QuoteFor shocked anims, you're using the "optional anim standard", aren't you ? This way, characters which have it, such as POTS' chars if I remember correctly, will be able to display it correctly against Captain Commando.For sure we are. I've made those special states using that old list. So shocked and Burn anims will worksNaj, fix that "(Full Game Only)". Both codes works for any char now.
-7th May 2010-Sorry for the lack of updates in awhile.I've been working really hard on trying to make some solid gameplay for the characters.A few new things have been added such as...Escape Roll - Skill while standingBasically it makes the character roll forward or roll back depending on the direction holded.It is invunerable to any attacks in the starting frames but, once you reach the ending frames of a roll you can be easily attacked. This can also be used as a quick recovering when knocked down.Short Hop - Skill + Grapple while standing, walking and runningMakes the character do a short jump instead of the regular jump. It is a great punisher to crouching enemies. Ofcourse, the dodge mechanic has been removed due to these installments and the counter move has also been removed.Lucia is coming along very smoothly. She seems solid as of now and now only needs a beta test. Haggar has been updated aswell but for now I'm keeping what I've changed secret. And next I'll be working on a new Guy who will be much MUCH superior to my old one.And also I have a little question:Colour seperation or not?
Didn't the counter move take up stock? Wasn't it just a regular old Super Counter? If so, it wouldn't interfere with the new mechanics. Why take it out?
It kinda interferes with the escape roll. Why? Because usually the counter would be executed when holding back and skill when the enemy hits you and the escape roll can also be used by holding back and skill. It makes it much much harder to actually get the counter out.
Nnaajj said, May 07, 2010, 09:48:15 pmIt kinda interferes with the escape roll. Why? Because usually the counter would be executed when holding back and skill when the enemy hits you and the escape roll can also be used by holding back and skill. It makes it much much harder to actually get the counter out.So just have the command be QCB followed by pressing the Attack key and either the Super key or the Grapple key together - or maybe make a whole new key and press just that - when guarding an attack.
KeyBold = Completed, Near Completion or WIPUnderlined = Sprites fully ripped and ready to codeNothing = Haven't started onFinal Fight 3Guy, Lucia, Haggar, DeanStreet Fighter 2Ryu, Zangief, Cammy, Guile, Balrog, T.HawkCaptain CommandoCapt.Commando, Mack, Ginzu, Baby HeadBattle CircuitCyber Blue, Capt.Silver, Yellow Iris, Alien Green, Pink OstrichSlam Masters 2Scorpion, Rasta, Oni, Black Widow, T.Tim, WraithWarriors of FateSubutai, Abaka, Portor, KassarCadillacs and DinosaursJack, Mustupha, Hannah, MessAlien vs PredatorLt.Linn, Mj.Dutch, P.Hunter, P.WarriorThe PunisherPunisher, Nick FurySub BossesShtrom.Jr, M.Bison, Slice, Ortega, Abigail, JohnnyNOTE: More to addBossScumocide
Missing D&D and Muscle Bomber chars. Plus there's lot others on SNES games that would be nice to include.
Keep missing out stuff lol. D&D wouldn't really work with the system so left them out.Muscle Bombers is fine though.
i'd eliminate either guile or dee jayfor they have similar move sets with that i mean to execute them its the hold back then release kicksjust to keep variety take out one of the two
I see what your saying. I really like both of them so it will be hard to choose out of the two. Also, Dhalsim could be a potential character aswell.
For SF2, I would have said Ryu (instead of Ken), Zangief, Cammy and Guile. That's just me though.- Ryu is Ryu, which means he defines what Street Fighter, and to an extent Capcom, is.- Zangief is a grappler, which means lots of things to do with regard to the grapple system, and this is cool. Plus, seeing the number of chars, Haggar needs at least a rival.- Cammy has these techniques which would add variety to the gameplay. From grapples to fast moves to make contact with the opponent, dodging fireballs and other projectiles at the same time.- Guile is another emblem of SF2, and he really is the type of guy which could show the other chars that you need only 2 specials to own everybody.
Some more great suggestions.It would probably be best to remove Ken with Ryu as like what you've said, he's the iconic character of Capcom.Zangief was defintely one of the characters I was going to keep in. He has so much throws that would fit the grapple system good. He could even have a special intro with Haggar, maybe both of them grabbing on to eachother and breaking away.Cammy also has some unique specials which would make her very fresh from the roster. She also has a variety of air throws which would be something new to see.Guile is a must.
(Wow, you're quick to answer!)From Final Fight there are just too many, it could be either one of the bosses. I would suggest Sodom, Abigail or Rolento.From Battle Circuit, it would be cool to have Dr. Saturn! It could also be Johnny.From Alien Vs. Predator, could be either Chrisalys or Razor Claws!
Sodom or Rolento would be a nice choice, would have to see who has the better gameplay though.Dr.Saturn would also be good. Dunno who Johnny is, lol.Haven't played through AVP fully so I need to see all the bosses to make a choice.And Kingping would just be awesome for The Punisher series.Also updated the SF cast. What do you guys think?