• Boss code - A boss code has been added to allow you to select Juggernaut and Magneto as playable characters from the select screen. To play as Juggernaut, highlight Wolverine and hold up while pressing three punches, and Juggernaut will be selected. To play as Magneto, highlight Psylocke and hold down while pressing three kicks, and Magneto will be selected.
• Floor time - If the opponent has been floored, it now takes MUCH less time to get up (previously it was possible to lie on the floor for almost up to 5 seconds!). This makes it more difficult to use Colossus', Sentinel's and Juggernaut's pick-up move.
• Throw damage / Damage balancing - Damage taken from throws has been decreased by almost half. Bigger characters (Juggernaut, Sentinel, Colossus) used to take more damage from throws than smaller characters, so this disadvantages smaller characters to a greater extent. As a result, the damage received for bigger characters for normal non-throw moves has been also increased slightly.
• Sliding mechanism - When an attack contacts the opponent (whether it connects or is blocked), the distance the opponent slides away is decreased, allowing for bigger chain combos to be performed on the ground (especially when dashing in towards the opponent, since dash hits tends to make the opponent slide even more).
• Ground chain sequence - The ground chain sequence has been changed to imitate the chain sequence for each character in all other incarnations of this series (see "character changes" for each character's ground chain sequence).
• Air chain sequence - The air chain sequence has been changed to allow all characters to perform the "6 button zig-zag" chain sequence, which imitates the system for all other incarnations of this series
• Combo damage alteration - The damage reduction for combos has been tweaked, so that the damage of each subsequent combo hit does not decrease so rapidly. Therefore combos will do more damage now. (Previously the damage reduction was so severe that a single FP would do more damage than a two hit QP-FP combo).
• Dizziness meter - The dizziness system has now been tweaked to imitate the system used in MSH, taking much longer and making it more difficult to dizzy your opponent.
• Launchers - Each character has been given launchers which knock characters high into the air to start air combos. The launchers are based on all other incarnations of this series, including trajectory that the opponent flies after being hit and functionality against airborne/grounded opponents (see "character changes" for each character's launchers). [Reworked in v4.03]
• Auto super jump - If the opponent has been successfully knocked into the air with a launcher, the character will automatically perform a super jump cancel by holding up, up-forward or up-back, to allow a follow up air combo.
• Air combo system - Attacks used in an air combo have been altered so that they do not knock the opponent away (horizontally and vertically) from the attacking character, to allow easier air combos (i.e. does not restrict air combos to be performed only in corner; allows ALL QP, QK, MP and MK attacks to be used in the air combo without knocking the opponent too high or too low - e.g. Juggernaut's jumping MP previously knocks opponent downwards to the floor, thus making it impossible to continue air combo). [Reworked in v4.04 and v4.05]
• Air combo enders - All fierce attacks act as combo enders (i.e. will floor the opponent as in MSH) if used at the end of an air combo. However, if they are not used in an air combo, fierce attacks will NOT floor opponent and function as normal. [Reworked in v4.01]
• Air combo hit-contact time - The air combo hit-contact time is now universal for all characters, so that combos performed with bigger characters don't take so long and the air combos performed with the smaller characters aren't too fast. (The hit-contact time is the time that both players remain paused when an attack connects - this is exaggerated to a great extent when using the Power Gem in MSH.) [Reworked in v4.02]
• Wall barrier - If an air combo is being performed in the corner, the opponent will be prevented from hitting the wall (which would normally restrict the opponent's upward movement, making it difficult to execute the entire air chain).
• Character class - Introduced to allow easier air combos, the character class is based on the weight of the character. When being hit during an air combo, characters of different weights have different trajectories, therefore air combos that work on lighter characters may not work on heavier characters. This problem is rectified by adjusting trajectory based on their character class. [Introduced v5.00]
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