 06:25:39 pm
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Re: Once Upon A Deadpool (Remastered)
#10  December 15, 2018, 07:25:59 pm
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I tested it.
And really don't like the button layout.
Is it made to be used with a controller?
He doesn't have an air light kick.
The visuals are nice, but...
Walrus, I guess you win on this one.
[img width=600
Keep it real, keep it original
Re: Once Upon A Deadpool (Remastered)
#11  December 16, 2018, 12:56:11 am
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I tested it.
And really don't like the button layout.
Is it made to be used with a controller?
He doesn't have an air light kick.
The visuals are nice, but...
Walrus, I guess you win on this one.

Awh, sorry, that's actually the main recurring input theme of my edits (as 6-button is too much for tag-team gameplay, which my Deadpool aims) so I remove everything that aren't fit with his UMvC3 playstyle (as well as trying to keep him consistent with my other edit).
Re: Deadpool (1/16/2019)
#12  January 16, 2019, 04:14:51 am
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Update:
- AI no longer does stupid things like canceling Katana-rama or Shoryuken into itself (hopefully).
- Jump Light now can canceled into itself (similar to UMvC3).
- Shin Shoryuken's power cost increased to 1000.
- Merc's Cut's active frames increased from 8 to 12.
- Now can perform delayed hyper during Tag Mode.
- Some nice additions that no one has known yet.
Edit (1/19/2019): That addition is just Intro vs Punisher:
Last Edit: January 19, 2019, 11:28:55 am by Mr.Giang
Re: Deadpool (Update 1/16/2019)
#13  January 16, 2019, 10:21:26 pm
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Re: Deadpool (Update 1/16/2019)
#14  January 17, 2019, 02:49:29 am
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Re: Deadpool (Update 1/16/2019)
#15  January 17, 2019, 06:46:15 am
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Re: Deadpool (Update 1/16/2019)
#16  January 17, 2019, 08:42:04 am
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Might I make a suggestion for his Level 3 Hyper Combo, 4th Wall Crisis? Since he hits the enemy with the enemy's life bar, do it with their Hyper Combo bar too, but with a twist: the enemy loses energy from the meter each time he is hit with it. By the end of 4th Wall Crisis, there is a chance the enemy may lose a whole level, but only if they're hit by their own Hyper Combo bar. This was going to be one of the features for Deadpool had I wanted him in my Marvel & Capcom vs. Pokemon fan game, but as he will not be in it, I'm giving this effect/suggestion to yours.
Re: Deadpool (Update 1/16/2019)
#17  January 17, 2019, 12:15:53 pm
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Combine the Gangnam style dance sprites with this and have him dance then the jump into the air and shoot hyper haha

Nope chief :P.

Might I make a suggestion for his Level 3 Hyper Combo, 4th Wall Crisis? Since he hits the enemy with the enemy's life bar, do it with their Hyper Combo bar too, but with a twist: the enemy loses energy from the meter each time he is hit with it. By the end of 4th Wall Crisis, there is a chance the enemy may lose a whole level, but only if they're hit by their own Hyper Combo bar. This was going to be one of the features for Deadpool had I wanted him in my Marvel & Capcom vs. Pokemon fan game, but as he will not be in it, I'm giving this effect/suggestion to yours.

Thanks for the suggestion but I'm fraid that would give the character unneeded complexity while I'm trying to keep Deadpool's playstyle simple as much as possible so it won't happen though, sorry.
Re: Deadpool (Update 1/16/2019)
#18  January 20, 2019, 10:31:51 am
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Re: Deadpool (Update 1/16/2019)
#19  January 20, 2019, 02:26:15 pm
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Man that is so cool.
Re: Deadpool (Update 1/16/2019)
#20  January 30, 2019, 10:50:54 am
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Carn`t wait for the update to your deadpool good job on adding the super, not sure if you have seen this but maybe you could get some moves and supers from this