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Perfect Hell

Perfect Hell

  8837

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptySun Oct 25, 2015 10:54 am

Im not saying the charge buster is good how it is, i just explained why it is how it is. It could certainly use work and your suggestions will be looked into.

The Metal Blade is absent. It could probably replace a move though without requiring new sprites other than the projectile itself. Perhaps down tilt could stick in the ground rather than roll, and from there on be an item. The act of throwing it into the ground would have a dtilt-like hitbox.

Ok, so imagine this. A regular fsmash, if you are in front you get hit by a powerful hitbox, represented by a small explosion at the end of the gun. Following the explosion is the CB, acting how it does now. The kb of the fsmash close hit could even allow for the CB to stick before or after they fly away, creating a double hit.

Again, Geno has a projectile Bair, and no one has had a problem with how that one works. If the knockback is away and somewhat powerful, at close range it'll feel like any other Bair.

Open to other suggestions if you have any.

Btw Roy, there's no intentional bias. 2, 3, and 8 were each represented with 1 move, and then S4 MM trailer came out and some of it's attacks as well as old Crusade MM attacks were added.
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Shiruza
Level 5 CPU
Shiruza

  481

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptySun Oct 25, 2015 11:14 am

- Replace B-Air with the Metal Blade; goes straight forwards a limited distance with decent speed, and has good knockback and damage. Not necessarily a kill move (to balance out its range), but it still knocks opponents a fair distance away. Alternatively, simply make it the Ring Boomerang, which is the same functionally though with a noticeable buff (deals rapid damage as it is thrown with good knockback as it returns).

- Replace the Rolling Cutter with the Dash/Charge Kick. Self-explanatory. Alternatively, keep the Dash/Charge Kick over Dash Attack, and replace D-Tilt with the Chill Spike, which launches a very short distance then creates a temporary ice spike on the ground in front of him. Mega Man can only have three of these onscreen at once, and they each last 180 frames.

- New Dash Attack: Skull Barrier. Mega Man quickly hops a short distance forwards (not actually a short hop, it's simply to make it a bit more flashy) while summoning the Skull Barrier. Deals rapid damage while approaching enemies, with the last hit launching diagonally upwards to allow for an aerial follow-up. Comes out quick with minor super armor, but has noticeable endlag that can be jump-canceled out of upon connecting a hit. Compliments both his zoning game and aerial game and gives him a safe approach option to get opponents further away, though it also becomes highly punishable if it fails to hit.
Alternatively, it could be the Mirror Buster from MMV, which would act similarly to the Proto Shield from SSF2 (meaning it knocks opponents forwards while reflecting projectiles), though with greater forwards momentum, greater knockback, and the inability to be held.

- Replace U-Throw with the Rebound Striker; functionally the same, but with greater reference to MM10. Alternatively it could be the Thunder Wool, wherein Mega Man tosses the opponent upwards then summons a thunder cloud to launch them downwards using lightning, causing a ground bounce to allow for an aerial follow-up. Alternatively, can be used to meteor opponents while near the edge of a stage. These two options are to combat the absence of MM10 should the Wheel Cutter be replaced.


These are a few weapon suggestions, to combat known issues.
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Roy
Level 7 CPU
Roy

  1169
  RoyMaster4

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptySun Oct 25, 2015 11:20 am

Perfect Hell wrote:
Btw Roy, there's no intentional bias.  2, 3, and 8 were each represented with 1 move, and then S4 MM trailer came out and some of it's attacks as well as old Crusade MM attacks were added.
Makes sense. I just think that maybe a few minor edits could be done to restore the balance.

EDIT: What is his getup attack supposed to be? I can't tell.
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Perfect Hell

Perfect Hell

  8837

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptySun Oct 25, 2015 12:06 pm

Iirc it's the three-way lightning beam, idk what that's called or if it's even fully implemented in 0.9.0
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Roy
Level 7 CPU
Roy

  1169
  RoyMaster4

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptySun Oct 25, 2015 12:14 pm

Perfect Hell wrote:
Iirc it's the three-way lightning beam, idk what that's called or if it's even fully implemented in 0.9.0
Elec Beam from MM1, got it. It's kind of implemented in 0.9.0, just... weirdly, I guess? Good to know.
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AmareTSM

AmareTSM

  115
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyTue Oct 27, 2015 7:10 pm

Really digging the idea of the down tilt item now that you mention it. I really like characters who can use items like that, I think it's a super cool mechanic and would love to see it in. As for the F-Smash, definitely also sounds better, even if it still is a bit weird.

@Shiruza
- B-Air seems like a pretty wasted opportunity for a move as versatile as Metal Blade. It would function better than current b-air, but the idea sounds pretty lame
-I honestly like having slide/charge kick as dash attack more than down tilt, it makes more sense imo, even though d-tilt would be more accurate to the original MM inputs. The Chill Spike idea sounds Ok, but definately prefer the metal blade d-tilt item idea.
-Sounds ok, but again, I like charge kick as dash attack
-Sounds cool

I feel like the problem we have with MM is that he has a lot of moves that could be used. I think we should have something like SSF2 (pre beta) MM's down b, or even 8.4 MM's down b. That way, we could have lemons, metal blade, etc., without them taking extra moves from things like d-tilt and b-air, which can then be their own moves.
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Perfect Hell

Perfect Hell

  8837

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyFri Nov 27, 2015 10:39 am

We hope you all had a happy Thanksgiving!
We're celebrating with an update to Mega Man's palettes!


Spoiler:

Check out the full album here: https://imgur.com/a/lhjk3
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TaXMaN
Level 6 CPU
TaXMaN

  PAC-MAN
  689

Mega Man Discussion - Page 2 Empty
PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyFri Nov 27, 2015 11:45 am

Perfect Hell wrote:
We hope you all had a happy Thanksgiving!
We're celebrating with an update to Mega Man's palettes!


Spoiler:

Check out the full album here: https://imgur.com/a/lhjk3

Looks pretty neat! Great work!
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Roy
Level 7 CPU
Roy

  1169
  RoyMaster4

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyFri Nov 27, 2015 3:23 pm

I'm not sure I'm a fan of Rush changing color, but that's not a huge deal. Not bad.
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Sk00ps

Sk00ps

  173
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyFri Nov 27, 2015 3:52 pm

Welp, we can say good bye to Muah's heart XD. He's gonna flip out seeing these new sprites.
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TrinitroMan
Level 7 CPU
TrinitroMan

  1244

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptySat Nov 28, 2015 3:50 am

The bigger deal is the Up-Special itself.
Rush Jet is really awkward to use.
At least more awkward than Rush Coil or Beat Call or even Tornado Hold, that's for sure.
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AmareTSM

AmareTSM

  115
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyThu Dec 03, 2015 3:46 pm

I definitely like the changes y'all did. Wish you had gone with the Metal Blade d-tilt, but other than that this is great. These changes definitely needed to happen and I'll be sure to give this character another chance.
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Mario123311
Level 4 CPU


  158
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyWed Dec 30, 2015 6:05 pm

I heard Meg's has a voice but I haven't heard it... Is it the one from Mega Man 8? If so, I'm cool with it. Because truth be told, I thought that voice fit him.
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MarioStrikerMurphy1994
Level 5 CPU
MarioStrikerMurphy1994

  345

Mega Man Discussion - Page 2 Empty
PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyWed Dec 30, 2015 6:19 pm

Mario123311 wrote:
I heard Meg's has a voice but I haven't heard it... Is it the one from Mega Man 8? If so, I'm cool with it. Because truth be told, I thought that voice fit him.

Emmm...I think his voice here was from Marvel VS. Capcom.
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Mario123311
Level 4 CPU


  158
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyWed Dec 30, 2015 6:21 pm

That works too.
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Braystar
Level 7 CPU
Braystar

  Waluigi
  1231
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyFri Jan 01, 2016 8:02 pm

I really want the ability to change special weapons as Down B, and use them in the Side B.
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Braystar
Level 7 CPU
Braystar

  Waluigi
  1231
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyMon Feb 29, 2016 5:47 pm

So I never fully explained my idea. So to feel "Mega Man-eisqe", our boi Rockman can use his Down-B to change his Side-B, which uses the selected special weapon. By holding the button down, you can press left or right to scroll through his weapons. These are the weapons:
Rock Ball: This is what you automatically start with at the begining of the match. Mega kicks a ball so hard it semi turns into a lazer
Metal Blade: This is one of Mega Man's most iconic special weapons, so it's sad it's not in Crusade. Works like in Smash 4 but the button can be held to angle the throw, to make it easier now it's a Side-B
Tornado Hold: Works like in Crusade but lasts a bit longer and can lift Mega up.
Leaf Shield: Like Smash 4 and Crusade
Danger Wrap: Like Smash 4
Pharaoh Wave: Mega releases 2 orange energy waves in front and behind him
Search Snake: Mega releases a robotic snake missile that can crawl along the floor and walls, but not ceilings.
Knight Crusher: Mega throws a spiked mace, connected to his buster, forward, then he pulls it back in an upwards arch
Napalm Bomb: Mega sends out a bomb that bounces about on the ground. It explodes if it hits an enemy on contact, or after a few seconds of no activity. Changes direction if it hits a wall.
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King Proto
Level 5 CPU
King Proto

  427
  ProtoBlur

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyMon Feb 29, 2016 5:53 pm

Isn't this like SSF2's Megaman?
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Braystar
Level 7 CPU
Braystar

  Waluigi
  1231
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyMon Feb 29, 2016 8:17 pm

Kinda, but considering Crusade's old Mega Man did the same thing, and it's a part of Mega Man, it's not copying anything from SSF2. Anyway none of these are copying from SSF2's special weapons.
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King Proto
Level 5 CPU
King Proto

  427
  ProtoBlur

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyTue Mar 01, 2016 12:20 pm

I guess.
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AmareTSM

AmareTSM

  115
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyTue Mar 01, 2016 6:55 pm

Don't be worried about copying Flash 2. Switching abilities is something that's been in literally every Mega Man game. As for the way you implement them, I feel like they should replace Neutral Special instead of Side Special, to be more similar to how it worked in the Mega Man games (iirc, MM8 was the only game where you could use the buster and as special weapon at the same time). Either way though, I think 9 Side/Neutral specials is too much, all though most of them are pretty good ideas. I say that the tornado hold stay Side Special, and the player be able to choose between Lemons, Metal Blade, etc.. TBH though at this point it's pretty unlikely we'll see this big a change to this character. I just hope that the Metal Blade is represented in some way though.
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Braystar
Level 7 CPU
Braystar

  Waluigi
  1231
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyTue Mar 01, 2016 8:43 pm

I had the Mega Buster stay as the Neutral as the Mega Buster because it can charge independently. I had 9 Special Weapons because the Rock Ball was an extra in MM8, so Mega can use that. Thanks for the feedback, I was worried someone would say it was dumb idea
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Video_Gamer
Level 1 CPU


  5
  N/A

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyMon Sep 12, 2016 5:50 am

make megaman victory music in theme from megaman in SSB4
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Ajtkg
Level 2 CPU
Ajtkg

  Mega Man
  43

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PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyFri Dec 15, 2017 2:49 pm

hey guys have you heard about the new mega man game in 2018
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Braystar
Level 7 CPU
Braystar

  Waluigi
  1231
  N/A

Mega Man Discussion - Page 2 Empty
PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyFri Dec 15, 2017 5:21 pm

Yes but this isn't the place to discuss it, as we know barely anything about it so we can't suggest edits to the moveset until we know what the gears do and the special weapons
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Walt Phillarson
Level 2 CPU
Walt Phillarson

  Klonoa
  29

Mega Man Discussion - Page 2 Empty
PostSubject: Re: Mega Man Discussion   Mega Man Discussion - Page 2 EmptyWed Aug 21, 2019 7:39 am

In regards to voice, Mega-Man (along with Bomberman and Pac-Man) is that kind of a character who's just way better off without a voice. If anything, use the sounds from the classic games like SSF2 and the official Smash games do.
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