DeadPool by Unlimited and Flamekyo
Enjoy.
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-Info-
Gameplay is very similar to that of MvC3.
Ground/Air Combos
Double Jump Capabilities
Supers and Specials from MvC3
Sounds from MvC3
Reset Capabilities
Damage Dampener
-Palettes-
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Download Update 2 Here :
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Update 2 Information
Please Read The Read Me
Enjoy.
[You must be registered and logged in to see this image.]
-Info-
Gameplay is very similar to that of MvC3.
Ground/Air Combos
Double Jump Capabilities
Supers and Specials from MvC3
Sounds from MvC3
Reset Capabilities
Damage Dampener
-Palettes-
[You must be registered and logged in to see this image.]
Download Update 2 Here :
[You must be registered and logged in to see this link.]
Update 2 Information
- Spoiler:
- Update 2 6/2/12
1.Air Punch attack gives less damage
2.Slash FX have been added to Cutting Time
3.EnvShake is now exclusive to Heavy Attacks and Supers
4.The Hyper Background No longer lingers when Supers miss or if DeadPool is hit early.
5.Combo Counter and Announcer have been added :
MvC3 Announcer for ground combo's and MvC2 Announcer for Air Combos (Aerial Rave) 5 Aerial Combo or more.
6.Throw has been fixed, somewhat fixed anyway. When holding back, the opponent doesnt stay behind you, the opponent instead moves slightly inward towards the middle.
7.QuickWork recovery is slightly faster, allowing DeadPool to combo after if timed right.
8.Katana-Rama M and H knock opponent down rather than launching them when standing, however Katana Rama L still launches opponent for combing reasons.
9.All Crouching attacks can combo intro Standing attacks and vise versa.
10.Aerial Gun Trigger FX now follow gun.
11.Any Trigger Gun specials can now go into any Ninja Gift.
Please Read The Read Me
- Spoiler:
- Interactive Intro Tutorial (For those who want to use them)
In order for your character to have a specific intro with DeadPool you will need to enter the name of your character, if it hasn't already been, into the following code in the .CNS file.
Under StateDef 190,
you will need to insert the name of your character like so :
This is for the Cacpom Intro : "Hey I Freaken Love Street Fighter, Autograph Your Spleen For Me!?!?"
[State 190, Interactive Intro]
type = ChangeState
triggerall = P2name = "Ryu"
trigger1 = Time = 0
value = 1900
To insert the name, add this under Trigger1 :
Trigger2 = P2name = "Name"
To add more names without having to use extra Triggers, just add : || (get this these symbols by pressing Alt + 1, 2, 3) followed by P2name = "Name"
Do this for for which ever Intro you want.
Here are the choices -
"Hey I Freaken Love Street Fighter, Autograph Your Spleen For Me!?!?"
[State 190, Interactive Intro]
type = ChangeState
triggerall = P2name = "Ryu"
trigger1 = Time = 0
value = 1900
;Short And Short On Deodorant Is A Real Bad Combination Stabby.
[State 190, Interactive Intro]
type = ChangeState
triggerall = P2name = "wolverine"
trigger1 = Time = 0
value = 1901
"Magneto..... Welcome To Die!!!!!"
[State 190, Interactive Intro]
type = ChangeState
triggerall = P2name = "Magneto" || P2name = "Mvc Magneto"
trigger1 = Time = 0
trigger2 = P2name = "MvC2 Magneto"
value = 1903
"Next time, maybe you should let Nero do your fighting, skippy"
[State 190, Interactive Intro]
type = ChangeState
triggerall = P2name = "dante"
trigger1 = Time = 0
value = 1904
Reason for doing this is, not every character will be compatible with the Interactive Intro's, the normal intro's work fine, but in order for the special intro's to work, you must code in the specific name of the character you want.
Note - To make sure it will work, open the .Def file of your character and copy the name under : INFO
name="Character Name" <--- This name,
some characters might have Ryu as the name,
but this specific name might say Ryu Hoshi..... You need this name in order for the intro's to work.
Last edited by Flamekyo on Sun Jun 03, 2012 12:24 pm; edited 3 times in total