Lumei Last updated ?-??-???? (This is a private edit that I've decided to make public.)No screenshot because photobucket sucks and I'm too lazy to find another image host at the moment.Download LumeiSonia Romanenko Last updated 8-9-2018Download SoniaAngel Last updated 7-21-2018Download AngelL.Raptor Last updated 7-16-2018Download L.RaptorLucy Fernandez Last updated ?-??-???? (This is an old private edit that I've decided to make public.)Download LucyJimmy Last updated 8-25-2013Download JimmyJon Talbain Last updated 1-25-2013Download Jon TalbainWolverine Last updated 1-25-2013Download WolverineMvC3 Sound Patch by GDPenguinCyber Akuma Last updated 10-10-2012Download Cyber AkumaDemitri Maximoff Last updated 9-17-2012Download Demitri MaximoffAlternatively, you can get a much better version with CFJ sprites, color separation by Froz, and other improvements here. Compliments of NDS-Silva.Iron Man Last updated 9-15-2012Download Iron ManSpider-Man Last updated 9-15-2012Download Spider-ManMvC3 Sound Patch by GDPenguinAlternatively, you can get a much better version with the above sound patch already included, balance fixes, color separation by Froz, and other improvements here. Compliments of NDS-Silva.Spiral Last updated 9-12-2012Download SpiralAnother Chun-Li Last updated 9-10-2012Download Another Chun-LiDiscontinued (but still available for download)Download Bonne JenetDownload Captain AmericaClick here for additional screenshots.Of course, feedback and bug reports are appreciated. Otherwise, please enjoy!
Updated today. See first post for info.I wanted to do a bigger update today but I seem to be having computer issues. I'm debating on whether or not I should give Cap a Roll move (Forward+LP+LK) because he already has the Cartwheel special and I don't want to give him redundant moves. So, as usual, I'm open to suggestions.
Some stuff:-Make the CLSNs simpler like for example in the stance, way too much unnecessary blue CLSNs. In the running and crouching could use some work as well-Check that all the sprites are indexed correctly since the shield changes its colour in some palettes-Debug flood-Perhaps changing the hitsparks to the MvC1 set? Just a suggestion Everything with images below Spoiler, click to toggle visibiltySo far pretty good, nice to see the Captain getting some love
Goodaldo said, May 23, 2012, 05:20:02 amSome stuff:-Make the CLSNs simpler like for example in the stance, way too much unnecessary blue CLSNs. In the running and crouching could use some work as wellI have had every intention of doing this. Most likely in the next update.-Check that all the sprites are indexed correctly since the shield changes its colour in some palettesI'd only tested him using his default palette, so I had not noticed this. Thank you for pointing it out. Will be fixed in the next update.-Debug floodAlso, will be fixed in the next update.-Perhaps changing the hitsparks to the MvC1 set? Just a suggestion I'm not a fan of the MSH hitsparks, either. I'm actually going to change them to the SFA3 sparks with MvC1 sparks used only for Final Justice.*images omittedSo far pretty good, nice to see the Captain getting some loveI'll be getting to work on this as well as other stuff later today, expect an update by Friday, if not sooner.Many kind thanks for your feedback.
Small update with palette issues fixed. Download in first post. Other stuff pointed out in the last post will be fixed in the Friday update.
Today's update, as promised. See first post for info. I'm sure I'll catch some crap for this, but I decided not to simplify Cap's CLSN's (at least for now) because the only thing I'm really worried about are invincibility frames and infinite priority, which are not an issue here. Consider him a completed character for now. I may add AI in a future update, but I'm kind of shitty when it comes to coding AI. If anyone would like to create a decent AI patch, I'll gladly add it to the next update and give full credit in the readme. Happy leeching and enjoy!
Interesting. Removing the super jump opened some air juggling possibilities Nice variant of the MvC Cap in the end
this almost feels like Buckus mvc characters,I can honestly say this is my favorite Cap,very good job and I hope to see more edits of mvc characters from you,thank you sir
Thanks for the kind words, everyone. And NoZ, I'm actually planning on doing an edit of IronMan next. Not sure when exactly I'll be releasing him, though.
Koldskool said, May 27, 2012, 03:22:30 amThanks for the kind words, everyone. And NoZ, I'm actually planning on doing an edit of IronMan next. Not sure when exactly I'll be releasing him, though. If you do that,you will be my hero,not kidding
Nice work on Steve. Any chance you can do anything about his shield being correctly aligned during special states (throws etc.), or just having it disappear completely? It's one thing that always irked me about Blaze's Cap, but I know fuck-all about coding to try and fix it.Who's Iron Man were you planning on editing BTW?
davismaximus said, May 27, 2012, 04:40:37 amNice work on Steve. Any chance you can do anything about his shield being correctly aligned during special states (throws etc.), or just having it disappear completely? It's one thing that always irked me about Blaze's Cap, but I know fuck-all about coding to try and fix it.I looked into it and decided it would just be a huge pain in the ass. So, Cap's "magic shield" is here to stay.davismaximus said, May 27, 2012, 04:40:37 amWho's Iron Man were you planning on editing BTW?Gou-San's.
I think you should tweak Cap's attack speed and jump physics to match the style a bit better. Change how some of his normals work so comboing into supers is possible, etc. etc. Overall, pretty good though : )
-state 3001[Final Justice (hit success)] needs a bigger hit box, or less sliding after the contact. With the scaling, he misses some opponents, including himself, if you connect with Final Justice up close. I changed it from:Clsn1[0] = 1, -96, 61, 0to:Clsn1[0] = 1, -96, 90, 0-I think the aerial raves should go higher. From the looks of it, the aerial rave jumps are shorter than regular jump.-With the new scaling, you may have to adjust some hitdefs so combos will still work.Nice edit
Uncle Buckus said, May 29, 2012, 04:09:02 am-state 3001[Final Justice (hit success)] needs a bigger hit box, or less sliding after the contact. With the scaling, he misses some opponents, including himself, if you connect with Final Justice up close. I changed it from:Clsn1[0] = 1, -96, 61, 0to:Clsn1[0] = 1, -96, 90, 0-I think the aerial raves should go higher. From the looks of it, the aerial rave jumps are shorter than regular jump.-With the new scaling, you may have to adjust some hitdefs so combos will still work.Nice editThe aerial rave/super jump actually has the same height as a normal jump. But, I do plan on tweaking and fixing several things. When I release Iron Man, I'll also release an update for Cap.