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One issue however:
Remove the "(2022)" from his ingame name (if possible)
Right now the copy weapons I have chosen are also not going to be replaced entirely but I might be a little more open to it at some point, I did do some small changes to Laser Trident to also make it more useful but as of right now the only weapon that might get swapped out is Triple Blade. For now I hope the new changes fix a lot more of the problems he had as I also tried to remove a bit more of the stiffness he had before.
(2/2)
Generally speaking these are the ones that got the most adjusting:
- Silver Tomahawk has been changed to being a follow-up weapon
- Slash Claw allows you to follow-up with a different attack on hit
- Slide can be cancelled at anytime, and carries far more horizontal momentum when going in the air
- Charge Buster was nerfed slightly but has fixed knockback so that charge shot actually does its job
- New animations for Magic Card/Hard Knuckle/Electric Shock
- Rush Coil and Hard Knuckle have far less endlag
- With the new animation of Magic Card I feel that it's easier to hit with it
- Weapon Wheel no longer puts you in a state where you select the weapon, now it just automatically changes to the next weapon in the rotation which may take some time to get used to but also means that you can do so with far less downtime
(1/2)
I understand if you want Mega Man to be different from his Smash iteration, but I think it might feel more natural as a Strong Attack.
Regarding Changing weapons, I think the Weapons that it offers are good, but switching feels kinda stiff, since you first have to press down and then the direction the weapon you want to have is at.
It's a bit slow, making it a bit difficult to use. Having it so triggering DSpecial already switches might improve that.
Obviously, it's your mod, and you don't need to listen to me.
I feel like there's ways to make them unique without being situational, like I previously mentioned, how X implements them
If not possible the I'd suggest drawing from different abilities or scrapping the switching altogether, as it is now there's almost no point in changing
I agree with charge shot being a necessary part of the moveset, but as it's own move rather than holding the nspecial with default buster? It feels jank and it has an unexpectedly heavy effect on the gamefeel, and the character as a whole
No its not, used a lot of SNES era animations and tried to add many new frames to one's referencing the NES ones. I do wanna go over some past animations later on too but I really feel more comfortable keeping the robotic feeling he has currently so a lot of it was by design. @What The Cheick
No idea what your previous message really goes into with DSpecial as no slots have been removed. I also disagree since I didn't want those weapons on NSpecial to be too drastically different as you'd create way more situational scenarios. FSpecial being Charge Buster was more of a necessity to prevent charge shots from being hard to deal with and felt it was a move he needed regardless. Feel like the implementation could be better but I highly doubt I'd include it as part of NSpecial but I may try something anyways at some point to see what could be done. @What The Cheick
But the specials feel really odd, conceptually removing some of the down special moves is a good idea for removing bloat, but the actual down special options feel very pointless? Looking at the recent X update (Test build) it removed a lot of the moves from down special but made them more unique from one another, in both function and form, whereas here, aside from buster and bomb, it doesn't feel worth switching weapons
on top of that you have charge shot being side special which feels not only extremely jarring, but just plain weird, like, overall it feels like it's missing a lot of things and actually has less options overall