v5.00        

This is a list of currently known issues with the Mod:

• Since Juggernaut and Magneto have been essentially weakened so that they are more balanced with the other characters, they are MUCH easier as bosses than they were previously (especially for Magneto). This may annoy some people, since this removes the challenge of defeating bosses who are supposed to have a significant advantage over you.

• Magneto's Hyper Grav sometimes causes problems. Because of the unusual way in which I made this unblockable move blockable, the game will occassionally hang in ~0.5% of cases. Despite extensive testing, I can't figure out what triggers this problem to occur.

• Computer opponents do not adhere to chain combo rules. Since the way the computer's fighting style (such as choice of chain combo, etc.) is hard coded into the ROM and not actually stored in memory, I am unable to correct this. However, the only computer opponent where this is actually noticeable is Magneto, who likes to perform three hit chains (in the Mod, Magneto is only supposed to be able to perform two hit chains). But my justification for this is that he is the last boss, and therefore should have some sort of upper hand!

• It is sometimes possible to cancel an attack into the same attack (e.g. QP cancel into QP). This is due to the fact combinations of buttons (e.g. 3 punches and 3 kicks) executes as the lightest attack, but the Mod registers it as being the fiercest and therefore permitting the "chain combo" to progress, despite it being exactly the same attack.

• For some characters, not all six hits of air combo can hit. This cannot be helped because some of the character's attacks were designed to hit people below or above them, but not at the same level. For example, Silver Samurai's J.MP can only hit people diagonally above him, making it very difficult to use in the air combo unless your timing is perfect. Even if you do manage to hit the opponent with the J.MP, the opponent will be too high for you to connect with the J.MK.

• Cyclops' air combo must be performed holding the down button throughout the entire duration. This is due to the reasoning mentioned above - his normal air attacks are designed to hit people diagonally above him. When holding down, however, his attacks can attack opponents on the same level.

• The opponent trajectory after being hit in an air combo is the same no matter what your relation is to them. In the other games of this series, if your character is below your opponent when you hit them in an air combo, their trajectory will be slightly lower so that your character can catch up to your opponent. Conversely, if your character is above your opponent, their trajectory will be slightly higher so that the opponent can catch up to you. Therefore, in this Mod, your timing and position must be more accurate, especially if you launched an already airborne opponent. This would take a lot of extra effort to correct, and also I don't know whether Nebula will allow the .DAT file to get much bigger than it already is without crashing!

• If you hit an opponent with a combo, and delay a subsequent hit so that it connects just after the character finishes recoiling (i.e. the last hit is no longer part of the combo), the last hit can sometimes do immense damage. This is due to the way the combo damage balancing code was written, coupled with the fact that the Nebula did not update the memory value in time.

• If the game is completed with Juggernaut or Magneto, the game will halt and need to be reset, because these characters do not have endings. This is something I would like to address in the next version.

• Super jump cancelling after a launcher will still occur even after the opponent has been hit with an air combo. That means that if you land before you opponent after hitting them with an ender (FP or FK), you can launch them again and follow up with an air combo indefinitely, leading to an easy infinite. This is something I would like to address in the next version.

This is a wishlist of changes I would like for the Mod, but are not be possible:

• The dramatic pause when a Hyper-X move is performed. This is one feature I've really liked about the other games in the series, especially in the Vs. series when a picture of the character slides in from the side during this pause.

• Camera shift to opponent after air combo ends. In all the other games, when you perform a combo ender, the camera follows the opponent to the ground instead of staying focused on the attacking character.

• "Flying screen" camera shift for some supers. The "flying screen" is when the camera horizontally follows the opponent who has been hit by a super move, to the point where the attacking character is no longer on the screen. This is exemplified by Magneto's Magnetic Shockwave in all other games in the series.

• Prevent special/super moves after being hitting opponent with a combo ender. Currently, it is possible to do a six hit air combo followed by a Hyper-X, resulting in quite large and powerful combos.

• Alter Akuma's appearance to that in Street Fighter Alpha, and the supers as per X-Men vs. Street Fighter. Akuma without a Raging Demon super? That's just not right...

 
LATEST VERSION: v5.00
 
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