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Author Topic: Megaman EOH (Updated Once Again, v991)  (Read 8573 times)

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Offline Darkgargos

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Re: Megaman
« Reply #25 on: December 01, 2007, 04:44:30 AM »
Congratulations and thank you for this wonderful release Chaotic  :thumbsup: I'm glad that you were able to fix that bug and it's all cool that he's missing things here and there since you will be updating him anyway. Again, thank you so much for creating such a wonderful version of Megaman  :)

Offline celobateira

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Re: Megaman
« Reply #26 on: December 01, 2007, 06:35:32 AM »
Congratulations ChAoTiC...

Great release

He'd be huge when you put some AI on him

Super :)
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Offline giammo84

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Re: Megaman
« Reply #27 on: December 01, 2007, 06:38:57 AM »

Offline Freddy Mercury

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Re: Megaman
« Reply #28 on: December 01, 2007, 07:40:46 AM »
Hmmm after play testing him....

- those buster shots (qcf + p) could use some lag and recovery time... it becomes an insanely cheap trick... spamming those again and again...

- crouching MK knocks down the opponent.... if i can remember, that shouldn't be the case of Megaman in the VS Series...

- LP to MP chain is way to fast compare to the Kicks chain... the kicks have good chain timings but the punch chain timings are bewh...

- the HK kick launcher to super jump transition is VERY SLOW... i mean it takes more than half a second to get jumping after the launcher... which doesn't feel very natural...

- some sprites are missing and misalligned..

- his Misogi like move lacks a super pause...

- the MP feels more like the HP and vice versa....

- normals do not link together with the special moves and Hyper moves...

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Offline BLue BoMBeR

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Re: Megaman
« Reply #29 on: December 01, 2007, 08:49:46 AM »
Hmmm after play testing him....

- those buster shots (qcf + p) could use some lag and recovery time... it becomes an insanely cheap trick... spamming those again and again...

- crouching MK knocks down the opponent.... if i can remember, that shouldn't be the case of Megaman in the VS Series...

- LP to MP chain is way to fast compare to the Kicks chain... the kicks have good chain timings but the punch chain timings are bewh...

- the HK kick launcher to super jump transition is VERY SLOW... i mean it takes more than half a second to get jumping after the launcher... which doesn't feel very natural...

- some sprites are missing and misalligned..

- his Misogi like move lacks a super pause...

- the MP feels more like the HP and vice versa....

- normals do not link together with the special moves and Hyper moves...

dont worry is just a beta....  i bet chaotic will update MM again... and fix all your problem... :)

Offline b.easy

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Re: Megaman
« Reply #30 on: December 01, 2007, 09:53:03 AM »
i really like his new look, with the stance and voices and stuff. His air combos seem a bit hard to pull off through, because some punches and kicks knock the opponent higher into the air.

Offline KPT25

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Re: Megaman
« Reply #31 on: December 01, 2007, 10:12:15 AM »
I have some proposals someone can translate it :
-Cuando termine un especial al final darle una patada por debajo para
levantar al oponente y levantarlo al aire para hacerle un combo aereo
-Hacer el foriuken en el aire
-Que se pueda levantar al oponente con una patada por debajo

Translating:
-When a hyper is finished,follow it up with a launcher for an air combos(i think he´s talking about the the combo hyper...i can´t tell you for sure)
-Being able to shoot the fireball in the air(like the classic MVC Megaman,i kinda second that)
-Same as with the hyper...i think he means being able to continue the combos while oponent is laying on the ground,a move that can follow up the launcher for megaman(i don´t know if Mugen Toons realized the Launcher is done with down+Strong Kick 8=|)

Offline Spidermew

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Re: Megaman
« Reply #32 on: December 01, 2007, 01:20:08 PM »
The only glitched i noticed, is the lv 3 hyper, it seems that it dosnt drain energy to use it, so when you got it you can spam it over and over.

I like your mega man though! And i made a vid, expect that up in about 20 minutes from when i post this message.

Offline Cyclysm

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Re: Megaman
« Reply #33 on: December 01, 2007, 01:26:11 PM »
I guess I am a little slow on th uptake.

Anyways as Borat would say VERY NICE, HIGH FIVE.


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Offline .:K.I.N.G:.

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Re: Megaman
« Reply #34 on: December 01, 2007, 01:33:42 PM »
congratulations bro :)
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Offline Nutty-Da-Kid

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Re: Megaman
« Reply #35 on: December 01, 2007, 01:45:07 PM »
same here i saw him but i was too busy to download him till just now better than i thought i got to admit

Offline R.I.C.O - Teros

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Re: Megaman
« Reply #36 on: December 01, 2007, 03:12:59 PM »
Sweet, he's really good. I see what you mean about the sounds. Only thing I really noticed was that air combos are a bit tuff to pull off. Sometimes I can sometimes I can't.


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Offline Spidermew

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Re: Megaman
« Reply #37 on: December 01, 2007, 03:19:51 PM »
Sweet, he's really good. I see what you mean about the sounds. Only thing I really noticed was that air combos are a bit tuff to pull off. Sometimes I can sometimes I can't.

Thats true, at best i could do a 4 hit combo, with 2 from the ground and 2 in the air.

Anyhoo heres the vid
http://www.infinitymugenteam.com/Forum_345/index.php?topic=7047.0

Offline ChAoTiC

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Re: Megaman
« Reply #38 on: December 01, 2007, 03:58:32 PM »

- crouching MK knocks down the opponent.... if i can remember, that shouldn't be the case of Megaman in the VS Series... Intentional.  Remember, this is not a port this is my style of MVC gameplay

- his Misogi like move lacks a super pause... Intentional

- those buster shots (qcf + p) could use some lag and recovery time... it becomes an insanely cheap trick... spamming those again and again... Fixed in Release Next Week

- some sprites are missing and misalligned.. Which Ones?

- the MP feels more like the HP and vice versa.... I think Ill switch them, thanks.

- normals do not link together with the special moves and Hyper moves... I dont think linking the specials and the hypers are a good Idea, they're too different.  Normals and specials will be fixed in next release.

Offline housemastr

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Re: Megaman
« Reply #39 on: December 01, 2007, 04:45:41 PM »
i like it when u use rush rooooo :thumbsup:

Offline TGM

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Re: Megaman
« Reply #40 on: December 01, 2007, 04:51:06 PM »
my god I'm so sorry for being late man just traffic man that's all but here's for you Chaotic: MEGAMAN 4 EVER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)

Offline Freddy Mercury

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Re: Megaman
« Reply #41 on: December 01, 2007, 05:06:55 PM »


dont worry is just a beta....  i bet chaotic will update MM again... and fix all your problem... :)

Its called feedback...

so anyway... for a beta he's pretty playable....
« Last Edit: December 01, 2007, 05:09:35 PM by Scorpio Baddogai »

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Offline Acey

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Re: Megaman
« Reply #42 on: December 01, 2007, 05:11:23 PM »
this megaman is great but... i kinda miss the old one... i mean the hyper megaman,beat,eddie,rush :)
hahaha!! anyway!! thanks for sharing chaotic! :w00t: :)

I like to think of this as Mega Man and the old MvC version as Rock Man (to go along with Roll)

Offline Greed

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Re: Megaman
« Reply #43 on: December 01, 2007, 05:29:45 PM »
One serious note of feedback.

The Rush Hyper is far too hard to land.  He is always knocked out of it, or it gets blocked.

Suggest super armor, or invincibility during the move.

Offline Freddy Mercury

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Re: Megaman
« Reply #44 on: December 01, 2007, 06:50:06 PM »


- normals do not link together with the special moves and Hyper moves... I dont think linking the specials and the hypers are a good Idea, they're too different.  Normals and specials will be fixed in next release.


WHen i said that,,, it seems that I can't combo Specials and Hypers after normal attack chains... it just doesn't feel natural...

Tekken 6 > All other fighterz x3

Offline SirAnzai

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Re: Megaman
« Reply #45 on: December 01, 2007, 06:52:54 PM »
Not a bad take, but his voice needs it's volume turned up. Also, he needs a dizzy state, as he lacks one and it's kinda cheap when you can't hit him cause he lacks collosion boxes in a non-existant dizzy state. <<

Only other thing was the infinite in QCF+LP but you said that's been fixed.

Offline nopihina

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Re: Megaman
« Reply #46 on: December 01, 2007, 11:46:11 PM »
I want to be a man of my word.  Its a very Playable version,and I fixed that damn annoying bug; but like I said yesterday he's missing some sounds,Intros,Outros, some pals,and AI.  Small things really.  The AI, Pals, and Sounds will come next week in the update.  So here He is.  Megaman V0.98

http://www.zgteam.net/downloads/MegamanV98.rar
next week its friday right?

Offline Super Senseless Violent Man

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Re: Megaman
« Reply #47 on: December 02, 2007, 01:01:48 AM »
Should be used as an electroucuted state  :-"
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Offline BLue BoMBeR

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Re: Megaman
« Reply #48 on: December 02, 2007, 01:58:33 AM »
megaman dont have a heart... instead its a circle... :)

Offline Super Senseless Violent Man

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Re: Megaman
« Reply #49 on: December 02, 2007, 02:09:44 AM »
megaman dont have a heart... instead its a circle... :)
A robo heart!
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