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Once you understand it, all there is to adding a character is copy and pasting a name into a txt document, then placing the files in the char folder.I would use Mugen if it was easier to add Characters in the game. Sad really since it seems like such a ridiculous game and i just love those types of games.
The next 2 quotes being for HM Hibiki'sAs for any other game out there right here right now where he IS playable, there technically IS Mugen, as this entry shows: http://mugen.wikia.com/wiki/Duck_Hunt_Dog
DJHANNIBALROYCE's version is THEE version to run if you were to pick just 1 of them. I've just given him a test run in the Combo Labs in Mugen Version 1.1 beta 1 a couple minutes ago (I don't believe there's been a newer version of Mugen released since that one), and as someone who's been a big fan of 2D fighters for over 15 years, and having been able to do legit combos in 2D fighters since 2003, I'm sadly not the biggest fan of Royce's DH in terms of gameplay. Visually, despite being an upsized 8-bit, he's cool, yet amusing (personally, I despite his Crouching MK... >_<).
The duck's not as involved in his attacks as he is in Sm4sh though, making him less like Nakoruru from Samurai Shodown. Oh yeah, when I first heard that DH was going to be in Sm4sh, I thought he was going to be like Nakoruru in that the duck would've been a ride-able striker like her pet falcon (or was it hawk?) Mamahaha. Royce's DH isn't like her, nor is his Sm4sh incarnation, still much to my surprise.
Cancels from normals into specials on the ground don't seem possible, nor are normals into supers or even specials into supers looking possible, which in a 2D fighter, is a HUGE problem, since that drastically reduces the amount of damage one can inflict in a punish, and it makes his footsies less threatening and more dis-respectable by the opponent. Being able to cancel or link into a Special or Super off of seemingly any stray poke is an incredibly powerful ability to have, which Royce's DH seems to lack. I WISH his QCB+LK/MK/HK was Super-cancellable, since it looks like it should be. I would've mentioned air normals into air specials or supers earlier, if he had any air specials or supers to use, which he doesn't.
Smash 4's general arsenal mechanics aren't present either, which reduces the amount of traps & okizeme (what you can make your opponent wake up to after scoring a soft/hard knockdown on said person) that he can do. If Royce's DH had Smash 4's arsenal directly transferred over, he'd have some of the best okizeme this side of a Melty Blood: Actress Again: Current Code or Umineko Ougon Musou Kyoku Cross character. At least on the trap front, his Gunmen are basically like Guilty Gear!Testament's Trees minus their hidden-until-opponent-is-closeby state, and putting those up while your opponent's lying on the ground after landing a soft-hard knockdown can lead to some pretty good mixups.
At least his Crouching HK can link into itself with good timing/mashing, and the anti-air Crouching HP (technically making it like Ryu's "Mexican Uppercut") can set up for Jumping HP or HK (this move is 7 hits max) as well. He's also got QCF+LK/MK/HK (Roll Over Uppercut) linked into QCF+MP & HP (Fly Away), provided you wait until DH lands from doing the Uppercut before inputting the Super. In the air, he can link from J. LP or J. LK into J. HK if you land J. LP or J. LK after letting it linger for a bit before actually hitting with it.
Oh, and he can airdash in either direction, even after double jumping. Said airdash can be done instantly by pressing Up-Forward and then pressing Forward (this makes it an IAD, which DOES work for 3S's Twel(e)ve). His normal dash in either direction has him going off the floor, allowing for aerials to be performed, ala Morrigan and Jedah from Vampire Savior.
As for an opponent for him to fight against, I'd definitely pit him against either Zangoose (http://mugen.wikia.com/wiki/Zangoose), D4 Kirby by Seku (SMOOTH sprites styled after both the Smash series AND Return to Dreamland? Yes please! ), or Gladiacloud's Smash 4 styled Charizard (http://mugen.wikia.com/wiki/Charizard/Gladiacloud's_version).
It's practically a given that I'd fight Royce's DH as MegaYoshi (*gasp!*), especially with the Demon Jr outfit (not the Orange Yoshi like it is in my avatar, believe it or not), as some of you may have guessed from the fact that I've been tricking out my avatar and signature with him as of late, since unlike thee in Sm4sh or MVC1/2, he's got far more mobility and projectiles, exceeding those of even Sm4sh 's, for he too can IAD (unlike DH's, his IAD can actually score hard knockdowns like Jedah's and possibly UNIBEL!Merkava's, and it can be held indefinitely) after Flutter Jumping. ;O MY can also Super Jump like in the Marvel series, and he can Flutter Jump in either direction after the 1st jump or even the airdash if you double tap upwards (up left & up right are ok). He can also halt all air momentum & return to the ground straight-down at seemingly any moment outside of a whiffed aerial by -ing with Down Down + Any Kick (Press 2 at once for the EX version) that can also cross-up ala Yun 'n Yang's Divekicks.
I'll admit, in Mugen, I'd DEFINITELY rep MegaYoshi over Royce's DH, due to sheer mobility, cover fire, & even explosive combo-ing abilities that can actually make his rushdown & footsies terrifying to confront. Even MY's okizeme can compete with Royce's DH's, and MY himself has so many tricks like the W-Can with HP & HK & the Super Taunt to build meter (and health with the Super Taunt as well), 3rd Strike Parries that technically can be done with no meter at all, KOF styled Rolls & Spotdodges with LP & LK, the list goes on....
I'm surprised that I haven't dropped by here until now, considering I have had all these sprited MegaYoshies adorning my avatar and signature for around a month & a half now, which I ripped from HedgehogMac/HM Hibki's MegaYoshi's files (which is free. Check out my signature if you want to download him, though if anyone has trouble with that, I could make good on my Dropbox link offer...) using Fighter Factory 3 (which is also free), plus importing the orange color from Mike's 2nd version (http://mugen.wikia.com/wiki/Yoshi/Mike's_second_version) of Mugen!Yoshi (free as well) for the avatar. Then again, I've been elsewhere on the boards, making many posts, mostly focusing on Jr & DH (especially him, considering how active his board is in comparison to Jr's) and the Online section. It's only been the last 2 weeks or so since I've started using the ripped sprites & animations from his and Royce's DH's files at various points in my posts, which I am adoring very much, due to the amount of occasions I'm finding for them.
I do occasionally play as Sm4sh MM from time to time (more often than Sm4sh Yoshi, but less often than some of my other characters like WFT, G&W, and Doc, but with Neutral 2 & Side 2 getting buffed, I might consider playing as him a little more often with Customs On. ), who I'm still glad is better than his Marvel 1 & 2 counterparts (where I geniunely believe he was a low tier, which I canNOT see Sm4sh MM being AT ALL, even with this patch's changes), because:
1. He's nowhere as pressured to do traditional combos here as he would be in Marvel 1 & 2 (which he wasn't too good at doing in that series, especially if you directly compare him to folks like Strider Hiryu or Wolverine or Iron Man), for outside of certain characters' grabs (ex. Mario, ZSS, Sheik), Bowser Jr's Side B Jump Cancel juggles, and Ryu's Weak/Strong DTilt/UTilt xx Specials, the overall lack of:
1a. reliable hard knockdowns deterring strong okizeme from hounding the knocked down opponent,
2a. corners with which to lockdown folks in,
and 3a. Instant Air Dashed Aerial attacks (landing lag can hinder this enough to prevent the next step from occuring) --> standing or crouching Normals xx Specials type of combos (IMO, Sm4sh Ryu comes closest to being capable of all this, for his Air FADC can serve as an air dash with an armored beginning), all help ward off the potential for touch-of-death infinites that the Marvel VS series is plagued with (Oh hai Marvel 1 Wolverine, Marvel 2 Magneto, and UMVC3!Zero during Sougenmu~).
2. His Custom Loadouts, much like so many of the cast, are geniunely awesome to use (I usually rep 33xx or 23xx or 13xx (though with Side 2's reduced cooldown, I might consider running that as well. ) depending not only on the MU (Down 2's for dealing with others' projectiles, while Down 3's for those without any), but also the stages, such at walled (Up 2~) and non-walled (Up 1 or 3~)). With the cooldown on Neutral 2 & Side 2 being reduced now, perhaps I'll start using those moves more often, since for as much as I love how early Danger Wrap can KO folks near the ceiling and how Shadow Blade lets us land some powerful followups while piercing through some projectiles, there are MUs where we'll want something else...
And the biggest reason to me, 3. For as tough as the likes of Pikachu, ZSS, and Sheik are, I don't believe that there is anyone in Sm4sh that I would consider to be on the same level of overwhelming might that teams like Strider Hiryu & Wolverine or Double War Machines in Marvel 1, or virtually any combination of the top tiers in Marvel 2 (Ex. Magneto & Storm & Psylocke or Storm & Sentinel & Captain Commando) have (I.E. MM actually has a shot at winning without constant super-clutch plays or an overreliance on his teammates' Assists). In other words, when I look at Sheik, I don't see her as dangerously great as, oh say, Marvel 2 Magneto. When I see Custom Villager, I may nickname him/her ChrisGer after ChrisG's inFamous UMVC3 Morrigan/Doctor Doom/Vergil team, but I don't see ChrisGer as unapproachably safe as, oh say, Marvel 2 Cable with the right assists to cover up the openings in his lameout style. I see them as folks that are as beatable as, oh say, the 75-ish% of the Marvel 2 cast that normally don't get played in actual tournaments.
However, there IS a version of him that I rep in a fighting game more than Sm4sh and even Marvel 1 & 2, and it's HedgehogMac / HM Hibiki's MegaYoshi in Mugen--
"I know, I know, it has a terribad reputation as a laughing stock of a broken mess that can't be taken seriously, what with Salty Bets, UFGT X's Salty's Silent Auction | Random Mugen Tournament last year, and the hordes of horrifically unbalanced characters & systems and amateur appearances that show up in both of the previous points..."
Still, I adore how MegaYoshi is such a significant improvement over Marvel 1 & 2 MM, that I would consider MY to be a direct upgrade over him.
How exactly is that so? To begin, his mobility, especially in the air, is AMAZING. He has a Flutter Jump that can let him either avoid committing to a single direction during a jump, maintain air hang time, or even quickly do aerial attacks (including air-thrown projectiles, including LEAF SHIELD! 8D) if Up is double tapped while on the ground.
He has an Airdash that knocks down on hit, yet can still be acted out of & be used multiple times in a single jump (regaining the 1 knockdown hit each time!), KOF styled rolls & spotdodges (which he can attack out of AND be cancellable into a super (ex. QCB, F + LP & LK or QCB + LK & MK) on hit), and a generally high ground movement speed (you can end his run with a roll if you press down while he's running, which can let him go under certain high-aiming attacks, and if you press forward again after ending your run with a roll, you can possibly get a normal or a special if you use 1 button (LP LK MP MK), or either a grab or even a super if you use both LP & MP or LK & MK together), which includes one of my most favorite walking styles to have ever graced a Yoshi:
'Tis be the 8th outfit (Start+MK/X/Button 2) for MY based on , btw.
Its accurate-to-MM7 status is actually as practical as Sm4sh Marthcina's walks, due to the sheer speed he has with it (out of all the Mega Men and even Yoshies in Mugen, in terms of walking speed, MegaYoshi is the absolute fastest walker out of them all. It keeps up with air-thrown Leaf Shields + air-thrown Charged Mega Buster shots (which can be fired seemingly IMMEDIATELY in the air after throwing your Leaf Shield in the air, plus they have NO landing lag, whatsoever!) as well)), its allowance for Parries, and recently, after some testing in the Combo Labs inspired by OneSmash's 20XX series on Option Selects, I've found out that he has an aggressive OS featuring that, his 3S-styled Parry, Egg Roll, and even Tongue Grab (Hold Forward while you're walking (as pictured above by MegaSonicYoshi, which is NOT running), then press Forward + LK & MK (Delay the button presses for a little bit for the Tongue Grab)).
MY sadly doesn't have a wall-jump like what MVC1&2 MM has, but I don't believe he needs it. Flutter Jump can be a pseudo wall-jump, anyways.
While MegaYoshi's slide pictured above seems to start up & end faster as well as travel farther in less time, he doesn't get as many options for directly cancelling into specials & supers as MVC1&2 MM does (QCB + 2 Kicks and QCB, F + LP & LK after landing Slide does work for MY at least), yet it can leave his opponents knocked down for longer than MVC1&2 MM's Slide does, making it easier for MY to setup his strong okizeme (The question of "What can I make my opponent wake up to when he/she finally gets back up?" btw).
His combo-ing & pressuring ability is actually both easier and better than MVC1&2, because:
1. This is a bread 'n butter 1+ meter punish combo that he's got the mobility & methods to sneak in:
Airdash/Jumping (Down+)MK or HK OR Double Tap Up --> Jump MP/MK --> Jump HK --> MK x2 (links into itself with good timing/mashing) OR Standing LP --> LK --> MP/MK xx *Insert Any Special Here, though to continue onwards into a super, use QCB+LP* xx QCB+ Any 2 or 3 Kick buttons or QCB, F + LP & LK. If you use the QCB + Any 2 or 3 Kicks super, you're free to do whatever followups you want afterwards, since your opponent will still be suspended in the air for a little bit after the super's over.
2. He also has legit air-to-air combos, due to converting stray aerial normals into airdash, after which he gets to do whatever he wants. That is also what makes his meterless combos more punishing (without meter, for example, instead of going into QCB + LP after standing MP/MK, he can go for the Crouching/Standing HK Launcher into LP LK MP MK or LK x2 MP MK xx Airdash (hit or not) --> Anything he wants).
3. As stated above, you can double tap UP while on the ground to quickly activate Flutter Jump ASAP, which allows him to do WHATEVER aerial attacks you want (many of which are FAST overheads that MUST be blocked high, though J. HK doesn't count as an overhead for some reason...), including air-thrown projectiles (including Leaf Shield, though the timing seems inconsistently tough to do, even with drumming all 3 Punch buttons) and even supers (Air Protoshield Barrage is actually quite safe to do in the air, because you can IMMEDIATELY do whatever you want afterwards while in the air). His ground-level mixups when this is included with his numerous other options are countlessly powerful to wield and terrifying to confront.
This method of aerial attacking MIGHT even lead to a Skullgirls!Fukua / UMVC3!Zero-styled corner infinite by doing Double Tap Up --> MP --> HK --> REPEAT from Double Tap Up (timings seem quick 'n strict from what I've tried so far, much like UMVC3!Zero's Lightning Loops, so if you ask me, if you can actually pull this off in a real match, I'd say you've earned the win).
I'm thoroughly impressed with how much better Marvel 1 & 2 becomes when you put him in the body of a Yoshi and give him a bunch of traits that neither of them normally have when separated (ex. 3S Parries that cost meter yet are still do-able with no meter (Better than Akatsuki in Under Night In-Birth, but worse than a 3S char in that regard), MM2/Power Fighters Mecha Dragon Transformation, a W-Tank (Hold both HP & HK) to quickly build meter, etc). He's a deep, technical, quick (overall both in mobility and attack speed), and even high-damaging character with numerous viable options that can support multiple solid gameplans and playstyles wonderfully, which greatly helps him in adapting to various MU types.
As you may tell, I REALLY like playing as MegaYoshi, to the point that I could write up a gigantic post on what he's capable of (which I think I might've already done right here.... XD). It's just too bad that he's probably worthless in terms of advancing Sm4sh MM's meta with, despite his volume of unique multi-purpose projectiles (keepaway AND rushdown are both possible with MY) that Sm4sh MM has in common with him, but at least he has all these cool sprites for me (and possibly others) to use at various points, such what I've used in this post. :D
In regards to the Classic series, MM6 stands tall at #1 as my absolute most favorite game in that series, for it's the 1st MM game I've ever played and beaten, plus it's one of the easiest in that series ("With 9 E-Tanks, Power & Jet Suits, and an easier way to get Beat, it's no wonder why I was able to appreciate it & even beat it in my single digit years."). Its OST, to this day, I can make myself practically hear it playing in my head on command, especially Wind Man's stage. *Does just that, and zones out in imaginative bliss*
Oh, and Gaijin Goomba's coverage on its multicultural aspects... *squees!*
Part 1: https://www.youtube.com/watch?v=NFENe3sG-no
Part 2: https://www.youtube.com/watch?v=WwuWU4B4n2U
I may not have ranked MM7 among the Classic series too highly for years, but ever since repping MY since last year (a couple of his sprites and even sounds 'n riffs come from it), it's been going up on my list of favorite Classic MM games, perhaps high enough to compete with MM6 now, though MM7 shall stand at #2 for me. For all the flak that MM7 gets, I'd at least want to say that it brought us Danger Wrap (which is both the 1st Master Weapon I get & one of my favorites to use, due to its versatility) in Sm4sh, one of Mega Man's best Side B moves that anti-airs folks very well and even KOs them at shockingly low percents doing so. It also brought us an awesome OST that, to this day, still gets air time in my playlist. Its big 16-bit sprites are awesome, and I've not really had any super serious problems with platforming or fighting due to it. Sure, the last form of the Wily fight is among the most difficult endbosses in the entire series, and you only get to carry 5 E-Tanks (I consider the SP-Tank to be one, since it also refills all your Master Weapons), and only 4 Robot Masters are available to start off with instead of all 8 (unless you use a specific password), but those are the most serious blemishes I can give it that stops it from reaching #1, despite how much MY was influenced by it.
He's supposed to be actually firing uncharged Buster shots here, but I'm not sure how to replicate that here... >.<
Oh, and its 2 player VS mode was quite cool, though Bass was rather OP once you figured out his special moves. XP
3rd place would probably be between Power Battle (CPS1) & Power Fighters (CPS2) for the arcades/GC, for its sweet remixes (including those from MM6 & MM7 :>), it's simultaneous 2-player co-op that affected PF's endings & really should happen again someday, and playably cool Proto Man, Bass, and even Duo in PF, who I mained. Since both were arcade-only until the 2000's, the only other way to play them outside of the GC Collections were by a certain ugly E word, if you weren't close to an arcade that had them...
I would LOVE to play a Classic MM-styled game starring MegaYoshi one day. If he had any of the capabilities he has in Mugen going into that game, as well as looking the way he does in my avatar or signature or possibly better...
And the 3rd being Jetgoshi & Dylanius9000'sThe idea of switching Master Weapons in the middle of actual combat without pausing was and still is pretty cool. It was neat how Eddie personally gave you the MW that you could pick up yourself, just like in the platformers, even when you're knocked down (though unlike MegaYoshi, you won't be able to actually pick it up while you're lying down). MVC 1's MW Icon sticks around for longer on the ground than MY's version does, but Eddie has to be close enough to you before he'll give the MW to you, which can pose a problem if you're moving away from him while he's walking towards you, which MY does not have to be concerned about. Strangely, during a MY Ditto match, neither of the MYs can steal the other's MW drop, which is the exact opposite of the MM & Roll (Ditto) MUs in Marvel 1 & 2, where the both of them CAN do so. o_O
I do like the challenge of it for both MVC1 MM (not so much Marvel 2, given how hard that is) and especially MegaYoshi, for it's only for a surprisingly short duration that they have to hold the line (as soon as I get LS, I'm done with line holding for the rest of the round for that particular reason) in comparison to folks like Robo-Ky in GG or Phoenix Wright in UMVC3 or Markman in Divekick, who have more expensive reasons to hold that line for FAR longer. However, actually trying to switch Master Weapons in actual combat safely would likely require landing a knockdown before attempting to actually pick up RB/TH/LS, preferably while your Assists or other projectiles are covering you. Pulling this off when 1 or 2 Assists are summoned by the opponent, who is also closing in you while their Assist(s) are out 'n about is an incredible challenge, to say the least. 'Course, MegaYoshi probably has it easier when it comes to securing the MW of choice than MVC1&2 MM does, given the multitude of options he has to hold the line near the given MW, which is handy to have in team battles where 4 to even 8 characters are simultaneously on the battlefield at the same time.
Personally, Megaman Volnutt in Tatsunoko Vs Capcom: Ultimate All-Stars greatly enhanced the mid-combat weapon-switching idea, for not only are his 3 weapons (Machine Gun, Drill, Shield) NOT tied to Eddie, he technically has a 4th weapon in the form of his default Fist. The way he switches between them is MUCH faster, safer, and even practical for extending movement distances, combos, and even mixing up approaches & blockstrings, for inputting QCB or QCF or even Down Down and then an attack button makes him move backwards or forwards or nowhere (respectively) while switching weapons. He can cancel his normals & weapon uses into those weapon switches, even when you WHIFF the Weapon Use, AND in the AIR! You can Weapon Change twice in 1 jump, which will ALSO give him 2 extra air dashes on top of his 1 air dash AND let him change weapons as well (depending on the buttons pressed, you could stay with the same weapon you started the extra air dashes with)! All of his supers can automatically switch weapons for him too:
Machine Gun Sweep super (QCB + 2 attack buttons, air-usable, 1 bar needed, leaves you with Machine Gun equipped)
Max Power Drill Uppercut super (DP + 2 attack buttons, ground only, 1 bar needed, leaves you with Drill equipped),
and Max Power Shining Laser (QCF + 2 attack buttons, ground only, 3 bars needed, leaves you with default Fist equipped).
Bringing Volnutt out as an Assist (which will always be 3B Drill, regardless of what weapon he had on when you tagged him out) after switching him out with your partner will always make his weapon be the default Fist when you tag back to him.
Because of the many ways he can switch weapons, what he sacrifices are the many special attacks he could've had instead, were it not for those Weapon Switch options (NO DP or RDP specials for him, for some reason... ). Forward Medium ("6B") and Down Forward Medium ("3B") are what we press to use those weapons (in the air as well!), not QCF + Any Punch, so he doesn't get 3 versions of any of his weapons to use like MVC1&2 MM & MY do. Basically, this style of weapon switching can allow him to be far more capable of aggressive rushdown and comfortable fighting upclose than MVC1&2 MM, which as someone whose main MO is aggro rushdown, I ADORED to the point of maining him in TVC, alongside Roll (if you use the Roll Mop Up Turbo Super on top of a puddle you've put on the stage, she can make every hit she lands do as much damage as any stray hit from Tekkaman or Alex, especially if you use Roll Power Up! beforehand)!), Saki, Doronjo, and secondaring Jun the Swan, Alex, Frank West, and Zero ("Hey, EG|Marn made him look really cool during 2010 when he ran Zero/Alex with Zero on point!" I myself would run Zero/Roll with Zero on point or Volnutt/Roll or Zero/Volnutt or Volnutt/Doronjo or Zero/Doronjo).
Same here. :D It's been much fun going to the Combo Labs with Marvel 1 & 2 MM (especially 1, since that's the version I can actually get my hands on), TVC Volnutt & Co., and MegaYoshi in Mugen recently and experimenting with various movements & combos & other ideas. As someone who's been a traditional 2D fighter fan & player for at least 10 years now (2003 to 2004, specifically, was when I really got into traditional 2D fighters, due to having figured out how to do legitimate combos like Garou: Mark of the Wolves's Gato's Jumping D --> Close Standing C xx DP+B or D \ QCF+A xx Forward Forward+A or C) in comparison to Sm4sh's 1 year, it felt really nice to step back into a realm I'm still more comfortable being in. TBH, my 1v1 Sm4sh performance still pales in comparison to my traditional 2D fighter performances, and I'm personally OK with that, since I still see virtually every other fighter in the world as being more tailor-made for 1v1s than Sm4sh is, anyways. I'm more of a teams guy when it comes to Sm4sh, for it's quite rare to have teams in fighting games at all. Off the top of my head, outside of the Smash series, the YYH Genesis fighter, Bleach DS 1 & 2, Akatsuki Blitzkampf, Mugen, and possibly one I've missed, are among the only fighters to even offer teams at all. Plus, being able to directly convert stray Normals into Specials and even Supers, even in the air, is just so fun. :3
I'll admit, I personally have not played Marvel 2 very much (since I don't have it), though I've watched MUCH tournament footage over the years, and I can definitely tell you that MM does NOT get played at tournament level very often, if at all, much like around 75% of the rest of the cast. Judging by his lack of appearances in competitive play, he, much like the rest of the 75%, must be pretty bad in direct comparison to the top tiers in Marvel 2 (ex. Storm, Sentinel, Magneto, Iron Man, etc). Of the MM cast that was in Marvel 1 & 2 , at least Tron Bonne saw the most use in Marvel 2, due to one of her Assist Types being capable of setting up unblockables if used right (I think it was Gustaff Fire, which is no longer capable of unblockable setups since MVC3, hence her lack of air time in UMVC3). TVC:UAS was very kind to Volnutt, especially Zero (who I don't believe has EVER been any lower than top tier in seemingly any fighter he's ever been in, from UMVC3 when paired with Dante & Vergil (The Zoop Zoop song is one of my absolute favorite things to have come from UMVC3, along with Apologyman (whose representation of Lucario makes complete sense, given that he's the embodiment of Marvel 3's X-Factor), Phoenix Wright, and ChrisG(er)'s Morrigan/Doctor Doom/Vergil team. XD), to SVC Chaos as his MMZ self), and even Roll (whose MVC incarnation I'm certain was worse than MVC1&2 MM) in terms of tiers & air time.
I would've loved to use Mega Ball traps in Sm4sh like what David Sirlin described here: http://www.sirlin.net/ptw-book/love-of-the-game-not-playing-to-win
The rest of that article, much like his actual Playing to Win book as a whole, are highly recommended readings that have helped forge my own style throughout the years. I can thank that particular article, particularly the "Basic R&D" section near the beginning, for inspiring me to attempt to challenge seemingly every move I see, whenever & however I can, in whatever fighter I happen to be playing, even here in Sm4sh.
Believe it or not, Marvel 1's Mega Ball beats MY's version of it, for the Ball itself comes out faster (as does the start & end of the move itself) & closer to him (Crouching LK quickly & easily sends it flying, the MOMENT MM recovers from throwing out Mega Ball), and it does multiple hits (= more damage), including on block (no chip damage for either character's version). Were it to actually land, those multiple hits would add up for surprisingly good damage that can exceed MY's version, which only seems to hit once, even in the corner. Its space control is more consistent (MM produces them & can send them flying faster than MY can), it can force opponents back on the ground, and of course, you can have up to 2 other projectiles out there for traps. Both versions are pushblockable, however, and for some reason, MegaYoshi's Slide doesn't seem to consistently launch Mega Ball as much as MM's Slide does, yet his other normals do. Huh.
Why I don't hear MM say Rock Ball out loud like he does for Tornado Hold & Leaf Shield in Marvel 1 is beyond me (he probably did in Marvel 2, but again, I haven't personally played it very much, so I wouldn't know), but finally getting to hear him say Rock Ball out loud from MegaYoshi is SO adorable. X3 I just wish MY's version of Mega Ball was better, so I'd actually want to use it more....
To be more honest, Mega Ball is actually thee Master Weapon I've personally experimented with the least out of the 3 he can switch between in Mugen AND Marvel 1, if mainly because I kept getting distracted by Leaf Shield, especially MegaYoshi's version of it, which I adore for having not only virtually no endlag if thrown in the air (allowing for him to do whatever he wants afterwards), but also dealing shockingly high amounts of (chip!) damage by itself that not even MVC 1 MM could do with it (I've not actually tried throwing it in MVC2, though that's mainly because I don't actually have it. I can definitely say that Marvel 1's LS did NOT do any chip damage, and its actual damage by itself is pitiful for how hard you have to fight for it, plus MM just isn't fast enough to reliably follow up on it by himself, especially if he gets pushblocked). MY's version also generates more hit & block stun than in Marvel 1, due to LS's 8 hits racking up slower than Marvel 1's, making it easier to follow up with, the ease of which is enhanced further by MY's sheer mobility speed, and there's a higher payoff as well, beyond LS itself doing great damage. Remember that long-looking +1 meter punish combo I mentioned in my last post? That exact combo is what he can do upon LS actually connecting with the opponent, on block or especially on hit, and if it all hits, the whole combo can take off up to 1/2 or more of the opponent's HP. Oh, and it can also open the door for him to land his surprisingly-hard-to-consistently-do Skullgirls!Fukua-styled corner infinite, IF the opponent is in the corner, is a tall enough character, and guesses wrong on the incoming mixup (though Yoshi's trademark Flutter Jump noise will probably give away your high hitting mixup attempt).
If you block LS midscreen, MVC 1's version will only do 8 hits before stopping without any chip damage dealt. However, MY's version, if blocked outside of the corner, can deal way more than 8 hits, and he can make like Guilty Gear's Venom & simply WALK WITH his LS to increase the amount of hits it does, and thus boost the amount of chip damage it does. Even if you can't seem to throw it, both MVC 1&2 MM and MY can use LS to absorb 1 full hit, much like Sm4sh Ryu's Focus Attack, though without incurring any damage whatsoever, making it pretty handy for either getting in on or backing off from someone. As someone who loves aggressively rushing people down, it is only natural that I would lean towards LS more than the other MWs (especially with MY) for that reason. I just wish you could summon the Master Weapons in the air, as well as use Tornado Hold and Mega Ball in the air as well. Yet another reason for my Leaf Shield adoration.
I don't believe either MVC1 MM or MY are capable of unblockables with it, since a thrown LS doesn't force you to stay blocking either standing or crouching, so you can freely switch between both directions, giving you a chance at successfully blocking whatever incoming mixup is about to be used. Despite what I was expecting, neither MVC1 MM nor MY can grab you while the LS is actively being blocked (not even the Super version of his Tongue Grab); only a little bit after you're done blocking LS can he (Super) grab you, and the window for it seems small. Plus, LS itself can be pushblocked, pushing MM/MY back and preventing them from trying to sneak in a grab (MM's more hindered by pushblocks than MY is, imo).
Combo-ing into Marvel 1's LS seems easier to do than MY's, for MY doesn't seem to be able to throw it after attacks that you would THINK you'd be able to throw LS after (ex. Standing MK, Air MK, post Air Dash due to inputs making Rock Upper take precedence (even if your input is HCF + Any Punch), etc), yet MVC1's LS can be cancelled into after those attacks that you would expect it to smoothly connect after. This difference in direct combo-ing might explain MVC1's generally low damage & payoffs, as well as MY's generally high damage & payoffs.
Speaking of pushblocks, that's actually another ability Marvel 1 & 2 MM can do that MegaYoshi can't (press all 3 punch buttons at the same time). It's a pretty big deal, since that's one of his fastest & safest ways to push people away from him, so as to generate breathing room for himself to (re-)establish his range (Mega Ball) game, as well as a way to mitigate crazy-fast blockstring mixups. As tournament-level UMVC3 players have shown, it's also useful for reducing the amount of chip damage you take from specials & supers. Can pushblocks be punished? Yes, actually. This may be for UMVC3's Morrigan, but there's some good ideas for doing so here that COULD transfer over to other fighters featuring pushblocks: https://www.youtube.com/watch?v=opkeAwxdOM8
So yeah, if you want to rep Mega Ball, go with Marvel 1 & 2's version. If you want to rep Leaf Shield like I do, go with MegaYoshi.
While that certainly is true of Marvel 1 & 2 and even Sm4sh MM (which explains why the top tiers in those 3 fighters give him so much trouble), even if pushblocks are used properly in the former 2 and the x32x or x31x Custom Loadout is used in the latter, I thankfully cannot say the same thing for Volnutt (if he has Shield or Drill or even Fist equipped, his partner's still around, at least 2 bars of meter on deck for either a Mega Crash or 1 bar for a super, and of course the Weapon Switches and VAR Cancelling (https://www.youtube.com/watch?v=EmkPDO8Rfno ) and especially MegaYoshi. Their upclose abilities are actually better than Marvel 1 & 2 MM's as well, for they generally have more range and less start-up on their normals, as well as a better payoff for landing them, should they be able to hit-confirm into their (crouching) HK/3C Launchers or Specials or even Supers off of their stray normal pokes (Ex. As MY, at mid-screen with no meter, a tippered stray standing MK poke can convert into LK or EX Egg Roll for a soft knockdown, which does provide enough time to at least call for Eddie to switch to either Leaf Shield or Mega Ball). MY also has more good upclose moves to use as well to either stay upclose for dealing solid damage & applying strong pressure (ex. Egg Roll, Fire Storm, Instant Air Dash, etc), or for getting people away from him to switch MWs and (re-)establish his lameouts (ex. Z-Saber/Rock Upper, Fire Storm, KOF Rolls & Spotdodges (which he can attack during and cancel into Supers off of it), etc). While MY does share several of his normals with MVC1&2 MM, his versions of them seem to be blessed with more range, most notably on his MK button as a whole, with both Standing & Jumping MK being two of his best pokes to tipper.
MY's air normals by themselves, in terms of range & speed, may generally be on par with MM's, but the previously stated air movement options (air dashes, Flutter Jump, and even Ground Pound (it can ambigiously cross up folks like Yun & Yang's divekicks, along with positioning yourself straight down from where you were in the air), on top of his Super Jump) greatly help him out there. As stated earlier, if you hit-confirm an air normal (except for J. HK for some reason) either air-to-air or air-to-ground, you can cancel into his air dash that knocks down on hit, yet allows for him to do whatever he wants afterwards. Oh, and he's capable of blocking & using air attacks during his backdash (including Leaf Shield and supers!), due to it propelling him off the ground during it, which can help make his retreats safer, as well as give him a chance to fight back while retreating against an opponent giving chase. MVC 1&2 MM's backdash keeps him on the ground, so no air attacks during his backdash (all ground attacks~).
Standing MK is your farthest reaching ground normal poke that's generally safe on block:
Crouching MK, unlike MVC1 MM's, doesn't cancel into specials as cleanly as it should (some supers are fine). It reaches out farther than every ground normal you have, but its safety on block if you don't super cancel into QCB + 2 Kicks super is questionable:
Jumping MK is his farthest-reaching air normal that lets him compete in air-to-air clashes when without meter and you're charging the Mega Buster:
Standing MP has slightly faster start-up, but slightly less range than Standing MK (and it can miss some crouchers, like another Yoshi, and yes, MegaYoshi shares his low crouching profile with them):
Jumping HK's hitstun is fantastically long (the key move to land when going for (Air-Dash/Double Tap Up) jump-in combos or even the Skullgirls!Fukua styled corner infinite), and its jump-in angle is better than J. MK's when coming down from above:
Perhaps these being such good footsie buttons to press with the overall speed he has is a perk that comes from the Yoshi body? ;P Had he been around during Marvel 1 & 2, he would've been quite a strong character who might've seen actual competitive play, unlike the 75% who still generally don't, to this day...
Yah, I too prefer Sm4sh MM as a whole over Marvel 1 & 2 MM (I've not actually read any of the Archie comics...), both in terms of gameplay enjoyment, and even competitive viability (It's quite sad when the only characters I can confidently say MVC1&2 MM has the edge over in both Marvels are Roll, Zangief, Dan Hibiki, and Servbot. x_x). I'd definitely put TVC:UAS Volnutt & especially Mugen!MegaYoshi over Marvel 1 & 2 MM as well. It's really because of how difficult it is for MVC1&2 MM to handle the seemingly insurmountable power level of the cast around him, especially in Marvel 2. As strong as the likes of Tekkaman Blade & Zero and Co. are in TVC:UAS, Volnutt DOES have what it takes to hang in there, for he has air dashes (3 total if you count his 2 mid-air Weapon Changes), VAR Cancelling, Mega Crashes (if not baited & punished), and the Baroque system potentially doubling the damage he deals per hit (and rendering normally unsafe attacks safer), among other tools. With Sm4sh being as young as it is in comparison to the other incarnations I've mentioned, while Default MM's looking to be guaranteed to at least be above low tier (a step up from MVC1&2, if you ask me. :D), Custom MM still seems like someone who has what it takes to stand up to the whole cast. Perhaps Marvel 1 & 2 MM was the basis for which his later incarnations would improve themselves off of, with MegaYoshi being the most directly inspired by him (He actually has a viably & usefully huge movelist, for his data files come with 2 separate movelists, both of which are compatible with him. Only Egg Throw from the Mugen!Yoshi side of him doesn't work)...
For as much as I've practically ragged on Marvel 1 & 2 MM in terms of serious competitive gameplay (which is really where my issues with him are, tbh), I do want to say that everything else about the way he is in Marvel 1 & 2, outside of serious competitive gameplay, I'm quite a big fan of. He looks cool & smoothly animated, his voice sounds adorably feminine (though during my single digits, it momentarily fooled me into thinking he was a girl for a little bit. XD), and while his portrayal may not be completely accurate to the games, many a reference to them is made. Personally, the coolness and even cuteness of the MVC1&2 version is doubled when it comes to MegaYoshi. :3
Splooshi Splashy said:Also, while we're waiting to see if Sceptile makes it into either Pokken or Sm4sh, we can at least check out his legit cool Mugen incarnation, despite its rather terribad reputation (I've seen thee LiquidKen livestream some actual Mugen matches amongst his crew some weeks ago on Twitch, so at least a big famous name within our community seems to like it).
http://mugen.wikia.com/wiki/Sceptile/Jetgoshi_&_Dylanius9000's_version
I play as him quite frequently, alongside Zangoose, Gladiazard, DJHannibalRoyce's Duck Hunt Dog, and of course MegaYoshi. I can definitely tell you that Mugen!Sceptile has legit combos and the movement speed to get close enough to land them.
In fact, here's a few to get us started:
Standing LP --> St. HP/HK xx Any Special or even Super that you want.
Crouching LP --> Cr. LK --> Cr. HP xx Any Special or even Super that you want. I personally like using QCB + 2 Kicks at this point if I have at least 1/2 of 1 bar of super meter, because it then links into St. LP --> HP xx DP (Forward to Down to Down Forward) + 2 Punches, which can be infinitely repeatable until you run out of super meter, which is when you link into Forward Jump LP --> LK --> HK. If you don't care about keeping your opponent locked into the corner, or if you're trying to escape the corner while putting your opponent in it, you can instead use HP after LK in the previously stated chain, which CAN be reliably followed up by Quick Attack (Back for half a second and then forward + Any Kick. Only the Ground version can be EX'd, which makes it like Street Fighter Claw/Vega/Balrog's Sky High Claw in terms of movement style, which won't combo, due to its startup being too high & its travel distance being too far back before reaching the opponent)
So to more cleanly sum it up:
Standing LP --> St. HP/HK
OR
Crouching LP --> Cr. LK --> Cr. HP
xx
Dragon Tail (QCB + Both Kicks) AKA, EX Iron Tail
LINKS INTO
St. LP --> St. HP
xx
Fury Cutter (DP + Both Punches) AKA, EX Leaf Blade
LINKS INTO
Forward Jump --> LP --> LK --> HK (combo ends here) OR HP
xx
Quick Attack (Back for half a second and then forward + Any Kick. You can simply start charging for this WHILE you're in the middle of jumping forward, which is enough time for the hold back requirement to be fulfilled)
Oh, and virtually every single button (LP LK HP HK) is cancellable into either Specials OR Supers, yet for reasons I don't know, Specials canNOT cancel into Supers, nor can his ground normals safely combo into any of his Supers.