Scarlet Witch
by ZVitor, Warecuz, Arkady, & Acey
additional code by MystikBlaze
additional HyperFinish BG sprites by winane
edits by Swanky
Download Scarlet Witch
Scarlet Witch was one of the more unique characters in AvX to me. Ever looking to adding more stuff to my roster,
I decided to give her some updates and touch ups. Overall her gameplay hasn't shifted from the original avx release,
she still is a great zoner with some interesting mechanics to keep the enemy on their toes.
Version 1.0 initial release
- added a list of bosses and characters with super armor to statedef -2. Add your own to make them vulnerable to Hex Box and Dark Pillar.
- all heavy normals were rebalanced damage wise. She does less damage compared to the AvX release but more consistent comboing.
- fixed several inconsistent hittimes for normals
- corrected hitflag for statedef 1110 (Dark Pillar), should now be able to OTG
- Hex Box and Dark Pillar can now hit boss type & super armor type characters
- Hex Blast Hyper can now hit boss type & super armor type characters
- Revitalize Hyper regenerates more life
- added aerial and crouching push block
- added counter (requires 1 bar, B,DB,D, P)
- shortened liedown time
- added Hyper Combo Finish BG
- touch ups to the AI, it should now be zoning more thoroughly while being more menacing in melee range.
- new portrait (old one is still present if you want to switch it back)
Update 1.01
- normalized normals some more. Comboing is now consistent if dependant on distance, height and get up time of the opponent. Max combo damage should vary between 460 - 550 dmg.
- fixed Hex Blast not hitting bosses
- fixed a typo in the quotes
- slightly raised her Magic Beam hyper
To Do:
- anything else that needs fixing
Gameplay
Scarlet Witch can use various means of keeping the enemy away and under pressure - Ground Seal, Dark Pillar, Hex Box all work together zoning the opponent out. Should they get too close however, Scarlet Witch can easily zigzag combos into Hex Box. Note that she is missing a dedicated opener to enter combos, so getting off a full combo is less consistent as it is with other characters.
Hex Box acts as a one time reset and extend to combos as well, so it is the most important move in her extended toolset.
An opponent cannot be hexed more than once per combo. She still retains her repel melee and projectile specials, and they also work
against supers.
Scarlet Witch is not adept in aerial combat however. She only has a basic combo and no aerial specials available.
This is an extended combo example.
sWP, sWK, sMK, sHK -> QCF B -> QCF P (reset) -> sWP, sMP, sHP -> QCF KK
Buttons & Moveset (as per original Readme)
Spoiler, click to toggle visibilty
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Buttons
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The following notation is used throughout this readme file:
Down = D
Forward = F
Up = U
Back = B
Down-Forward = DF
Down-Back = DB
Up-Forward = UF
Up-Back = UB
Hold for 2 seconds = Hold
Start = S
Any Punch = P
Any Kick = K
Light Punch (x) = LP
Medium Punch (y) = MP
Heavy Punch (z) = HP
Light Kick (a) = LK
Medium Kick (b) = MK
Heavy Kick (c) = HK
Two Punches = PP
Two Kicks = KK
Special Attack = Requires a specific controller motion
Hyper Attack = Requires a specific controller motion and one
level filled in the super bar
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Basic System
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The following Game play system is standard for all of the characters in Avengers vs. X-Men:
Jump Up = U
Jump Forward = UF
Jump Backwards = UF
Walk Forward = Hold F
Walk backward = Hold B
Crouch = Hold D
High Guard = Hold B as opponent attacks
Low Guard = Hold DB as opponent attacks
Forwards Dash/Run = F, F
Back Dash = B, B
Taunt = S
Guard Push = PP while guarding
(Not during hyper attacks)
Counter = B, DB, D, P (during guarded hit on the ground)
Throw = F + HP or B + HP
Super Jump = D, U or U after a Launcher connects
Aerial Rave = Perform a combo during a Super Jump
Recovery Roll = Hold F or B while recovering
(Character Specific)
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Game Play
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Canceling – is the ability to stop one attack by performing the commands to start a second attack. Typically this is used to cancel a normal attack with a special attack or to cancel a special attack with a hyper attack.
Combos – The combo style within the game fall into three categories, called MH, Magic Series and Aerial Rave.
LMH: Characters with these properties can perform combos such as the following while standing or crouching:
o LP, MP, HP
o LK, MK, HK
Magic Series: Characters with these properties can perform all of the LMH combos as well as the following:
o LP, LK, MP, MK, HP
Aerial Rave: All characters can perform an aerial rave using the following buttons:
o LP, LK, MP, MK, HP
Ground Bounce – occurs when your opponent is hit to the ground then they bounce into the air allowing for any attack to make contact with the opponent a second time. A Ground Bounce attack can typically one be used once per combo.
Launching – is the ability to hit your opponent into the air. The opponent will remain in a vulnerable state until they reach the height of the launch, then if they are not hit again while in the air they will recover before descending.
OTG (Off the Ground) – are certain attacks that will connect with the opponent even while they are lying on the ground. Typically such opponent cannot be hit until they stand up again, except when an OTG attack is used against them.
Wall Bounce – are attacks that send the stunned opponent flying into the opposite side of the screen where they will then bounce off back towards your character allowing for an additional combo attack. A Wall Bounce typically cannot be performed against a cornered opponent.
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Specifics
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Combos: Magic
Launcher: D + HP
OTG: D,DF,F + K
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Skills
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Hover (Hold U in air)
Air Dash
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Special Attacks
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Hex Box
D,DF,F + P
Chaos Block (Reverses Normal Attacks)
D,DB,B + P
Dark Pillar
D,DF,F + K
Chaos Guard (Reverses Projectiles)
D,DB,B + K
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Hyper Attacks
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Hex Blast
D,DF,F + PP
Altered Reality
D,DB,B + PP
Anarchy Assault
D,DF,F + KK
Revitalize
D,DB,B + KK
My other releases
I will be keeping her separate from the main download for the time being; once I am sure there will be no more updates I'll be shifting her over into the main download.
MOAR SCREENSHOTS