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Jill Valentine (Resident Evil) (Read 22768 times)

Started by Sean Altly, January 14, 2013, 08:47:57 pm
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Re: Jill Valentine (Resident Evil)
#21  January 15, 2013, 02:27:41 am
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I was just thinking if you wanted to differentiate her about the knife stance behaving like that KOF Leon released a while ago, but the rekka commands also work. If you do give her a dodge roll as her UT, what if you make it so it has knock back, so it's almost like a tackle/dodge

Will the knife slashes be cancellable into EX versions too?
Re: Jill Valentine (Resident Evil)
#22  January 15, 2013, 04:08:33 am
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could probably use the herbs for healing..one herb heals and one gives power..just an idea


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Re: Jill Valentine (Resident Evil)
#23  January 15, 2013, 12:01:43 pm
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the Blue one could give back power,since she wont be getting poisoned in mugen i guess
Re: Jill Valentine (Resident Evil)
#24  January 18, 2013, 10:14:27 pm
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Well, I had this idea for her UT. I noticed that since I wasn't using her helpers, that's a lot of unused sprites for her dodging them as they come on screen. So, instead of just a single stationary dodge, I was thinking her UT would be called "Evasive Maneuvers."

Pressing the UT button alone would do the standard dodge. Pressing U+UT would make her do the hop she normally does to avoid the dog (she could use this for low projectiles or attacks). Pressing UF+UT or UB+UT would be moving versions of that. Pressing D+UT would be the crouch she uses to avoid the crows. It could be used for certain attacks and projectiles. Pressing D,D+UT would do the one where she drops all the way onto her stomach. That one would be even safer for dodging projectiles, but would have more recovery since she needs to get up off the ground. Also, holding down the button keeps her lying there, and she won't get up until you release it.

I considered a roll to be used with F+UT or B+UT, but that seemed like a bit much (and it would kind of take away from CM Punk's UT). Maybe I could make them dashes instead, and she'd be the only character with dashes AND a run. A crawl would be cool too, but that would require some spriting/editing, which I can't do right now. What do you guys think of this idea so far?
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Re: Jill Valentine (Resident Evil)
#25  January 18, 2013, 10:22:03 pm
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I don't think she would need F/B+UT with all the dodges she has, IMO.
Re: Jill Valentine (Resident Evil)
#26  January 18, 2013, 10:27:15 pm
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Well, that's why I said I thought it might be a bit much. I can just use the U/D ones.
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Re: Jill Valentine (Resident Evil)
#27  January 18, 2013, 10:30:32 pm
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Re: Jill Valentine (Resident Evil)
#28  January 18, 2013, 10:48:05 pm
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A dash is fine depending on her final moveset. If it's still a projectile-fest then no.
Re: Jill Valentine (Resident Evil)
#29  January 18, 2013, 11:24:02 pm
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Maybe while she's on her stomach she could shoot like Chris?
Re: Jill Valentine (Resident Evil)
#30  January 19, 2013, 12:53:25 am
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I would have said incorporating the classic RE quick turn mechanic would have been an interesting ability, but, aside from running away, I couldn't think of other uses for it, but it may be a building block for something.

If you did do the dodge mechanic, that would be cool, or maybe just make it a grenade type change button, which would allow all the standard types from the games, flashbangs, incendiary and explosive (maybe a shock version too?)
Re: Jill Valentine (Resident Evil)
#31  January 19, 2013, 04:42:01 am
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Well, that's why I said I thought it might be a bit much. I can just use the U/D ones.
I meant the one with the dashes and/or crawl.

I know, that's what I said, I can just use the ones that use the Up/Down buttons (hop, duck, lay down), and not use the F/B ones (rolls or dashes).

Maybe while she's on her stomach she could shoot like Chris?

Would need sprites, I think I'm just going to stick to the dodges right now and not really worry about crawling or shooting.

A dash is fine depending on her final moveset. If it's still a projectile-fest then no.

Well, I made it clear in the first post she would probably be a projectile heavy character like Chris in MVC3, no matter which moveset I went with.
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Re: Jill Valentine (Resident Evil)
#32  January 19, 2013, 11:25:03 pm
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Why don't you make both versions of Jill and let people use either one they want in their copy of CvTW?
Re: Jill Valentine (Resident Evil)
#33  January 19, 2013, 11:28:50 pm
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That might work.  The World side has two EX characters and the Capcom has none.
Re: Jill Valentine (Resident Evil)
#34  January 19, 2013, 11:36:26 pm
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Re: Jill Valentine (Resident Evil)
#35  January 19, 2013, 11:38:45 pm
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Had there been sprites to accomodate it I would say yes, like if there were sprites for the MVC3 version, in this case I don't think so. Jin at least will have a whole new sprite set, and CM Punk already does. If there was more of a Ryu / Evil Ryu that may more sense, but I don't think it's necessary myself.
Re: Jill Valentine (Resident Evil)
#36  January 19, 2013, 11:50:27 pm
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The KOF games don't use any sprites or palettes to differentiate the EX versions.  At best you'll get a different stance.
Re: Jill Valentine (Resident Evil)
#37  January 20, 2013, 12:02:11 am
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I just meant in relation to the existing characters, but I know what you mean like all the various incarnations of Kyo.  So are you looking for a more traditional MVC2 style Jill and this new CvtW version? Just curious as to what an EX version of her could possibly be needed for.
Last Edit: January 20, 2013, 12:15:09 am by C-G-U
Re: Jill Valentine (Resident Evil)
#38  January 20, 2013, 04:14:13 am
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Yeah, an MVC2-style EX Jill isn't a bad idea. Just depends on how much work it would be and if I have time for it.
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Re: Jill Valentine (Resident Evil)
#39  January 20, 2013, 04:29:48 am
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Commands would be easily adaptable too, since MVC2 was originally a 4 button game anyhow, her special action can be that push guard or something. Only difference would be that she would have EX moves now
Re: Jill Valentine (Resident Evil)
#40  January 20, 2013, 05:20:48 pm
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Jill move set without Barry is nice because a Jill without the helpers would be orginal an diferent than the other Jills in mugen.