Canceled Marvel Infinity War (former MFA 3)

  • Thread starter Thread starter zvitor
  • Start date Start date
Project is halted prior to completion and will not receive further updates.
Cool! I love it when Mystique can hide herself in the middle of enemies like that :D

Let's just hope other player won't mistaken her for enemy in 2 players mode  ;D  ;D
 
Bloodbane said:
Let's just hope other player won't mistaken her for enemy in 2 players mode  ;D  ;D
disabled all friendly fire, got so much complain about it on MFA2, and thanks again for Harpy code, used it on vulture and evil vision on war gems mode.....
by the way....
Maps of War Gems snes mode almost done:
My%2BMod%2B-%2B0060.png

My%2BMod%2B-%2B0074.png

My%2BMod%2B-%2B0061.png

My%2BMod%2B-%2B0063.png

My%2BMod%2B-%2B0078.png

My%2BMod%2B-%2B0069.png

My%2BMod%2B-%2B0071.png

My%2BMod%2B-%2B0072.png
 
BUG REPORT: (1)

1) Problem: (MFA3) When you throw or toss an Enemy into a bunch of other Enemies, he 'goes through them' and does not crash into them or knock them down.  Kind of like a "friendly throw".

Solution (A.): Please adjust it to be like MFA2: in MFA2 when you throw an Enemy into a group of Enemies, the group of Enemies ALSO fall down too (and I think they take minor injury).
(B.) To be fair, if you want, you can also make the Heroes have the same vulnerability: If an Enemy like Juggernaut super-throws or knocks you as Player 1 (P1) into Player 2 (P2) and Player 3 (P3) and P2 and P3 do not move out of the way in time, then P2 and P3 can fall down too (WITHOUT injury- just the 'inconvenience of a fall-down': especially if they are fighting another Enemy and trying to press buttons for a Special, a fall-down becomes very inconvenient and makes the game more challenging dodging enemies or your Friends (P2 or P3) being thrown at you.


ZVITOR APPROVED CHANGES (from Blog): (1)
[Current Status = Pending Next Patch Release]

1a) Adding back the 'combined' Gamepad Controller Button Options from MFA2 into MFA3.
1b) Also will keep the Option available for MFA3 NEW Gamepad Controller settings (i.e. separate buttons for all Hero moves).


SUGGESTed IMPROVEMENTS (not Approved yet by ZVitor Team): [Pending Approval] (2.5)

1) Make Iceman's multiple 'Ice Bridges' stay on the screen [5 seconds] LONGER for Iceman and P2 and P3 to walk on or use to temporarily dodge a Ground Enemy or cross over a pitfall.

Problem/ Argument: Right now, the 'Ice Bridges' disappear so fast that Iceman, himself, does not even have time to walk on them, let along if he is trying to help P2 or P3 Partners cross over of a pitfall/ giant hole, or temporarily dodge a Ground Enemy fight.

2a) Flying Heroes (Jean Grey, Storm, etc.): Allow 'Flight Heroes' ability to:
  2aa) Jump Higher than non-flight characters (unless those non-flight characters like Psylocke already jump high anyway)
  2ab/ac) stay in Air longer and glide/fly faster based on ability or Skill Level: 1-5, 1-Weakest/ 5-Strongest
------------------
Examples:
Jean Grey: Level 2- (after Flight is activated and Jean is in mid-air per her normal Jump and locked in the air:
  a. allow Jean to still move UP-vertically by 2-pixel points,
  b. glide-horizontally straight for 5 seconds before slowly dropping down and
  c. allow Jean to glide-horizontally across screen at 2-pixel points faster than her Norm right now
      [unless Player hits button to cancel Flight Mode early])
===
Rogue: Level 4- (after Flight is activated and Rogue is in mid-air per her normal Jump and locked in the air:
  a. allow Rogue to still move UP-vertically by 4-pixel points,
  b. glide-horizontally straight for 8 seconds before slowly dropping down and
  c. allow Rogue to glide-horizontally across screen at 4-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Storm: Level 5- (after Flight is activated and Storm is in mid-air per her normal Jump and locked in the air:
  a. allow Storm to still move UP-vertically by 7-pixel points,
  b. glide-horizontally straight for 12 seconds before slowly dropping down and
  c: allow Storm to glide-horizontally across screen at 6-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Magneto: Level 4- (after Flight is activated and Magneto is in mid-air per his normal Jump and locked in the air:
  a. allow Magneto to still move UP-vertically by 7-pixel points,
  b. and glide-horizontally straight for 12 seconds before slowly dropping down and
  c. allow Magneto to glide-horizontally across screen at 2-pixel points faster than his Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Wasp: Level 1- (after Flight is activated and Wasp is in mid-air per her normal Jump and locked in the air:
  a. allow Wasp to still move UP-vertically by 2-pixel points,
  b. and glide-horizontally straight for 4 seconds before slowly dropping down and
  c. allow Wasp to glide-horizontally across screen at 2-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
------------------

2b) Flying Heroes (Jean Grey, Storm, etc.): While in [Flight Mode], allow 'Flight Heroes' ability to:
  2ba) Utilize their same Air Attack projectiles from the 'Air/Sky Stage'
  [unless Flight Hero does not have a flight projectile like Rogue]
  2bb/bc) Have 1 to 2 Flight Mode Special Air Attacks based on ability or Skill Level: 1-5, 1-Weakest/ 5-Strongest

------------------
Examples:
Jean Grey:
  1) Special Air Attack (Level 1): From MFA2, fire her normal Air Psychic Projectiles downwards at 45-degree angle [while Flying 'Still'(without Moving)] AND IF she moves or glides, the Psychic Projectiles will fall at various downward angles based on her movements.
  2) Special Air Rescue/Attack (Level 2/ Level 3): From Sega X-men1, allow Jean to enclose her Enemy or P2/P3 Hero Friend in a Pink Telekinetic Bubble and either:
  a. Level 2: Push or Drop Enemies over a cliff or throw captured Enemy into other Ground Enemies like a regular Throw Attack,
  b. Level 3: carry/Hover P2/P3 Hero Friend for 4 seconds over cliffs or pitfalls or to temporarily lift them off the ground to evade or rescue from a Ground Enemy or Boss or place them over a healing bubble/ medical kit.
===
Rogue:
  1) Special Air Attack (Level 1): From 'X-men vs Streetfighter Arcade', do a flying punch downward at a 45-degree angle or a 90-degree angle into Ground Enemy.
  [this move will CANCEL Rogue's Flight Mode and make her a Ground Character again]
  2) Special Air Attack (Level 2): Fly-upwards briefly for 1 second, then do a crashing flying punch straight-downward at a 90-degree angle into the ground causing a small seismic shock earthquake (similar to Sega X-men2 Beast Special) which will cause ALL Ground Enemies to fall and take small damage; Weaker Ground Bosses can also fall too, but ALL Ground Bosses falling or standing will still receive small damage).
  [this move will also CANCEL Rogue's Flight Mode and make her a Ground Character again]
===
Storm:
  1) Special Air Attack (Level 3): From MFA2/MFA3: Do the same Blizzard/ Ice-Storm Special as when on the ground*
  *[however in Flight Mode, the Ice-Storm will last 2 seconds longer and freeze ALL the Ground Enemies/Boss for 3 seconds longer, since Storm is airborne and able to draw in the Coldest Artic Air much easily than when on the ground],
  2) Special Air Attack (Level 4): From 'X-men vs Streetfighter Arcade', do repeated Typhoon* ground specials which lift Ground Enemy off the ground and spin them into mid-air (CAUSING Life Damage), then Enemy falls/slams back to Ground (CAUSING More Damage)
      *1st Typhoon will grab the closest Ground Enemy or Boss before or behind Storm (EVEN if the Ground Enemy or Boss is off-the-screen)
      *2nd Typhoon: [if Storm has enough power and does another Typhoon Special while 1st Enemy is already airborne in the middle of her 1st Typhoon Attack sequence, then 2nd Typhoon will grab the 2nd closest Ground Enemy or Boss and repeat the same sequence].
      *3rd Typhoon: [same rules apply as above]
      **Typhoon Special 'should' be able to lift ALL Bosses including Juggernaut, Kingpin, and 'The Leader' in his armored bulldozer; if in rare exceptions, the Ground Enemy is immovable like the Grounded Sentinel Capsule Bomb Boss in  MFA2 (Savage Land stage), then Typhoon Special still would do its normal sequence over the Grounded Enemy/ Boss causing slightly-lesser Damage.
===
Magneto:
  1) Special Air Attack (Level 3): From 'Marvel vs Capcom2', do an Air 'Magnetic Tempest' and its square projectiles will only go IN FRONT of Magneto's viewpoint,
  [Magento is still VULNERABLE to Enemy attacks during this Special]
  2) Special Air Attack (Level 4): From 'X-men Arcade', similar to his Final Boss battle, surround himself in an invulnerable force-field and fire Magnetic Projectiles downwards in ALL angles at 360-degrees while Air spinning in a circular fashion:
  (Ground Enemies or Bosses BEFORE or BEHIND Magneto who are caught in the radius of the attack will be hit and receive damage EVEN if the Ground Enemy or Boss is off-the-screen).
  3) Special Air Attack (Level 5): While in Flight Mode, do the same Ground Special of the summoning of Magnetized metal trash/debris and metal equipment from various locations onto the screen to damage ON and OFF-Screen Enemies and Bosses.



V/R,

Jose ;)
 
Back to work....
[yt_search]https://www.youtube.com/watch?v=WxjluMGSn8o[/yt_search]
[yt_search]https://www.youtube.com/watch?v=9JQ3scLEkyQ[/yt_search]
[yt_search]https://www.youtube.com/watch?v=EQMZR0qzSeQ[/yt_search]
 
I did a live stream of this awesome game lastnight really enjoyed it :) https://www.youtube.com/watch?v=-pdN-K7PXnw
 
Jose Sans said:
ZVITOR APPROVED CHANGES (from Blog): (1)
[Current Status = Pending Next Patch Release]

1a) Adding back the 'combined' Gamepad Controller Button Options from MFA2 into MFA3.
1b) Also will keep the Option available for MFA3 NEW Gamepad Controller settings (i.e. separate buttons for all Hero moves).


SUGGESTed IMPROVEMENTS (not Approved yet by ZVitor Team): [Pending Approval] (2.5)

1) Make Iceman's multiple 'Ice Bridges' stay on the screen [5 seconds] LONGER for Iceman and P2 and P3 to walk on or use to temporarily dodge a Ground Enemy or cross over a pitfall.

Problem/ Argument: Right now, the 'Ice Bridges' disappear so fast that Iceman, himself, does not even have time to walk on them, let along if he is trying to help P2 or P3 Partners cross over of a pitfall/ giant hole, or temporarily dodge a Ground Enemy fight.

2a) Flying Heroes (Jean Grey, Storm, etc.): Allow 'Flight Heroes' ability to:
  2aa) Jump Higher than non-flight characters (unless those non-flight characters like Psylocke already jump high anyway)
  2ab/ac) stay in Air longer and glide/fly faster based on ability or Skill Level: 1-5, 1-Weakest/ 5-Strongest
------------------
Examples:
Jean Grey: Level 2- (after Flight is activated and Jean is in mid-air per her normal Jump and locked in the air:
  a. allow Jean to still move UP-vertically by 2-pixel points,
  b. glide-horizontally straight for 5 seconds before slowly dropping down and
  c. allow Jean to glide-horizontally across screen at 2-pixel points faster than her Norm right now
      [unless Player hits button to cancel Flight Mode early])
===
Rogue: Level 4- (after Flight is activated and Rogue is in mid-air per her normal Jump and locked in the air:
  a. allow Rogue to still move UP-vertically by 4-pixel points,
  b. glide-horizontally straight for 8 seconds before slowly dropping down and
  c. allow Rogue to glide-horizontally across screen at 4-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Storm: Level 5- (after Flight is activated and Storm is in mid-air per her normal Jump and locked in the air:
  a. allow Storm to still move UP-vertically by 7-pixel points,
  b. glide-horizontally straight for 12 seconds before slowly dropping down and
  c: allow Storm to glide-horizontally across screen at 6-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Magneto: Level 4- (after Flight is activated and Magneto is in mid-air per his normal Jump and locked in the air:
  a. allow Magneto to still move UP-vertically by 7-pixel points,
  b. and glide-horizontally straight for 12 seconds before slowly dropping down and
  c. allow Magneto to glide-horizontally across screen at 2-pixel points faster than his Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Wasp: Level 1- (after Flight is activated and Wasp is in mid-air per her normal Jump and locked in the air:
  a. allow Wasp to still move UP-vertically by 2-pixel points,
  b. and glide-horizontally straight for 4 seconds before slowly dropping down and
  c. allow Wasp to glide-horizontally across screen at 2-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
------------------

2b) Flying Heroes (Jean Grey, Storm, etc.): While in [Flight Mode], allow 'Flight Heroes' ability to:
  2ba) Utilize their same Air Attack projectiles from the 'Air/Sky Stage'
  [unless Flight Hero does not have a flight projectile like Rogue]
  2bb/bc) Have 1 to 2 Flight Mode Special Air Attacks based on ability or Skill Level: 1-5, 1-Weakest/ 5-Strongest

------------------
Examples:
Jean Grey:
  1) Special Air Attack (Level 1): From MFA2, fire her normal Air Psychic Projectiles downwards at 45-degree angle [while Flying 'Still'(without Moving)] AND IF she moves or glides, the Psychic Projectiles will fall at various downward angles based on her movements.
  2) Special Air Rescue/Attack (Level 2/ Level 3): From Sega X-men1, allow Jean to enclose her Enemy or P2/P3 Hero Friend in a Pink Telekinetic Bubble and either:
  a. Level 2: Push or Drop Enemies over a cliff or throw captured Enemy into other Ground Enemies like a regular Throw Attack,
  b. Level 3: carry/Hover P2/P3 Hero Friend for 4 seconds over cliffs or pitfalls or to temporarily lift them off the ground to evade or rescue from a Ground Enemy or Boss or place them over a healing bubble/ medical kit.
===
Rogue:
  1) Special Air Attack (Level 1): From 'X-men vs Streetfighter Arcade', do a flying punch downward at a 45-degree angle or a 90-degree angle into Ground Enemy.
  [this move will CANCEL Rogue's Flight Mode and make her a Ground Character again]
  2) Special Air Attack (Level 2): Fly-upwards briefly for 1 second, then do a crashing flying punch straight-downward at a 90-degree angle into the ground causing a small seismic shock earthquake (similar to Sega X-men2 Beast Special) which will cause ALL Ground Enemies to fall and take small damage; Weaker Ground Bosses can also fall too, but ALL Ground Bosses falling or standing will still receive small damage).
  [this move will also CANCEL Rogue's Flight Mode and make her a Ground Character again]
===
Storm:
  1) Special Air Attack (Level 3): From MFA2/MFA3: Do the same Blizzard/ Ice-Storm Special as when on the ground*
  *[however in Flight Mode, the Ice-Storm will last 2 seconds longer and freeze ALL the Ground Enemies/Boss for 3 seconds longer, since Storm is airborne and able to draw in the Coldest Artic Air much easily than when on the ground],
  2) Special Air Attack (Level 4): From 'X-men vs Streetfighter Arcade', do repeated Typhoon* ground specials which lift Ground Enemy off the ground and spin them into mid-air (CAUSING Life Damage), then Enemy falls/slams back to Ground (CAUSING More Damage)
      *1st Typhoon will grab the closest Ground Enemy or Boss before or behind Storm (EVEN if the Ground Enemy or Boss is off-the-screen)
      *2nd Typhoon: [if Storm has enough power and does another Typhoon Special while 1st Enemy is already airborne in the middle of her 1st Typhoon Attack sequence, then 2nd Typhoon will grab the 2nd closest Ground Enemy or Boss and repeat the same sequence].
      *3rd Typhoon: [same rules apply as above]
      **Typhoon Special 'should' be able to lift ALL Bosses including Juggernaut, Kingpin, and 'The Leader' in his armored bulldozer; if in rare exceptions, the Ground Enemy is immovable like the Grounded Sentinel Capsule Bomb Boss in  MFA2 (Savage Land stage), then Typhoon Special still would do its normal sequence over the Grounded Enemy/ Boss causing slightly-lesser Damage.
===
Magneto:
  1) Special Air Attack (Level 3): From 'Marvel vs Capcom2', do an Air 'Magnetic Tempest' and its square projectiles will only go IN FRONT of Magneto's viewpoint,
  [Magento is still VULNERABLE to Enemy attacks during this Special]
  2) Special Air Attack (Level 4): From 'X-men Arcade', similar to his Final Boss battle, surround himself in an invulnerable force-field and fire Magnetic Projectiles downwards in ALL angles at 360-degrees while Air spinning in a circular fashion:
  (Ground Enemies or Bosses BEFORE or BEHIND Magneto who are caught in the radius of the attack will be hit and receive damage EVEN if the Ground Enemy or Boss is off-the-screen).
  3) Special Air Attack (Level 5): While in Flight Mode, do the same Ground Special of the summoning of Magnetized metal trash/debris and metal equipment from various locations onto the screen to damage ON and OFF-Screen Enemies and Bosses.

Nice to see that you're on the same page as me. I have a ton of new special attack suggestions. In addition to filling out run, stand, and jump specials for every single character, I also had ideas for:

* Crouching special attacks. For example, Iron Man's shoulder RPG from War of the Gems, Punisher's spinning kick from the CPS-1 game, Hawkeye's MFA2 ice arrow... Also, a way to access crouch in a 3D stage via holding jump after landing, like in D&D CPS2. I also thought of duck combos being added to the game.
* Running combo attacks for some characters. Such as Quicksilver, Spidey, War Machine, Jubilee, etc.
* Jubillee could get her Wondra transformation via the radio. This would probably make her less weak, along with giving her some MFA2 attacks back.
* All attack animations from prior MFA games incorporated somehow.
* Flying ultra moves, such as Psylocke having her same one, Dr. Doom's MFA2 molecular shield, etc.
* Allow certain flyers to speed boost via RUN. Also, every flyer should have some sort of special attack. For melee characters, I envision them leaping off their vehicles and attacking.
* Characters with shields can air block, run block, and absolute block (block repeating hits)
* Replace the MFA2 bosses that became playable, but aren't world bosses, with new ones.
* Make the boss versions of player characters have more moves than the playable versions.
* Add tint script to avoid the palette issues from the old-style methods of burn/freeze/shock, and add other conditions. If you really want the old-fashioned burn and shock, make them separate entities spawned over a blank sprite.
* Allow Punisher when holding his rifle to shoot while walking. Also make him able to jump, and put away his gun rather than toss it. Perhaps add secondary fire for special and ultra moves? I want players to feel like they’ve earned this power.
 
Miru said:
Jose Sans said:
ZVITOR APPROVED CHANGES (from Blog): (1)
[Current Status = Pending Next Patch Release]

1a) Adding back the 'combined' Gamepad Controller Button Options from MFA2 into MFA3.
1b) Also will keep the Option available for MFA3 NEW Gamepad Controller settings (i.e. separate buttons for all Hero moves).


SUGGESTed IMPROVEMENTS (not Approved yet by ZVitor Team): [Pending Approval] (2.5)

1) Make Iceman's multiple 'Ice Bridges' stay on the screen [5 seconds] LONGER for Iceman and P2 and P3 to walk on or use to temporarily dodge a Ground Enemy or cross over a pitfall.

Problem/ Argument: Right now, the 'Ice Bridges' disappear so fast that Iceman, himself, does not even have time to walk on them, let along if he is trying to help P2 or P3 Partners cross over of a pitfall/ giant hole, or temporarily dodge a Ground Enemy fight.

2a) Flying Heroes (Jean Grey, Storm, etc.): Allow 'Flight Heroes' ability to:
  2aa) Jump Higher than non-flight characters (unless those non-flight characters like Psylocke already jump high anyway)
  2ab/ac) stay in Air longer and glide/fly faster based on ability or Skill Level: 1-5, 1-Weakest/ 5-Strongest
------------------
Examples:
Jean Grey: Level 2- (after Flight is activated and Jean is in mid-air per her normal Jump and locked in the air:
  a. allow Jean to still move UP-vertically by 2-pixel points,
  b. glide-horizontally straight for 5 seconds before slowly dropping down and
  c. allow Jean to glide-horizontally across screen at 2-pixel points faster than her Norm right now
      [unless Player hits button to cancel Flight Mode early])
===
Rogue: Level 4- (after Flight is activated and Rogue is in mid-air per her normal Jump and locked in the air:
  a. allow Rogue to still move UP-vertically by 4-pixel points,
  b. glide-horizontally straight for 8 seconds before slowly dropping down and
  c. allow Rogue to glide-horizontally across screen at 4-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Storm: Level 5- (after Flight is activated and Storm is in mid-air per her normal Jump and locked in the air:
  a. allow Storm to still move UP-vertically by 7-pixel points,
  b. glide-horizontally straight for 12 seconds before slowly dropping down and
  c: allow Storm to glide-horizontally across screen at 6-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Magneto: Level 4- (after Flight is activated and Magneto is in mid-air per his normal Jump and locked in the air:
  a. allow Magneto to still move UP-vertically by 7-pixel points,
  b. and glide-horizontally straight for 12 seconds before slowly dropping down and
  c. allow Magneto to glide-horizontally across screen at 2-pixel points faster than his Norm right now
  [unless Player hits button to cancel Flight Mode early])
===
Wasp: Level 1- (after Flight is activated and Wasp is in mid-air per her normal Jump and locked in the air:
  a. allow Wasp to still move UP-vertically by 2-pixel points,
  b. and glide-horizontally straight for 4 seconds before slowly dropping down and
  c. allow Wasp to glide-horizontally across screen at 2-pixel points faster than her Norm right now
  [unless Player hits button to cancel Flight Mode early])
------------------

2b) Flying Heroes (Jean Grey, Storm, etc.): While in [Flight Mode], allow 'Flight Heroes' ability to:
  2ba) Utilize their same Air Attack projectiles from the 'Air/Sky Stage'
  [unless Flight Hero does not have a flight projectile like Rogue]
  2bb/bc) Have 1 to 2 Flight Mode Special Air Attacks based on ability or Skill Level: 1-5, 1-Weakest/ 5-Strongest

------------------
Examples:
Jean Grey:
  1) Special Air Attack (Level 1): From MFA2, fire her normal Air Psychic Projectiles downwards at 45-degree angle [while Flying 'Still'(without Moving)] AND IF she moves or glides, the Psychic Projectiles will fall at various downward angles based on her movements.
  2) Special Air Rescue/Attack (Level 2/ Level 3): From Sega X-men1, allow Jean to enclose her Enemy or P2/P3 Hero Friend in a Pink Telekinetic Bubble and either:
  a. Level 2: Push or Drop Enemies over a cliff or throw captured Enemy into other Ground Enemies like a regular Throw Attack,
  b. Level 3: carry/Hover P2/P3 Hero Friend for 4 seconds over cliffs or pitfalls or to temporarily lift them off the ground to evade or rescue from a Ground Enemy or Boss or place them over a healing bubble/ medical kit.
===
Rogue:
  1) Special Air Attack (Level 1): From 'X-men vs Streetfighter Arcade', do a flying punch downward at a 45-degree angle or a 90-degree angle into Ground Enemy.
  [this move will CANCEL Rogue's Flight Mode and make her a Ground Character again]
  2) Special Air Attack (Level 2): Fly-upwards briefly for 1 second, then do a crashing flying punch straight-downward at a 90-degree angle into the ground causing a small seismic shock earthquake (similar to Sega X-men2 Beast Special) which will cause ALL Ground Enemies to fall and take small damage; Weaker Ground Bosses can also fall too, but ALL Ground Bosses falling or standing will still receive small damage).
  [this move will also CANCEL Rogue's Flight Mode and make her a Ground Character again]
===
Storm:
  1) Special Air Attack (Level 3): From MFA2/MFA3: Do the same Blizzard/ Ice-Storm Special as when on the ground*
  *[however in Flight Mode, the Ice-Storm will last 2 seconds longer and freeze ALL the Ground Enemies/Boss for 3 seconds longer, since Storm is airborne and able to draw in the Coldest Artic Air much easily than when on the ground],
  2) Special Air Attack (Level 4): From 'X-men vs Streetfighter Arcade', do repeated Typhoon* ground specials which lift Ground Enemy off the ground and spin them into mid-air (CAUSING Life Damage), then Enemy falls/slams back to Ground (CAUSING More Damage)
      *1st Typhoon will grab the closest Ground Enemy or Boss before or behind Storm (EVEN if the Ground Enemy or Boss is off-the-screen)
      *2nd Typhoon: [if Storm has enough power and does another Typhoon Special while 1st Enemy is already airborne in the middle of her 1st Typhoon Attack sequence, then 2nd Typhoon will grab the 2nd closest Ground Enemy or Boss and repeat the same sequence].
      *3rd Typhoon: [same rules apply as above]
      **Typhoon Special 'should' be able to lift ALL Bosses including Juggernaut, Kingpin, and 'The Leader' in his armored bulldozer; if in rare exceptions, the Ground Enemy is immovable like the Grounded Sentinel Capsule Bomb Boss in  MFA2 (Savage Land stage), then Typhoon Special still would do its normal sequence over the Grounded Enemy/ Boss causing slightly-lesser Damage.
===
Magneto:
  1) Special Air Attack (Level 3): From 'Marvel vs Capcom2', do an Air 'Magnetic Tempest' and its square projectiles will only go IN FRONT of Magneto's viewpoint,
  [Magento is still VULNERABLE to Enemy attacks during this Special]
  2) Special Air Attack (Level 4): From 'X-men Arcade', similar to his Final Boss battle, surround himself in an invulnerable force-field and fire Magnetic Projectiles downwards in ALL angles at 360-degrees while Air spinning in a circular fashion:
  (Ground Enemies or Bosses BEFORE or BEHIND Magneto who are caught in the radius of the attack will be hit and receive damage EVEN if the Ground Enemy or Boss is off-the-screen).
  3) Special Air Attack (Level 5): While in Flight Mode, do the same Ground Special of the summoning of Magnetized metal trash/debris and metal equipment from various locations onto the screen to damage ON and OFF-Screen Enemies and Bosses.

Nice to see that you're on the same page as me. I have a ton of new special attack suggestions. In addition to filling out run, stand, and jump specials for every single character, I also had ideas for:

* Crouching special attacks. For example, Iron Man's shoulder RPG from War of the Gems, Punisher's spinning kick from the CPS-1 game, Hawkeye's MFA2 ice arrow... Also, a way to access crouch in a 3D stage via holding jump after landing, like in D&D CPS2. I also thought of duck combos being added to the game.
* Running combo attacks for some characters. Such as Quicksilver, Spidey, War Machine, Jubilee, etc.
* Jubillee could get her Wondra transformation via the radio. This would probably make her less weak, along with giving her some MFA2 attacks back.
* All attack animations from prior MFA games incorporated somehow.
* Flying ultra moves, such as Psylocke having her same one, Dr. Doom's MFA2 molecular shield, etc.
* Allow certain flyers to speed boost via RUN. Also, every flyer should have some sort of special attack. For melee characters, I envision them leaping off their vehicles and attacking.
* Characters with shields can air block, run block, and absolute block (block repeating hits)
* Replace the MFA2 bosses that became playable, but aren't world bosses, with new ones.
* Make the boss versions of player characters have more moves than the playable versions.
* Add tint script to avoid the palette issues from the old-style methods of burn/freeze/shock, and add other conditions. If you really want the old-fashioned burn and shock, make them separate entities spawned over a blank sprite.
* Allow Punisher when holding his rifle to shoot while walking. Also make him able to jump, and put away his gun rather than toss it. Perhaps add secondary fire for special and ultra moves? I want players to feel like they’ve earned this power.

YES TO ALL OF THIS!!!!!!!
 
Back
Top Bottom