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Author Topic: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)  (Read 851 times)

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Offline NapoleonJonamite

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Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« on: September 11, 2010, 10:58:58 PM »
Okay, so I prank I attempted to pull went sorta south, so I guess I'll post the real deal.

My edit of PoshPsylocke's original Sailor Mars. This edit makes her more balanced while also making her play more like a Marvel Vs. Capcom character.



Get her here: http://napoleonjonamite.webs.com/

Copypasta of the changelog from the readme:
(click to show/hide)
« Last Edit: September 16, 2010, 11:38:33 PM by NapoleonJonamite »



Maybe he'll be in Mugen someday.

Offline aznperson569M

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #1 on: September 12, 2010, 07:15:54 PM »
Okay, so I prank I attempted to pull went sorta south....

.....

Well, at least it's improved from that HORRIBLE version as MugenFreak30.

Quick Feedback though;

-Its hard to combo after her launcher, unless you jump at the right time.
-and Her QCB + P move in the air moves her back alot, but it's your choice on this.

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #2 on: September 12, 2010, 09:13:40 PM »
 ^^(PM)^

Thanks for the release.

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Offline NapoleonJonamite

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #3 on: September 13, 2010, 02:12:45 AM »
.....

Well, at least it's improved from that HORRIBLE version as MugenFreak30.

That wasn't really even mine. That was basically PoshPsylocke's with crappy palettes, an MVC hyper portrait, the OHKO that was originally a level 5 made a level one, and the name MugenFreak30 slapped together for no reason other than to be an butt.

Quick Feedback though;

-Its hard to combo after her launcher, unless you jump at the right time.
-and Her QCB + P move in the air moves her back alot, but it's your choice on this.

-I've noticed. I'll quickly look into it.
-That was originally done by PoshPsylocke in a later version of Mars, which was originally his way of countering an infinite that was found in that move. I never really touched that code, and so in a way I kinda have mixed feelings on changing that as it can also be used as a combo finisher in the air.

Anyway, I'll get to working on it as best I can here.

Maybe he'll be in Mugen someday.

Offline NapoleonJonamite

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #4 on: September 16, 2010, 11:40:15 PM »
 :-?? Why can't I modify the thread title to state that I've done an update?

Anyway, Mars has been updated. Check the changelog in the spoiler in the first post to see what's been done.

Maybe he'll be in Mugen someday.

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #5 on: September 16, 2010, 11:56:24 PM »
:-?? Why can't I modify the thread title to state that I've done an update?

Anyway, Mars has been updated. Check the changelog in the spoiler in the first post to see what's been done.
its some thing to do with new rules. yeah it bothers quit a few people

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #6 on: September 17, 2010, 01:48:09 AM »
Ok man... It's a good effort, but she's a long way away from being done IMO... Her attacks don't have any range, meaning, most them don't really connect in an MVC fashion at all. Her launcher will completely miss certain characters even if she's right up on them. Can't really chain combo with her much either. Kicks will chain in the air, punches will to, but you can't mix them up. I'd also say she needs resizing, but personally, I think she could use an entire sprite edit form top to bottom... That's just me... Anyway, keep working on her. It's interesting to see a sailor scout in this style...  :)

Offline NapoleonJonamite

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #7 on: September 17, 2010, 02:02:07 AM »
Ok man... It's a good effort, but she's a long way away from being done IMO... Her attacks don't have any range, meaning, most them don't really connect in an MVC fashion at all. Her launcher will completely miss certain characters even if she's right up on them. Can't really chain combo with her much either. Kicks will chain in the air, punches will to, but you can't mix them up. I'd also say she needs resizing, but personally, I think she could use an entire sprite edit form top to bottom... That's just me... Anyway, keep working on her. It's interesting to see a sailor scout in this style...  :)
To be honest, I don't really have too many problems with that. Everything is set to where you can change up the weak to medium to hard attacks, so I don't really see much of a problem on that. The launcher, let's be honest her old version had a ridiculously oversized and unrealistic hitbox for her launcher, and an even older version (Prior to my editing) she had a two hit thing before the launcher even began, and I don't have plans to change that hitbox. As for sprites, I would do that, but yeah, I kinda got used to these ones and not too many people complained about them really.

Maybe he'll be in Mugen someday.

Offline aznperson569M

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #8 on: September 17, 2010, 05:22:24 PM »
Ok man... It's a good effort, but she's a long way away from being done IMO... Her attacks don't have any range, meaning, most them don't really connect in an MVC fashion at all...

Some characters in MvC have pretty short range, actually. Roll and the MvC shotos are examples of characters with little range. My advice would to adjust the hitslide vels ground velocity so the opponent isnt pushed away that much. Really, there it isnt that much of a deal with a character's range, though. My opinion, thats all.  ::salute::
« Last Edit: September 17, 2010, 05:41:23 PM by aznperson569M »

"Grass grows, birds fly, sun shines, and brotha', i hurt people." - Scout
"HAIMALUU!" - Vagineer

Current Releases:
MvC Megaman Zero - Zero.rar
MvC Weegee (beta) - Weegee.rar

Offline NapoleonJonamite

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Re: Sailor Mars (Original by PoshPsylocke) Updated (9/1/2010)
« Reply #9 on: September 17, 2010, 06:09:51 PM »
Some characters in MvC have pretty short range, actually. Roll and the MvC shotos are examples of characters with little range. My advice would to adjust the hitslide vels ground velocity so the opponent isnt pushed away that much. Really, there it isnt that much of a deal with a character's range, though. My opinion, thats all.  ::salute::
Very true. Anyway, I'll look into adjusting those ground velocities, and maybe even the slide times as well.

Maybe he'll be in Mugen someday.

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