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Author Topic: Clayface Beta#1 release  (Read 3418 times)

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Offline Cyanide

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Re: Clayface Beta#1 release
« Reply #25 on: October 08, 2012, 03:27:16 PM »
Well each characters dash does actually act a little differently. Most of them however are a limited number of ticks, cross about 2/3rds of the screen and slow down near the end. Special cases made for Shuma's backdash and blackhearts dashes.

If you want a good example of how the dash works for your template. Download my Omega Red and take his. It's 100% game accurate so altering the vels slightly will give you what you're after.

Recovery roll i didn't actually code... crap. I suppose i could get a game accurate version of that set up as well.

Offline .ALEXZIQ.

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Re: Clayface Beta#1 release
« Reply #26 on: October 09, 2012, 09:53:37 AM »
The dash would be an awesome help. Thank you much. With recovery rolls a lot of new people use what's there so if they at least have a semi accurate version to use that's gotta at least be better than what's in there at present.

Thanks again for all the input

Offline Loganir

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Re: Clayface Beta#1 release
« Reply #27 on: October 11, 2012, 05:52:07 PM »
The dash would be an awesome help. Thank you much. With recovery rolls a lot of new people use what's there so if they at least have a semi accurate version to use that's gotta at least be better than what's in there at present.

Thanks again for all the input

Finally a DC comics counterpart for Sandman!

The recovery roll command and behavior on all MvsC games it's different from that one of Mystic blaze.
you have to do a reverse fireball motion (B,DB,D) + any punch or kick button

You can build a more apropried MvsC Recovery Roll based on this one:

http://mugenguild.com/forum/topics/code-snippet-archive-43756.20.html

I used this to create a custom MvsC Recovery Roll for Sandman, check it how this works
if you want to use it or any other code.
And don't worry... there's not Scruffy template in my works   ;*))

Nice concepts on Clayface!
mixing some new bases could be great to add more variety to his moveset.
Congratulations to Jmmaximus work :)

Offline Acey

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Re: Clayface Beta#1 release
« Reply #28 on: October 11, 2012, 06:01:50 PM »
Little factoid... the "just hold back" or "just hold forward" recovery roll was not implimented into the MvC series until MvC3 in 2011. This is exactly 5 years after IMT incorporated it into the EoH project.

Offline Loganir

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Re: Clayface Beta#1 release
« Reply #29 on: October 11, 2012, 06:13:08 PM »
Little factoid... the "just hold back" or "just hold forward" recovery roll was not implimented into the MvC series until MvC3 in 2011. This is exactly 5 years after IMT incorporated it into the EoH project.
That's a interesting fact :)
You right! I forgot Capcom changed that to something similar to SFA3 in the last year.

Offline .ALEXZIQ.

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Re: Clayface Beta#1 release
« Reply #30 on: October 12, 2012, 08:58:04 AM »
Little factoid... the "just hold back" or "just hold forward" recovery roll was not implimented into the MvC series until MvC3 in 2011. This is exactly 5 years after IMT incorporated it into the EoH project.
hah! We often chat at ccmf chatroom about "certain" thing capcom ssems to "borrow" from mugen. I will have to point that out next time it comes up. I appreciatethat tidbit! :thumbsup:

Offline .ALEXZIQ.

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Re: Clayface Beta#1 release
« Reply #31 on: October 12, 2012, 09:04:01 AM »
Oh and thank you loganir for the link to that recovery roll. I think that is the one I used before and ended up changing back to blazes. Good to know I was on the right track. I notice you didn't use the template I mentioned. Iguess that should've been my first clue. But any way thanks to cyanide and loganir for giving me some solid info to improve things moving forward. Goint to add these fixes to Hellboy right now!

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