QCF, any punch is too slow on start up also at point blank (ie very close to the enemy), if you're lucky to land the hit, he only trips the enemy with one hit. s.HK palette problem (it's not coloured properly so if you choose a different palette from the default one the white colours will be black or another colour) misaligned hitsparks for the rapid kicks no MvC sound effects and graphical effects He said he thought the guy made it using the EOH template, not that he actually used it.ĭarkflare and Nep Heart pretty much covered a lot of the character's problems, but I want to add something else: Really, I would suggest downloading The_None's Thanos and study how he did MvC style since that character is pretty spot on with the nuances of the gameplay mechanic. I'll give more, but these are what I have found at the moment. Since the MvC styled hard knockdowns require a custom state, this means targets can tech before you even finish the combo without it otherwise like so. This is even truer when it comes to aerial raving.
#SONIC MUGEN COLLECTION SERIES#
Using MUGEN's default gethit states for MvC characters doesn't work very well, the series has a very unique knockback system that can't be replicated without specialized custom states. Also, P2 doesn't auto-recover from the launcher when not aerial raving, which is a thing in MvC as well. Can't super jump cancel Sonic's launchers, which is something I would expect from an MvC character. It fits the transformations well and MvC did have air dashing for select characters. Little nitpick, but personally, I think Super and Hyper modes should grant an air dash as another incentive to spend power. It'll actually be reasonable for the power cost. I would suggest something like 25% bonus damage for Super Sonic and %50 bonus damage for Hyper Sonic. When you factor in the lack of damage scaling, the damage output for combos is basically boss tier now. the power bonuses on Super Sonic and Hyper Sonic are excessive. No form of damage scaling what-so-ever, so, even though individual attacks are weak, they still manage to do nuclear damage when doing basically any combo. I can button mash and get this kind of damage with a single button. Also, use Training to structure your framedata more precisely. So I highly encourage you to try out what I've made.ĭarkflare covered the walking infinites that can be achieved with Sonic's various normals.
#SONIC MUGEN COLLECTION DOWNLOAD#
Hypersonic Charge (QCF, punch, must be Hyper Sonic)Įvery download counts, especially for someone who's just starting out, like me. Super Sonic but the damage boost is stronger. Hyper Sonic (three punches, must have 5000 power to use)
Hurls Sonic foward, launching the opponent up into the air. Supersonic Charge (QCF, punch, must be Super Sonic) Gives Sonic a temporary damage boost, as well as access to new moves. Super Sonic (three kicks, must have at least 3000 power to use) Knocks the opponent high up into the air on the last hit. I got bored so I decided to make Sonic's victory pose into a super move. Rising Dance (QCB, two kicks, must have at least 1000 power to use) Spin Buzzer (QCF, two punches, must have at least 1000 power to use)
Can allow you to easily extend your combos. Can be charged up.īasically Chun-Li's Hyakuretsu Kyaku. Super Sonic and Hyper Sonic transformations.This is my first non-edit character, so be nice.