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Megaman (Classic) for CvTW (Read 34532 times)

Started by Sean Altly, July 08, 2013, 04:27:37 am
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Re: Megaman (Classic) for CvTW
#81  July 24, 2013, 07:37:31 pm
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Re: Megaman (Classic) for CvTW
#82  July 24, 2013, 07:44:32 pm
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Eddie's the one who normally gives him weapons, right ? What does he do now ? Can't he be the one to give the item to refill the weapon bar instead of a super ?
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Re: Megaman (Classic) for CvTW
#83  July 24, 2013, 07:59:12 pm
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Eddie drops a bomb on the opponent from above, like he does in DG's version. It's what Eddie does when you get his help during the flying sections in MM8.
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Re: Megaman (Classic) for CvTW
#84  July 25, 2013, 08:28:42 am
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I assume that Auto will also act the same way like in DG's version, right?
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Re: Megaman (Classic) for CvTW
#85  July 28, 2013, 05:29:00 am
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haven't played many of the megaman games save for 2, Megaman and Bass, Megaman Battle Network 3 and 6, and Megaman X8. so far Megaman seems like he might be a bastard when it comes to the keep away game. lots of projectiles being spammed and such. but even so he's gonna be awesome so long as he's balanced right.


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Re: Megaman (Classic) for CvTW
#86  August 09, 2013, 01:03:18 am
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I watched the latest preview of Mega Man you posted and couldn't help but notice you re-used his launcher for an air punch.

If you want, you could replace it with this custom punch Diepod did. I guess you would have to edit the colors on the animation though.

New Jumping Medium Punch by Diepod (Megaman - Capcom Vs. Series)

Re: Megaman (Classic) for CvTW
#87  August 09, 2013, 01:43:27 am
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Correct me if I'm wrong as I don't mean to answer for him, but I think someone else mentioned some of those sprites already a few pages back, just assuming it applies to those too as well.

I already gave him a new s.HP, you can see it in the video. Those moves were meant to flesh him out better for 6 buttons and give him more variety in his attacks, but my version is only 4 buttons. I looked into using those as soon as I started on Megaman, and I decided this version doesn't really need them.
Re: Megaman (Classic) for CvTW
#88  August 09, 2013, 02:50:54 am
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I used the same animation Capcom used. In MVC, Megaman's jumping MP is the uppercut (same sprites as his standing MP and crouching MP), and all his HPs are the buster. Since his buster is a command normal, all his MPs became HPs, except for his standing Hp, which I made a new animation for.

I'm not against using Diepod's sweet animations for Megaman, but I don't think I really need to for my version, plus it will make that version (I think it's for CFAS or CFJ2 or both) more unique with them.
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Last Edit: August 09, 2013, 08:39:16 am by Sean Swanson
Re: Megaman (Classic) for CvTW
#89  August 09, 2013, 07:57:32 am
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I see. I guess I missed that post, somehow. I never noticed that air punch came from source either. My bad.
Re: Megaman (Classic) for CvTW
#90  August 31, 2013, 12:48:26 am
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Kinda infinite with Mega's slide? I dunno if this is the right place to post this
Re: Megaman (Classic) for CvTW
#91  March 28, 2014, 09:58:02 am
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Re: Megaman (Classic) for CvTW
#92  March 28, 2014, 05:27:14 pm
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