Infinity MUGEN Team

IMT Main => M.U.G.E.N Releases => Topic started by: ChAoTiC on November 30, 2007, 11:07:15 PM

Title: Megaman EOH (Updated Once Again, v991)
Post by: ChAoTiC on November 30, 2007, 11:07:15 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


[EDIT] UPDATED TO 0.991!!
http://www.zgteam.net/downloads/MegamanV991.rar

Whats New?
More Sounds
Fixed p2 throw animation (looks more natural)
A More usable Rush POW hyper and Slightly Tweaked sprites (Looks a little bit more bulky)
Linked Some Normals to Specials and Specials to Specials (Try Mega Upper then the charged shot right after)
Replaced Mega Upper Electric Sprites with Old MVC Style FX (Looks Better IMO)
You can now use Astro Crush in the air
Outros have sounds now
Rolling Thunder has Electric sounds
Astro Crush now has sounds. (Thanks Enscripture)
=====================================
Whats To come in 1.0?

Better AI
More Pals
More Intros and Outros
Exploding Death Balls
Readme........ <_<|...|
=====================================
Whats to come In 2.0? (Comming not so soon)
NOTE: These are just plans.  None of the below has been Implemented yet.

A MVC Mode with his old moves from MVC thats Pal Activated (It will be a ChAoTiC Edition, not accurate  L-) )
More Rush Based Attacks
Special Intros With Protoman, Iceman, Metalman, Cutman, ?????man (Wouldn't you like to know  /:O)

Enjoy for now.


Title: Re: Megaman
Post by: Lightblackheart on November 30, 2007, 11:08:32 PM
thank thank you!!!!!!!!!!!!!!!!!!!  :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup:

Title: Re: Megaman
Post by: Captain Cold on November 30, 2007, 11:09:22 PM
thanks ill check him out  :)
Title: Re: Megaman
Post by: Lightblackheart on November 30, 2007, 11:10:12 PM
beggining the testing  :)
Title: Re: Megaman
Post by: ♦ßlôödÑinjå♦ on November 30, 2007, 11:11:00 PM
Yes! testing him right now.
Title: Re: Megaman
Post by: aa250 on November 30, 2007, 11:11:56 PM
Thank you and Congratulation on your second release. :) :) :)
Title: Re: Megaman
Post by: KPT25 on November 30, 2007, 11:13:26 PM
thx for releasing Megaman Chaotic...i`ll test him out tomorrow when i get the time to do it :)(Obligatory project release smiley :D)
Early feedback:I noticed his collision boxes on his stance are too many...specially on a character like megaman...
i`d recommend you to reduce their cuantity to less...in this case i think that less boxes might be better,but that depends on every character,so i don`t know much about that... :)
Title: Re: Megaman
Post by: laspacho on November 30, 2007, 11:30:18 PM
Very Nice.   :) :)
Title: Re: Megaman
Post by: That Mugen Guy on November 30, 2007, 11:39:03 PM
congrats on ur character's release  :thumbsup:
Title: Re: Megaman
Post by: Super Senseless Violent Man on November 30, 2007, 11:44:05 PM
Hell Yeah!
Title: Re: Megaman
Post by: therain on November 30, 2007, 11:50:49 PM
WOOOOOOOOOOOOOOOOOOO YEH GO WIT YA BAD SELF CHAOTIC :w00t:
Title: Re: Megaman
Post by: Mugen Toons on November 30, 2007, 11:52:41 PM
Congratulations for the release Downlading Now  :)
Title: Re: Megaman
Post by: TÐZ on December 01, 2007, 12:02:31 AM
Congratulations on the release :)
Title: Re: Megaman
Post by: Super Senseless Violent Man on December 01, 2007, 12:03:34 AM
Critizism:  :-"
*His Rush pow hyper sometimes does'nt stop when at the end when you won a battle
*I love how you edited his "shiney parts" out  :) must have tooken forever  ~X(
*Needs a portait the size of 120x140
*Great job with the voice!  :) He does'nt sound like a girl  ;*))
Great job man!  :)
Title: Re: Megaman
Post by: flashchocobo on December 01, 2007, 12:05:30 AM
This is going to be awsome I've been waiting for this all day
Title: Re: Megaman
Post by: Mugen Toons on December 01, 2007, 12:11:46 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
Title: Re: Megaman
Post by: The Rippah, Roo'Jizah Panzermanathod on December 01, 2007, 12:37:05 AM
Well, I have a few suggestions... IN ENGLISH!!!! (just messing around)

-You can have a fair number of those slow electric balls on screen at once.
-Maybe you should resize that superjump effect. I think it's way too large, and when done at the edges of the screen, you can clearly see the end of it sprites used for it.

 Overall... an okay character.
Title: Re: Megaman
Post by: Acey on December 01, 2007, 12:58:31 AM
This is a great MegaMan Chaotics. This is what I expected as far as feel and game play (and especially voice) from Capcom and now you have delivered it to us. Thanks!
Title: Re: Megaman
Post by: PuReEvil0z on December 01, 2007, 01:13:10 AM
 =D> just great
Title: Re: Megaman
Post by: TomTom on December 01, 2007, 01:29:29 AM
AHHH!!! :o
*orgasm*  :)
Title: Re: Megaman
Post by: Jelux Da Casual on December 01, 2007, 02:31:25 AM
 \-/o O M to the F***ing G!! I miss the internet for one day and this happens! I shouldn't really be all that surprised. N E Ways, hells yes!!
Title: Re: Megaman
Post by: louis on December 01, 2007, 02:53:17 AM
Megaman is a great character but i was worndering if you were going to add the Hyper Megaman Super Move.
other then that he is an awsome character keep up the good work Chaotic. ^:)^ ^:)^
Title: Re: Megaman
Post by: Violent Ken Masters on December 01, 2007, 02:59:33 AM
Nice release!
Title: Re: Megaman
Post by: Spidermew on December 01, 2007, 03:11:48 AM
Of corse i dont notice till after midnight, and now it says it cant load the webpage when i click the link.

Edit: I guess the site was just getting too meny hits, it workes now!
Expect a vid tomarow!
Title: Re: Megaman
Post by: BLue BoMBeR on December 01, 2007, 04:35:46 AM
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: :)

well this megaman got a bug when you reach level 3 power you can do unlimited super
[ the one with the laser in the ground ] right? :w00t: :thumbsup:

maybe for next update theres Auto? ;D
Title: Re: Megaman
Post by: Darkgargos 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  :)
Title: Re: Megaman
Post by: celobateira on December 01, 2007, 06:35:32 AM
Congratulations ChAoTiC...

Great release

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

Super :)
Title: Re: Megaman
Post by: giammo84 on December 01, 2007, 06:38:57 AM
=D> just great
I totaly agree with you!
Title: Re: Megaman
Post by: Freddy Mercury 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...
Title: Re: Megaman
Post by: BLue BoMBeR 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... :)
Title: Re: Megaman
Post by: b.easy 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.
Title: Re: Megaman
Post by: KPT25 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=|)
Title: Re: Megaman
Post by: Spidermew 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.
Title: Re: Megaman
Post by: Cyclysm 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.
Title: Re: Megaman
Post by: .:K.I.N.G:. on December 01, 2007, 01:33:42 PM
congratulations bro :)
i don't know why am i always late for every party ???
Title: Re: Megaman
Post by: Nutty-Da-Kid 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
Title: Re: Megaman
Post by: R.I.C.O - Teros 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.
Title: Re: Megaman
Post by: Spidermew 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
Title: Re: Megaman
Post by: ChAoTiC 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.
Title: Re: Megaman
Post by: housemastr on December 01, 2007, 04:45:41 PM
i like it when u use rush rooooo :thumbsup:
Title: Re: Megaman
Post by: TGM 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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)
Title: Re: Megaman
Post by: Freddy Mercury 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....
Title: Re: Megaman
Post by: Acey 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)
Title: Re: Megaman
Post by: Greed 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.
Title: Re: Megaman
Post by: Freddy Mercury 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...
Title: Re: Megaman
Post by: SirAnzai 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.
Title: Re: Megaman
Post by: nopihina 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?
Title: Re: Megaman
Post by: Super Senseless Violent Man on December 02, 2007, 01:01:48 AM
Should be used as an electroucuted state  :-" (http://i177.photobucket.com/albums/w222/Guest001_01/Mega252.png)
Title: Re: Megaman
Post by: BLue BoMBeR on December 02, 2007, 01:58:33 AM
megaman dont have a heart... instead its a circle... :)
Title: Re: Megaman
Post by: Super Senseless Violent Man on December 02, 2007, 02:09:44 AM
megaman dont have a heart... instead its a circle... :)
A robo heart!
Title: Re: Megaman
Post by: Violent Ken Masters on December 02, 2007, 03:54:35 AM
Should be used as an electroucuted state  :-" (http://i177.photobucket.com/albums/w222/Guest001_01/Mega252.png)
I don't know why, but that image reminds me of Astro Boy.
Title: Re: Megaman
Post by: Gnarly on December 02, 2007, 03:18:31 PM
This Megaman is great ! :)   But why did you changed the stance :-??
Title: Re: Megaman
Post by: Jelux Da Casual on December 02, 2007, 03:31:30 PM
You know, if you're gonna change the Swap the standing MP and HP animations, why not make the Standing HP a launcher afterwards. The way it's animated, it's like it's almost begging for it. Also, for a Level 3 hyper Mega-Misogi is kinda weak.

I'm just noobing here but the attack speed on the air combo might be the problem for most of us, I can get a 4-5 hit, but i just gotta take my time on chaining the attacks. This is just an observation as compared to current protoman, who feels more natural with his air combo.

Also best foot first looks like it would do a little more damage than what it currently does. And yeah, I have yet to land the Power Armor Hyper. Maybe if the the opponent was stunned with the transformation if they were close enough, that would work it out, but I'll sure you'll come up with something on that anyways.

That's all from me, otherwise I think Mega Man is awesome and suits way better then his MvC Counterpart. Wuzzup with that "Megazinger" anyways?
Title: Re: Megaman
Post by: VSL_Hi on December 02, 2007, 04:53:56 PM
Chaotic,

Even at V.98, this release is flat amazing.  Thank you very much for the time and effort put into this character!
Title: Re: Megaman
Post by: Enscripture on December 02, 2007, 05:10:48 PM
Did you want me to rip Rockman's "Astro Crush" voice from Rockman 8 for that Super Move?  PM me if you want me to, and I'll get on it~

EDIT:

Here's the 'Get Weapon' Sounds:

http://www.wovd.sk/Rockman8WeaponGet.rar

The pitch would need to be changed to go with the other voices~
I suggest -10 on the pitch~
Title: Re: Megaman
Post by: KPT25 on December 02, 2007, 09:21:48 PM
That`s a wonderful idea...you seem to have many megaman resources available Encripture,so i´m really sure that if Chaotic doesn`t have that Sound already,he`ll be more than happy to PM you and help you out
Title: Re: Megaman
Post by: Jelux Da Casual on December 03, 2007, 06:18:18 AM
You know what? I take back what I said about the attack speed on the air combo. I don't know why I'm awake right now (5:00 am) but I just recently realized that he can combo quite well. You just have to be exact on timing, whereas Protoman man feels and plays more combo friendly. The standard MvC Combo (lp, lk, mp, mk, hp, hk) works, you just gotta pay attention to the hits, you can't button mash it. I can pull off 12 hit combo now since I figured that out (MvC combo + launch + air combo). The air combo just suffers from the delay to get up there after the launcher connects. Some characters have a fast recovery from launchers.

Ex: Protoman can't be knocked down (heh "Blues ga Taosenai") with the air combo because by the time megaman gets up there, he's already recovered from the launch and blocks the persuit every time.

He's even better than I thought he would be, and he's not even finished yet! I'm sure him and Protoman are gonna have some awesome custom intros. A tag team custom intro would rock the house!!
Title: Re: Megaman
Post by: Spo1982 on December 03, 2007, 10:45:37 AM
Tried him out better than the other version i had great job!!! just need sound but u said soon =D>
Title: Re: Megaman
Post by: megaman781 on December 04, 2007, 07:19:07 PM
hey very good character i just have a question, how do you change weapons?
Title: Re: Megaman
Post by: Spidermew on December 04, 2007, 07:20:43 PM
The rockball pal is the hard kick button.
The boss powers depends on if your fighting that character or not.
Title: Re: Megaman
Post by: megaman781 on December 04, 2007, 08:31:42 PM
like what character? :-??
Title: Re: Megaman
Post by: VSL_Hi on December 04, 2007, 08:38:10 PM
Rock's got specific weapons vs. Ice Man and Cut Man
Title: Re: Megaman
Post by: PrimalRagerules on December 04, 2007, 08:41:16 PM
Well this Megaman is just great. while i only tested him for a brief moment, ill try him out more when i have the time tommorow. i love all the new stuff you added, he feels like a completely new Megaman  :)
Title: Re: Megaman EOH (Updated to .99)
Post by: ChAoTiC on December 08, 2007, 12:13:19 AM
Check First Post.  :)  :)
Title: Re: Megaman EOH (Updated to .99)
Post by: ♦ßlôödÑinjå♦ on December 08, 2007, 12:21:36 AM
Chaotic that was really fast thank you very much for the work.
Title: Re: Megaman EOH (Updated to .99)
Post by: Darkgargos on December 08, 2007, 12:28:48 AM
Cool, thanks for the update Chaotic  :) Your Megaman just rocks!  :thumbsup:
Title: Re: Megaman EOH (Updated to .99)
Post by: laspacho on December 08, 2007, 12:58:39 AM
Very cool update.  Love the added stuff.   :w00t:
I like how you changed the MP and HP.  It fits very nicely.
Title: Re: Megaman EOH (Updated to .99)
Post by: VSL_Hi on December 08, 2007, 01:24:48 AM
Absolutely love the update!  Keep up the good work.
Title: Re: Megaman EOH (Updated to .99)
Post by: BLue BoMBeR on December 08, 2007, 07:32:14 AM
well great update!!  :w00t:anyway...

when using the rush armor... i've seen when the enemy got the final uppercut punch your power meter became 3?
is that part of the character or just wrong??

and the astro crush is much stronger than the [ i dont know what is it... its the one when megaman teleports and laser coming out ]
Title: Re: Megaman EOH (Updated to .99)
Post by: outlaw on December 08, 2007, 08:53:07 AM
the updated link doesnt work  :'(
Title: Re: Megaman EOH (Updated to .99)
Post by: KPT25 on December 08, 2007, 01:16:11 PM
[EDIT] UPDATED TO 0.99!!
http://www.zgteam.net/downloads/MegamanV99.rar

Whats New?
More Sounds
Fixed p2 throw animation (looks more natural)
A More usable Rush POW hyper and Slightly Tweaked sprites (Looks a little bit more bulky)
Linked Some Normals to Specials and Specials to Specials (Try Mega Upper then the charged shot right after)
Replaced Mega Upper Electric Sprites with Old MVC Style FX (Looks Better IMO)
You can now use Astro Crush in the air
Outros have sounds now
Rolling Thunder has Electric sounds
Astro Crush now has sounds. (Thanks Enscripture)
=====================================
Whats To come in 1.0?

Better AI
More Pals
More Intros and Outros
Exploding Death Balls
Readme........ <_<|...|
=====================================
Whats to come In 2.0? (Comming not so soon)
NOTE: These are just plans.  None of the below has been Implemented yet.

A MVC Mode with his old moves from MVC thats Pal Activated (It will be a ChAoTiC Edition, not accurate  L-) )
More Rush Based Attacks
Special Intros With Protoman, Iceman, Metalman, Cutman, ?????man (Wouldn't you like to know  /:O)
Enjoy for now.
Nice update Chaotic,I ´ll test him out as soon as i can...
????man! I can´t wait to see who will be it... :(|)
Title: Re: Megaman EOH (Updated to .99)
Post by: That Mugen Guy on December 08, 2007, 03:27:52 PM
Check First Post.  :)  :)

cool thanks ChAoTiC  :)
Title: Re: Megaman EOH (Updated to .99)
Post by: Enscripture on December 08, 2007, 04:36:18 PM
I noticed, you used Eddie's voice for Beat~  I'll try to rip some voice clips of Beat from Super Adventure Rockman for you.  All Beat says is "Bee!"  "Bi-bi-bi!"  It'd still sound better than Eddie, though.  Plus in my voice pack, there's quite a few 'when-damaged' sounds to use~  If you need some ideas, just ask me :)  I know what he's saying in pretty much all of the sounds I ripped.
Title: Re: Megaman EOH (Updated to .99)
Post by: R.I.C.O - Teros on December 08, 2007, 05:04:21 PM
Nice update :)

I still have a bit of trouble with air combos though, like it's random if I ever pull them off correctly.
Title: Re: Megaman EOH (Updated to .99)
Post by: KPT25 on December 08, 2007, 06:46:02 PM
Nice updates on Megaman ChAoTiC...i had the chance to test it out finally and i noticed a couple of things:
1-EDIT AGAIN...SORRY [-O<: When you perform the Mega-Misogi on the opponent,sometimes Megaman will not do his winning pose...i don`t know why
Also i noticed that when starting the round,Megaman will come too close after his intro sometimes
2-His medium punch against himself can do an infinite if not in a corner...the longest the stage,the longest the combo can be...probably it`s because of the CLSN1´s he has on his stance and gethit sprites...Here`s a screen of this:
(http://aycu28.webshots.com/image/37547/2001674222336974256_rs.jpg)

3-The crouching mid punch hitspark is missaligned,check this screenshot...
(http://aycu02.webshots.com/image/36561/2001610704223681452_rs.jpg)

4-I was wondering:Why he has so many CLSN1s?
He has 6 of them for the stance...i know you are trying to cover him the best you can,but why having one little one right on the back of his head?Here`s a pic now that i was playing arround with him...:P
(http://aycu09.webshots.com/image/35768/2001823375872345688_rs.jpg)

EDIT:Irregular already noticed it,something it was on the old version:
During the Rush Armor combo,Megaman starts gaining Power bar during hits and on the uppercut,both you and your opponent get a full power bar...
Astro Crush can be executed one after another one for a whooping damage if you have 3 bars
Another thing i found:
Electroshock attack can be used for an infinite /:O
Not only that,you can shoot the slow one multiple times and have all the proyectiles at the same time on screen...take a look...UPDATE:i noticed you might missed to fix the proyectile limiters,i can get infinites with them like many described in the previous version
(http://aycu37.webshots.com/image/35156/2000610567885266858_rs.jpg)

I hope you understand that i love your megaman,and that`s why i play-tested him like this,so i can help you out making him better than he is... :) %%-

This is one of the first times i can give such a large an explicative feedback... :-[
Title: Re: Megaman EOH (Updated to .99)
Post by: SirAnzai on December 08, 2007, 09:11:01 PM
- Rush super is occasionally a OHKO, though I'm unsure why and it only works against certain characters.

- QCF+K is an infinite, even if you mix them up.

- Velset on Standing HP should push him away from the enemy, otherwise it can create a semi-infinite.

- Still missing stun-animation

- Needs less CLSNs, as the current ones just look ugly.

That's about all I noticed from testing, though I'm sure I missed something.
Title: Re: Megaman EOH (Updated to .99)
Post by: Rabbitxpp on December 08, 2007, 09:26:59 PM
megaman was my favorite mvc char and the way you upgraded him and gave him megaman 8 hypers made him rock :)
Title: Re: Megaman EOH (Updated to .99)
Post by: Tenspeed on December 08, 2007, 10:43:40 PM
I just love the inuendo here:

(http://aycu02.webshots.com/image/36561/2001610704223681452_rs.jpg)
Title: Re: Megaman EOH (Updated to .99)
Post by: BLue BoMBeR on December 09, 2007, 08:03:20 AM
now this 2nd update megaman is hard to play because theres no spam rokku buster anymore  ;D
Title: Re: Megaman EOH (Updated to .99)
Post by: louis on December 09, 2007, 10:10:42 AM
This update is going to rock :w00t:
Title: Re: Megaman EOH (Updated to .99)
Post by: Enscripture on December 09, 2007, 05:19:27 PM
Here's some of Beat's voices from, like, four of the videos:

http://www.wovd.sk/SAR-Beat.rar

Tell me if you need more~ I think this'd be enough~
Title: Re: Megaman EOH (Updated to .99)
Post by: ChAoTiC on December 09, 2007, 09:52:05 PM
Thanks Enscripture!  Heres another Update.  I think you guys will be very happy with what I have added to him.  I fixed some minor things here and there so try him out. 

http://www.zgteam.net/downloads/MegamanV991.rar

Hint:  QCB, X+Y
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: KPT25 on December 09, 2007, 10:10:27 PM
Glad to see you updated megaman again...you seem to have checked what some ppl(including myself and my screenshots :P) have pointed out...i´m downloading him at this very moment,so expect a play test from me soon... :)

EDIT:I tested the character...welcome back old friend(he couldn`t be MVC Megaman without it for sure... :))
He still has that problem in which randomly,while finishing the oponent with a hyper,he doesn`t display his Win pose
and the missaligned hitsparks...but that`s minor...
You fixed the rolling thunder yes,but i still get infinites with Megabuster...and the Rush Armor Hyper still fills both character´s power gauge back to full

Title: Re: Megaman EOH (Updated to .99)
Post by: BLue BoMBeR on December 09, 2007, 10:16:18 PM
Thanks Enscripture!  Heres another Update.  I think you guys will be very happy with what I have added to him.  I fixed some minor things here and there so try him out. 

http://www.zgteam.net/downloads/MegamanV991.rar

Hint:  QCB, X+Y

thankk yoooouuuuuuuu!!!!!! youve putted hyper rockman !!!!! thank you again!!! your the best!! :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: laspacho on December 09, 2007, 11:01:04 PM
Another great update.   :thumbsup:
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Darkgargos on December 10, 2007, 01:54:23 AM
This is a great update for sure, awesome work Chaotic  :thumbsup:
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Enscripture on December 10, 2007, 04:18:33 AM
On the new update:
 - I noticed that he still has the bug, when he's defeated, he gets stuck rolling repeatedly on the floor
 - And the winpose bug, where sometimes he just doesn't do a winpose

On a sidenote, did you think about adding a sound into his teleport intro?  I was thinking you can add my "Tadaima!"
(PBGM14_0005-Tadaima.wav) voice from my soundpack~ that'd work~ :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Yoshi on December 10, 2007, 09:16:43 AM
Megaman V991 link isn't working...
Title: Re: Megaman EOH (Updated to .99)
Post by: nopihina on December 10, 2007, 09:45:38 AM
Thanks Enscripture!  Heres another Update.  I think you guys will be very happy with what I have added to him.  I fixed some minor things here and there so try him out. 

http://www.zgteam.net/downloads/MegamanV991.rar

Hint:  QCB, X+Y
cool! cool! cool! its awsome! 8)
Title: Re: Megaman EOH (Updated to .99)
Post by: R.I.C.O - Teros on December 10, 2007, 04:44:26 PM
Hint:  QCB, X+Y

Awesome! :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: BLue BoMBeR on December 10, 2007, 05:03:05 PM
and a sound for the flying kick :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: SirAnzai on December 10, 2007, 07:37:45 PM
-Still missing stun/dizzy animation

-Glitches when dies in first round (a lot of EOH characters have this though, so I can let it slide).

-QCF+K is infinite when preformed right next to the opponent (might try adding a Velset to push him away).

Not a bad update though, but obviously still needs a lot more work.
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: M_Tony on December 11, 2007, 03:34:36 AM
I really enjoyed using this Mega Man.
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: BLue BoMBeR on December 11, 2007, 08:46:48 AM
why not making a rockbuster charge? and remove the yellow rock shot....?? well its my opinion :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: louis on December 11, 2007, 02:04:13 PM
love the megaman update  ;) Thx For adding Hyper Megaman ^:)^
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: flashchocobo on December 11, 2007, 09:37:15 PM
cool sounds when using astro crush where did it come from
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: BLue BoMBeR on December 24, 2007, 09:55:39 AM
how about killing the 1 electric shot and put electric shock wave... ?
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: PrimalRagerules on December 24, 2007, 03:46:02 PM
-not sure if this has been pointed out, but his medium punch is an infinite in the corner

-his AI is quite broken, spamming the same combo over and over with the kick that sends you into the air. he can repeat this giving you almost no chance to block.


thats what i noticed, and didnt get a chance to mention since the forum was down. unless i didnt get the latest version, though im pretty sure i did. anyway, hes still a great character, just needs some work.  :thumbsup:
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Kairi3000 on January 04, 2008, 09:05:18 PM
i love this mega man though i do have some sougestions for him
1.in stead of the f+df mf electric spark attack how about using the flash bomb,grenade...thing from megaman 8 seeing how you went that rout with the astro crush move.

2.i honestly feel that there is no real need for attack the he does when he combines with rush,i mean come on it's MEGAMAN his moves to me should be well...Mega.

3.his voice sounds a bit off when he does the hyper mgeaman final flash thing from MVC 1/2
but other than that i love this megaman and i hope that you continue to work on this creation.  :w00t: KEEP UP THE GOOD WORK MAN
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: dragonesku on January 04, 2008, 10:15:35 PM
Grrrrrreat update, thanks dude! :o
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: shun492002 on January 09, 2008, 08:49:13 AM
damn...i'm at my school i'll check him out later..peace :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: shun492002 on January 11, 2008, 10:33:20 PM
great char....my dude :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: megaman781 on January 12, 2008, 05:30:46 AM
yeah the only problem i find is the special with rush, it does nothing,well im saying that it can be cooler than that.  :-??


 >:-(-|please man dont take it personal  its just my opinion. ;)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Freddy Mercury on January 29, 2008, 05:21:30 PM
I realized that i can do the air combos with him after a bit of practice...

Remarks:

- Medium punch has a LOT of corner push compare to the rest of the attacks, heck the light and medium punches have a LOT of corner push.
- The punch gatling chains (Chain combos) do not connect well compare to the kick gatlings
- His POWNED Hyper doesn't connect completely to some characters (Issue with other character's CLNS but then it could be worked on to make sure the move connects completely to any character)
- I think that Collision box on top of his right arm (that little box) could be removed.. he has enough collision boxes already.


Idea for awesome:
- I think what he could have to be more megaman like is the wall bouncing like in Megaman X series where he can jump into the corner and bounce to the opposite side. (Kinda like Wolverine's)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: That Mugen Guy on February 18, 2008, 10:36:09 PM
lol wtf he has metalman's special when u play against him, when did u add that  XD||
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: laspacho on February 19, 2008, 01:24:21 AM
lol wtf he has metalman's special when u play against him, when did u add that  XD||

We planned that quite some time ago.   :D :D
This Megaman has all the best powers to use on whichever boss he is playing.   ;D
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: MuηkyMØÜf on February 19, 2008, 02:56:52 AM
 #:-S Thanx or updating and bumping. I was just lookin for this topic.
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Tenspeed on February 19, 2008, 08:53:53 PM
lol wtf he has metalman's special when u play against him, when did u add that  XD||

We planned that quite some time ago.   :D :D
This Megaman has all the best powers to use on whichever boss he is playing.   ;D

does the attack kill him in one hit like in megaman 2?
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Candora Authes on February 22, 2008, 10:29:32 PM
Sorry, but I just now noticed that the falling sprites seem to go through the floor a little before falling to the ground X_X

And the instant poweradd after the Rush super is intentional, right?

EDIT: He needs to turn around more quicker when he jumps to the other side
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: ChAoTiC on February 22, 2008, 10:49:04 PM
No its a bug.  Im still trying to figure out where its comming from.  Next release will be a Megaman-XR version not an EOH version.
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Marius121 on February 23, 2008, 01:29:12 AM
Great Megaman Ive tested it it plays wonderful so far :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: warsX75 on February 29, 2008, 08:17:50 PM
just great :)
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: Jelux Da Casual on February 29, 2008, 11:38:40 PM
One thing I noticed on Megaman and Protoman is that there's no air recovery if you get launched by them. you can Crouch HK somebody over and over till they're done.
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: malisiousjoe on April 13, 2008, 06:32:12 PM
I've noticed in Demo mode when megaman gets defeated he rolls back and forth while the other opponent is in their win pose.
Title: Re: Megaman EOH (Updated Once Again, v991)
Post by: DizzyTheConquer on April 13, 2008, 07:16:21 PM
I've noticed in Demo mode when megaman gets defeated he rolls back and forth while the other opponent is in their win pose.
Protoman does the same thing ??? Hope you fixed it soon.
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