Captain Commando (Read 3289 times)

Started by BurningSoul, December 08, 2020, 08:36:08 PM
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Captain Commando
New #1  December 08, 2020, 08:36:08 PM
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I edited Gui's edit of Captain Commando
preview vids

Changes Include,
Removal of Custom Combo,replaced with Max Mode
Recoded Captain Collider Special move with new fx,
EX version is MVC version,eats projectiles too
Remade Captain Sword 
Adjusted Frame Data on normals(well not fully but I will if you point anything out)
you can mash Light versions of normals now like other pots chars,
Hittime of SHP and CMP increased
Captain Punch is removed and made it a normal  fire its holdfwd z 
Includes Davismaximus Color Seperation
No More Chains,and the only thing that works in config is pal select and the hitsound select,
;I really want all the feedback you guys ccan give on this
so I can make it better

;Known bugs
The Captain Uppercut does wiff,couldnt fix it,would appreciate any help on this

Last Edit: March 02, 2022, 05:29:18 PM by BurningSoul
Re: Captain Commando with Max Mode,
#2  December 08, 2020, 09:12:04 PM
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-Captain Sword does too much damage, even for a level 3
-Captain Uppercut does not make the opponent rise on hit
-Captain Fire has too much range, does too much damage on block,
and the sound effects are too loud
-Super Captain Corridor does too little damage.
Re: Captain Commando with Max Mode,
#3  December 08, 2020, 09:37:58 PM
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Aye! Following on from Dauntless...
Light Captain Upper doesn't work because you haven't set anything to var(10) = 0.
EX Captain Corridor can also infinite since you set the first hitdef trigger (!var(16) && var(15) < 3) to trigger1 instead of triggerAll, the Juggle Point reset is another reason why.
Lastly, there's also no Fire FX on Normal Captain Kick and Captain Strike's animation is bugged mid-combo.

Speaking of, I feel he needs more combos since he doesn't seem very viable ATM.
The combos in the vid whiff. I'd suggest playing with lifebars on so you can see.
What's up with his Heavys (Heavy Punches at least) not being cancellable? I'd also consider increasing the juggle limit on Captain Upper so you can combo form the likes of Captain Shoot like Kyo's Shiki Kai then Oniyaki.
Readme could do with an update aswell.
Re: Captain Commando with Max Mode,
#4  December 22, 2020, 08:04:54 PM
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Sweet! You add the CS that Davis did to CapCom. :D
He told me about his CS a while ago, to add it in a future update. And yes, there are still that dammit issue Captain Sword's damage. :v
If you'll fix the issues on CapCom, go for it bro, since i'm updating (slowly) other of my edits like Guy and Jedah. ;)
Re: Captain Commando with Max Mode,
#5  December 26, 2020, 08:22:03 PM
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Thanks Gui,Link in the first post has been updated,All issues have been fixed,
I was actually thinking of keeping Fire FX to EX Captain Kick,so it feels more powerful
Marry Christmas to everyone by the way.
Last Edit: December 26, 2020, 08:27:19 PM by BurningSoul