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Author Topic: Mugen 1.0 Spidey & Goblin  (Read 3345 times)

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Offline Acey

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Mugen 1.0 Spidey & Goblin
« on: October 08, 2011, 12:22:51 PM »


Spiderman has gone through a world of updates, besides fixing minor graphic issues on his intro his game play has been heavily adjusted (within the realm of MvC2) to allow more chains. My favorite addition are the updated to air dashes (diagonal up, forward and diagonal down) which include custom sprites, matching a similar ability found in MvC3.

Green Goblin, with his permanent flight abililty he had previously sacrificed his abilty to follow properly after a launch, not he has the best of both worlds. So Greeny got all of those neat combo updates as well as a few new sprites here and there to match his additional movements.

Download Spiderman
Download Green Goblin
Download Brooklyn Bridge (Night)



Offline Shadic54

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Re: Mugen 1.0 Spidey & Goblin
« Reply #1 on: October 08, 2011, 12:26:03 PM »
The link for spiderman dosent work
God bless America!

Offline HyperVoiceActing

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Re: Mugen 1.0 Spidey & Goblin
« Reply #2 on: October 08, 2011, 02:04:34 PM »
Norman's standing HK doesn't hit

Offline Acey

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Re: Mugen 1.0 Spidey & Goblin
« Reply #3 on: October 08, 2011, 02:29:23 PM »
Norman's standing HK doesn't hit

Doesn't hit who? it's working just fine over here versus a variety of opponents.

Offline HyperVoiceActing

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Re: Mugen 1.0 Spidey & Goblin
« Reply #4 on: October 08, 2011, 02:39:39 PM »
Doesn't hit who? it's working just fine over here versus a variety of opponents.
Maybe. I tried it on ZV's Spidey.

Offline Acey

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Re: Mugen 1.0 Spidey & Goblin
« Reply #5 on: October 08, 2011, 02:47:23 PM »
Maybe. I tried it on ZV's Spidey.

Btw, it's more of an anti air device like Ryu's old school SFII HK rather than a combo finisher.

Offline Shadic54

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Re: Mugen 1.0 Spidey & Goblin
« Reply #6 on: October 08, 2011, 04:34:39 PM »
it finally works thank you
God bless America!

Offline Jelux Da Casual

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Re: Mugen 1.0 Spidey & Goblin
« Reply #7 on: October 10, 2011, 12:11:22 AM »
Brooklyn Bridge stage - Floortension is mispelled in def.
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Offline Acey

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Re: Mugen 1.0 Spidey & Goblin
« Reply #8 on: October 10, 2011, 10:23:25 AM »
Fixed!

Offline Makurayami

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Re: Mugen 1.0 Spidey & Goblin
« Reply #9 on: October 10, 2011, 03:10:57 PM »
What exactly is the point of the Iron Spider move?  The costume change seems to serve no purpose other then being purely cosmetic.  Also, the Venom hyper seems to take away a lot of health (almost 50% when positioned on the end of a stage) for a 1 bar hyper.

And what is the laser coming out of Golbin's finger?  Seems a little out of place to me...

Offline Yun0

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Re: Mugen 1.0 Spidey & Goblin
« Reply #10 on: October 10, 2011, 03:14:58 PM »
What exactly is the point of the Iron Spider move?  The costume change seems to serve no purpose other then being purely cosmetic.  Also, the Venom hyper seems to take away a lot of health (almost 50% when positioned on the end of a stage) for a 1 bar hyper.

And what is the laser coming out of Golbin's finger?  Seems a little out of place to me...

so do we have kind of a troll convention this month?



Offline Makurayami

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Re: Mugen 1.0 Spidey & Goblin
« Reply #11 on: October 10, 2011, 03:46:22 PM »
Oh sorry, what I meant was

OMG KOOL CHAR PLUS +1!!!! :w00t: :o :)

Offline SanjiSasuke

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Re: Mugen 1.0 Spidey & Goblin
« Reply #12 on: October 10, 2011, 03:54:03 PM »
so do we have kind of a troll convention this month?

For the most part I'd agree, but in this case that comment was okay. THat was valid criticism.

The finger laser is a move he has in the comics, it fits perfectly.

I didn't DL Spidey so I can't respond to the other ones.

Offline Acey

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Re: Mugen 1.0 Spidey & Goblin
« Reply #13 on: October 10, 2011, 07:08:54 PM »
What exactly is the point of the Iron Spider move?  The costume change seems to serve no purpose other then being purely cosmetic.  Also, the Venom hyper seems to take away a lot of health (almost 50% when positioned on the end of a stage) for a 1 bar hyper.

And what is the laser coming out of Golbin's finger?  Seems a little out of place to me...

Don't take it personally, you were just on the heals of some real trolling so some people are on edge.

1) Iron Spider is purely cosmetic
2) Venom hyper can be very strong
3) The lazer is canonicle, and lazer fingers look silly no matter what.  :-??

Offline Makurayami

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Re: Mugen 1.0 Spidey & Goblin
« Reply #14 on: October 11, 2011, 10:54:15 AM »
Any plans for improving the Iron Spidey move in the next update?  Like maybe incorporate elements of the robotic arms, like a fast flurry of hits from his robotic arms/real limbs?

Offline HyperVoiceActing

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Re: Mugen 1.0 Spidey & Goblin
« Reply #15 on: October 11, 2011, 11:15:53 AM »
I don't see anything wrong with how it is now. Granted it'd be cool to have the arms but it's not a MAJOR loss

Offline Makurayami

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Re: Mugen 1.0 Spidey & Goblin
« Reply #16 on: October 11, 2011, 11:31:27 AM »
It's not major.  It'd just be something that would make the Iron Spidey move feel more unique.  Any Spidey has the whole catch you in a web move, so if there's going to be an Iron Spider move why not make it use something only found in the Iron Spider costume (IE the robot arms).

Offline Acey

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Re: Mugen 1.0 Spidey & Goblin
« Reply #17 on: October 11, 2011, 11:37:04 AM »
It's not major.  It'd just be something that would make the Iron Spidey move feel more unique.  Any Spidey has the whole catch you in a web move, so if there's going to be an Iron Spider move why not make it use something only found in the Iron Spider costume (IE the robot arms).

The answer is simple, one day the forum member named JasonTodd came to me and said here are some sprites you can use on Spiderman, and what is there now is all that he made, so I made the best use of them I could. I agree, it could be cooler but I am satisifed with the addition of one more unnecessary hyper move. You could say the cloaking ability in the hyper is indicative of the Iron Spider abilities but really that was also a necessity because the sprites I was provided were not animations, just single shot sprites.  :-??

Offline Makurayami

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Re: Mugen 1.0 Spidey & Goblin
« Reply #18 on: October 11, 2011, 11:38:47 AM »
Maybe one day then...

Offline HyperVoiceActing

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Re: Mugen 1.0 Spidey & Goblin
« Reply #19 on: October 11, 2011, 12:31:13 PM »
Hey Ace, I'm not sure if you remember me mentioning this but some of Goblin's voice clips sounds weird

Offline Acey

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Re: Mugen 1.0 Spidey & Goblin
« Reply #20 on: October 11, 2011, 12:45:23 PM »
Hey Ace, I'm not sure if you remember me mentioning this but some of Goblin's voice clips sounds weird

Same ones as before so what do you mean by wierd, like "messed up" or like "I'd prefer a different voice alltogether"?

Offline thehitmanzack

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Re: Mugen 1.0 Spidey & Goblin
« Reply #21 on: October 11, 2011, 02:12:21 PM »
Only thing I noticed about Goblin's voice that kinda bothered me is how quite they are, it's a tiny thing but they can be barely heard at times....

Now if someone wanted to do something really cool and make a sound patch using Goblin speech from Marvel Ultimate Alliance 2... that would be awesome. Not that it's a request... just sayin'

Offline Acey

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Re: Mugen 1.0 Spidey & Goblin
« Reply #22 on: October 11, 2011, 04:16:00 PM »
I agree, I'd be cool with that.

Offline HyperVoiceActing

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Re: Mugen 1.0 Spidey & Goblin
« Reply #23 on: October 11, 2011, 05:09:44 PM »
Same ones as before so what do you mean by wierd, like "messed up" or like "I'd prefer a different voice alltogether"?
More like some of the clips sound muffled. Like "it's coming from the Wiimote speaker" kind of muffled

Offline Jelux Da Casual

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Re: Mugen 1.0 Spidey & Goblin
« Reply #24 on: October 13, 2011, 09:46:17 PM »
Acey, is there anyway to change Spidey's combo counter so that if you web someone during a combo, it doesn't stop?

See, I just did the wicked awesome combo that starts on a ground dash to ground into air. Then instead of a ground smash, I web the guy and then web swing and do another combo, then webbed him again, web swung again, and did another combo with a ground slam finish. That would have been something like 21 hits but the pause between the web grab and web swing reset the combo counter.
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