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Re: Various MvC-ish characters edited, other odds & ends (updated 09-23-21)

 October 05, 2021, 10:20:48 AM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated 09-23-21) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

Short update on the Flash edit. Not happening right now, but I did check several of Mr. Giang's edits, which are all for Mugen 1.1. While they are nice, I intend to keep my edits to 1.0. Retrofitting the characters and systems doesn't seem possible without rewrites, and I'm not sure they would work. Because of this, working off of Mr. Giang's work is off the table.
    

Re: Mr. Sinister edit for Mugen 1.0

 September 30, 2021, 02:27:49 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

Glad you like it.

...just to make sure. Don't expect them to come, at least not in the near future. Keep an eye out in my general releases topic or in a new topic if that character will be released as a complete package, not just a patch.
    

Re: Mr. Sinister edit for Mugen 1.0

 September 29, 2021, 07:56:07 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

It isn't the only decent Black Canary for Mugen just an edit of Captain Marvel/Carol Danvers? Oh well, I guess worse is nothing, good luck with both Canary and Flash if you decide to edit them.

Mr. Giang based his DC characters in how they play in Injustice 2, so that's why their controls are really different from the standard six buttons characters. They still have MvC stuff like launchers and pushblock but that's practically it.

That's right, she is an edit of that character; slightly separated palettes I think but that's about it. To be fair, it's about as close as you can get with skintight bodysuits and fishnets. Guess you could've edited the pose but even this one *kinda* fits.

Good to know the Giang edits have some MvC stuff still present.
    

Re: Mr. Sinister edit for Mugen 1.0

 September 29, 2021, 04:32:15 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

Looks like a pretty good edit. Will have to check how much he's changed the systems to see which are easier / better to edit for an MVC-ish style. Control system seems to be a major difference, too.

Canary is pretty complete if a bit generic.

In the meantime, let me know how you feel about Mr. Sinister's Combo system and if I made any glaring coding no-gos.
Also, while I think I have found some interesting combos, let me know your favourite combo strings with him.
    

Re: Mr. Sinister edit for Mugen 1.0

 September 29, 2021, 01:28:42 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

This looks good! The updates fit Sinister well. Can’t lie, this update makes me wonder what Martian Manhunter by efrencortes would look like with your touch

Thank you!
Haven't really taken a look at Martian Manhunter yet, like ever. If I'm doing another project, next up the list of interesting choices is either Canary or Flash (the new52 version). The former being pretty complete and I'd probably just change small things, like an actual dash and a combo reset for one of her supers. The latter would have to be much more involved. The sprites are good, but boy the gameplay feels rough and unbalanced. Can't say when - and if - I do another though.
    

Mr. Sinister edit for Mugen 1.0

 September 28, 2021, 12:49:26 PM View in topic context
 Posted by Swanky  in Mr. Sinister edit for Mugen 1.0 (Started by Swanky September 28, 2021, 12:49:26 PM
 Board: Edits & Addons 1.0+

Mr. Sinister
by BigPimp, Dev
updated by thatguy

additional sprites by Winane
edits by Swanky

Download Mr. Sinister



Mr. Sinister by BigPimp & Dev is a great looking character. Thankfully, they're also very relaxed when it comes to handling
their character assets which allowed me to do this edit to fix some problems with their initial beta release, as well as
enhance some of the character's moveset. It may very well be my biggest project to date.

Nathaniel Essex is an immortal being, the term "mad scientist" fits pretty well. Add to that a couple of extraordinary powers
like telekinesis, energy projection and a healing factor and you have a pretty dangerous villain.
However, Mr. Sinister is not known for being the best close combat fighter, and is reliant on overly complicated plans to a fault.

In Mugen, he is a tall character with long reach, but this comes at the cost of being rather slow in his physical attacks.
However, he makes up for it with powerful telekinesis and energy attacks, allowing the juggling of opponents to extend combos.
Mr. Sinister can chain punches or kicks, but cannot alternate between them in a combo chain (except for aerial normals).
He can cancel any normal into any special or hyper, but cannot cancel a special into a hyper.

--------------
Movelist
--------------
Spoiler, click to toggle visibilty



====================================================
List of changes from official Beta - Initial release
====================================================
- completely rebalanced damage
- reworked his telekinetic QCB P/K grabs
   - they now toss the opponent around and BOUNCE them (AvX bounce states were already present in the code)
   - QCB P now won't turn if opponent gets thrown close to the wall
   - this makes for some very interesting combos
   - each grab can be used ONCE per combo
- his normals were rebalanced and fixed
   - can combo punches or kicks, but not zigzag. Can link standing / crouching punches, standing / crouching kicks
   - sHP and sHK are now overheads, sHK hits twice if close enough
   - reanimated cHP, should be smoother now and a little faster
- rebalanced a lot of frame data
- specials and hypers should now correctly do block damage and have rebalanced damage values (QCF KK shouldn't do 400dmg up close anymore)
- energy-based hypers & specials can destroy projectiles
- area concussive blast hitboxes have been slightly adjusted
- (area) concussive blasts and hyper (area) concussive blasts have longer reset animations before returning ctrl
- energy-based hypers now grant 15 iframes on startup
- regeneration hyper now has a hitbox - it's a powerful ability that should have a risk when using it - also no iframes on startup
- he can now cancel into specials and hypers from normals (specials into hypers, not so much but not needed)
- learned to PushBlock in all block states (ASC)
- learned to counter (edited statedef 220 variant)
- learned to throw (forward / backwards)
- added Hyper Combo screens, sprites by Winane
- 9000,1 portrait shortened to 140*120
- added effects for enemy being successfully grabbed by throw, backthrow or either telekinetic grab (flashes purple)
- repositioned many sparks
- Winquotes
- cleared out a lot of unused bg leftover sprites from AvX

To Do
- still need to find an idea to have him have another combo opener (not sure if needed, jMK is decent)
- create an optional portrait to fit the other stuff that I did

Ideas
- a decent power infused heavy punches special (D, DF, F, P - but where to go with his beam special? - repeat input for second slash that knocks away)
- taunt - morph into different characters?
- Statedef 3100 - QCF KK - have him float a little above ground when doing the super?

Known Issues
- Bounce mechanics go haywire in Team matches (unless turns mode is being used)
- Floor bounce on QCP K has to be set rather high so opponents don't get accidentally put into state 0 when they "hit" the floor
- combos are dependant on enemy size & recovery, comboing is more inconsistent with smaller opponents and those that recover quickly.


My other releases

I will be keeping him separate from the main download for the time being; once I am sure there will be no more updates I'll be shifting him over into the main download.


MOAR SCREENSHOTS








    

Re: Scarlet Witch edit for Mugen 1.0

 September 24, 2021, 03:54:29 PM View in topic context
 Posted by Swanky  in Scarlet Witch edit for Mugen 1.0 (Started by Swanky September 22, 2021, 10:59:22 PM
 Board: Edits & Addons 1.0+

Scarlet Witch was updated.

Changelog
- 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
    

Re: Various MvC-ish characters edited, other odds & ends (updated 09-11-21)

 September 23, 2021, 02:03:15 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated 09-23-21) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

An edit of Scarlet Witch was released.
An edit of Omega Red was released.
As full edits both have their own respective topics, links are in the first post.

Also, a patch for JubileeMVC by Gladiacloud, ShinZankuro and Kenshiro99 was released. I am keeping this patch separate until I can confirm there are no pressing issues with this. click!
The link and patch information is also in the first post of this topic.
    

Omega Red edit for Mugen 1.0

 September 23, 2021, 01:36:30 PM View in topic context
 Posted by Swanky  in Omega Red edit for Mugen 1.0 (Started by Swanky September 23, 2021, 01:36:30 PM
 Board: Edits & Addons 1.0+

Omega Red
by Zvitor

additional code by MystikBlaze
additional sprites by Winane
Win Quotes by Cyanide
edits by Swanky

Download Omega Red



I've been on the lookout for a good Omega Red for quite some time now. While there are actually good versions by both Cyanide and ZVitor, none fully satisfied that certain itch for me, so I took ZVitor's version and updated it. As a whole, Omega Red was pretty feature complete already.
I only touched up the files in order to make him more coherent in a regular MVC setting. This update is for Mugen 1.0.

Version 1.0 intial release
- added a Hyper Combo Finish screen. Sprites by Winane
- added Hyper Combo Finish sounds
- added Push Block (sprites from a breakers sprite pack).
- added counter. 1 bar, B, DB, D, K
- a few slight damage calibrations to sHP and QCF+K moves
- sHK start up is faster
- is able to combo into specials and hypers, although not into hypers from specials
- QCF PP is slightly faster on startup
- QCF PP and QCB PP have 24 and 10 invul frames on startup.
- P2 launched vel is slightly higher so air combos are easier to follow
- deactivated his poison pool super, activated life drain aura hyper
- some tweaks to the AI with codes by MystikBlaze and additional edits, changed activation method to 1.0
- changed portrait to something without holes and changed his win portrait
- Quotes by Cyanide

To Do:
- de-jank his AI some more
- might need to check his launcher hittimes

All of this together makes him more coherent in a regular MVC ish fighting setting. He's no combo monster
but he can consistently deal damage and zone enemies out with this high range and his Life Drain Aura.
The AI makes slightly better use of his attacks now.


Move Set
Spoiler, click to toggle visibilty

Known Issues:
- Carbonadium Coil cannot hit boss type or Super Armor type enemies. The amount of helper states of Carbonadium Coils
   make this an exceedingly complex thing to handle and I rather not want to break his signature move.


MOAR SCREENSHOTS




    

Scarlet Witch edit for Mugen 1.0

 September 22, 2021, 10:59:22 PM View in topic context
 Posted by Swanky  in Scarlet Witch edit for Mugen 1.0 (Started by Swanky September 22, 2021, 10:59:22 PM
 Board: Edits & Addons 1.0+

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


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






    

Re: Domains Of Ares Stage 1.1 & 1.0

 September 20, 2021, 02:04:16 PM View in topic context
 Posted by Swanky  in Domains Of Ares Stage 1.1 & 1.0 (Started by MatreroG September 20, 2021, 12:56:38 AM
 Board: Your Releases, 1.0+

This is a great stage! Thank you for sharing.



I hope you don't mind me asking, but you also had some interesting stages in your WIP Thread a couple of months back and I haven't seen any news in regards to a release. Have those been released? Are they still being worked on, or are they on hold?
    

Re: Abomination MvC

 September 15, 2021, 12:19:01 PM View in topic context
 Posted by Swanky  in Abomination MvC by Kenshiro99 (Started by TMC55 September 04, 2021, 09:53:47 PM
 Board: Your Releases, 1.0+

In any event, this is by far the best and most crisp version of Abomination out there, so kudos to all the creator(s)! :)
€ I found one bug - his lvl3 only consumes 1000 power instead of 3000.
    

Re: Black Widow Edit for 1.0 (updated - 9-11-21)

 September 12, 2021, 02:27:09 PM View in topic context
 Posted by Swanky  in Black Widow Edit for 1.0 (updated - 9-11-21) (Started by Swanky February 02, 2021, 10:07:58 PM
 Board: Edits & Addons 1.0+

I don't plan on having separate links for this at this time.
    

Re: Various MvC-ish characters edited, other odds & ends

 September 11, 2021, 03:09:21 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated 09-23-21) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

I've uploaded a small patch for Beast by GladiaCloud, MotorRoach, and Kenshiro99. It lowers the volume on his screams and voice lines by ~7db. Link is updated in first post.
    

Re: Black Widow Edit for 1.0

 September 11, 2021, 02:31:38 PM View in topic context
 Posted by Swanky  in Black Widow Edit for 1.0 (updated - 9-11-21) (Started by Swanky February 02, 2021, 10:07:58 PM
 Board: Edits & Addons 1.0+

I've updated Black Widow, link in first post

update 1.1
- updated hittimes on basics, should be more consistent for comboing
- gave sHP very slightly more vel to make hits and follow up more consistent
- QCF k is slightly easier to hit, also bumped priority to 6 from 5. Revamped spinkick hitboxes. Can now hit bosstype characters
- QCF KK deals more damage and has negative vel so it "sucks" enemies in to prevent them from accidentally escaping the chain
- shortened liedown time considerably (from 120 -> 30)
    

Re: Beast by Gladiacloud, MotorRoach, and Kenshiro99

 April 11, 2021, 05:46:40 PM View in topic context
 Posted by Swanky  in Beast by Gladiacloud, MotorRoach, and Kenshiro99 (Started by MotorRoach March 26, 2021, 02:24:35 AM
 Board: Your Releases, 1.0+

Really impressive job. Impressive sprites and moveset. Could've felt a little more weighty with a few timing changes, but feels very, very much like something that would be released in an official game. Very fun character, going to have to fiddle around with his moveset in time to make sure I'm not overlooking something. Only thing that I did not like and that probably boils down to personal taste is that you can combo into the same strength crouching attacks from standing attacks (standing mk into crouching mk and so on). Personally, that feels a little off although I haven't played actual MvC in recent years so can't comment on whether this is an official thing or not. As I said, personal taste. Great work, this is so going to be a main stay in my roster. <3
    

Re: Jubilee MVC Styke by Kenshiro99 and Gladiacloud

 April 11, 2021, 05:40:12 PM View in topic context
 Posted by Swanky  in Jubilee MVC Styke by Kenshiro99 and Gladiacloud (Started by kenshiro99 April 11, 2021, 04:24:27 AM
 Board: Your Releases, 1.0+

Looks good, feels good. I think the color grading on the shirt / jacket was fixed as well?
Updated moveset is good, only thing that caught me offguard (same as Beast) is the normal into low combo ability as you can combo into the the same strength p/k low as you did normal; like standing mk into crouching mk and so on. Pretty easy to change for a personalized roster however. Thanks for the release!
    

Re: Beast by Gladiacloud, MotorRoach, and Kenshiro99

 March 26, 2021, 10:02:13 PM View in topic context
 Posted by Swanky  in Beast by Gladiacloud, MotorRoach, and Kenshiro99 (Started by MotorRoach March 26, 2021, 02:24:35 AM
 Board: Your Releases, 1.0+

I see some influences from Dr. Doom, Gambit, Hulk... looks very solid. Gotta check him out some time...
    

Re: Various MvC-ish characters edited, other odds & ends

 March 26, 2021, 09:58:31 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated 09-23-21) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+

I just tested with no issues. Note that I edited Rose for Mugen 1.0, so I can't say if she'll still work for 1.1
You could try and download the original version of Rose (should be a folder Rose_MvC), then drop my files into that folder and have the following in your select.def:
Rose_MvC/Rose_MvC_Swanky.def

That's how I've set up my files and it works no problem.
    

Re: Various MvC-ish characters edited, other odds & ends

 March 12, 2021, 12:20:29 PM View in topic context
 Posted by Swanky  in Various MvC-ish characters edited, other odds & ends (updated 09-23-21) (Started by Swanky January 20, 2021, 10:24:40 AM
 Board: Edits & Addons 1.0+