After a Long Break I am back to the testings again. I have decided that the first post will be for my combo videos and bugs and fixes. I will start off by saying that I will choose a character in EOh and test that character out against ALL others in EOH minus Onslaught. SO far I am starting with Charlie and his list has a lot of neat surprises and stuff I like about him and stuff I dont. SO its part opinion and part bugs and fixes and a comparison to his mvc2 counterpart. I will post my progress and add it to the first post which will be updated quite frequently. I will also Have the character name first then a spoiler tag on the bug fixes to keep it from getting long and as new builds of eoh are done I will add the new characters to the list. The list will be in the order in which the characters are listed in the EOH (not alphabetical order) with the hidden characters in their own section in any particular order I choose because it doesnt really matter lol they are hidden anyway. Also I am not a coder so I don't know how to fix them myself but in the future if can get help on that I will do that so I can help fix the problems as well. I only deal with gameplay and a few other things like suggestions for new attacks and maybe a little more.
First few vids I did (Not too much Really)
this is not a well put together vid as i did this while i was typing to you guys. also im using my test mugen to see who will go into my normal mvc mugen so i didnt know where tp find some characters. i know i left some out but ill do another video on that later. this vid show whats possible. i didnt feel like perfecting it like i did during testing as i cant be consistent with it yet.
http://www.youtube.com/watch?v=fGkB6QZeZZA# (http://www.youtube.com/watch?v=fGkB6QZeZZA#)
In the Hulk part yes i know you cant combo into the grab. but look at that damage thats a lot especiall consider it does that to everyone so its not character specific like mvc2 where others like guile has high defense tan spidey. also I can spam the crap out of his gamma charge also but i didnt show it in the video
http://www.youtube.com/watch?v=n8lUh5nz4y4# (http://www.youtube.com/watch?v=n8lUh5nz4y4#)
Quick 2 character video of Lou and Wonderman. You will see the infinite in the vid. I have already given feed back on the others. I may make a combo video soon.
http://www.youtube.com/watch?v=zCLjX9zXtw8# (http://www.youtube.com/watch?v=zCLjX9zXtw8#)
http://www.youtube.com/watch?v=f0pHkwdRI00# (http://www.youtube.com/watch?v=f0pHkwdRI00#)
Combo Videos ( Real Soviet Damage lol)
This section will be updated when I make combo vids so check often to see what new combos can be done.
Character Bugs and Fixes
Charlie
-Lp Infinite
-9th hit on Hyper QCF+KK has soo much push back that it cant hit Cable for the full 10 hits
- Hyper QCF+KK needs to be speed up a little more at the end which may solve the above problem
-I had to do his laucher in a combo for about 5 hits and on the hit i super jumped in order to perform his aerial rave efficently
-After his HK throw he can semi infinite after it with lp (but he also can do any attack after it for quick massive damage though lp may or may to be effective) for 16 hits but this could lead a HUGE combo and a possible infinite if done correctly. Charlie should be able to OTG combo for 1 hit and a hyper if the opponent doesnt roll after hitting the ground and that one hit could lead to is qcb+KK hyper(this happens in mvc2 also).
- He can spam HK and HP for two hits and a possible 3rd hit if the press either F+K or F+P. This shouldnt be possible as he should only be able to do one of them.
- In MVC2 he can only go from lights to mediums to hards only. In EOh he can combo all the buttons. THis is not a bug but just a difference from the original Charlie.
- IN mVC2 he also can't chain his qcf+PP hyper because there is a slow startup to it which makes him vunerable before he unleashes the sonic booms but awards him safeness on block (if the opponent blocks) due to the push back of the move which moves charlie away from the opponent to a safe distance
- HP throw makes Cable bounce off screen and disappear then reappear. Also both he and his opponent should recover at almost the same time as his opponent but Charlie should surely recover first but not by much.
- He can hit his opponent on the ground for more than one hit using his crouching normals
- If aerial raved correctly Charlie can actually land before his opponent and reluach in the corner only to continiue into another aerial rave. i can even do an aerial rave then chain to ANY hyper except the qcf+KK hyper. I think this should stay since its corner only and it adds a little more to Charlie cuz I mean after all this is EOH charlie not MVC2 Charlie. It is also possible to relaunch a third time if you do it properly but you cant combo the whole thing to restart it up but you can opt ou to do a hyper for added damge if you wish
- He recovers too fast during his qcb+KK hyper. i can even get in a launch combo to relaunch combo on the opponent in the corner or opt out the relaunch and do a hyper or do another laucher then do a hyoer since the opponent cant recover
-(this leads to an infinite in the corner which is hard to do but is possible) Can't correctly Launch Cable, Ironman, high into the air.(there are more to add to this list so stay tuned)
-Can chain from HP to MP or from HK to MK.
-Can chain up to 7 or 8 spinning backfist in a row for a combo
-Crouching MP can chain multiple times
-Crouching MK can chain mutliple times
-Can Super jump over half the screen
-Can't combo fully into the qcf+KK hyper after doing the qcf+PP hyper. It stops comboing at 16 hits as the last few hits if the qcf+KK hyper are about to hit enabling the opponent to block a combo thats not supposed to be bale to be blocked once hit with it. It also doesnt next to no damage as well. This character specific I might add.
-Can combo from crouching HK to F+HK into qcb+KK hyper. I think this should stay as it adds something new to Charlie.
-QCF+KK doesn't do the full 10 hits when done at around max distance from opponent on some characters
-Standing LP, MP, HP, F+HP, and D+HP(launcher) miss maskless Wolverine.
-Charlie can kill Maskless Wolverine in one combo.(This more of a Maskless Wolverine Issue)
-QCF+KK only hits Maskless Wolverine for 7 times out of the full 10 hits.
-Upon further notice he recovers from ALL his hypers too fast. The only exception is his qcf+PP hyper but it should have a slow startup since it is a rather safe hyper
-In Mvc2 you can tap buttons to get up to 6 extra sonic booms but if you tap almos enough times to get the max number of 18 you will get 15 instead.
Magneto
-His (a beam) needs to be weakened somehow. You can't really jump over it, and it has a fairly good size. My advice would be to have the beam only be out for a split second. It could still be used to attack from a distance, but you could now actually make your way through. The way it is now, just alone it is a force to be reckoned with. Unfortunately, Magneto has more then one attack.
-His Force Field seems to counter ANYTHING. It stops beams and projectiles, AND counters physical attacks. It's size alone would make it too good for a physical-only counter, so I'd say; just have it stop beams and projectiles.
-His EM Pulse is a homing attack, with a large size. It's too good.He already has the beam, so have the EM Pulse shoot diagonally upward. Let it be an anti-air, and JUST an anti-air.
-Hyper Grav has a big hit radius, divided into 4 big balls. The move brings the opponent in for additional attacks, combos included, AND it does a bit of damage when it hits. Limit the amount of balls to one, with each button shooting a ball with a diffrent trajectory, and take out the initial damage. If the previously changes I suggested are made, this attack, with it's own change of course, will be just fine.
-In my opinion, His Magnetic Tempest 1 ( x2, ) does too much damage, considering it fills just about the whole screen.
Now for the more subtle stuff.
-His Magnetic shockwave seems to shove the opponent to the end of the stage. Once there, the pillar of energy brings the opponent slowly into the air, and damage is continuously dealt to the foe until he/she/it is knocked out.
-His LP, MP, WK, and MK aerials do not cause one iota of block-push against any opponent guarding in the air.