Captain Marvel
by ZVitor - ReSprite and Edit By Abnerrse4 - Palettes by Yolomate
original AI codes and Hyper Combo Finish sound by Mystik Blaze
Hyper Combo Finish BG sprites by Winane
Edits by Swanky
Phew, that's a load of creators right there. Captain Marvel was among the better original fighters released throughout the years, there was still a lot of potential left in her, especially after the AvX release which was solid, but a bit generic.
After a fantastic resprite with color separations I wanted to give her a Hyper Combo Finish BG and maybe some defensive options, but over the course of the coming days and weeks that escalated right quickly into a full edit of the characters offensive options.
I've basically touched every file sans the palettes of this character, hence the full release aside from my main thread (where it will be linked nonetheless).
DOWNLOAD CAPTAIN MARVEL
The changelog:
Spoiler, click to toggle visibilty
Changes
- added a hyper combo finish BG, sprites by Winane
- re-enabled her Pushblock. Simple, but effective.
- Captain Marvel learned how to counter. The move is a copy of her QCF K energy blade and is functionally the same.
It has slow startup but is invincible all the way through. Due to startup it can be blocked.
- Her sHP now wallbounces, if close enough to a wall. This can set up/extend combos that QCF K cannot.
- Her jHP now bounces enemies off the floor. Floor bouncing hight had to be raised to prevent inconsistencies from bouncing.
You can wall bounce and ground bounce an enemy once each per combo.
- Bolstered the original AvX code a little as a safeguard. The original code has sometimes issues with multiple bounces (especially of the same kind, as I've learned when working on Black Widow)
- Bouncing height is now -30 due to consistency issues with it when superjumping
(There may still be some jank left in this)
- Every move that can bounce also has now a secondary hitdef to prevent whiffs due to coding.
- These moves can now also affect boss type characters. Names for affected characters can be set in Statedef -2.
- by default, this supports Apocalypse, Onslaught, Master Hand and Abyss per p2name ="x"
- re evaluated basically every damage value in her moveset. Bread&Butter specials are now affected by Damage Dampening, while super moves are not.
- changed her Nova Super to deal damage as a helper, to set the above.
- her QCB P orb special now lasts until it actively hits an enemy or until 5 seconds pass. They no longer vanish when the player is hit.
- They deal very little damage and hitstun, but they can break enemy combos and reset velocities on your combos.
- checked for consistency on her basics frame data.
- shortened her lie down anim time
- cleared out some twenty PALs or so
- secondary .sff are different sprites. They don't include the new Hyper Combo Finish screens however and will cause errors.
- not sure whether her portrait was there before or whether it is by Shulbocka. Sorry. There's an alternate portrait in the .sff.
- Redid her AI. It's not as good as I want it to be for now since the AI seemingly ignores the variables for bouncing but it just won't spam stuff that the original AvX AI did.
- The old cmd file with the original AI values is still present, if you so wish.
Changes to gameplay
Captain Marvel now has a lot more options to set up and chain combos. While the initial damage is about average, landing extended combos can put her far above average damage per combo.
As stated, her sHP and jHP now bounce opponents, and one of each can be used per combo, else the opponent will just fall down. Many of her attacks can leave her quite open, so beware.
To compensate, her defensive capabilities are less advanced compared to regular MvC fighters. For instance, she cannot guard push in the air and she has no recovery roll.
However, you can now use her QCB P orbs special to effectively break/reset enemy combos. Depending on hitstun, you may now have a chance to block / counter.
Her extended combo ability is the heart of this edit.
As mentioned she can wallbounce once and groundbounce once per combo. This puts her damage potential through the roof (although there is a damage dampener - I haven't extensively looked for infinites, though).
Here are *some* possible combo chains...
sWP, sMP, sHP
sWP, sMP, sHK, QCF K
sWP, sWK, sMP, sMK, sHK, QCF K -> Wall bounce -> sWP, sMP, sHK, 4,6 HP
sWP, sWK, sMP, sMK, sHK, QCF K -> Wall bounce -> cHP -> jWP, jWK, jMP, jMK, jHP -> Ground Bounce -> sWP, sMP, sHK -> QCF PP
cWK, cMK, cHK, 4,6 HP -> sWP, sMP, sHK, 236 K -> Wall bounce
You should be able to chain together differently as long as you are aware of what bounces you have already used and where the opponent is.
Moveset:
Spoiler, click to toggle visibilty
Moveset
System
6,6 Dash (Air OK)
4,4 Backdash
2,8 SuperJump
PP (standing) GuardPush
412 P (blocking) Counter
sHP (sets up wall bounce)
jHP (sets up ground bounce)
cHP -> 8 Launcher
6/4 sHP Throw
Specials
4,6 P Charge Ahead (Air OK)
236 P Energy Beam (Air OK)
236 K Energy Blade (sets up wall bounce)
623 P Energy Uppercut
214 P Energy Orbs
Supers
236 KK Energy Nova (Air OK)
214 KK Binary Mode (Air OK)
236 PP Hyper Beam
214 PP Omni Beam
To Do:
- find and fix potential jank on the bounce code (if there is still any)
My general releases topic
MOAR screenshots:
€ updated Download link to moddb. File contains all of my full character edit releases so far.