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Smash King
Smash King
Smash King

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  EJ88201

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PostSubject: Mega Man Discussion   Mega Man Discussion EmptyThu Oct 02, 2014 12:20 am


Discuss, share opinions, ideas, etc. about Mega Man.
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Shiruza
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Shiruza

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySun Mar 22, 2015 10:31 am

A friend showed me these and they look suspiciously similar to Crusade's existing sprites. I think they'd fit in nicely with some edits, especially as a means of giving Rock a true Mega Upper.

Sprites:

Any interest in using these?
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Mellon
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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySun Mar 22, 2015 1:50 pm

The Crusade moveset isn't the same as the SSB4 moveset. Examples are the buster, which is now Mega man's neutral special and the up special, which now uses Rush in a different way. I don't think we need to change the sprites anyway...
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Shiruza
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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySun Mar 22, 2015 2:06 pm

Mellon wrote:
The Crusade moveset isn't the same as the SSB4 moveset. Examples are the buster, which is now Mega man's neutral special and the up special, which now uses Rush in a different way. I don't think we need to change the sprites anyway...


True, the sprites are good, but we can still make tweaks to some animations to better represent the official and source material. Basically the one thing that I wanted to display would be special effects for the top spin, new buster firing animations, and a more accurate U-Tilt. While yes, they are mechanically different here, the moveset animations are not. I'm not saying to change the moveset entirely, I'm just advising using this as a reference and/or altering the sprites to better fit Crusade's Mega Man, just to tie up any loose ends.
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Shiruza
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Shiruza

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptyFri May 01, 2015 4:30 pm

By the way, not to double-post or anything, but could we please get anything other than the current B-Air as Rock's new B-Air? Compared to the quick kill potential and satisfying pulloff of the Slash Claw combo in SSB4, the dinky little Boomerang Cutter that pulls enemies closer (but doesn't stun them) is really only good for having people get in close to you to do more damage, in the air. Which I'm pretty sure is the least favourable situation for a Mega Man player to be in. Please, anything with kill potential would be greatly appreciated.
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AmareTSM

AmareTSM

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptyFri Jun 26, 2015 5:48 pm

Am I the only one who thinks they should just give MM his SSB4 moveset? I mean, I get that y'all might want to keep him original and all, but this moveset honestly just doesn't work. Like, he even has a ton of his SSB4 moves already, now it's just weird... if you're gonna give him an original moveset just give him a completely original moveset.


Last edited by AmareTSM on Fri Jun 26, 2015 5:50 pm; edited 1 time in total (Reason for editing : typo lol)
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Slissith

Slissith

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Jun 27, 2015 8:38 am

AmareTSM wrote:
Am I the only one who thinks they should just give MM his SSB4 moveset? I mean, I get that y'all might want to keep him original and all, but this moveset honestly just doesn't work. Like, he even has a ton of his SSB4 moves already, now it's just weird... if you're gonna give him an original moveset just give him a completely original moveset.

Except that the moveset existed before SSB4 and is entirely original.
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SP



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  cellularSP

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Jun 27, 2015 9:36 am

AmareTSM wrote:
Am I the only one who thinks they should just give MM his SSB4 moveset? I mean, I get that y'all might want to keep him original and all, but this moveset honestly just doesn't work. Like, he even has a ton of his SSB4 moves already, now it's just weird... if you're gonna give him an original moveset just give him a completely original moveset.

Current Mega Man takes inspiration from SSB4's Mega Man, actually. Before he was based heavily on his Marvel vs. Capcom appearance, but now he is 100% "Crusade".
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HypeConduit
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HypeConduit

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  XMister_RatburnX

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Jun 27, 2015 12:55 pm

Megaman's moves are completely incohesive. I will give him a second chance later tonight but as i stands, his moveset needs some improvement. I've heard the same from all of my IRL friends too.
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AmareTSM

AmareTSM

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Jun 27, 2015 12:56 pm

@Slissith Yeah, the moveset existed before SSB4 LAUNCHED, but we already knew the SSB4 moveset from the trailer, directs, best buy demos, etc. His down smash, up smash, u-air, d-air, and u-tilt are all the same as SSB4, plus his Crusade moveset also uses alot of the same weapons, such as flame sword, slash claw, metal blade, crash bomber, charge shot, and probably alot more that I'm forgetting. (Plus his f-tilt, neut-b, dash attack, and n-air are the same as SSF2). So... yeah, very few of his moves are "original"

@StayPuft I don't get how he can be considered "100% Crusade" If most of his moves are taken straight from SSB4 or even SSF2. And the current mix of inspirations, just doesn't work. In my opinion, y'all should either make him completely SSB4, completely SSF2, or completely original. (Or go with the MvC thing I kinda liked that)

@HypeConduit I completely agree with you.


Last edited by Dustination on Sat Jun 27, 2015 1:02 pm; edited 1 time in total (Reason for editing : Don't double post thanks)
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Slissith

Slissith

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Jun 27, 2015 1:31 pm

Let's make him completely original, then.
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TrinitroMan
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TrinitroMan

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySun Jun 28, 2015 7:32 am

But before we do, his series icon and victory theme should be changed to his SSB4 ones first, just for consistency purposes.
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Perfect Hell

Perfect Hell

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySun Jun 28, 2015 9:44 pm

Nothing at all was taken from SSF2 as a source. It's just a simple fact that for example Nair and top spin are a perfect fit. If SSF2 never existed that would still be his Nair. Same goes for the few other crossovers.

Smash 4 did have some impact, however those moves were already planned beforehand, the only thing that changed when smash 4 announced mega man was exactly how the moves would look and function.

Mega Man's moveset is entirely a crusade original, and most of the similarities to other sources are pure coincidence and/or logical conclusion.

@Hype Mega Man needs a lot of work, but it's really not the moveset itself so much. You'll see in 0.9.1 how much better a character can feel without touching the moveset.
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Mellon
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  mellon1111

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptyFri Jul 10, 2015 4:42 am

Dear god no don't change it to Smash 4 moveset.

There is way too much Mega Man 2 fanservice in that shit
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TrinitroMan
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TrinitroMan

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptyFri Jul 10, 2015 8:27 am

What's so bad about Megaman 2 fanservice? I'm angry now! Goku Face 2
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HypeConduit
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HypeConduit

  Klonoa
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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptyFri Jul 10, 2015 2:32 pm

TrinitroMan wrote:
What's so bad about Megaman 2 fanservice? I'm angry now! Goku Face 2

Try the fact that Megaman 2 takes the attention away from 17 other games (at the very least) where content can be equally as useful in his moveset.
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Dustination



  Mach Rider
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  Dustination

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptyFri Jul 10, 2015 5:08 pm

It's like giving Thunder Arrows to Knuckles (Knock on wood) or the whip to Link. The powers in MM2 are just the most iconic.
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TrinitroMan
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TrinitroMan

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Jul 11, 2015 1:23 am

See? And it's not like Smash 4 MegaMan is just MegaMan 2. Here are the non-MegaMan 2 attack in Smash 4:
*Ice Slasher
*Hyper Bomb
*Super Arm
*Top Spin
*Hard Knuckle
*Shadow Blade
*Spark Shock
*Rush Coil (not really an attack, but whatever)
*Power Slide
*Charge Shot
*Skull Barrier
*Flame Blast
*Plant Barrier
*Danger Wrap
*Slash Claw
*Beat Call (not really an attack, but whatever)
*Flame Sword
*Tornado Hold
*Blackhole Bomb
*Mega Upper

I also want to reiterate that while Uair was supossed to be Air Shooter, it doesn't even RESEMBLE Air Shooter at all (unlike Hard Knuckle in Smash 4), so I tempted to say that MegaMan's Uair in Smash 4 is also not a MegaMan 2 attack.
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Shiruza
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Shiruza

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Jul 11, 2015 12:52 pm

All I really want from this is a changed B-Air, and a new animation for U-Tilt. And some buffs to his Final Smash. That's all I really have in terms of his Crusade moveset, I actually really like it for the most part.
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Mellon
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Mellon

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  mellon1111

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Jul 11, 2015 2:48 pm

Well you're right, Mega Man does have a lot of non-Mega Man 2 moves in his arsenal, but most of the mare through customs. They could have also balanced his powers a lot better, since his special moves (Y'know, the ultimate attacks that define the character) are Mega Man 2 exclusive except for Rush, who was just way too obvious of a choice. Heck, if Rush didn't exist they probably would have gone with one of the Number 1/2/3 devices over Beat.
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TrinitroMan
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TrinitroMan

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySun Jul 12, 2015 12:03 am

Well, what's to say that we cannot use customs?
Giving MegaMan the Metal Blade special in Crusade would be a bad idea anyway, but we could give him his Shadow Blade custom instead.
And Crash Bomb could possibly replaced with his Danger Wrap special.

But yeah, his Crusade moveset is already good enough, the only thing I would change is:
*replace Rush Jet with Rush Coil
*replace his current Final Smash with an actual Rush Super Adaptor transformation
*replace his current F-Smash with a Smash-style reintepretition of Knight Crush
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AmareTSM

AmareTSM

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptyFri Oct 23, 2015 6:49 pm

Okay, I'm gonna try this again, except try to be a bit more rational than I was last time. For the sake of this discussion, I'm gonna forget that SSB4 and even SSF2 even exist, and focus specifically on your design for Mega Man and why I think it he should be given an almost complete overhaul, or at least receive some major changes.

The current move set you guys have for Mega Man is just bad, on so many levels. And not bad in a sense that he's worse than other characters in a fight, but bad in a sense that he isn't fun to play or super appealing, plus a lot of his moves are illogical both on paper and in execution.  Please note that this is coming from both a Mega Man fan and a Crusade fan, not some blind hater who's complaining about how Mega Man should be like SSB4. I'm doing this because I find it pretty lame that I don't enjoy playing as one of my favorite characters in one of my favorite game. I've given him chance after chance, but I just don't enjoy playing him in this game. Of course, this is my opinion, but I think most people will agree with me.

So, I'm gonna start with what is the biggest reason why I don't like SSBC MM. The N-Spec. I definitely like that lemons ARE his N-Spec, it's a pretty obvious choice. But I feel you guys went about it wrong.

1. The lemons don't inflict hitstun. This makes no sense from both a canonical standpoint and a Smash Bros. standpoint. While I understand that in the Mega Man games there isn't always "hitstun", but they keep bosses stuck for a sec (unless they're in their attack animation), plus you can see the flinch animation they make. And in Smash, it makes even less sense for the lemons to not deal hitstun, because Mega Man is a zoning character, so his projectiles should keep opponents ZONED. I understand that he has other projectile that can kinda do it, but that doesn't mean the lemons should be useless. And before anybody points out that moves like Fox's lasers are still useful when they don't deal hitstun, it makes sense for Fox because he's a close combat character; the lasers are to make your opponent approach you so they don't get a ton of damage. As a zoning character, you DON'T want your opponents to approach you, you have projectiles to keep them BACK. In addition, the fact that the lemons don't deal hitstun also ruins his Up-B, seeing as there's no reason to float around and shoot if the things you're shooting don't do anything, and you're just leaving yourself wide open.

1.5 The second thing I don't like about the N-Spec (Wow, I spent all that time talking and only cover part of his N-Spec, oh boy) is that the move only has two charge up levels, and that you can't move while charging it. In the MM games, the "N-Spec" gave you so much freedom, you could shoot the lemons quickly, walk a bit for a more powerful hit, or walk around and kill your next threat in one hit, as long as you play smart and don't get hit. In SSBC, that freedom is completely gone. Even if you do use this game's useless lemons, you still only have two options, none of which feel like they do in the official MM games. I'll give credit where credit is due, the fact that the large charge shot comes out pretty fast is good in a fight, but they way it works as a whole is just incredibly off.

2. Metal Blade is stupid in this game. So, in Mega Man 2, you have this amazing projectile; shoots in 8 directions, travels fast, and can be used while moving. Yup, definitely sounds like a down tilt. Like, seriously, in this game, it's a slow multi-hitting projectile that rolls along the ground? What? I mean, unless it's just some other MM weapon that I'm not aware of, I don't get why this move is so weird (and if so, then why ISN'T the Metal Blade in his moveset). Plus, why is his down tilt a projectile in the first place? This is the type of stuff that I'm talking about when I say his moveset is illogical. It makes no sense no matter how you look at it. (Plus there's an essentially game-breaking glitch that happens when somebody shields it; they are stuck in shield and can only get out by being grabbed).

3. Crash Bomber is stupid in this game. So, in Mega Man 2, the Crash Bomber is a projectile that shoots forward, attaches to an object, and explodes. Yup, definitely sounds like an F-Smash. Like seriously, even in the rare cases that F-Smashes are projectiles, they still serve the same purpose as every other F-Smash: being a hard hit. They're generally used for hard-reads, to punish an opponent for being predictable, and to get them out of your way. However, MM's SSBC F-Smash doesn't do any of that. It doesn't stop your opponent's movement, plus, your opponent has plenty of time to shield it. It's not like YOU choose when it goes off, which would be good for sheild pressure and other mindgames, but your opponent has a general idea of when it goes off. Plus, THE MOVE DOESN'T EVEN HIT HARD, which is the whole purpose of a forward smash. Against Mario in Training Mode at the center of Final Destination, Megaman's Forward Smash doesn't K.O. till after 180%, which is NOT including the 20% the move does, meaning that a Mario at the center of FD with no D.I. can survive MM's fully charged F-Smash at 200%. This is just a bad move.

4. Back Air is the most useless move I've ever seen in a Smash Game. Okay, I'm not sure that's true, but the fact that no other move leaps to mind says something. Seriously, what's the point of having a move that brings opponents slightly closer to you, but inflicts so little hitstun that if anything, your in a worse position than you were before, because your opponent is CLOSER TO YOU? Like, you can't combo with the move because it does so little hitstun, and even if you could, it wouldn't matter because MM has nothing that could follow a move like that up except MAYBE N-Air or U-Air. The only reason I ever find myself using it is because Mega Man has no other way of hitting behind him at a reasonable speed, but even then it still isn't useful, because of the reasons I said above. Like, if you made it like Link's boomerang in SSF2, where it brings them back to you while still in hitstun, then it would be better, but even then it would suck because I could only use it behind me. Just give him a normal back air.

5. You guys chose weird moves to use in his moveset. I'm saying that you guys should've only used SUPER popular moves, because then you'd be missing out on some cool stuff. But seriously, some of the moves you guys used are just weird. Like, Up Throw (Which hits the user like half of the time btw) for example. A Soccer Ball? I think this is from MM8 or something, but I'm not sure, I haven't played it. Plus, what character spawns in item from a throw? If I want to use an item, let me use a freaking item, I shouldn't have to grab somebody (More illogical design). Plus, a lot of the moves don't really look like what they're supposed to be. Like, what's back throw? Is it Needle Man's weapon? What's down tilt? Is it the Metal Blade? Lastly, HIS VOICE. When people think of Mega Man, people generally don't think of him having a loud, obnoxious, ear-grating voice. Mega Man's voice acting is legendarily BAD, plus there are very few games where Mega Man has voice acting to begin with, making the fact that he DOESN'T SHUT UP even more out of place. This is the type of stuff that's just weird and needs to go.

So yeah, those are my main gripes with this characters moveset. The reason I stayed away from mentioning SSB4 this time is because I didn't want the focus of this to be about making Mega Man like SSB4, I wanted the focus to be about making Mega Man GOOD. The reason I said we should give him his SSB4 move set was because it wouldn't require going to the drawing board AGAIN, plus Gregarlink10 already made that SSB4 MM sprite sheet which fits SSBC's art style. So, while I would still be happy if you made him like SSB4 MM, that wasn't really the point of my request. I just don't really like the fact that one of my favorite Video Game Characters of all time is in one of my favorite games and I don't even like using him. Trust me, I WANT to like him. Maybe I'm looking at it wrong, or maybe I'm just going in with the wrong expectations. I doubt that, but I want to keep an open mind. But hey, you guys are making the game, so y'all can call the shots.

Edit: Looking back at this, and YEESH, that's a wall of text. If anybody read all of this, mad props.
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Roy
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Roy

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptyFri Oct 23, 2015 7:05 pm

AmareTSM wrote:
2. Metal Blade is stupid in this game. So, in Mega Man 2, you have this amazing projectile; shoots in 8 directions, travels fast, and can be used while moving. Yup, definitely sounds like a down tilt. Like, seriously, in this game, it's a slow multi-hitting projectile that rolls along the ground? What? I mean, unless it's just some other MM weapon that I'm not aware of, I don't get why this move is so weird (and if so, then why ISN'T the Metal Blade in his moveset). Plus, why is his down tilt a projectile in the first place? This is the type of stuff that I'm talking about when I say his moveset is illogical. It makes no sense no matter how you look at it. (Plus there's an essentially game-breaking glitch that happens when somebody shields it; they are stuck in shield and can only get out by being grabbed).
That's because it's not Metal Blade from MM2, it's Wheel Cutter from MM10.

I did read the rest of it, and I agree. Though I would be ok with working on making a new moveset (I helped with the original SSF2 Mega Man moveset). Not sure the devs would want to rework him yet again, though...

EDIT: Regarding voice acting, we could just use the Powered Up voice...?
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TrinitroMan
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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Oct 24, 2015 2:27 am

No, please not the Powered Up voice. MegaMan sounds way to old there. MegaMan was supossed to be a young robot boy. I say his japanese MM8 voice is best.
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AmareTSM

AmareTSM

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Oct 24, 2015 2:19 pm

It doesn't really make much sense for him to have the MM8 Japanese voice, or any voice whatsoever, seeing as it's only been in one main series game, while in most other games, even the games with dialogue, he's silent. Plus it's annoying.
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TrinitroMan
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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Oct 24, 2015 2:22 pm

Same with Pac-Man, yet he got a voice as well.
I'm also conpelled to say Bomberman, but sadly, I lost track of what Bomberman games have a Bomberman with voices and what Bomberman games don't.
Hell, I don't even know where they got Bomberman's voice from (I definitely recognize Pac-Man's voice from Pac-Man 2/Pac-Man Point'n'Click, though).
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Dustination



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  Dustination

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Oct 24, 2015 2:29 pm

Bomberman's voice is from Bomberman Hero
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Perfect Hell

Perfect Hell

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Oct 24, 2015 4:30 pm

AmareTSM wrote:


1. The lemons don't inflict hitstun. This makes no sense from both a canonical standpoint and a Smash Bros. standpoint. While I understand that in the Mega Man games there isn't always "hitstun", but they keep bosses stuck for a sec (unless they're in their attack animation), plus you can see the flinch animation they make. And in Smash, it makes even less sense for the lemons to not deal hitstun, because Mega Man is a zoning character, so his projectiles should keep opponents ZONED. I understand that he has other projectile that can kinda do it, but that doesn't mean the lemons should be useless. And before anybody points out that moves like Fox's lasers are still useful when they don't deal hitstun, it makes sense for Fox because he's a close combat character; the lasers are to make your opponent approach you so they don't get a ton of damage. As a zoning character, you DON'T want your opponents to approach you, you have projectiles to keep them BACK. In addition, the fact that the lemons don't deal hitstun also ruins his Up-B, seeing as there's no reason to float around and shoot if the things you're shooting don't do anything, and you're just leaving yourself wide open.

The lemons dont inflict hitstun because if they did, they would become horribly overpowered in a smash setting. The only ways around that would be to have a system ( i think they did this in smash 4?) where only the first time an opponent gets hit inflicts the stun, and then subsequent hits do not until they haven't been hit for a set amount of time. That could potentially be done, but straight up adding hitstun to every shot would be really dumb.

1.5 The second thing I don't like about the N-Spec (Wow, I spent all that time talking and only cover part of his N-Spec, oh boy) is that the move only has two charge up levels, and that you can't move while charging it. In the MM games, the "N-Spec" gave you so much freedom, you could shoot the lemons quickly, walk a bit for a more powerful hit, or walk around and kill your next threat in one hit, as long as you play smart and don't get hit. In SSBC, that freedom is completely gone. Even if you do use this game's useless lemons, you still only have two options, none of which feel like they do in the official MM games. I'll give credit where credit is due, the fact that the large charge shot comes out pretty fast is good in a fight, but they way it works as a whole is just incredibly off.

It's really just a hold-over from his old Crusade moveset, which in turn was based on MvC. So it's not like it doesn't have both a Crusade and a console history. However, this is still probably better way to do it and iirc what the new moveset was supposed to entail anyway, but there's a lot of other things to do in this game and no one got around to it yet.

2. Metal Blade is stupid in this game. So, in Mega Man 2, you have this amazing projectile; shoots in 8 directions, travels fast, and can be used while moving. Yup, definitely sounds like a down tilt. Like, seriously, in this game, it's a slow multi-hitting projectile that rolls along the ground? What? I mean, unless it's just some other MM weapon that I'm not aware of, I don't get why this move is so weird (and if so, then why ISN'T the Metal Blade in his moveset). Plus, why is his down tilt a projectile in the first place? This is the type of stuff that I'm talking about when I say his moveset is illogical. It makes no sense no matter how you look at it. (Plus there's an essentially game-breaking glitch that happens when somebody shields it; they are stuck in shield and can only get out by being grabbed).

First of all, not Metal Blade. Second, it makes perfect sense as a down tilt when you think about it, he lightly rolls something along the ground. Conventional, no; sensical, absolutely. His whole thing is to have projectiles for almost all attacks, that's just who MM is. There's nothing illogical here. Lastly, glitches can be fixed, you don't just scrap the move.

3. Crash Bomber is stupid in this game. So, in Mega Man 2, the Crash Bomber is a projectile that shoots forward, attaches to an object, and explodes. Yup, definitely sounds like an F-Smash. Like seriously, even in the rare cases that F-Smashes are projectiles, they still serve the same purpose as every other F-Smash: being a hard hit. They're generally used for hard-reads, to punish an opponent for being predictable, and to get them out of your way. However, MM's SSBC F-Smash doesn't do any of that. It doesn't stop your opponent's movement, plus, your opponent has plenty of time to shield it. It's not like YOU choose when it goes off, which would be good for sheild pressure and other mindgames, but your opponent has a general idea of when it goes off. Plus, THE MOVE DOESN'T EVEN HIT HARD, which is the whole purpose of a forward smash. Against Mario in Training Mode at the center of Final Destination, Megaman's Forward Smash doesn't K.O. till after 180%, which is NOT including the 20% the move does, meaning that a Mario at the center of FD with no D.I. can survive MM's fully charged F-Smash at 200%. This is just a bad move.

Once again, the only thing you're actually getting at here is function, not the choice of move itself. In the next version MM has been overhauled in a ton of ways and this is one of them. Now it combines traditional Fsmash feel with the uniqueness it already had to create a sensible fsmash, and the core move itself never needed to change.

4. Back Air is the most useless move I've ever seen in a Smash Game. Okay, I'm not sure that's true, but the fact that no other move leaps to mind says something. Seriously, what's the point of having a move that brings opponents slightly closer to you, but inflicts so little hitstun that if anything, your in a worse position than you were before, because your opponent is CLOSER TO YOU? Like, you can't combo with the move because it does so little hitstun, and even if you could, it wouldn't matter because MM has nothing that could follow a move like that up except MAYBE N-Air or U-Air. The only reason I ever find myself using it is because Mega Man has no other way of hitting behind him at a reasonable speed, but even then it still isn't useful, because of the reasons I said above. Like, if you made it like Link's boomerang in SSF2, where it brings them back to you while still in hitstun, then it would be better, but even then it would suck because I could only use it behind me. Just give him a normal back air.

Eh, back air isn't that good. However, it can be. Change the kb and you have a move that's just fine, like Geno's back air. We were going for something to contrast his moveset, the opponent is constantly being walled out and trying to get in so it would be interesting to throw in a quick pull rather than push, throwing the opponent off and setting up an attack or two that would send them back out again. If implemented better that idea itself might still be good, or it could be more like Geno's. Either way, nothign wrong with the attack itself.

5. You guys chose weird moves to use in his moveset. I'm saying that you guys should've only used SUPER popular moves, because then you'd be missing out on some cool stuff. But seriously, some of the moves you guys used are just weird. Like, Up Throw (Which hits the user like half of the time btw) for example. A Soccer Ball? I think this is from MM8 or something, but I'm not sure, I haven't played it. Plus, what character spawns in item from a throw? If I want to use an item, let me use a freaking item, I shouldn't have to grab somebody (More illogical design). Plus, a lot of the moves don't really look like what they're supposed to be. Like, what's back throw? Is it Needle Man's weapon? What's down tilt? Is it the Metal Blade? Lastly, HIS VOICE. When people think of Mega Man, people generally don't think of him having a loud, obnoxious, ear-grating voice. Mega Man's voice acting is legendarily BAD, plus there are very few games where Mega Man has voice acting to begin with, making the fact that he DOESN'T SHUT UP even more out of place. This is the type of stuff that's just weird and needs to go.

First, the up throw is because the rock ball was one of the most unique/fun/memorable/interesting gimmicks to the old Crusade MM moveset, and we wanted to keep it somehow. Up throw just made sense for the exact reason provided in it's animation. It's not conventional, but it's certainly unique and interesting, and can change the dynamic of a match.
Second, most of the moves do look near identical to their MM counterparts, it's not exactly our fault that several existing weapons in the games have looked very similar to one another.

Overall, there's nothing wrong with the actual choices of the moveset. The games are repped well, MM is repped well, attacks tend to fit inputs, and it does a solid job of throwing back to the old Crusade moveset, the Smash 4 moveset, and the actual MM series. What's wrong here, and evidenced completely by every one of your actual complaints, are the implementations of these attacks. Not the attacks themselves. These are all things that can and will be fixed. It is completely unnecessary to change his moveset again, and frankly it will not happen. It's not worth the effort.



Edit: Looking back at this, and YEESH, that's a wall of text. If anybody read all of this, mad props.

I did it!

I'll probably work on MM at some point before 0.9.1. Many of these things have already been worked on but there's more to do. He needs tweaks, not re-doing.
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Roy
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Roy

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Oct 24, 2015 4:48 pm

- Smash U fixes the hitstun on lemons issue by only allowing you to fire 3 back to back before endlag hits. Every shot does have hitstun, though.

- I think the issues with the pull is that Mega Man can't abuse it, and the opponent knows what's coming if Mega Man is approaching with his back to them.

Like you said, it's more the implementation of the attacks rather than the attacks themselves.




EDIT: I just wanted to go through his moves and see how each game is represented:
General: Mega Buster, Rush Jet
1: Rolling Cutter, Ice Slasher, Elec Beam
2: Air Shooter, Leaf Shield, Crash Bomber
3: Hard Knuckle, Top Spin, Spark Shock, Needle Cannon
4:
5: Charge Kick
6: Flame Blast
7: Slash Claw, Noise Crush
8: Flame Sword, Tornado Hold, Rock Ball
9: Black Hole Bomb
10: Wheel Cutter
Bass: Tengu Blade
V:
MvC: Shoryuken


There seems to be some bias towards 2, 3, and 8, as well as an anti-bias towards 4 (Maybe 5 if charge kick doesn't count, and V, but that's somewhat understandable).


Last edited by Roy on Sun Oct 25, 2015 12:15 pm; edited 1 time in total
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AmareTSM

AmareTSM

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion EmptySat Oct 24, 2015 8:26 pm

1. Each lemon in (pre-patch 1981) SSF2 had hitstun and MM was one of the worst chars in the game. I don't really think that having a move like that would be ridiculous, it would be kinda like Falco lasers or something. But say you don't change it. What IS the use for it as of now then? The move has high end lag, limits your mobility, leaves you super vulnerable and doesn't stop your opponent. In what situation would you use a move like this? If you thought the move would be op if it dealt hitstun while still working the way it works, than you change the way it works, you don't make it useless. Unless there's some super high-level use that I'm missing b/c I'm dumb.

1.5 I guess... but MvC is a very different game from Smash. I don't play traditional fighters, but I'm assuming that you couldn't walk around and charge a move like MM's buster w/o getting hit, which isn't a problem in a game like Smash. But that definitely isn't as big of a problem as the other ones so whatever.

2. Yeah, I researched it, and I know what it is now. Still think it's a weird move, but more importantly, why ISN'T Metal Blade in this game then? It's one of Mega Man's most iconic moves! Add that to the fact that Metal Blade would work SO WELL in a game like Smash (especially if the buster is gonna be useless), it makes no sense for it to NOT be in. So yeah, I guess that it's not illogical for the down tilt to work like that, I just didn't know. But seeing as this is the case, where's the Metal Blade?

3. Look, I'm not sure how the CB is gonna work in .9.1, but I can't imagine the CB working like an F-Smash while still feeling like a sticky bomb. The whole point of a sticky bomb is so that it explodes after you use it. There's SUPPOSED to be a delay. This goes directly against the purpose of an F-Smash. So yeah, I am getting at the choice of move here, it makes no sense.

4. I guess. I mean, I still don't really know how that would work, but I guess it could work. Idk, it just seems like a pretty weird move. I mean, I get that most of MMs moves are supposed to be projectiles, but B-air? Eh.

5. Well, looks like I'll take your word for it, look forward to seeing what you guys have.
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