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Capcom vs. The World Beta (HUGE Update, 4 NEW Characters including Skullomania!) (Read 64740 times)

Started by Sean Altly, October 21, 2012, 09:47:14 am
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Re: Capcom vs. The World Beta
#181  November 02, 2012, 03:35:13 am
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Found another issue with Lynn.

Her Cho Ko Ryu Sho Zan passes through other projectiles when they are thrown around the same time
and sometimes pass through your opponent.
Re: Capcom vs. The World Beta
#182  November 02, 2012, 08:34:17 pm
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I'll look into the Enforcer thing. Was he getting jumped over or ran past at some point? I've never had this happen unless someone was jumping over me or teleporting past me or something of that nature.

I was using him in training mode with the opponent on co-op setting.  Maybe I double-punched the back button or something.  I'm sorry, I can't replicate it, maybe it was a one-time glitch or something, because I have a good computer, but not a really good one.
Re: Capcom vs. The World Beta
#183  November 03, 2012, 04:53:20 pm
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Just broke a win 2 rounds to 1 against Mr.X with Sub Zero on my first try this run, so yeah, not too bad guys, you might just be playing the match ineffectively.

Also Sean, got a minor, minor, minor bug. When Snake is KO'd his game over music frog metal gear solid triggers multiple times over one another.
Re: Capcom vs. The World Beta
#184  November 03, 2012, 06:09:09 pm
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Superman

- Superman's Aerial Krasher is too fast for it to be able to crossup IMO. I think you should shrink the CLSN to make it harder to crossup with it because in a human's hands it's a little too good, unless you did it to make up for the fact that he can't crossup with his regular j. hk

- Superman's projectiles in the corner are deadly. While I don't really think it's a matter of being unbalanced, but his Ice Breath in unison with Heat Vision can really keep you on edge depending on your character. Ice Breath's CLSN is out too long IMO, it should go away earlier so that it's easier to react after missing. Because of it's range and longevity it keeps you blocking too long, and while it does miss at point blank if you walk forward on supes, it's still safe on block up close. Maybe it shouldn't be. Just a thought.

- You haven't considered making Speeding Bullet more like Psycho Crusher and have them go set distances instead of flying through the screen? Also I feel that he lands too far away, he should land closer on block so the opponent can punish better.

- Eh. Maybe Epicenter shouldn't go full screen, but half-to-full screen. But then again it does make for a good projectile spam counter. Ponder it, I suppose.

EDIT: I love Garret Laurel, but this guy is at a serious disadvantage to the rest of the cast. Probably because of the SHADES transition but here's some things that I feel that could make him a lot better. Btw I love you for Magnum Force.

Garret Laurel

- Perhaps make Long Arm of the Law his normal heavy and the baton attack his command heavy, because the baton attack is obsolete as anything but a ground chain combo extender, and it's slow startup gets me fucked up when I accidentally use it instead of Long Arm of the Law.

- Sudden Impact can be SRK + P/K but EX Sudden Impact doesn't trigger by doing SRK + 2P, only SRK + 2K.

- Heavy/EX Die Hard could use a red CLSN earlier right before he swings. Like at the end of the dash you could put 1 or 2 red CLSNs for the shoulder charge. If you want to be even more interesting with it, then give the shoulder charge portion of it different properties than the the other part of it. Like the shoulder charge part would cause a far knockdown rather than a juggle starter.

- Perhaps standing HK could have better AA properties, extend it a little more vertically.

- Standing LK has very limited use. Consider giving it more range.

Those things I feel could make the difference, although they seem like small changes.
Last Edit: November 03, 2012, 06:24:41 pm by Cazaki
Re: Capcom vs. The World Beta
#185  November 03, 2012, 06:11:50 pm
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Jin has a pretty....spammy Ai with the Clothes burst move
Re: Capcom vs. The World Beta
#186  November 08, 2012, 06:58:20 am
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Yeah I'm just about done with Jin S. Ready to just cut him right out of this game. Seems pretty dead about now, so Sean is either busting ass or busy as shit in the real world.
Re: Capcom vs. The World Beta
#187  November 09, 2012, 11:33:54 am
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I love the project, its really cool you are making story and fixing characters

I lov eyou includedjin BTW I want more updated
Re: Capcom vs. The World Beta
#188  November 09, 2012, 11:12:37 pm
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I just LOVED the game, congratulations man, just amazing.
Re: Capcom vs. The World Beta
#189  November 11, 2012, 03:32:01 am
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Yeah I'm just about done with Jin S. Ready to just cut him right out of this game. Seems pretty dead about now, so Sean is either busting ass or busy as shit in the real world.

Working on a bunch of stuff, actually. Trying to get Skullomania done for DivineWolf before he runs out of patience with me, and also working on a way to make the AI simulate charging. Thanks to Kamekaze and JMorphman, I have it worked out and now the AI can't spam charge moves any faster than a human player can. It greatly reduces the problems with Charlie and Jin, though Charlie is still fast and Jin still has big, over-the-top moves that have a lot of priority by design. I shrunk the hitbox on Jin's Typhoon special, and reduced the active time on all but the EX version of Dynamite. I also realized Dynamite had no recovery frame flags, so the whole move was registering as an attack from beginning to end, making it almost impossible to punish. Oh, and this is just minor, but I found out that for some reason the LP version apparently all versions of Typhoon were unblockable:omg: The problem was that the start-up state had an "I" movetype, and then the actual attack state was starting too fast for the opponent to block it. Big whoops. Fixed it immediately and I will be releasing a new update with all charge characters fixed, the Jin nerfs, a new character (Arthur for Capcom to even things out), and a hidden "joke" sub-boss. Hopefully I'll have it ready next week sometime, maybe sooner.
Son, the last thing you'll realize you need is what you've already got.
Last Edit: November 11, 2012, 03:37:56 am by Sean Altly
Re: Capcom vs. The World Beta
#190  November 11, 2012, 03:37:24 am
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Yeah I'm just about done with Jin S. Ready to just cut him right out of this game. Seems pretty dead about now, so Sean is either busting ass or busy as shit in the real world.

Working on a bunch of stuff, actually. Trying to get Skullomania done for DivineWolf before he runs out of patience with me, and also working on a way to make the AI simulate charging. Thanks to Kamekaze and JMorphman, I have it worked out and now the AI can't spam charge moves any faster than a human player can. It greatly reduces the problems with Charlie and Jin, though Charlie is still fast and Jin still has big, over-the-top moves that have a lot of priority by design. I shrunk the hitbox on Jin's Typhoon special, and reduced the active time on all but the EX version of Dynamite. I also realized Dynamite had no recovery frame flags, so the whole move was registering as an attack from beginning to end, making it almost impossible to punish. Oh, and this is just minor, but I found out that for some reason the LP version of Typhoon was unblockable:omg: The problem was that the start-up state had an "I" movetype, and then the actual attack state was starting too fast for the opponent to block it. Big whoops. Fixed it immediately and I will be releasing a new update with all charge characters fixed, the Jin nerfs, a new character (Arthur for Capcom to even things out), and a hidden "joke" sub-boss. Hopefully I'll have it ready next week sometime, maybe sooner.

I love you.
Re: Capcom vs. The World Beta
#191  November 11, 2012, 03:48:36 am
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It's Mr. Satan isn't it
Re: Capcom vs. The World Beta
#192  November 11, 2012, 04:03:53 am
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Nope, it's someone I made the sprites for.
Son, the last thing you'll realize you need is what you've already got.
Re: Capcom vs. The World Beta
#193  November 11, 2012, 04:14:34 am
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are we talking about who's the sub-boss or the final boss?
Re: Capcom vs. The World Beta
#194  November 11, 2012, 04:50:52 am
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Great news. I actually had something on Jin typed up but I lost it tragically but since you are reworking him i ain't got anything to say on that.
Re: Capcom vs. The World Beta
#195  November 11, 2012, 05:03:14 am
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Nope, it's someone I made the sprites for.

Either Axel or Scorpion. Also I KNEW something else was up with Jin. When blocking still caused me to get raped in under 25 seconds, well that was the giveaway.
Re: Capcom vs. The World Beta
#196  November 11, 2012, 05:37:24 am
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Does the Arthur have custom sprites or are you using Acey's?
Re: Capcom vs. The World Beta
#197  November 11, 2012, 05:45:56 am
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are we talking about who's the sub-boss or the final boss?

Sub-boss.

Nope, it's someone I made the sprites for.

Either Axel or Scorpion. Also I KNEW something else was up with Jin. When blocking still caused me to get raped in under 25 seconds, well that was the giveaway.

No, we're talking about the "joke" sub-boss. It's just a humorous character who has boss-like properties. I have never discussed this character before. I made it on a whim to be funny. It's not a one-note joke either, and the character will eventually be playable and fleshed out. In fact, I'll be releasing it as a stand-alone. How it works is, once I release the update, someone needs to post a screenshot of them fighting the sub-boss. Then I'll release it to the public.

Great news. I actually had something on Jin typed up but I lost it tragically but since you are reworking him i ain't got anything to say on that.

Alright, looking forward to more of those by the way. I'll be addressing some of the stuff you pointed out for Laurel and Superman.

Does the Arthur have custom sprites or are you using Acey's?

Acey's with a bunch of edits and custom animations. He will play more like his MVC3 counterpart.
Son, the last thing you'll realize you need is what you've already got.
Re: Capcom vs. The World Beta
#198  November 11, 2012, 06:12:41 am
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Jin Saotome

- Consider lowering Jin's health and damage to make up for his impressive mobility. Guy can get across the screen in seconds and his range is excellent. The best non-projectile zoning character in the game. I would think about decreasing the distance on his forward dash a little and backdash almost by half to be rid of his easy escapes. I abused his escape ability a lot but it's pretty much unfair that he can pretty much go in and out whenever he want with no reliable punish. Also you might want to lower his walkspeed as well just to make his range less of an advantage.

- His j. hp crossup is weird. It crosses up but Jin stays in front of the opponent. Really confusing on wakeup. *Only tested on Jin Kazama so I have no clue how this works on other characters.*

- More startup on his st. hk would be nice, it's a ridiculously good far AA and can reliably punish a lot thanks to it's range but it's use seems out of place.

- B+HP would benefit from a better hitbox for AA purposes.

- Inferno Kicks should probably miss crouching opponents since it's so damn GOOD.

- As a marvel character transitioning to a more traditional system Jin Saotome has a lot going for him because of how he was originally sprited. Alot of the hitboxes are adjusted to his limbs, which is a safe way to go about taking care of that, but don't be afraid to limit the hitboxes further back than his limbs reach. Just because his foot is touching the other character's face doesn't mean it has to register, so you might want to keep that in mind for both Jin and Lynn (Because both have these benefits.)

- Also think about making st. hp not cancellable into specials. It'll take away alot of his scariness from a distance and make it so instead of cancelling into a special from far he would have to be semi-close to follow it up with a launcher instead. It also makes him more of a rushdown guy instead of an unintentional zoning character.

- I think both Saotome Drills go too far. In Marvel they go far too (IIRC they are normals in those games.) but as a more traditional-style game I think you can spare to have them go a little less far. The heavy version also goes up pretty damn high might wanna lower that maybe.

- Saotome Typhoon's top CLSN goes too high IMO, but the light version probably should move faster horizontally while simultaneously going less far. Also for variety in properties, why don't you make EX Typhoon a juggle move like Sub-Zero's EX Slide, where Jin passes through the opponent and they get tossed into the air?

- Now, I don't remember how it worked in Marvel, but consider making Blodia Vulcan not do full damage while opponent is airborne.

I think all of these things will make Jin less effective in ways he shouldn't be and more effective in ways he SHOULD be.
Re: Capcom vs. The World Beta
#199  November 11, 2012, 09:19:40 am
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No, we're talking about the "joke" sub-boss. It's just a humorous character who has boss-like properties. I have never discussed this character before. I made it on a whim to be funny. It's not a one-note joke either, and the character will eventually be playable and fleshed out. In fact, I'll be releasing it as a stand-alone. How it works is, once I release the update, someone needs to post a screenshot of them fighting the sub-boss. Then I'll release it to the public.

Bring it on!

Re: Capcom vs. The World Beta
#200  November 11, 2012, 03:27:16 pm
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Squall

Now with Squall I always thought he needed some changes but never really spoke of it because I adjusted him myself in FF and never really brought it over to you, probably because your always busy, and I didn't think you would like my suggestions but what the heck why not.

- Every single one of his sword normals excluding his crouching ones need some adjustment. Yes, every one of them, the reason why is because if no he can 100% dominate characters like Jin K with no projectiles, counters or gimmicks like super armor. While there probably won't be many mismatches like that one in the final product, the fact that Squall was one of the first characters developed in this CvTW thing (I think the only older character is Rorschach, right?) has really bled into it, it really shows.

- Standing roundhouse (st. HK), if it continues to be special cancellable, then remove it's ability to be followed up with a launcher. St. HK -> cr. HP can pretty much land from a faaar distance and it causes a lot of characters trouble when you use to fish.

- St. HP could use a little more recovery frames, but it's not a big deal. Hopping Slash (F+HP) should lose it's special cancellable traits. Sure some overheads are special cancellable in Capcom games, but this one has really good range and can be made safe BECAUSE it can be cancelled out of. Try doing a Hopping Slash into light blizzard. Free overhead.

- When EX Blizzard lands on an airborne opponent try to limit the distance they fly away, that's just personal preference. Blizzaga however is EXCESSIVE. Maybe it would make more sense if it was like a MVC kind of thing where one block of ice is followed with the other one, but how it is now the ice blocks cover the entire screen in front of him pretty much.

- Now here's another personal thing. With Blasting Zone, the final frames of the attack should have receding CLSNs, where pretty much from long distance the entire attack can't hit. That'll make it a little less good by making Squall punishable from long range. If you don't know what I mean I'll try to show you, but as of now I think the Super is too good.

I don't know if you like any of this or not because pretty much all of this (And all of what I've been saying before) is nerfs so you can pick and choose what you want to get out of it but I really think he puts a lot of characters at a disadvantage the way he is now.

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