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Subject: Captain Marvel edits by Swanky (repost) January 24th 2021, 10:57 pm
Reposting from other forum (this is not mine)
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:
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 1.05 - Fixed some triggers regarding her wall bounce checks in statedef 1110 - Deleted her bounce checks in Nova Super (QCF KK) - Nerfed Damage of Nova Super - fixed incorrect Hyper Beam sprpriority (was set at 99, now set at 5) - Orbs (QCB P) are now activated on contact instead of hit, fixed secondary hitdef not using primary destroyself checks (resulting in incorrect hit & timeout behaviour) - Her Energy Beam (QCF P), Orbs and Hyper Beam now hit/destroy projectiles; should work for most helper type projectiles as well (attr = SP) - Fixed her AI not checking for floor bounce (still somewhat incompetent when it comes to wall bounce juggling). Still, she uses her set a lot smarter now.
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:
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 - make the AI aware of possible bouncing options - fix the non working ending (left in from original file)
Author's general releases topic
MOAR Screenshots:
Last edited by alnyrd on January 27th 2021, 1:35 am; edited 1 time in total
tony spector and Andy_X like this post
chancethegamer
Posts : 642 Join date : 2019-12-12
Subject: Re: Captain Marvel edits by Swanky (repost) January 25th 2021, 4:16 am
This is Zvitor’s Ms Marvel changed to Captain Marvel?
alnyrd
Posts : 598 Join date : 2014-03-22
Subject: Re: Captain Marvel edits by Swanky (repost) January 25th 2021, 4:27 am
chancethegamer wrote:
This is Zvitor’s Ms Marvel changed to Captain Marvel?
Yes, someone made CSP for Z's Ms Marvel, and this makes it possible for her to turn into Captain Marvel.
And this one is, I can say, a good edit of her gameplay.
duskvegeta
Posts : 22 Join date : 2014-12-16
Subject: Re: Captain Marvel edits by Swanky (repost) January 26th 2021, 6:00 pm
Please reupload the file, friend! Thank you!
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Captain Marvel edits by Swanky (repost) January 26th 2021, 7:41 pm
duskvegeta wrote:
Please reupload the file, friend! Thank you!
Link fixed in first post. Cheers
alnyrd
Posts : 598 Join date : 2014-03-22
Subject: Re: Captain Marvel edits by Swanky (repost) January 26th 2021, 8:41 pm
Last edited by alnyrd on January 27th 2021, 1:32 am; edited 1 time in total
alnyrd
Posts : 598 Join date : 2014-03-22
Subject: Re: Captain Marvel edits by Swanky (repost) January 27th 2021, 1:30 am
Updated by Author. Link is also updated in the first post.
Code:
Changes 1.05 - Fixed some triggers regarding her wall bounce checks in statedef 1110 - Deleted her bounce checks in Nova Super (QCF KK) - Nerfed Damage of Nova Super - fixed incorrect Hyper Beam sprpriority (was set at 99, now set at 5) - Orbs (QCB P) are now activated on contact instead of hit, fixed secondary hitdef not using primary destroyself checks (resulting in incorrect hit & timeout behaviour) - Her Energy Beam (QCF P), Orbs and Hyper Beam now hit/destroy projectiles; should work for most helper type projectiles as well (attr = SP) - Fixed her AI not checking for floor bounce (still somewhat incompetent when it comes to wall bounce juggling). Still, she uses her set a lot smarter now.
Subject: Re: Captain Marvel edits by Swanky (repost) February 2nd 2021, 2:13 pm
Both Miss & Captain Marvel costumes are in this release. The sprites were color separated, so both the OG black as well as the newer blue&red costumes are available. By default they're housed at palno 1 & 2.
yolomate
Posts : 7507 Join date : 2013-06-17 Age : 47
Subject: Re: Captain Marvel edits by Swanky (repost) February 2nd 2021, 6:19 pm
alnyrd wrote:
Reposting from other forum (this is not mine)
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:
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 1.05 - Fixed some triggers regarding her wall bounce checks in statedef 1110 - Deleted her bounce checks in Nova Super (QCF KK) - Nerfed Damage of Nova Super - fixed incorrect Hyper Beam sprpriority (was set at 99, now set at 5) - Orbs (QCB P) are now activated on contact instead of hit, fixed secondary hitdef not using primary destroyself checks (resulting in incorrect hit & timeout behaviour) - Her Energy Beam (QCF P), Orbs and Hyper Beam now hit/destroy projectiles; should work for most helper type projectiles as well (attr = SP) - Fixed her AI not checking for floor bounce (still somewhat incompetent when it comes to wall bounce juggling). Still, she uses her set a lot smarter now.
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:
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 - make the AI aware of possible bouncing options - fix the non working ending (left in from original file)
Author's general releases topic
MOAR Screenshots:
oh nooooooooooooooooo someone never says this to creators me and Abnerrse4 and the poor Zvitor too!! oh nooooo great edit anyway!!
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Subject: Re: Captain Marvel edits by Swanky (repost)