This is my Scorpion edit of Sean Altly's work. Like Sub-Zero and Ermac, he's got the 6 basic attacks, push block, super jump, air combos. I've edited his specials to make 3 different versions based on the button press. The most noticable is the new anti-air spear end for FP. It does an over the shoulder throw which bounces P2 for a combo. Sort of like Ermac's teleslam. I've edited the ground flame special to be a little more fair to Scorpion. Before P2 could recover first. I edited a sprite to make the animation end a little smoother. ALL of his specials have been worked over in some way. Download from SendSpace or right click and save as HERE! Scorpion's movesetSpecialsSpearLP - Normal spear. flies forward, drags P2 back to a dizzy stateMP - Same as Sean's, anti-air. Drags P2 back to be uppercutted. FP - New edit, anti-air. Drags P2 to be tossed on the other side of P2 and bounces. Can be combo'd. (pic 3)TelePunchLP - Low level. Can all be done in the air. Very much like Ermac's. (pic 1)MP - Mid level. Good against basic jumpsFP - High level Good against super jumps. Flaming FlipKickLK - Short range anti-air. All Fall back behind the starting point.MK - Mid range anti-air. FK - Mid-Long range anti-air. HellFireLK - Directly in front of P1MK - Mid rangeFK - Long range. Can hit P2 in the far corner depending on the stage.UltrasToastyLevel 1 - Scorpion pulls off his mask and shoots a stream of fireHellFire ComboLevel 1 - Double Flaming FlipKick to MP spear to uppercutHellish BrutalityLevel 3 - Auto-combo into an upper cut sending P2 into a pit of fire. (Pic 2)
Your edits are very cool, but scorpion cant air combo. When you hit the luncher, Scorpion is to slow to connect with the rest.SubZero is awesome, but his HP, doesn't hit in the air.If any of there are by design I am sorry. Will test them more later. For now if you can fix the combos that would be awesome. ThanksAwesome stuff.EDIT:I noticed you can use regular MP when you crouch and he can air combo then. But he has the same problem as SubzeroHis HP does not connect. That Low MP or I dunno how to call it makes the chaining a bit messy.Also I cant do a single hyper EDIT #2I got the HP to work in air, you have to wait a bit more and then it connects.
@The Sudden Rarity: The MP+HP spear may be a debug left over. Trying to test by yourself makes it easy if you can do simple button presses instead of long commands. Not at home right now. I'll check that later. Expect an update. If you want, it's probably a very easy comment out, or delete, in the cmd file. @PeXXeR: I think you're talking about the toe punch? It's a pretty funky move. I decided to make it MP instead of FP because of that. You can do D+y to do a different CMP. but if you do DF+y you get the toe punch which trips the target. I use stuff like that to mix up the fight. I personally like as many directional attacks in my characters as possible. The hyper(s) are with FP+FK. It's odd, I know. But I usually try to leave stuff close to the original character(s) as I can.
Odb718 said, April 16, 2016, 01:55:47 am@The Sudden Rarity: The MP+HP spear may be a debug left over. Trying to test by yourself makes it easy if you can do simple button presses instead of long commands. Not at home right now. I'll check that later. Expect an update. If you want, it's probably a very easy comment out, or delete, in the cmd file. Oh, I'll fix that on my own, just pointing that out so you'd know
Odb I do agree, It makes chaining more funky. Just the HP issue its inconsistent, but maybe its a problem on my end.I'll be waiting for the update and I will be adding these guys to me custom port roster, thanks for the awesome release.
Pretty interesting edition of Scorpion I must say, the new mechanics flows well and you did a nice work on the new attacks! There's some aesthetics that could be slightly improved though:Something like a readme or a movelist file is greatly needed. It really took me a while to figure out the new command for hypers.Speaking of hypers, I would suggest to change their commands to a more common style, like the | kind. I know you were staying true to his CvTW counterpart, but when changing a character to another style you need to adapt these stuff to make his gameplay consistent.EX HellFire is still performed with and . I suggest to change it to and respectively.What happened to EX TelePunch bro? That was a cool move... That's what I have to say. Keep an eye on these details to enhance this impressive edit!
I've fixed all of the bugs mentioned above my last post & I'm working on the edits you guys suggested. I may be able to upload the update tomorrow. @PeXXeR: I'm not seeing the problems you're getting. My MP, State 212, doesn't pop up P2. The HP not connecting in the air/air combo, is it a juggle count problem?@NDSilva: I was thinking about switching all 3 chars to use an MvC style "d,df,f x+y+z" method for the Ultras. The EX moves were left out for Ermac. I wasn't sure if I wanted to keep them for Sub Zero and Scorpion. The EX Telepunch will be a big process... if I make it... Or it might be a few simple edits... I redid the original Telepunch from 1 move (I believe) to 6 moves. To do the EX version, I may be able to adjust the values inside those six states. I usually play 1v2 in Team Arcade. I was thinking about an EX Spear, that would go through P2, and possibly hit P4. P4 would be dragged into P2 and then they'd both be dragged next to Scorpion. What do you guys think?