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Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday June 30th 2022, 10:06 am
For those that think this Superman is overpowered, I guess some moves could have a damage dampener to fix that. This character reminds me of the Z2 Dragon ball characters. They also have similar cinematic hypers reimagining the cartoon and manga but I guess one would probably consider them more balanced. Me personally, I wouldn’t request for anything to be removed. There can probably be 2 versions though. One as is that could be a boss character and one where the moves in question’s damage is a little less
MDS_GEIST likes this post
RenatoNat.J
Posts : 602 Join date : 2018-01-14 Age : 33 Location : Apocolypse Brazil
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday June 30th 2022, 11:29 am
Phenomenal, simply fantastic work. How does the Hyper attack command him to go to the sun and come back in his charged form?
MDS_GEIST
Posts : 391 Join date : 2012-06-25
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday June 30th 2022, 2:59 pm
alnyrd wrote:
MDS_GEIST wrote:
author = "EDITED by MDS_GEIST and Tumate CREATED by Hannibal/Kal-Elvis and Friends"
By far, he is the most extensive and cinematic Superman there is in Mugen. I love how he truly embodies his counterparts from comics and other media. Also, I really love the stage.
However, I have to agree with @candido159 in some parts and instead stick to Kenshiro99's edit for my roster. (I'm editing electr0's Ultimate Superman to have an adult version of Jon Kent's Superman lol)
candido159 wrote:
And yeah thanks, I will still have to choose which superman to have in my screenpack now for this and @Electro's Superman seems to be very good looking with good hypers and specials
While I love this Superman because he is cinematic and pleasant to watch, he is not so balanced and fitting for Mugen. Please don't take my words as rude. What I mean is that this Superman needs to be pitted against opponents as extensive as he is, but we all are aware that well-made (some are even still "poorly-made") characters (I refer to comic characters whom most of us here may usually play) out there barely fit with this Superman in terms of gameplay. I'd love to, however, have a depowered version of this Superman that includes some fascinating special and super moves and leaves out overpowered features and abundant moves. (I may have to figure out how to do this by myself, though, since it will be rude of me to ask others to do it. And If I ever come to figure out how to balance him, he will absolutely be on my roster).
Anyhow, thanks for this superb Superman!
Hey Alnryd glad you like my edit of the character there's no reason to feel rude just your opinion it's MUGEN shouldn't be a big deal you can edit whatever version you'd like, I kind of wanted to make him a boss like character because people always pit other versions of Superman against boss MUGEN characters and I put a lot of moves there so maybe people could get ideas from Superman and put it in there comic book characters since he is the original superhero and all science-based powers come from him I also put a lot in there to stop people from making 7 different versions of superman also the reason for so many palettes This is him verse a more balanced shoto character didn't end too bad.....for ken .....AI VS AI Hard 8
RenatoNat.J wrote:
Phenomenal, simply fantastic work. How does the Hyper attack command him to go to the sun and come back in his charged form?
@RenatoNat.J Your life has to be at 25% (250) and at full power there a move list in the file its the last one
chancethegamer likes this post
chancethegamer
Posts : 642 Join date : 2019-12-12
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday June 30th 2022, 3:11 pm
I think on that flying charging move like at 0:43 of that video, Superman can be like an inch closer to p2. I noticed that in the original video as well. I’m not a coder so maybe it’s like that due to hit boxes or something?
Last edited by chancethegamer on June 30th 2022, 4:22 pm; edited 1 time in total
Shining
Posts : 5030 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday June 30th 2022, 3:19 pm
Hey guys... Is it possible to have a version without max PowerBar at start of the 1st round? And is it possible to remove recover heal during first part of the round?
Please share me in private mail or explain me what should I do
technine666
Posts : 13 Join date : 2021-09-23
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday June 30th 2022, 4:09 pm
Anyway to get these linked without adfly? I cannot get past the adds.
alnyrd
Posts : 598 Join date : 2014-03-22
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday June 30th 2022, 4:45 pm
technine666 wrote:
Anyway to get these linked without adfly? I cannot get past the adds.
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday July 1st 2022, 10:32 am
bam77 wrote:
It's a show
This is going to be the real show can't wait
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MERK_U
Posts : 304 Join date : 2014-05-09 Age : 37 Location : Canada
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday July 1st 2022, 8:12 pm
(Sorry for the late review, been M.I.A)
This SuperMan edit is just, shocking & astonishing.
I truly believe this is one of the best edit's done to him.
The sheer size of the download, the amount of palette's included, the cinematics for the hyper's...
This is next level stuff, & really goes to show how good Mugen Character Hyper's can really be with them.
Thank you so much for this release!
As his current state, with his health regeneration, I see him as a "God-Like" tier.
My feedback would be:
Would be really cool if someone can include a link/version (if they have permission to do so) without the health regeneration.
Please & Thank you
As for the Stage, the size of it is truly amazing & a spectacle.
@MatreroG Great work, I noticed a bug in the stage, & I will send you a DM about it.
gartanham likes this post
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday July 2nd 2022, 6:32 am
@alnyrd I'm looking forward to that jon kent edit you speak of....different moveset too?
MDS_GEIST
Posts : 391 Join date : 2012-06-25
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday July 2nd 2022, 10:02 am
ME72K_U wrote:
(Sorry for the late review, been M.I.A)
This SuperMan edit is just, shocking & astonishing.
I truly believe this is one of the best edit's done to him.
The sheer size of the download, the amount of palette's included, the cinematics for the hyper's...
This is next level stuff, & really goes to show how good Mugen Character Hyper's can really be with them.
Thank you so much for this release!
As his current state, with his health regeneration, I see him as a "God-Like" tier.
My feedback would be:
Would be really cool if someone can include a link/version (if they have permission to do so) without the health regeneration.
Please & Thank you
As for the Stage, the size of it is truly amazing & a spectacle.
@MatreroG Great work, I noticed a bug in the stage, & I will send you a DM about it.
If I have time maybe by next weekend I'll do a little small update and make a version that has no health regen and power since a lot people ask for it
gartanham and MERK_U like this post
chancethegamer
Posts : 642 Join date : 2019-12-12
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday July 2nd 2022, 12:40 pm
You’re not taking any hyper away right? Lol
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MDS_GEIST
Posts : 391 Join date : 2012-06-25
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday July 2nd 2022, 5:19 pm
chancethegamer wrote:
You’re not taking any hyper away right? Lol
No I don’t think so does anyone want me to?
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday July 2nd 2022, 8:38 pm
MDS_GEIST wrote:
chancethegamer wrote:
You’re not taking any hyper away right? Lol
No I don’t think so does anyone want me to?
Congratulations on his release good job.
Personally for me he is good as is, just needs polishing (see feedback below).
His AI is a challenge, but not impossible: I like decent AIs though as I build my characters now against Thor, Wonder Woman and my characters go 50/50 wins/losses against them -whenever someone releases something and everyone says it is too OP I test against mine and they are normally just cheap but don't stand a chance against Wonder Woman or Thor
This Superman is not cheap (at least that I saw), and keeps with my standard AI testing in a 50/50 win/loss with Hydroman, Thor, Wonder Woman, Cassandra Cain.
Playing against him (and I don't play very much as you can tell by who I chose to fight with) I dust off MB-02 as I can combo like a madman with him and really Superman is a challenge, but that is it.
The life regen, and power... well these are powers he has, and even with both in in just keeps up with a 50/50 ratio of wins vs losses with my decent AI characters.
I would suggest (actually suggest this to everyone creating characters) to go through Phantom of the Server's (POTS') "greatest hits of character feedback" as he goes through a quick list of things that most creators miss during creation. All these points he makes just gives characters that final polish (example Hydroman remix version vs Hydroman Remix 1.0 as that was when I used POTS feedback).
I think most, if not all of the feedback provided within this thread so far will be addressed if you went through greatest hits of character feedback link
One example of "things you just don't think of" that POTS gives in the feedback and how to fix:
POTS wrote:
Flagging the recovery frames of an attack
In fighting games every attack is divided into startup, active and recovery frames. Startup frames are the time it takes for a move to be able to hit (Ryu's jab animation before his arm is fully extended), the active frames where it can actually hit the opponent (arm extended) and recovery frames where the character is harmless and vulnerable (retracting the arm).
Startup and active frames automatically behave properly in Mugen, but the recovery frames you'll have to manually specify them for each attack, and all it takes is setting a state to movetype=I when the attack becomes harmless. Why do that? Because if you don't, the opponent will guard your moves longer than he should which makes them harder and more confusing to counter; also so that counter hit systems work properly and your character doesn't receive counter hit damage while for instance falling from a Shoryuken.
Example, Ryu's standing jab enters recovery phase (can no longer hit) from the third frame, so:
[State 200, Idle] type= statetypeset trigger1= animelemtime(3)>=0 movetype= I
PS you will never please everyone
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chancethegamer
Posts : 642 Join date : 2019-12-12
Subject: Re: Superman MDS_GEIST Edit & MatreroG Metropolis Stage Release for MMV (Belated)Birthday July 2nd 2022, 9:10 pm
MDS_GEIST wrote:
chancethegamer wrote:
You’re not taking any hyper away right? Lol
No I don’t think so does anyone want me to?
For some reason I thought the health regain talk was the Sun hyper that’s why I was worried a hyper would be taken away. My bad