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+  Trinity MUGEN
|-+  Forum
| |-+  Capcom vs. SNK: Collision Course
| | |-+  Capcom vs. SNK: Collision Course
| | | |-+  System
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Author Topic: System  (Read 3962 times)
Jesuszilla
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« Reply #15 on: March 12, 2009, 03:55:46 PM »

This is the current system:
Capcom Gauges

Zero Gauge
  • 3 level gauge.
  • Counter Attack
  • Counter Movement
  • Can air-block.
  • Lvl. 2 supers can be canceled into specials and Lvl. 1 supers.
  • Dash
  • Roll

Custom Combo Gauge
  • Custom Combo Gauge which can be activated at 50% like SFZ3's V-ISM.
  • Parry
  • Dash


SNK Gauges

Potential Power Gauge
  • At H Power, (1/2 gauge filled) Break Shots are allowed.
  • At S Power, level 1 supers may be used.
  • If character's life is <= 3/10 (that's the actual math in CvS2 last I checked) and S Power Gauge is filled, then P Power activates, allowing level 3 supers.
  • When character's life is <= 3/10, infinite level 1 supers are allowed.
  • Power Charging
  • Just Defend
  • Run
  • Dodge

Advanced Gauge
  • 3 stocks, each allowing the use of a level 1 super.
  • MAX mode can be activated at the cost of 1 stock.
  • In MAX mode, level 3 supers may now be used. Like CvS2, any super inputs will be level 3 regardless of the strength of button used.
  • MAX mode allows free canceling like in KoF2k2.
  • MAX mode lowers attack power like in KoF2k2 so that it won't be overpowered as hell.
  • Small Jump
  • Run
  • Roll
« Last Edit: March 12, 2009, 04:00:34 PM by Jesuszilla » Logged


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