Knuckles8864 said, August 31, 2019, 04:36:35 pmLooks like we have a winner!Captain Commando will be my next character!Awesome, but you'll probably update all your characters soon
Wow, pretty much by a landslide. I'm super okay with this though. Can't wait to see what you've got in store for him!
Here's the ultimate question: Shall I make him like a sort of MvC mix, similar to what DivineWolf did with Strider, or make him more like Warusaki's version?
By MvC mix you're talking about chain normals or that also aplies to commands too? IMO the best way of course is to have him as a regular "PoTS" character with the option to enable chain normals for those who prefer a more MvC like gameplay.
Knuckles8864 said, September 01, 2019, 04:59:12 amHere's the ultimate question: Shall I make him like a sort of MvC mix, similar to what DivineWolf did with Strider, or make him more like Warusaki's version?how about two where one is default and another one is selecting him va holding start and pressing any attack key in the select screen or/and having separate defs?
The idea of both versions available is cool. Either making a config.txt or selecting via holding start would be nice. Spoiler, click to toggle visibiltyAnyway if I had to pick one I'd go with the CvS gameplay but with a few things from MvC, similar to Froz' Wolverine.
I don't like Waru's version. I would advice against using stuff from his, as that's his own personal take. Making Captain Fire/Corridor supers honestly makes no sense to me. The lack of chaining is detrimental to Vs styled chars as well. I did with Strider/Psylocke/Jill, what they did with Morrigan in CvS.Just because you're making the char in a CvS-ish format, doesn't mean he needs to lose what makes him...well...HIM. Chaining is in CvS. Morrigan can do it by default, and it can be given via sub system mechanics. I personally wouldn't make any config, but you do you. I would suggest sticking to his MvC scheme, and maybe see about adding something from his actual game and maybe from some games he cameo'd in. Like Project X Zone I believe.
Just to complement my previous post, when I say MvC, I'm not talking only about chaining but the gameplay in general, velocities, super jump and all the fancy stuff MvC is known for. Chain is ok for PotS style chars as PotS himself did that on Morrigan.
DW said, September 01, 2019, 06:07:31 amI don't like Waru's version. I would advice against using stuff from his, as that's his own personal take. Making Captain Fire/Corridor supers honestly makes no sense to me. The lack of chaining is detrimental to Vs styled chars as well. I did with Strider/Psylocke/Jill, what they did with Morrigan in CvS.Just because you're making the char in a CvS-ish format, doesn't mean he needs to lose what makes him...well...HIM. Chaining is in CvS. Morrigan can do it by default, and it can be given via sub system mechanics. I personally wouldn't make any config, but you do you. I would suggest sticking to his MvC scheme, and maybe see about adding something from his actual game and maybe from some games he cameo'd in. Like Project X Zone I believe.This. Please.
Gotta disagree with you there, DW. I personally feel like everything Warusaki3 did made him feel like a proper CvS character. Captain Fire and Corridor being supers and Captain Storm/Sword being the Level 3 super is also great, them being regular special attacks like in MvC would feel weird imo. It works for the style of game that the Vs series has been, kind of wild and fast-paced. CvS has always felt a bit more grounded, by comparison.. I'm not sure what the custom super he made is called, I personally call it Captain Combination [also fitting with the CapCom scheme] but I like that one too. I also don't feel like Waru's Commando not having chaining is as detrimental as you say, he still plays just as well and still has great ways of opening up the opponent.While I personally would love to see Knux's own pure original take on the good Captain, I don't feel like taking some things from Waru's Commando is as bad of an idea as you make it.
I do agree and disagree with many people here. On one side, yes Warusaki did give Cap a good identity from his appearance from his in MvC, and makes him a formidable fighter (given what DW did with Jill, and that's a really good thing from giving her zombie helpers). On the other hand, I do agree with DW with Waru's gameplay way, as it does feel a bit slow imho. However, there's not really much else to take from his own original games, unless giving him a rocket launcher is on the list. And even Project X Zone 2 doesn't give him that much, because he's only an assist character, not one you play as (not even his own other Commandoes are in it as he says they're all on another mission after talking with Ryu and Ken).So, I'd probably go with a line of giving him moves that chain together, but keep Waru's element still there (even if making Captain Fire and Corridor supers, unless there's another way?)
you could have him call his strikers as supers and buff up their utility instead of having his specials be supers?it would keep his identity and you'd still be able to make captain corridor and captain fire specials.win-win imo, his strikers are extremely important to him as a character and it would be a perfect way to implement them
Why not make them weaker as specials but have them act like in MvC as Supers? For example, making Captain Fire a Yoga Blast but making the Super Captain Fire a Yoga Inferno.
RagingRowen said, September 01, 2019, 12:38:01 pmWhy not make them weaker as specials but have them act like in MvC as Supers? For example, making Captain Fire a Yoga Blast but making the Super Captain Fire a Yoga Inferno.I could, but I need the sprites for the weak flame version of the move.lui said, September 01, 2019, 10:29:28 amyou could have him call his strikers as supers and buff up their utility instead of having his specials be supers?it would keep his identity and you'd still be able to make captain corridor and captain fire specials.win-win imo, his strikers are extremely important to him as a character and it would be a perfect way to implement themI'll think about it, but they'll be part of Captain Storm/Sword Super.
Project.13 said, September 01, 2019, 07:55:35 amCaptain Fire and Corridor being supers and Captain Storm/Sword being the Level 3 super is also great, them being regular special attacks like in MvC would feel weird imo. It works for the style of game that the Vs series has been, kind of wild and fast-paced. CvS has always felt a bit more grounded, by comparison..Why? Why is it great to spend meter to do moves that he could do by default and are apart of his utility in general? It's not like Captain Fire/Corridor are anything special/overpowered. C.Fire is just the run of the mill projectile honestly. While Corridor functions much like Kyosuke's Lighting Upper. Why give him a SRK instead of just keeping Corridor? It's just his anti air defense. Captain Storm being more cinematic and made more powerful for the sake of it is fine. Though why a Storm+Sword hybrid? C.Sword isn't anything all that special either. TBH, Commando by default is more streamline to just go into the format as is than most other Vs styled chars. There's really no reasoning behind this, other than that's just what he wanted to do. Which is his prerogative to do so, but, not needed honestly to make him fit with the rest of the cast.Project.13 said, September 01, 2019, 07:55:35 amWhile I personally would love to see Knux's own pure original take on the good Captain, I don't feel like taking some things from Waru's Commando is as bad of an idea as you make it.I never said it was a bad idea. I said that's his own personal take, stemmed from his own imagination. If you're just gonna do the same thing he did, with different FX and EX moves, why even bother? At that point, it's honestly an edit. Which isn't inherently bad, though I don't see the point.
Knuckles, DW, (everyone for that matter) why not join the MFG discord ? Would be easier to discuss and also for us to give feedback on the spot.Lots of us are regulars there and talk on a daily basis.Seeing the poll results hot damn Dhalsim gets no love
I agree that it shouldn't be a 1-1 kind of thing, that's fair. I dunno, just of all of the MvC characters I've seen get converted to a CvS-esque style, Commando's moves in the MvC universe seem the strongest. I personally can't remember anyone else having "big" normal special attacks like he does, with CvS being more grounded like I mentioned before. Like with Jill and Hayato, their moves and specials I can see staying the same if they had actually made it to CvS2, but I can't say the same with CapCom. It's hard for me to properly put things into words sometimes, so I'm not sure if I'm properly expressing what I mean here.
As much as I love Waru's rendition of Captain Commando, gotta admit I'm not very fond of his more traditional SRK move - yeah, maybe that could be replaced with a sort of toned down C. Corridor - as well as the Captain Sword being limited to a Lvl.3 finisher only.So I'd say, keep his general moveset essentially similar to how Warusaki approached him in CvS - sure, it doesn't feel much the same as the MvC counterpart, but I do think it covers up very well CapCom's strenght and techniques from the original arcade game into the more grounded style of SF and KoF.And then, you could add new mechanics up from there as well: for example, make the EX specials more close to the MvC variants; add the Commando Assists moves, but make them require some meter usage (EX only moves); add chain combos, etc.