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Author Topic: SMvC: EoH Version 6.1 Bug Thread  (Read 28269 times)

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Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #75 on: July 26, 2010, 05:08:41 PM »
Okay then; yet something more that should be harmonized.

I agree, and I imainge that some characters might even be able to cancel out of the forward dash too quickly into an attack as well.

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #76 on: July 26, 2010, 05:21:29 PM »
I agree, and I imainge that some characters might even be able to cancel out of the forward dash too quickly into an attack as well.

Aren't they supposed to be able to cancel out of dashes into attack?

Post Merge: July 26, 2010, 10:58:16 PM
Magneto: Made by Kong. As such, we can assume without even testing (though I myself had to,) that he has the same airthrow problem and 'kick 'em while they're down' bugs as we tend to see in his characters. (In this case, you can hit your downed foe with any crouching attack except for C.LP.)

S.HK does too much damage when all 3 hits successfully connect. May not seem like much at first, but compare the total damage to the individual damage of each of his other normals. It's also a launcher, (without the launcher hit effect I might add,) which makes it even more imperative that the total damage of his S.HK be toned down. On another, semi-related note, 3 launchers (S.MP, C.HP, S.HK) is a bit much... (Oh, and his S.HK launcher isn't listed in the manual.)

Air B+HP and B+HP do pink E-M Disruptor's. Honestly, the only real difference between these and the special of the same is the color, and they make perform Air MP and Ground HP Hyper Grav hard to perform, as you'll usually do the pink E-M Disruptor instead. I'd suggest taking these out.

You can use specials and other hypers during X Magnetic Tempest. This makes the move potentially too strong, but there's a simple solution, and that's disabling being able to use both specials and hypers until X Magnetic Tempest has finished.

Post Merge: July 28, 2010, 12:19:45 AM
Sentinel: Taunt renders him invincible for most of it. This also brings to light that it's possible other characters also have this. I'll stay on the lookout for this sort of thing in the future character I test, but until the next version of EoH comes along, I don't plan to retest characters, so just check back with everyone and their taunts.

Made by Kong. Same airthrow problem.

If he uses his throw when his foe is against the wall, he can get in additional hits.

The last parts of his Air HK are unblockable. At least his S.HK lets you block low, but there's only one kind of guard in the air.

Can't chain into specials. (Not that they're ample chain material to begin with, but, ah well.)

Supers don't do enough damage (Especially Hard Dive,). Can't combo into them either.

Post Merge: July 28, 2010, 12:50:34 PM
Juggernaut: C.MP does more damage then C.HP.

Punches and kicks can't chain into the other, only into other punches and kicks.

His launcher needs work. As things are, the air attacks after the launcher can't connect to the opponent fast enough, and the opponent has time to guard. His superjump needs to be higher, and his aerials need to be faster, just fast enough to connect after a launcher.

His Juggernaut Punch suffers from the same case as Banshee's 'I no speak English,' bug. His intro is English, his taunt is English, and he was created by an English speaking comic book company, yet during this special, if you listen closely enough, you can hear him say "ORA!". Also says this during his Earth Pound Super. Yeah, please change that.

His Juggernaut Crush and Earth Pound Supers do too much damage when all of the hits successfully connect.

After the final hit of Juggernaut Crush lifts the foe into the air, Juggernaut can jump up (not to be confused with superjumping,) and deal additional hits. I'd advising cutting out that aspect of the move; it does enough damage already. (More then enough...)

His Juggernaut Assault Super doesn't do enough damage.
« Last Edit: July 28, 2010, 12:50:34 PM by novasod »

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #77 on: July 29, 2010, 12:22:14 AM »
Sabretooth: Noticed another things about taunts. Some put you in an aerial state. What I mean by that is, take Ryu for for example; if he gets during his taunt, he'll react to the move like he was in the air. Now compare him to Sabretooth. When he gets hit, he reacts to the move like he's on the ground (which he is,). Really now, there should only be one or the other here, not both.

Has a weird graphical effect during his dashes.

Can't cancel his forward dash into attacks.

General damage ratio is too low.

C.LK suffers from that ol' Sludge self-chaining problem. You try to self-chain it, it'll just chain into C.MK.

As the opponents falling down from his C.HK sweep, you can hit them...

...Or, you can wait till they're on the ground again, and kick 'em while they're down, with either C.LK, or C.HK again.

S.LP does more damage then S.MP.

Can chain S.MP into S.LK. (Latter attack won't connect after the former attack, but still...)

His chains in general are...iffy, to say the least. I'm not entirely sure what works and what doesn't. You'll have to look into that. ( I do know that chaining S.MP into S.LK shouldn't be possible, even if the S.LK won't connect after the first attack. But, that's just one aspect of this issue...)

Air LP can't properly chain into ground normals.

His C.HK sort of does the 'slam' effect that should only be doable to air foes, to ground foes as well. The foe gets sort of pushed back, and the normal isn't comboable to ground normals as far as I know.

After launcher: Opponent doesn't get back into airguard on the way down, allowing for the launcher to hit again before the opponent touches the ground, though it doesn't launch this time.

Doesn't have superjump effect.

Doesn't go the same height as the non-launcher superjump.

LK and LP have Sludge self-chain problem; they automatically chain into their medium counterparts.

MK can chain twice, (when pressed twice of course.)

Berserker Claw and Wild Fang have the same graphical effect as his dashes.

Can't properly chain into or specials or supers. Berserk Claw, the only special of his that has the potential to be chained into anyway, can be connected from normals, but there's enough time between the normal and Berserker Claw for the opponent to block the Berserker Claw.

Supers don't do enough damage.

His Wild Fang Maul super is just...awkard. He does the regular Wild Fang, but when he gets close enough, he suddenly does the attack animation of a Ranbu. It just doesn't look right, to say the least.

*Facepalm.* Seriously, my honest advice to you Acey is to either do a major overhaul of Sludge's Sabretooth, or get yourself a different one. I'm not going to sugarcoat this; sorry Sludge, but you did a poor job making Sabretooth, and there might be errors and problems that even I haven't found. He's just that bad.

Post Merge: July 29, 2010, 12:56:03 AM
Omega Red: Made by Kong, has same Kong airthrow problem. And while the following is hard to do with Red, he can also kick 'em while they're down with C.LP.

Suffers from 'Me no speak English', though in this case, it might CAPCOM's doing, and if so, is somewhat forgivable. He says 'ORA!' during his intro, but as I've just stated, if it's CAPCOM's work, (and it probably is,) then at least there's some sort of excuse. (Japanese company and all that.)

Both of his throws, when winding up with the opponent in the corner, lets Red get in additional hits.

C.MP does more damage then C.HP.

Air LP--S.LP combo isn't counted by the combo counter, when it should be. This may seem like it at first, but do the combo quickly enough, and there isn't enough time to guard. So yes, it is a combo, and it should be counted.

His Air HP does way too much damage for what it is.

After Launcher: MK can chain two times.

Chains are rather incomplete. You should look at those.

Can chain Life Drain into Coilslam. That's just too much. Aside from obscene damage for no cost, he should only be able to use one of those two followups, not both.

Supers do too much damage.

Post Merge: July 29, 2010, 01:29:23 AM
Spiral: Made by Kong. Has same Kong airthrow problem. Can kick 'em while they're down with C.LK or C.MK. Can get additional hits after throws if either throw winds up with foe in corner.

Can't chain punches into kicks.

After launcher: No airguard for foe after said foe comes down after being launched.

Post Merge: July 29, 2010, 10:47:08 AM
Silver Samurai: Just my opinion, but I think his taunt should last longer.

Made by Kong. Same airthrow problem, and can kick 'em while they're down, C.HK.

If his throws wind up with foe in the corner, is SS is close enough, he can get in a C.HK with the right timing.

General damage ratio is just a bit too high.

S.LP does more damage then S.MP. And at first, it may seem like S.HP does even less damage then S.MP, but in fact, it's a target combo; press HP again for the second part, and the damage becomes higher then S.LP.

Can't chain punches into kicks.

His elemental swords are insane. I don't care if they cost one stock, they can stun the opponent and keep doing that, and reach obscene amounts of damage in short periods of time, especially the electric sword. Either tone them down, or make them Lv.3's. Remember, sometimes accuracy is not for the best.

QCB+PP Super needs more damage, even more so since the damage ratio is too high as I previously stated.

Ice sword super does way too much damage, even with the ratio.

Post Merge: July 30, 2010, 12:28:15 AM
Wolvenom: Can kick 'em while they're down with C.LK.

His superjump effect is off. Needs to be enlarged, and the sound effect needs to be louder.
« Last Edit: July 30, 2010, 12:28:15 AM by novasod »

Offline novasod

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Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
« Reply #78 on: July 30, 2010, 01:15:57 PM »
Mr.Fantastic: Can get an infinite with his S.LK. (Whilst walking forward.) It's either that, or he can chain it for who knows how many times. Either way, it's a problem.

He can't do the backward or forward superjumps; only the neutral one.

C.HK Launcher bypasses defense if used after a an initial launch, if Reed doesn't jump up, and the opponent just comes back down, and the launcher launches again. Essentially an infinite.

C.MP can't properly chain into anything. C.HP is the only thinks that works, and even that doesn't function correctly; there's enough time for the opponent to guard before the C.HP.

Can't chain into specials or supers.

Stretch Strike does too much damage on it's own, but on top of that, you can in additional hits. It even hits low. That move needs to be toned down.

Fantastic Blitz is listed in the manual as a Lv.3 super, when it is in fact a Lv.1 Super.

Post Merge: July 31, 2010, 01:41:19 AM
The Thing: Can kick 'em while they're down, with C.LK, C.MK, and C.HK.

After a throw, if the for winds up in the corner, Thing can get in additional hits.

Can chain his S.LP at least 6 times.

Chains aren't quite complete.

His Air LP, MP, HP, and LK had a very hard time connecting to ground normals, and it's very hard for S.HK to be chained from Air Normals in general.

His S.HK launcher doesn't have the launcher FX. Additionally, it can be self-chained three times...sort of. After the initial punt launch, there is enough time to use it again before the opponent can guard, if he/she can at all after Thing's HK launcher. You can use this launcher three times before you're finally out of reach.

His Ground Smash special is nearly useless as is. It's worse then the normals. It's pretty much one, but slow, and without the damage to make up for that. But it looks like it could have overhead status, so give it that, and it's good.

This isn't SF3, or any other game where EX moves are a standard feature. There shouldn't be any moves here that take up a fraction of a stock of power. Flashy yellow FX is fine, costing a fraction of a stock is not. Please apply this line of logic to any and all 'EX moves' that Ben has.

His Charge juggles. That would be fine if it didn't already do enough damage on it's own, but it does. Remove the juggle.

'Me no speak English': Charge. 'ORA!'.

His Power Backhand and Power Punch specials aren't all that useful as they are. Slow and without the damage to back that up. But they look like the use autogaurd, so give them that and there good.

Truck Dump super doesn't do enough damage.

It's Clobberin' Time doesn't do nearly enough damage on it's own, but with the right moves and timing, you can get in additional hits. My advice; vastly raise the damage, and take out any and all juggle possibilities of It's Clobberin' Time.

Post Merge: July 31, 2010, 10:57:00 PM
Human Torch: If his throw winds up with the foe in the corner, he can get in additional hits.

He can try to use his throw anytime by pressing B+HP.

His S.LP and S.HP need bigger hitboxes. See, I always use Ryu as my test dummy, and every attack so far that should hit him has been able to with no problem, but he doesn't even have to duck for S.LP and S.HP to miss him. They really do need bigger hitboxes.

Problems with airdashing: If you attack during it, you'll be on the ground instantly after the attack ends. If you attack after it...you don't attack. If you try to attack after the airdash, during your 'fall', you won't be able to do so. Everyone else with some sort of airdash can do so, and therefore, I don't see why Torch can't.

Air HK--S.HK doesn't work, when it seems like it should.

Nova Blast and Infinity Flame (AKA. Fantastic Fire,) do too much damage.
« Last Edit: July 31, 2010, 10:57:00 PM by novasod »

Offline Etneciv Reivaj

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Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
« Reply #79 on: August 01, 2010, 09:25:01 PM »
Still no Chunli  :'( :'( :'(

Offline novasod

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Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
« Reply #80 on: August 02, 2010, 01:25:45 AM »
Still no Chunli  :'( :'( :'(

That's less of a bug, and more of an executive decision. ;)

Post Merge: August 02, 2010, 01:55:28 AM
Dr.Doom: Made by Kong. As such, has same air throw problem, can kick 'em while they're down (with C.LK, C.MK, or C.HK,), and get additional hits after his throws if they wind up with the foe in the corner. He even has an issue that some, but all, of Kong's creations have; if you try to self-chain his Standing Normals, they'll automatically chain into their crouching counterparts.

He can't teleport, contrary to the manual which says otherwise.

Post Merge: August 03, 2010, 12:29:24 AM
Silver Surfer: No throw.

No taunt. When he tries to taunt, he'll get into a different frame for a split-second, then get back to normal.

No voice period, aside from two of his supers, and the voice in those suck anyway.

He can run ala KoF.

C.HP needs a bigger hitbox.

C.MK does too much damage. Simple solution though; reduce the total damage to that of the first hit, and you're good.

Has the 'ol 'S.LP Whilst Moving Forward Infinite' bug.

Can cancel C.HK launcher into superjump before the C.HK connects to the foe.

After Launcher: Can chain MP two times.

His Cosmic Force, Cosmic Pillar, and Blast all lack sound effects when initially used.

Supers do too much damage.

I have the distinct feeling that Silver Surfer is rather incomplete...
« Last Edit: August 03, 2010, 12:29:24 AM by novasod »

Offline zombiejerky

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #81 on: August 04, 2010, 03:30:50 PM »
If you use Amingo send his medium troop out and attack the guy falls threw the floor

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #82 on: August 06, 2010, 12:29:22 AM »
Wonderman: His damage ratio is a bit too low (except of his supers,), for the most part. Read somewhere below for further details.

Can chain C.LK at least 6 times.

Can chain S.MP--S.MP autocombo at least 5 times.

After launcher: Can chain MP three times.

His  LP, MP, and FP Dragon Punch are all the same.

His Wonder Wave (CHARGE!) does far to much damage for a special.

On the opposite side of the spectrum, his Tectonic Shock (think a variant of Juggernaut's earthquake move,) doesn't do enough damage.

Offline zombiejerky

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #83 on: August 13, 2010, 10:51:01 PM »
Small characters cheap hard to hit... and block to much ( Thats not a bug)
Also Thanos cant throw backward
Both of Deejays throws work both ways
Colossus way to strong and combos way to easy


« Last Edit: August 13, 2010, 11:56:06 PM by zombiejerky »

Offline lolitsanthony

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #84 on: September 02, 2010, 01:39:03 AM »
Love the game, love the roster, but gameplay should be tweaked. For example, some characters cant super jump (had a list, I forgot, sry) and dan is really glitchy. When contact is made with shinku gadoken, the opponent doesnt flinch. also, gouki, ken, and ryu can only do one hadoken in the air. in the versus games, as long as you do the command, they can keep doing hadokens, and kinda float down. also, make spiderman a little smoother. He feels kinda clunky

Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #85 on: September 02, 2010, 11:04:59 AM »
Love the game, love the roster, but gameplay should be tweaked. For example, some characters cant super jump (had a list, I forgot, sry) and dan is really glitchy. When contact is made with shinku gadoken, the opponent doesnt flinch. also, gouki, ken, and ryu can only do one hadoken in the air. in the versus games, as long as you do the command, they can keep doing hadokens, and kinda float down. also, make spiderman a little smoother. He feels kinda clunky

Thanks for the feedback, all the chars have super jump, just try doing the command a little faster.

Offline lolitsanthony

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #86 on: September 04, 2010, 06:25:57 PM »
Yeah you're right, just spent like 20 mins in training mode lol. What speed do you recommend I run EoH on to make it feel like more like im playing a versus game, since they are usually a lot faster than street fighter? And I get out a notebook and write some more notes down to help the game out a little more.  :cool

Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #87 on: September 05, 2010, 12:05:36 AM »
Yeah you're right, just spent like 20 mins in training mode lol. What speed do you recommend I run EoH on to make it feel like more like im playing a versus game, since they are usually a lot faster than street fighter? And I get out a notebook and write some more notes down to help the game out a little more.  :cool

What ever the default setting is, Fast 3 I think.  :thumbsup:

Offline alexinfinity

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #88 on: September 06, 2010, 05:46:30 AM »
 :(|)I have encountered sme problems with the game freezing in the middle of battle (I was using Gambit if that helps). I also can't use puches if I change them to a different keys. I don't know if you can fix these issues, or if it is just something wrong with the M.U.G.E.N. system, but I thought you should know anyway. :-??

Offline zombiejerky

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #89 on: September 12, 2010, 02:22:40 AM »
Yeah its mugen 
Updated:
Akuma can attack after his level 3 special with medium low kicks up to 8 times
« Last Edit: September 12, 2010, 10:21:04 PM by zombiejerky »

Offline kingmedaing

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #90 on: September 21, 2010, 02:54:48 AM »
why does adon spam his kicks so much and why are they unblockable

Offline unlitdarkness6

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #91 on: November 06, 2010, 09:56:56 PM »
Why does this take so long to download? Is there any other way i can download, Torrent or rapidshare or megaupload or SOMETHING?!

Offline ExShadow

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #92 on: November 06, 2010, 10:49:51 PM »
Why does this take so long to download? Is there any other way i can download, Torrent or rapidshare or megaupload or SOMETHING?!
Do you know what a gig is, and how big it is?
»ĐΣΛTĦŞTØRM«

Offline Tha Lando ( Le CROM )

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #93 on: November 06, 2010, 11:16:11 PM »
Why does this take so long to download? Is there any other way i can download, Torrent or rapidshare or megaupload or SOMETHING?!
YEEAAh about that... no matter what ya use or whatever link , a gig... you best off DL and then go fix a sandwich, some kool aid, and some chips, sit down , watch a movie,  and eat, then  go outside take a short walk, smack a squirrel on da nose then steal its nuts , run back home  go to he bathroom , when finished go to the cpu and praaaaay  [-O< that not only did it finish or near finishing  but that it didnt stall and have to do it all over again. o.O# :'(

Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #94 on: November 07, 2010, 01:26:12 AM »
It's too big for Megaupload but if anyone wants to host the torrent we're cool with that.

Offline unlitdarkness6

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Better, faster way to download 6.1?
« Reply #95 on: November 07, 2010, 02:55:56 AM »
Both links from the site and from the wiki are taking insanely long to donwload and i fear stall out too soon with no way for me to refresh the download. Ive tried countless times and the highest i've gotten was .5 percent before it teetered out. Can anyone give me a link to solve this problem? A torrent? or Direct link rapidshare or something? Im recieving at a rate of 495 million bytes and not being able to download this is kind of annoying  :D

A torrent for this would be amazingly great! And needless to say I would SEED it! ;D


*edit* Its now 4 30 am and i got to 1.1 percent with 1 minute left and it stalled!  :o I was dling strong at 800 kbs (a gig and some change is nothing hence my complaint, im looking at you CHR) and now this. All i am is an eager fan waiting to play, this would seriously need a torrent for a good and more widespread release!

Post Merge: November 07, 2010, 08:21:12 AM
Alright after dealing with this all night ive finally got it tested.

Nobody dashes correctly after ff

marvel man (of silver surfer origin) freezes sometimes after the (yellow shadow ex?)  dash.

Looks good keep it up

Post Merge: November 07, 2010, 06:03:08 PM
Magneto cant air combo punches

Also all of the hypers for just about everyone and especially with wolverine are very very sensitive. They dont require two punch buttons to execute and makes it pretty much unpredicatble when its going to come out.

Also i cant get unmasked wolvie masked. And the deadpool char doesnt gel at all. I have a version of him on my mugen and hes awesome.



Just a thought. This guy should take the present ones place.
« Last Edit: November 07, 2010, 06:03:08 PM by unlitdarkness6 »

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #96 on: November 20, 2010, 12:32:50 AM »
Alright...No idea if I'll do anymore of these after tonight until the next Beta, (whenever that is,) but for now, here are both Captain Marvels, with this particular post being about Genis.

-Can't use S.LK while dashing.
-Has the ol' 'S.LP Whilst Moving Infinite' Bug.
-Can selfchain S.MK at least two times.
-Can selfchain S.HP two times, with the right timing.
-After Launcher: Can selfchain LP 4 times, Can selfchain MP two times, Can selfchain MK two times (4 if a straight-up superjump.)
-This might just be personal preference, but his beam doesn't seem as usefull as it could be; instead of pushing back the foe a bit like most ranged attacks do, it just leaves them in the spot they were, more or less. But, do with that attack as you will.
-His Supers might be doing just a bit too much damage.

Post Merge: November 20, 2010, 12:49:47 AM
And now for the original Captain Marvel himself, Mar-vell.

-Like father, like son/clone-thing; can't use S.LK during his dash.
-Can do ground attacks right after a launcher attack, and connect with them; I'm pretty sure this shouldn't be possible.
-Whereas Genis' supers do too much damage, all of Marvel's Supers except for 'You Have Lost' do too little damage.

Post Merge: November 20, 2010, 01:16:41 AM
And now for the spin-off character; Ms.Marvel!

-Her damage ratio is, at times, a bit too high, though there are exceptions.
-This seems to run throughout the Marvels in general; can't use S.LK while dashing.
-Has the ol' 'S.LP Whilst Moving Forward Infinite' bug.
-C.MK can only be properly chained from a standalone S.MP.
-After launcher; Can self-chain MP twice, can self-chain MK twice.
-Okay, most of her specials do too much damage; most of the damage of her special's damage-counts need to be lowered to a more reasonable level.
« Last Edit: November 20, 2010, 05:44:40 PM by novasod »

Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #97 on: November 20, 2010, 01:39:15 AM »
There will be a future release of course.  :thumbsup:

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #98 on: November 20, 2010, 03:41:55 PM »
There will be a future release of course.  :thumbsup:

In December, perhaps? (Saw your current signature.)

Post Merge: November 20, 2010, 04:11:11 PM
And now...THANOS!

-You can tell he's made by Kong, when Thanos chains automatically into his crouching normals by trying to selfchain his standing normals.
-Can chain C.MK into C.LP, or, when after opponent is downed, into C.LK at least nine times in a row.
-If his opponent winds up in a corner after Thanos uses his throw, Thanos can get in additional hits.
-After launcher; Can chain MK 4 times.
-Can selfchain Titan Crush (QCF+P,) up two times; three if you keep spamming the command while the foe is in the corner.
-Light Boulder (QCB, LP) can be chained up to three times if spammed at close range, whilst Medium Boulder can be similar used up to 4 times. This is because you can spam the command, and keep resetting the move before it can actually finish once. Fix that problem, and this problem will be solved. ;)

Post Merge: November 20, 2010, 05:18:25 PM
Next up, Shuma Gorath.

-Upon pressing the Taunt button, he does do a taunt, but instead, a 'MYSTIC STARE!'. That needs to be fixed.
-His dash doesn't have the proper graphical effects, only goes a short distance, and you can't attack during it. At all.
-Is made by Sludge; as such, his standing, crouching, and air (after launcher) Light attacks all automatically chain into their respective medium followups when you try to selfchain those Light atacks.
-His super-jump is MESSED UP. Aside from not having the proper graphical effect...I don't know how to describe this. On two separate occasions, I did a superjump, and fiddled around with the directional corrections; a weird 'clicking' noise popped up, and Shuma Gorath floated downward, off of the screen. I have no idea why this occurred or how to trigger it, and I haven't been able to do it since no matter what I do or how hard I try. I suppose it'll just be something to watch out for unless I can pinpoint the cause.
-C.MK can be followed up with either another C.MK, or a C.LK.
-C.HK can self-chain, for a total of two hits.
-S.MP can only chain into S.MK. Even if you try to just do a C.MK, it'll do S.MK instead. And no, it won't chain into anything else, not even a special or super, which really needs to be fixed, as he doesn't have any other real means to combo into specials and supers.
-His comboing in general is rather stiff and limited, jump--ground attacks combos included (but not limited to just that,).
-The damage of at least his normals is mixed around; Heavy is lowest, Light is medium, and Medium is highest. It goes without saying that this needs to rectified.
-His Light and Medium 'Spike Ball' specials can keep on connecting with the opponent again, and again, and again, with the only hope of escape being until the opponent is just too high for the attack to hit, and by then, a lot of damage will have been inflicted upon the foe.
-Separation Attack does too little damage, while Clone Call does too much.

Shuma has quite a few problems, and while he isn't as bad as Sabretooth, you might be better off just trying to find a different, better Shuma Gorath.

Post Merge: November 20, 2010, 05:39:54 PM
And now we have the son of Mephisto himself...Blackheart.

-Made by Kong: Has same airthrow problems.
-When the foe is downed, Blackheart can followup with either C.LK or C.MK.

I think that after Blackheart, there's only 2 or 3 characters left, so I might as well do them at some point and finish my whole testing report for this current Beta up.

Post Merge: November 20, 2010, 08:57:33 PM
Next up, The Sentry.

-Has the ol' "LP Whilst Moving Forward Infinite' bug.
-If the opponent's in a corner, and Sentry is close the the opponent, after a S.HP, Sentry can get in additional hits.
-After Launcher: His HP can't connect properly. It needs to have less startup time, at least after a launcher.
-His Sonic Boom ripoff does too much damage for a special, and needs to be toned down in damage. Additionally, it's too big a non-super projectile; it's too big to jump over, and you can't duck under it. It's hitbox needs to be reduced. To best test it, see if Ryu can jump over upon downsizing it.
-His Flash Punch (D,U+P) can only be done in the air. Fortunately, charge time on the ground counts towards the air version, so you can do it soon after you jump.

Acey, I have to say, out of all your characters, this one, despite it's bugs, probably has the best 'feel'. It's still not on Vyn's level, but but I think that you are getting better, and that The Sentry is proof of that. Nicely done, and keep on going. :thumbsup:

Post Merge: November 20, 2010, 09:31:41 PM
And finally, what I think is the last character of this current build yet to be tested by myself, that ol' grizzled trigger-happy viglante that I'm sure many know and love, The Punisher! [-X

-Captain Marvel Syndrome; can't use S.LK during his dash.
-His regular jump is rather high...This might just be personal preference, but it might be more effective if the jump wasn't so high; even Ryu can't jump that high, and he's certainly more agile then then a 30+ year old vet with a uzi and who-knows-what-else.
-Has the ol 'LP Whilst Moving Forward LP Infinite' bug.
-The damage of his specials--except for the mine, can be kind of high, and should probably toned down in their damage count.
-His auto-rifle, machine gun, and knife throw specials can all be used as infinites, though the knife throw infinite reacquires the most timing.
-After his Rush Combo special, (QFC+K) he can get in additional hits.
-All of his Supers except for (surprisingly,) the Symbiote Super, do too much damage.

And unless there's someone or something I've forgotten, that's it for for this beta; I am 99% sure that I have covered every single character available in this current build...which just leaves me with the next build. (Any general plans for release Acey?) Until that gets released though, I'm done testing; I hope that this has all proved useful, and that this will be used to improve MvC: EoH. ;)

Post Merge: November 20, 2010, 09:57:10 PM
One last little thing I noticed when messing around, having Green Goblin against Spidey; When Green Goblin uses his 'Get 'im Boys!' Super on Spider-man, Aunt May's attacks don't connect with Spidey, leaving Spiderman dizzied after the Super ends, and he's stay dizzied. This needs to be fixed, and for all I know, it may apply to other characters too.
« Last Edit: November 21, 2010, 04:19:12 PM by novasod »

Offline pokechao

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #99 on: November 21, 2010, 03:43:35 PM »
so far the only 2 bugs i found were that Evil Ryu Creates a duplicate of himself when guard pushing and sometimes crashman is stuck in his running statedef

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