Posted by JJkoolaid in Poll: Which engine version do you use the most? (Started by PotS June 15, 2022, 05:42:49 PM
Board: M.U.G.E.N Discussion
Board: M.U.G.E.N Discussion
Not trying to be a doosh whatsoever, but I'm pretty sure that 99% of the sprites were made by Arlequinn? He wasn't around long, but left a good mark when he was here. You're definitely correct though in saying that this Spawn is awesome.
Can I convert your Scarlet Witch into PotS Style?
Her Telekinetic grab only works in Flight mode and when opponent is in get hit state best used after you hit opponent with Air Hard Punch. First air combo as usual then use Air Hard Punch. During that time input into Flight mode and then Telekinetic Grab. Refer to the read me for more on this. I couldn't find all her of attacks sounds from MUA 3: Black Order. The Ai works best with Mugen 1.0/1.1 settings in game engine. Settings 5 and up is where her Ai is shining. 4 and below she is a punching bag. She mainly uses her moves in combos. I may update the Ai in a later patch. As far as the move commands,I wanted to keep it simple and within easy reach to combo after the other.
After you told me that I tested the telekinetic grab again and I guess it really is more for launch/splat hitstates than it is regular hitstun states, so I guess it was my bad for not experimenting enough. I also set the AI difficulty to 8 and I can definitely see why you'd consider it a challenge.
Another issue I found: Apparently the warp counter doesn't really account for character scales that aren't 1:1, so hi-res/HD characters like Muteki's May wind up looking bigger than they should be when hit in it
I don't know if it's just me or not but her AI doesn't really seem that hard. Most of the time it just shimmies and uses low attacks, I don't see it actually use any of her actual tools.
About the character herself: the moves involving throws tend to look a bit janky and idk why, her attack grunts sound more like pain grunts, I cannot get the flight mode's telekinetic grab to work even in an air combo, and move commands seem all over the place.
I don't really have much to say about this, it's an okay release but "okay" is about all I can judge it as.
JJkoolaid you did wonderful job with the character and giving credit to the original creator for her, loved the challenge of her AI and loved how she played very well. I hope they give you Character of the Month because this is well loved and Great character for Marvel, I know a lot mugen fan will indeed enjoy this master pieces and also RajaaBoy for the code assistance that is really awesome
OMG I FRICKIN LOVE YOU! I've honestly been waiting for this for almost a decade, I'm not even lying. I'm so pumped I don't even know what to say other than thank you very, very much. I haven't really actually "played" mugen for almost a year now, but I keep up with what happens in the community, but THIS, has brought me back.
Currently the best Spawn out there. Feels a bit edgy here and there, mostly because the animations are not very fluid in places; missing sprites and all that. Not holding it against you. Cape "animation" during FF is close to giving me a seizure though.
Other stuff that I found (in Mugen 1.0):
- QCF x will miss if the opponent is close
- QCF y will miss if the opponent is close, projectiles aren't masked
- QCF b (the grab) has a noticeable and slightly awkward delay between him jumping back and the knockdown effect of p2.
- all characters that I've tried (Mai, Spawn, Bloodrayne and Spider-Man) give a debug flood with x state has no 0th partner warning.