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 M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released

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Xasor



Posts : 89
Join date : 2014-05-14
Age : 21

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 21st 2014, 1:13 pm

First of all congrats on the release

Just some fast feedback on the first try

- z and crouching c attack is incredibly cheap

- infinite priority on x,y,a

- some attacks have really large and ridiculous clsn's you can simplify them











-DB,DB,  x,y doesn't register as a combo which means the enemy can defend afer the first goon hits

- missing blue clsn on MODOK on b attack



- the gameplay and movement is clunky as hell you can't flow a combo from a launcher etc. the moves feel disconnected

 from each other
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bradern666



Posts : 177
Join date : 2012-06-10
Age : 31
Location : Mátészalka, Hungary

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 23rd 2014, 6:04 am

MODOK is very cool char. I hope I will make similar high level char
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borewood2013



Posts : 3165
Join date : 2014-08-11

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 25th 2014, 5:41 am

http://www.mediafire.com/download/o8irnpf515db2ll/M.O.D.O.K_patch_2014-10-25.zip
https://www.sendspace.com/file/07b30a
http://www.4shared.com/zip/vMlcAT_jba/MODOK_patch_2014-10-25.html

-----------------------------------------------------------------------------------------

A small fix patch for Xasor's feedback:

note1:  to me, any attacks that involve aura, I don't cover their hit box with hurt box, it is like the "a sword should have hurt box" MUGEN debate
note2:  for any attacks that involve no aura but only limbs, I added hurt box to their hit box

>> - z and crouching c attack is incredibly cheap
1. used an invisible Projectile related to the big round aura behind M.O.D.O.K., instead of using HitDef for z
2. added a Projectile type corner push
3. adjusted the hit box size and timing according to the big round aura behind M.O.D.O.K.
4. found out the "hit box on 1st animation frame making P2 unable to guard" bug for crouching c - fixed!
5. found out crouching c dealt some guard damage which is not good for normal attacks - fixed!
6. changed the crouching c HitDef trigger from AnimElem = 3 to Time = 10 to delay the attack landing a bit, in hope of making the attack less cheap

>> - infinite priority on x,y,a
1. for any attacks that involve no aura but only limbs, I added hurt box to their hit box, so M.O.D.O.K. and P2 can trade hits for a fair play

2. changed the HitDef/Projectile hit priorities this way:  light=>3, medium=>4, hard=>5

- some attacks have really large and ridiculous clsn's you can simplify them
1. except for the z standing attack, all other aura-type attacks' hit boxes remain the same because the aura is large so the hit box needs to be large too.........anybody please feels free to correct me on this one.....

>> -DB,DB,  x,y doesn't register as a combo which means the enemy can defend after the first goon hits
1. fixed!  now it can register as a 12-hit combo even with a small-sized P2 like Bubblun Smile


>> - missing blue clsn on MODOK on b attack
1. fixed!  somehow default hurt Clsn box couldn't be used for this attack.......

>> - the gameplay and movement is clunky as hell you can't flow a combo from a launcher etc. the moves feel disconnected from each other
1. kind of fixed, I assume the launcher is crouching c, now after M.O.D.O.K. crouching c hits P2, it sends P2 up high in air without letting P2 do any air recovery so M.O.D.O.K. may continue to do air attacks to P2, provided that holding UP right after the hit now lets M.O.D.O.K. do a super jump
2. for the rest of air combos........I didn't do it because I am not familiar with MVsC type air combos.......so all air attacks remain unchanged......I think each air attack need to have a MVsC type after-launch version....not sure though....

** also I fixed a spark position for Stand Medium Punch, and disabled M.O.D.O.K. PlayerPush near the end of M.O.D.O.K.'s throw M.O.D.O.K. won't be pushed by a thrown backward P2 anymore **

-----------------------------------------------------------------------------------------

http://www.mediafire.com/download/o8irnpf515db2ll/M.O.D.O.K_patch_2014-10-25.zip
https://www.sendspace.com/file/07b30a
http://www.4shared.com/zip/vMlcAT_jba/MODOK_patch_2014-10-25.html
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gui0007



Posts : 692
Join date : 2013-03-23
Age : 25
Location : Palhoça, Florianópolis

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 25th 2014, 6:53 am

Sweet Patch! Very Happy
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kyoman



Posts : 335
Join date : 2012-05-21
Location : France

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 25th 2014, 8:58 am

nice patch, thanks
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Beto



Posts : 547
Join date : 2012-11-29

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 25th 2014, 10:29 pm

It was painstaking work, it's like it was made by capcom own, great release
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NinjaRyu



Posts : 372
Join date : 2012-12-15

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 26th 2014, 5:12 am

great patch kirby
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exit370



Posts : 66
Join date : 2013-04-14

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 27th 2014, 2:54 am

Nicely done, adding to the roster.
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volzzilla



Posts : 5521
Join date : 2012-05-02

PostSubject: Re: M.O.D.O.K by volzzilla, Pilgrim, and flammableking officially released   October 28th 2014, 10:00 am

first post updated.

new full download which includes borewood's bugfix file, or if only need the bugfix patch, added those links to the first post too. thanx borewood Very Happy
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