v5.00        

This page contains the list of collective changes up to the latest Mod (as displayed in the top left corner of this page). You click on the following links or scroll down to view the changes:

  • Game mechanics
  • Character related changes
    - Colossus
    - Cyclops
    - Iceman
    - Omega Red
    - Psylocke
    - Sentinel
    - Silver Samurai
    - Spiral
    - Storm
    - Wolverine
    - Juggernaut
    - Magneto
    - Akuma

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]

FK launcher - Takes shorter to perform if used in combo (e.g. LK > FK or J.FK > FK)

Giant Swing - Still does usual damage despite decreased throw damage, which is equivalent to ~2 throws.

Iron skin - Resets dizziness meter when Iron Skin X-Ability is used.

* Launchers - FK (launches diagonally)
* Ground chain - QA>M/FA (max two hits)

* Launchers - MP (launches straight up); down+MK (launches diagonally)
* Ground chain - QP>QK>MP>MK>FP>FK (max six hits)

* Launchers - FK (launches diagonally); down+FK (launches diagonally)
* Ground chain - QA>MA>FA (max three hits)

* Launchers - MP (launches diagonally)
* Ground chain - QA>M/FA (max two hits)

Crouching MK - Knocks opponents into air, setting them up for a launcher.

* Launchers - down+FP (launches straight up)
* Ground chain - QP>QK>MP>MK>FP>FK (max six hits)

MK Launcher - Releases fewer bombs to allow easier judgement of super jump timing [introduced v4.08] • Flight - If Sentinel is hit during flight, flight will cease.

* Launchers - MK (launches diagonally, hits multiple times)
* Ground chain - QA>M/FA (max two hits)

Air combo - Opponent stunned for longer when hit with jumping MP or MK to assist in air combo.

Shuriken - Move takes shorter to perform when used in air combo.

* Launchers - down+MK (launches diagonally); down+FP (launches diagonally)
* Ground chain (without Lightning Sword) - QA>M/FA (max two hits)
* Ground chain (with Lightning Sword) - QA>MA>FA (max three hits)

Jumping FK - Will knock opponent up into air if connects, setting them up for a launcher.

Air combo - Opponent stunned for longer when hit with jumping MP or MK to assist in air combo.

* Launchers - MK (launches straight up); down+FK (launches straight up)
* Ground chain - QA>MA>FA (max three hits)

Typhoon - Decreased speed of FP projectile; increased lag time.

Flight - If Storm is hit during flight, flight will cease.

Hail Storm - Move takes shorter to perform; decreased duration.

* Launchers - down+FP (launches diagonally); FK (launches diagonally)
* Ground chain - QP>QK>MP>MK>FP>FK (max six hits)

Crouching MP - Knocks opponent into the air towards Wolverine, setting them up for a launcher.

Drill claw - Move takes shorter to perform; cannot attack on the rebound after contact with opponent, unless performed during a super jump.

* Launchers - FK (launches diagonally)
* Ground chain - QP>QK>MP>MK>FP>FK (max six hits)

Jumping - Decreased time taken to leave ground when jumping.

Air combo - Animation speed of first few frames of jumping QP increased to aid in starting air combo.

Unstoppability - Unstoppability system altered; only active when Juggernaut is on the ground; decreased unstoppability which is also more susceptible to air attacks; no unstoppability when dizzy.

Body Splash - No longer has such a big effect on opponents stun meter; will knock opponent up into air if connects, setting them up for a launcher.

Earthquake Punch - Increased lag time (moreso for stronger versions).

Cytorak Powerup - Decreased duration by about ~1/2.

Juggernaut Headcrush - move takes shorter to perform (allows it to combo); always hits seven times if it connects, but will end if opponent is KO'd; decreased damage.

* Launchers - FP (launches straight up, only against airborne opponents), down+FP (launches straight up)
* Ground chain - QA>M/FA (max two hits)

Intro sequence - The Avalon introduction sequence where Magneto flies in from the background and says "You dare rise against me? The human era is over, the mutant era has come!" will be disabled if Magneto is controlled by a human player.

X-meter charge - Disabled automatic X-meter charge for human players only.

Jumping QP - only hits once (previously hits three times).

Standing MP - Animation speed decreased.

Standing MK - Animation speed decreased; opponent stunned for longer when hit with MK (allows EF-Pulse to combo).

Crouching MK - Animation speed decreased.

Down+FP launcher - Only hits once (previously hits three times).

Slide (down+FK) - Increased lag time; decreased sliding speed.

Metal hold throw - Can now be escaped using a Tech Hit (previously, this throw was inescapable).

Magnetic Blast - Increased lag time; move takes longer to perform; speed of Magneto's descent and horizontal movement slowed throughout duration. [Reworked in v4.06]

EM-Disruptor (ground) - No horizontal movement throughout duration; move takes longer to perform; increased lag time. [Reworked in v4.06]

EM-Disruptor (air) - Speed of Magneto's descent and horizontal movement slowed throughout duration; move takes longer to perform; increased lag time. [Reworked in v4.06]

EF-Pulse - Increased lag time; decreased range; removed homing ability; if Magneto is still on the upward rise from a jump when performing this move, he will start falling to the ground as soon as the move is finished, instead of continuing to rise.

Hyper Grav - Is now blockable; decreased range; cannot be performed again until previous Hyper Grav has finished; if Magneto is still on the upward rise from a jump when performing this move, he will start falling to the ground as soon as the move is finished, instead of continuing to rise; if successfully hits opponent, animation ends immediately allowing Magneto to attack opponent; Hyper Grav will not contact opponent if lying on floor (prevents cheesy infinite combo); animation ends if opponent is KO'd with Hyper Grav (prevents game crashing).

Flight - If hit during flight, flight will cease.

Magnetic Forcefield - Decreased duration by ~1/3.

Magnetic Tempest (1st part) - Is now a super move which uses half of X-meter (requires full X-meter to perform, and has X animation in background); stops X-meter from charging until Magneto is hit or 2nd part is performed (computer only); move is disabled if not in Engine Room of Avalon (preventing easy X-meter charging).

Magnetic Tempest (2nd part) - Requires the other half of the X-meter to perform; increased damage.

Magnetic Shockwave - Increased lag time; X-meter starts draining as soon as move is started, rather than after the shockwave beams appear (similar to all other characters when they perform their Hyper-X moves); knocks opponent over and sends them flying backwards allowing opponent to be juggled by each beam of the shockwave (similar to MSH); decreased damage.

* Launchers - down+MP (launches straight up, airborne opponents), down+FP (launches straight up)
* Ground chain - QA>M/FA (max two hits)

Dash - Dash takes shorter to perform.

* Launchers - down+FP (launches diagonally) [reworked v4.08]
* Ground chain - QA>MA>FA (max three hits)

 
LATEST VERSION: v5.00
 
Hosted by www.Geocities.ws

1